WIP rough sketch of vulkan backend structure.

This commit is contained in:
Ben Vanik
2016-02-18 16:43:17 -08:00
parent 35e08d9428
commit 4c4a641096
14 changed files with 1691 additions and 436 deletions

View File

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/vulkan/buffer_cache.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/memory.h"
#include "xenia/base/profiling.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/vulkan/vulkan_gpu_flags.h"
namespace xe {
namespace gpu {
namespace vulkan {
using xe::ui::vulkan::CheckResult;
BufferCache::BufferCache(RegisterFile* register_file,
ui::vulkan::VulkanDevice* device, size_t capacity)
: register_file_(register_file),
device_(*device),
transient_capacity_(capacity) {
// Uniform buffer.
VkBufferCreateInfo uniform_buffer_info;
uniform_buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
uniform_buffer_info.pNext = nullptr;
uniform_buffer_info.flags = 0;
uniform_buffer_info.size = transient_capacity_;
uniform_buffer_info.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
uniform_buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
uniform_buffer_info.queueFamilyIndexCount = 0;
uniform_buffer_info.pQueueFamilyIndices = nullptr;
auto err = vkCreateBuffer(device_, &uniform_buffer_info, nullptr,
&transient_uniform_buffer_);
CheckResult(err, "vkCreateBuffer");
// Index buffer.
VkBufferCreateInfo index_buffer_info;
index_buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
index_buffer_info.pNext = nullptr;
index_buffer_info.flags = 0;
index_buffer_info.size = transient_capacity_;
index_buffer_info.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
index_buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
index_buffer_info.queueFamilyIndexCount = 0;
index_buffer_info.pQueueFamilyIndices = nullptr;
err = vkCreateBuffer(device_, &index_buffer_info, nullptr,
&transient_index_buffer_);
CheckResult(err, "vkCreateBuffer");
// Vertex buffer.
VkBufferCreateInfo vertex_buffer_info;
vertex_buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
vertex_buffer_info.pNext = nullptr;
vertex_buffer_info.flags = 0;
vertex_buffer_info.size = transient_capacity_;
vertex_buffer_info.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
vertex_buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
vertex_buffer_info.queueFamilyIndexCount = 0;
vertex_buffer_info.pQueueFamilyIndices = nullptr;
err = vkCreateBuffer(*device, &vertex_buffer_info, nullptr,
&transient_vertex_buffer_);
CheckResult(err, "vkCreateBuffer");
// Allocate the underlying buffer we use for all storage.
// We query all types and take the max alignment.
VkMemoryRequirements uniform_buffer_requirements;
VkMemoryRequirements index_buffer_requirements;
VkMemoryRequirements vertex_buffer_requirements;
vkGetBufferMemoryRequirements(device_, transient_uniform_buffer_,
&uniform_buffer_requirements);
vkGetBufferMemoryRequirements(device_, transient_index_buffer_,
&index_buffer_requirements);
vkGetBufferMemoryRequirements(device_, transient_vertex_buffer_,
&vertex_buffer_requirements);
uniform_buffer_alignment_ = uniform_buffer_requirements.alignment;
index_buffer_alignment_ = index_buffer_requirements.alignment;
vertex_buffer_alignment_ = vertex_buffer_requirements.alignment;
VkMemoryRequirements buffer_requirements;
buffer_requirements.size = transient_capacity_;
buffer_requirements.alignment =
std::max(uniform_buffer_requirements.alignment,
std::max(index_buffer_requirements.alignment,
vertex_buffer_requirements.alignment));
buffer_requirements.memoryTypeBits =
uniform_buffer_requirements.memoryTypeBits |
index_buffer_requirements.memoryTypeBits |
vertex_buffer_requirements.memoryTypeBits;
transient_buffer_memory_ = device->AllocateMemory(
buffer_requirements, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
// Alias all buffers to our memory.
vkBindBufferMemory(device_, transient_uniform_buffer_,
transient_buffer_memory_, 0);
vkBindBufferMemory(device_, transient_index_buffer_, transient_buffer_memory_,
0);
vkBindBufferMemory(device_, transient_vertex_buffer_,
transient_buffer_memory_, 0);
// Map memory and keep it mapped while we use it.
err = vkMapMemory(device_, transient_buffer_memory_, 0, VK_WHOLE_SIZE, 0,
&transient_buffer_data_);
CheckResult(err, "vkMapMemory");
// Descriptor pool used for all of our cached descriptors.
// In the steady state we don't allocate anything, so these are all manually
// managed.
VkDescriptorPoolCreateInfo descriptor_pool_info;
descriptor_pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptor_pool_info.pNext = nullptr;
descriptor_pool_info.flags =
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
descriptor_pool_info.maxSets = 1;
VkDescriptorPoolSize pool_sizes[1];
pool_sizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
pool_sizes[0].descriptorCount = 2;
descriptor_pool_info.poolSizeCount = 1;
descriptor_pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(device_, &descriptor_pool_info, nullptr,
&descriptor_pool_);
CheckResult(err, "vkCreateDescriptorPool");
// Create the descriptor set layout used for our uniform buffer.
// As it is a static binding that uses dynamic offsets during draws we can
// create this once and reuse it forever.
VkDescriptorSetLayoutBinding vertex_uniform_binding;
vertex_uniform_binding.binding = 0;
vertex_uniform_binding.descriptorType =
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
vertex_uniform_binding.descriptorCount = 1;
vertex_uniform_binding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
vertex_uniform_binding.pImmutableSamplers = nullptr;
VkDescriptorSetLayoutBinding fragment_uniform_binding;
fragment_uniform_binding.binding = 1;
fragment_uniform_binding.descriptorType =
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
fragment_uniform_binding.descriptorCount = 1;
fragment_uniform_binding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
fragment_uniform_binding.pImmutableSamplers = nullptr;
VkDescriptorSetLayoutCreateInfo descriptor_set_layout_info;
descriptor_set_layout_info.sType =
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descriptor_set_layout_info.pNext = nullptr;
descriptor_set_layout_info.flags = 0;
VkDescriptorSetLayoutBinding uniform_bindings[] = {
vertex_uniform_binding, fragment_uniform_binding,
};
descriptor_set_layout_info.bindingCount =
static_cast<uint32_t>(xe::countof(uniform_bindings));
descriptor_set_layout_info.pBindings = uniform_bindings;
err = vkCreateDescriptorSetLayout(device_, &descriptor_set_layout_info,
nullptr, &descriptor_set_layout_);
CheckResult(err, "vkCreateDescriptorSetLayout");
// Create the descriptor we'll use for the uniform buffer.
// This is what we hand out to everyone (who then also needs to use our
// offsets).
VkDescriptorSetAllocateInfo set_alloc_info;
set_alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
set_alloc_info.pNext = nullptr;
set_alloc_info.descriptorPool = descriptor_pool_;
set_alloc_info.descriptorSetCount = 1;
set_alloc_info.pSetLayouts = &descriptor_set_layout_;
err = vkAllocateDescriptorSets(device_, &set_alloc_info,
&transient_descriptor_set_);
CheckResult(err, "vkAllocateDescriptorSets");
}
BufferCache::~BufferCache() {
vkFreeDescriptorSets(device_, descriptor_pool_, 1,
&transient_descriptor_set_);
vkDestroyDescriptorSetLayout(device_, descriptor_set_layout_, nullptr);
vkDestroyDescriptorPool(device_, descriptor_pool_, nullptr);
vkUnmapMemory(device_, transient_buffer_memory_);
vkFreeMemory(device_, transient_buffer_memory_, nullptr);
vkDestroyBuffer(device_, transient_uniform_buffer_, nullptr);
vkDestroyBuffer(device_, transient_index_buffer_, nullptr);
vkDestroyBuffer(device_, transient_vertex_buffer_, nullptr);
}
VkDeviceSize BufferCache::UploadConstantRegisters(
const Shader::ConstantRegisterMap& constant_register_map) {
// Allocate space in the buffer for our data.
auto offset = AllocateTransientData(uniform_buffer_alignment_,
constant_register_map.packed_byte_length);
if (offset == VK_WHOLE_SIZE) {
// OOM.
return VK_WHOLE_SIZE;
}
// Run through registers and copy them into the buffer.
// TODO(benvanik): optimize this - it's hit twice every call.
const auto& values = register_file_->values;
uint8_t* dest_ptr =
reinterpret_cast<uint8_t*>(transient_buffer_data_) + offset;
for (int i = 0; i < 4; ++i) {
auto piece = constant_register_map.float_bitmap[i];
if (!piece) {
continue;
}
for (int j = 0, sh = 0; j < 64; ++j, sh << 1) {
if (piece & sh) {
xe::copy_128_aligned(
dest_ptr,
&values[XE_GPU_REG_SHADER_CONSTANT_000_X + i * 64 + j].f32, 1);
dest_ptr += 16;
}
}
}
for (int i = 0; i < 32; ++i) {
if (constant_register_map.int_bitmap & (1 << i)) {
xe::store<uint32_t>(dest_ptr,
values[XE_GPU_REG_SHADER_CONSTANT_LOOP_00 + i].u32);
dest_ptr += 4;
}
}
for (int i = 0; i < 8; ++i) {
if (constant_register_map.bool_bitmap[i]) {
xe::store<uint32_t>(
dest_ptr, values[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 + i].u32);
dest_ptr += 4;
}
}
return offset;
}
std::pair<VkBuffer, VkDeviceSize> BufferCache::UploadIndexBuffer(
const void* source_ptr, size_t source_length, IndexFormat format) {
// TODO(benvanik): check cache.
// Allocate space in the buffer for our data.
auto offset = AllocateTransientData(index_buffer_alignment_, source_length);
if (offset == VK_WHOLE_SIZE) {
// OOM.
return {nullptr, VK_WHOLE_SIZE};
}
// Copy data into the buffer.
// TODO(benvanik): get min/max indices and pass back?
// TODO(benvanik): memcpy then use compute shaders to swap?
if (format == IndexFormat::kInt16) {
// Endian::k8in16, swap half-words.
xe::copy_and_swap_16_aligned(
reinterpret_cast<uint16_t*>(transient_buffer_data_) + offset,
reinterpret_cast<const uint16_t*>(source_ptr), source_length / 2);
} else if (format == IndexFormat::kInt32) {
// Endian::k8in32, swap words.
xe::copy_and_swap_32_aligned(
reinterpret_cast<uint32_t*>(transient_buffer_data_) + offset,
reinterpret_cast<const uint32_t*>(source_ptr), source_length / 4);
}
return {transient_index_buffer_, offset};
}
std::pair<VkBuffer, VkDeviceSize> BufferCache::UploadVertexBuffer(
const void* source_ptr, size_t source_length) {
// TODO(benvanik): check cache.
// Allocate space in the buffer for our data.
auto offset = AllocateTransientData(vertex_buffer_alignment_, source_length);
if (offset == VK_WHOLE_SIZE) {
// OOM.
return {nullptr, VK_WHOLE_SIZE};
}
// Copy data into the buffer.
// TODO(benvanik): memcpy then use compute shaders to swap?
// Endian::k8in32, swap words.
xe::copy_and_swap_32_aligned(
reinterpret_cast<uint32_t*>(transient_buffer_data_) + offset,
reinterpret_cast<const uint32_t*>(source_ptr), source_length / 4);
return {transient_vertex_buffer_, offset};
}
VkDeviceSize BufferCache::AllocateTransientData(size_t alignment,
size_t length) {
// Try to add to end, wrapping if required.
// Check to ensure there is space.
if (false) {
// Consume all fences.
}
// Slice off our bit.
return VK_WHOLE_SIZE;
}
void BufferCache::Flush(VkCommandBuffer command_buffer) {
// If we are flushing a big enough chunk queue up an event.
// We don't want to do this for everything but often enough so that we won't
// run out of space.
if (true) {
// VkEvent finish_event;
// vkCmdSetEvent(cmd_buffer, finish_event,
// VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
}
// Flush memory.
// TODO(benvanik): subrange.
VkMappedMemoryRange dirty_range;
dirty_range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
dirty_range.pNext = nullptr;
dirty_range.memory = transient_buffer_memory_;
dirty_range.offset = 0;
dirty_range.size = transient_capacity_;
vkFlushMappedMemoryRanges(device_, 1, &dirty_range);
}
void BufferCache::InvalidateCache() {
// TODO(benvanik): caching.
}
void BufferCache::ClearCache() {
// TODO(benvanik): caching.
}
} // namespace vulkan
} // namespace gpu
} // namespace xe