[UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing [UI] Add FidelityFX FSR and CAS post-processing [UI] Add blue noise dithering from 10bpc to 8bpc [GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color [UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event [UI] Allow variable refresh rate (or tearing) [UI] Present the newest frame (restart) on DXGI [UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management [UI] Connect presentation to windows via the Surface class, not native window handles [Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around [Vulkan] Lower the minimum required Vulkan version to 1.0 [UI/GPU] Various cleanup, mainly ComPtr usage [UI] Support per-monitor DPI awareness v2 on Windows [UI] DPI-scale Dear ImGui [UI] Replace the remaining non-detachable window delegates with unified window event and input listeners [UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem [UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing [UI] Add explicit window lifecycle phases [UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback [UI] GTK: Apply the initial size to the drawing area [UI] Limit internal UI frame rate to that of the monitor [UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
This commit is contained in:
174
src/xenia/ui/vulkan/vulkan_submission_tracker.cc
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174
src/xenia/ui/vulkan/vulkan_submission_tracker.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2021 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/vulkan/vulkan_submission_tracker.h"
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#include <cstdint>
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#include "xenia/base/assert.h"
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#include "xenia/ui/vulkan/vulkan_util.h"
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namespace xe {
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namespace ui {
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namespace vulkan {
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VulkanSubmissionTracker::FenceAcquisition::~FenceAcquisition() {
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if (!submission_tracker_) {
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// Dropped submission or left after std::move.
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return;
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}
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assert_true(submission_tracker_->fence_acquired_ == fence_);
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if (fence_ != VK_NULL_HANDLE) {
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if (signal_failed_) {
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// Left in the unsignaled state.
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submission_tracker_->fences_reclaimed_.push_back(fence_);
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} else {
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// Left in the pending state.
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submission_tracker_->fences_pending_.emplace_back(
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submission_tracker_->submission_current_, fence_);
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}
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submission_tracker_->fence_acquired_ = VK_NULL_HANDLE;
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}
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++submission_tracker_->submission_current_;
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}
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void VulkanSubmissionTracker::Shutdown() {
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AwaitAllSubmissionsCompletion();
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const VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
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VkDevice device = provider_.device();
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for (VkFence fence : fences_reclaimed_) {
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dfn.vkDestroyFence(device, fence, nullptr);
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}
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fences_reclaimed_.clear();
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for (const std::pair<uint64_t, VkFence>& fence_pair : fences_pending_) {
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dfn.vkDestroyFence(device, fence_pair.second, nullptr);
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}
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fences_pending_.clear();
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assert_true(fence_acquired_ == VK_NULL_HANDLE);
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util::DestroyAndNullHandle(dfn.vkDestroyFence, device, fence_acquired_);
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}
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void VulkanSubmissionTracker::FenceAcquisition::SubmissionFailedOrDropped() {
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if (!submission_tracker_) {
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return;
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}
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assert_true(submission_tracker_->fence_acquired_ == fence_);
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if (fence_ != VK_NULL_HANDLE) {
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submission_tracker_->fences_reclaimed_.push_back(fence_);
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}
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submission_tracker_->fence_acquired_ = VK_NULL_HANDLE;
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fence_ = VK_NULL_HANDLE;
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// No submission acquisition from now on, don't increment the current
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// submission index as well.
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submission_tracker_ = VK_NULL_HANDLE;
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}
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uint64_t VulkanSubmissionTracker::UpdateAndGetCompletedSubmission() {
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if (!fences_pending_.empty()) {
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const VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
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VkDevice device = provider_.device();
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while (!fences_pending_.empty()) {
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const std::pair<uint64_t, VkFence>& pending_pair =
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fences_pending_.front();
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assert_true(pending_pair.first > submission_completed_on_gpu_);
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if (dfn.vkGetFenceStatus(device, pending_pair.second) != VK_SUCCESS) {
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break;
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}
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fences_reclaimed_.push_back(pending_pair.second);
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submission_completed_on_gpu_ = pending_pair.first;
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fences_pending_.pop_front();
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}
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}
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return submission_completed_on_gpu_;
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}
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bool VulkanSubmissionTracker::AwaitSubmissionCompletion(
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uint64_t submission_index) {
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// The tracker itself can't give a submission index for a submission that
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// hasn't even started being recorded yet, the client has provided a
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// completely invalid value or has done overly optimistic math if such an
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// index has been obtained somehow.
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assert_true(submission_index <= submission_current_);
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// Waiting for the current submission is fine if there was a failure or a
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// refusal to submit, and the submission index wasn't incremented, but still
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// need to release objects referenced in the dropped submission (while
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// shutting down, for instance - in this case, waiting for the last successful
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// submission, which could have also referenced the objects from the new
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// submission - we can't know since the client has already overwritten its
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// last usage index, would correctly ensure that GPU usage of the objects is
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// not pending). Waiting for successful submissions, but failed signals, will
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// result in a true race condition, however, but waiting for the closest
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// successful signal is the best approximation - also retrying to signal in
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// this case.
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// Go from the most recent to wait only for one fence, which includes all the
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// preceding ones.
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// "Fence signal operations that are defined by vkQueueSubmit additionally
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// include in the first synchronization scope all commands that occur earlier
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// in submission order."
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size_t reclaim_end = fences_pending_.size();
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if (reclaim_end) {
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const VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
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VkDevice device = provider_.device();
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while (reclaim_end) {
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const std::pair<uint64_t, VkFence>& pending_pair =
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fences_pending_[reclaim_end - 1];
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assert_true(pending_pair.first > submission_completed_on_gpu_);
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if (pending_pair.first <= submission_index) {
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// Wait if requested.
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if (dfn.vkWaitForFences(device, 1, &pending_pair.second, VK_TRUE,
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UINT64_MAX) == VK_SUCCESS) {
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break;
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}
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}
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// Just refresh the completed submission.
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if (dfn.vkGetFenceStatus(device, pending_pair.second) == VK_SUCCESS) {
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break;
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}
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--reclaim_end;
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}
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if (reclaim_end) {
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submission_completed_on_gpu_ = fences_pending_[reclaim_end - 1].first;
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for (; reclaim_end; --reclaim_end) {
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fences_reclaimed_.push_back(fences_pending_.front().second);
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fences_pending_.pop_front();
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}
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}
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}
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return submission_completed_on_gpu_ == submission_index;
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}
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VulkanSubmissionTracker::FenceAcquisition
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VulkanSubmissionTracker::AcquireFenceToAdvanceSubmission() {
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assert_true(fence_acquired_ == VK_NULL_HANDLE);
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// Reclaim fences if the client only gets the completed submission index or
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// awaits in special cases such as shutdown.
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UpdateAndGetCompletedSubmission();
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const VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
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VkDevice device = provider_.device();
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if (!fences_reclaimed_.empty()) {
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VkFence reclaimed_fence = fences_reclaimed_.back();
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if (dfn.vkResetFences(device, 1, &reclaimed_fence) == VK_SUCCESS) {
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fence_acquired_ = fences_reclaimed_.back();
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fences_reclaimed_.pop_back();
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}
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}
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if (fence_acquired_ == VK_NULL_HANDLE) {
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VkFenceCreateInfo fence_create_info;
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fence_create_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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fence_create_info.pNext = nullptr;
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fence_create_info.flags = 0;
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// May fail, a null fence is handled in FenceAcquisition.
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dfn.vkCreateFence(device, &fence_create_info, nullptr, &fence_acquired_);
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}
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return FenceAcquisition(*this, fence_acquired_);
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}
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} // namespace vulkan
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} // namespace ui
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} // namespace xe
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