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

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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/ui/vulkan/fenced_pools.h"
#include "xenia/base/assert.h"
#include "xenia/base/math.h"
#include "xenia/ui/vulkan/vulkan_util.h"
namespace xe {
namespace ui {
namespace vulkan {
using xe::ui::vulkan::CheckResult;
CommandBufferPool::CommandBufferPool(VkDevice device,
uint32_t queue_family_index,
VkCommandBufferLevel level)
: BaseFencedPool(device), level_(level) {
// Create the pool used for allocating buffers.
// They are marked as transient (short-lived) and cycled frequently.
VkCommandPoolCreateInfo cmd_pool_info;
cmd_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
cmd_pool_info.pNext = nullptr;
cmd_pool_info.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT |
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
cmd_pool_info.queueFamilyIndex = queue_family_index;
auto err =
vkCreateCommandPool(device_, &cmd_pool_info, nullptr, &command_pool_);
CheckResult(err, "vkCreateCommandPool");
// Allocate a bunch of command buffers to start.
constexpr uint32_t kDefaultCount = 32;
VkCommandBufferAllocateInfo command_buffer_info;
command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buffer_info.pNext = nullptr;
command_buffer_info.commandPool = command_pool_;
command_buffer_info.level = level;
command_buffer_info.commandBufferCount = kDefaultCount;
VkCommandBuffer command_buffers[kDefaultCount];
err =
vkAllocateCommandBuffers(device_, &command_buffer_info, command_buffers);
CheckResult(err, "vkCreateCommandBuffer");
for (size_t i = 0; i < xe::countof(command_buffers); ++i) {
PushEntry(command_buffers[i]);
}
}
CommandBufferPool::~CommandBufferPool() {
vkDestroyCommandPool(device_, command_pool_, nullptr);
command_pool_ = nullptr;
}
VkCommandBuffer CommandBufferPool::AllocateEntry() {
// TODO(benvanik): allocate a bunch at once?
VkCommandBufferAllocateInfo command_buffer_info;
command_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
command_buffer_info.pNext = nullptr;
command_buffer_info.commandPool = command_pool_;
command_buffer_info.level = level_;
command_buffer_info.commandBufferCount = 1;
VkCommandBuffer command_buffer;
auto err =
vkAllocateCommandBuffers(device_, &command_buffer_info, &command_buffer);
CheckResult(err, "vkCreateCommandBuffer");
return command_buffer;
}
void CommandBufferPool::FreeEntry(VkCommandBuffer handle) {
vkFreeCommandBuffers(device_, command_pool_, 1, &handle);
}
} // namespace vulkan
} // namespace ui
} // namespace xe

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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. *
******************************************************************************
*/
#ifndef XENIA_UI_VULKAN_FENCED_POOLS_H_
#define XENIA_UI_VULKAN_FENCED_POOLS_H_
#include <memory>
#include "xenia/base/assert.h"
#include "xenia/ui/vulkan/vulkan.h"
namespace xe {
namespace ui {
namespace vulkan {
// Simple pool for Vulkan homogenous objects that cannot be reused while
// in-flight.
// It batches pooled objects into groups and uses a vkQueueSubmit fence to
// indicate their availability. If no objects are free when one is requested
// the caller is expected to create them.
template <typename T, typename HANDLE>
class BaseFencedPool {
public:
BaseFencedPool(VkDevice device) : device_(device) {}
virtual ~BaseFencedPool() {
// TODO(benvanik): wait on fence until done.
assert_null(pending_batch_list_head_);
// Run down free lists.
while (free_batch_list_head_) {
auto batch = free_batch_list_head_;
free_batch_list_head_ = batch->next;
delete batch;
}
while (free_entry_list_head_) {
auto entry = free_entry_list_head_;
free_entry_list_head_ = entry->next;
static_cast<T*>(this)->FreeEntry(entry->handle);
delete entry;
}
}
// Checks all pending batches for completion and scavenges their entries.
// This should be called as frequently as reasonable.
void Scavenge() {
while (pending_batch_list_head_) {
auto batch = pending_batch_list_head_;
if (vkGetFenceStatus(device_, batch->fence) == VK_SUCCESS) {
// Batch has completed. Reclaim.
pending_batch_list_head_ = batch->next;
if (batch == pending_batch_list_tail_) {
pending_batch_list_tail_ = nullptr;
}
batch->next = free_batch_list_head_;
free_batch_list_head_ = batch;
batch->entry_list_tail->next = free_entry_list_head_;
free_entry_list_head_ = batch->entry_list_head;
batch->entry_list_head = nullptr;
batch->entry_list_tail = nullptr;
} else {
// Batch is still in-flight. Since batches are executed in order we know
// no others after it could have completed, so early-exit.
return;
}
}
}
// Begins a new batch.
// All entries acquired within this batch will be marked as in-use until
// the fence specified in EndBatch is signalled.
void BeginBatch() {
assert_null(open_batch_);
Batch* batch = nullptr;
if (free_batch_list_head_) {
// Reuse a batch.
batch = free_batch_list_head_;
free_batch_list_head_ = batch->next;
batch->next = nullptr;
} else {
// Allocate new batch.
batch = new Batch();
batch->next = nullptr;
}
batch->entry_list_head = nullptr;
batch->entry_list_tail = nullptr;
batch->fence = nullptr;
open_batch_ = batch;
}
// Attempts to acquire an entry from the pool in the current batch.
// If none are available a new one will be allocated.
HANDLE AcquireEntry() {
Entry* entry = nullptr;
if (free_entry_list_head_) {
// Slice off an entry from the free list.
entry = free_entry_list_head_;
free_entry_list_head_ = entry->next;
} else {
// No entry available; allocate new.
entry = new Entry();
entry->handle = static_cast<T*>(this)->AllocateEntry();
}
entry->next = nullptr;
if (!open_batch_->entry_list_head) {
open_batch_->entry_list_head = entry;
}
if (open_batch_->entry_list_tail) {
open_batch_->entry_list_tail->next = entry;
}
open_batch_->entry_list_tail = entry;
return entry->handle;
}
// Ends the current batch using the given fence to indicate when the batch
// has completed execution on the GPU.
void EndBatch(VkFence fence) {
assert_not_null(open_batch_);
// Close and see if we have anything.
auto batch = open_batch_;
open_batch_ = nullptr;
if (!batch->entry_list_head) {
// Nothing to do.
batch->next = free_batch_list_head_;
free_batch_list_head_ = batch;
return;
}
// Track the fence.
batch->fence = fence;
// Append to the end of the batch list.
batch->next = nullptr;
if (!pending_batch_list_head_) {
pending_batch_list_head_ = batch;
}
if (pending_batch_list_tail_) {
pending_batch_list_tail_->next = batch;
} else {
pending_batch_list_tail_ = batch;
}
}
protected:
void PushEntry(HANDLE handle) {
auto entry = new Entry();
entry->next = free_entry_list_head_;
entry->handle = handle;
free_entry_list_head_ = entry;
}
VkDevice device_ = nullptr;
private:
struct Entry {
Entry* next;
HANDLE handle;
};
struct Batch {
Batch* next;
Entry* entry_list_head;
Entry* entry_list_tail;
VkFence fence;
};
Batch* free_batch_list_head_ = nullptr;
Entry* free_entry_list_head_ = nullptr;
Batch* pending_batch_list_head_ = nullptr;
Batch* pending_batch_list_tail_ = nullptr;
Batch* open_batch_ = nullptr;
};
class CommandBufferPool
: public BaseFencedPool<CommandBufferPool, VkCommandBuffer> {
public:
CommandBufferPool(VkDevice device, uint32_t queue_family_index,
VkCommandBufferLevel level);
~CommandBufferPool() override;
protected:
friend class BaseFencedPool<CommandBufferPool, VkCommandBuffer>;
VkCommandBuffer AllocateEntry();
void FreeEntry(VkCommandBuffer handle);
VkCommandPool command_pool_ = nullptr;
VkCommandBufferLevel level_ = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
};
} // namespace vulkan
} // namespace ui
} // namespace xe
#endif // XENIA_UI_VULKAN_FENCED_POOLS_H_