Merge pull request #3221 from ReinUsesLisp/vk-scheduler

vk_scheduler: Delegate commands to a worker thread and state track
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bunnei 2019-12-18 22:04:08 -05:00 committed by GitHub
commit d53cf05513
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2 changed files with 315 additions and 41 deletions

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@ -3,7 +3,7 @@
// Refer to the license.txt file included.
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_resource_manager.h"
@ -11,46 +11,172 @@
namespace Vulkan {
VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager)
: device{device}, resource_manager{resource_manager} {
next_fence = &resource_manager.CommitFence();
AllocateNewContext();
MICROPROFILE_DECLARE(Vulkan_WaitForWorker);
void VKScheduler::CommandChunk::ExecuteAll(vk::CommandBuffer cmdbuf,
const vk::DispatchLoaderDynamic& dld) {
auto command = first;
while (command != nullptr) {
auto next = command->GetNext();
command->Execute(cmdbuf, dld);
command->~Command();
command = next;
}
command_offset = 0;
first = nullptr;
last = nullptr;
}
VKScheduler::~VKScheduler() = default;
VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager)
: device{device}, resource_manager{resource_manager}, next_fence{
&resource_manager.CommitFence()} {
AcquireNewChunk();
AllocateNewContext();
worker_thread = std::thread(&VKScheduler::WorkerThread, this);
}
VKScheduler::~VKScheduler() {
quit = true;
cv.notify_all();
worker_thread.join();
}
void VKScheduler::Flush(bool release_fence, vk::Semaphore semaphore) {
SubmitExecution(semaphore);
if (release_fence)
if (release_fence) {
current_fence->Release();
}
AllocateNewContext();
}
void VKScheduler::Finish(bool release_fence, vk::Semaphore semaphore) {
SubmitExecution(semaphore);
current_fence->Wait();
if (release_fence)
if (release_fence) {
current_fence->Release();
}
AllocateNewContext();
}
void VKScheduler::WaitWorker() {
MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
DispatchWork();
bool finished = false;
do {
cv.notify_all();
std::unique_lock lock{mutex};
finished = chunk_queue.Empty();
} while (!finished);
}
void VKScheduler::DispatchWork() {
if (chunk->Empty()) {
return;
}
chunk_queue.Push(std::move(chunk));
cv.notify_all();
AcquireNewChunk();
}
void VKScheduler::RequestRenderpass(const vk::RenderPassBeginInfo& renderpass_bi) {
if (state.renderpass && renderpass_bi == *state.renderpass) {
return;
}
const bool end_renderpass = state.renderpass.has_value();
state.renderpass = renderpass_bi;
Record([renderpass_bi, end_renderpass](auto cmdbuf, auto& dld) {
if (end_renderpass) {
cmdbuf.endRenderPass(dld);
}
cmdbuf.beginRenderPass(renderpass_bi, vk::SubpassContents::eInline, dld);
});
}
void VKScheduler::RequestOutsideRenderPassOperationContext() {
EndRenderPass();
}
void VKScheduler::BindGraphicsPipeline(vk::Pipeline pipeline) {
if (state.graphics_pipeline == pipeline) {
return;
}
state.graphics_pipeline = pipeline;
Record([pipeline](auto cmdbuf, auto& dld) {
cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline, dld);
});
}
void VKScheduler::WorkerThread() {
std::unique_lock lock{mutex};
do {
cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
if (quit) {
continue;
}
auto extracted_chunk = std::move(chunk_queue.Front());
chunk_queue.Pop();
extracted_chunk->ExecuteAll(current_cmdbuf, device.GetDispatchLoader());
chunk_reserve.Push(std::move(extracted_chunk));
} while (!quit);
}
void VKScheduler::SubmitExecution(vk::Semaphore semaphore) {
EndPendingOperations();
InvalidateState();
WaitWorker();
std::unique_lock lock{mutex};
const auto queue = device.GetGraphicsQueue();
const auto& dld = device.GetDispatchLoader();
current_cmdbuf.end(dld);
const auto queue = device.GetGraphicsQueue();
const vk::SubmitInfo submit_info(0, nullptr, nullptr, 1, &current_cmdbuf, semaphore ? 1u : 0u,
const vk::SubmitInfo submit_info(0, nullptr, nullptr, 1, &current_cmdbuf, semaphore ? 1U : 0U,
&semaphore);
queue.submit({submit_info}, *current_fence, dld);
queue.submit({submit_info}, static_cast<vk::Fence>(*current_fence), dld);
}
void VKScheduler::AllocateNewContext() {
std::unique_lock lock{mutex};
current_fence = next_fence;
current_cmdbuf = resource_manager.CommitCommandBuffer(*current_fence);
next_fence = &resource_manager.CommitFence();
const auto& dld = device.GetDispatchLoader();
current_cmdbuf.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit}, dld);
current_cmdbuf = resource_manager.CommitCommandBuffer(*current_fence);
current_cmdbuf.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit},
device.GetDispatchLoader());
}
void VKScheduler::InvalidateState() {
state.graphics_pipeline = nullptr;
state.viewports = false;
state.scissors = false;
state.depth_bias = false;
state.blend_constants = false;
state.depth_bounds = false;
state.stencil_values = false;
}
void VKScheduler::EndPendingOperations() {
EndRenderPass();
}
void VKScheduler::EndRenderPass() {
if (!state.renderpass) {
return;
}
state.renderpass = std::nullopt;
Record([](auto cmdbuf, auto& dld) { cmdbuf.endRenderPass(dld); });
}
void VKScheduler::AcquireNewChunk() {
if (chunk_reserve.Empty()) {
chunk = std::make_unique<CommandChunk>();
return;
}
chunk = std::move(chunk_reserve.Front());
chunk_reserve.Pop();
}
} // namespace Vulkan

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@ -4,7 +4,14 @@
#pragma once
#include <condition_variable>
#include <memory>
#include <optional>
#include <stack>
#include <thread>
#include <utility>
#include "common/common_types.h"
#include "common/threadsafe_queue.h"
#include "video_core/renderer_vulkan/declarations.h"
namespace Vulkan {
@ -30,23 +37,6 @@ private:
VKFence* const& fence;
};
class VKCommandBufferView {
public:
VKCommandBufferView() = default;
VKCommandBufferView(const vk::CommandBuffer& cmdbuf) : cmdbuf{cmdbuf} {}
const vk::CommandBuffer* operator->() const noexcept {
return &cmdbuf;
}
operator vk::CommandBuffer() const noexcept {
return cmdbuf;
}
private:
const vk::CommandBuffer& cmdbuf;
};
/// The scheduler abstracts command buffer and fence management with an interface that's able to do
/// OpenGL-like operations on Vulkan command buffers.
class VKScheduler {
@ -54,32 +44,190 @@ public:
explicit VKScheduler(const VKDevice& device, VKResourceManager& resource_manager);
~VKScheduler();
/// Gets a reference to the current fence.
VKFenceView GetFence() const {
return current_fence;
}
/// Gets a reference to the current command buffer.
VKCommandBufferView GetCommandBuffer() const {
return current_cmdbuf;
}
/// Sends the current execution context to the GPU.
void Flush(bool release_fence = true, vk::Semaphore semaphore = nullptr);
/// Sends the current execution context to the GPU and waits for it to complete.
void Finish(bool release_fence = true, vk::Semaphore semaphore = nullptr);
/// Waits for the worker thread to finish executing everything. After this function returns it's
/// safe to touch worker resources.
void WaitWorker();
/// Sends currently recorded work to the worker thread.
void DispatchWork();
/// Requests to begin a renderpass.
void RequestRenderpass(const vk::RenderPassBeginInfo& renderpass_bi);
/// Requests the current executino context to be able to execute operations only allowed outside
/// of a renderpass.
void RequestOutsideRenderPassOperationContext();
/// Binds a pipeline to the current execution context.
void BindGraphicsPipeline(vk::Pipeline pipeline);
/// Returns true when viewports have been set in the current command buffer.
bool TouchViewports() {
return std::exchange(state.viewports, true);
}
/// Returns true when scissors have been set in the current command buffer.
bool TouchScissors() {
return std::exchange(state.scissors, true);
}
/// Returns true when depth bias have been set in the current command buffer.
bool TouchDepthBias() {
return std::exchange(state.depth_bias, true);
}
/// Returns true when blend constants have been set in the current command buffer.
bool TouchBlendConstants() {
return std::exchange(state.blend_constants, true);
}
/// Returns true when depth bounds have been set in the current command buffer.
bool TouchDepthBounds() {
return std::exchange(state.depth_bounds, true);
}
/// Returns true when stencil values have been set in the current command buffer.
bool TouchStencilValues() {
return std::exchange(state.stencil_values, true);
}
/// Send work to a separate thread.
template <typename T>
void Record(T&& command) {
if (chunk->Record(command)) {
return;
}
DispatchWork();
(void)chunk->Record(command);
}
/// Gets a reference to the current fence.
VKFenceView GetFence() const {
return current_fence;
}
private:
class Command {
public:
virtual ~Command() = default;
virtual void Execute(vk::CommandBuffer cmdbuf,
const vk::DispatchLoaderDynamic& dld) const = 0;
Command* GetNext() const {
return next;
}
void SetNext(Command* next_) {
next = next_;
}
private:
Command* next = nullptr;
};
template <typename T>
class TypedCommand final : public Command {
public:
explicit TypedCommand(T&& command) : command{std::move(command)} {}
~TypedCommand() override = default;
TypedCommand(TypedCommand&&) = delete;
TypedCommand& operator=(TypedCommand&&) = delete;
void Execute(vk::CommandBuffer cmdbuf,
const vk::DispatchLoaderDynamic& dld) const override {
command(cmdbuf, dld);
}
private:
T command;
};
class CommandChunk final {
public:
void ExecuteAll(vk::CommandBuffer cmdbuf, const vk::DispatchLoaderDynamic& dld);
template <typename T>
bool Record(T& command) {
using FuncType = TypedCommand<T>;
static_assert(sizeof(FuncType) < sizeof(data), "Lambda is too large");
if (command_offset > sizeof(data) - sizeof(FuncType)) {
return false;
}
Command* current_last = last;
last = new (data.data() + command_offset) FuncType(std::move(command));
if (current_last) {
current_last->SetNext(last);
} else {
first = last;
}
command_offset += sizeof(FuncType);
return true;
}
bool Empty() const {
return command_offset == 0;
}
private:
Command* first = nullptr;
Command* last = nullptr;
std::size_t command_offset = 0;
std::array<u8, 0x8000> data{};
};
void WorkerThread();
void SubmitExecution(vk::Semaphore semaphore);
void AllocateNewContext();
void InvalidateState();
void EndPendingOperations();
void EndRenderPass();
void AcquireNewChunk();
const VKDevice& device;
VKResourceManager& resource_manager;
vk::CommandBuffer current_cmdbuf;
VKFence* current_fence = nullptr;
VKFence* next_fence = nullptr;
struct State {
std::optional<vk::RenderPassBeginInfo> renderpass;
vk::Pipeline graphics_pipeline;
bool viewports = false;
bool scissors = false;
bool depth_bias = false;
bool blend_constants = false;
bool depth_bounds = false;
bool stencil_values = false;
} state;
std::unique_ptr<CommandChunk> chunk;
std::thread worker_thread;
Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_queue;
Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_reserve;
std::mutex mutex;
std::condition_variable cv;
bool quit = false;
};
} // namespace Vulkan