Files
Xenia-Canary/src/xenia/gpu/vulkan/buffer_cache.cc
Dr. Chat 2a924d2b05 Pass vertex buffer endianness into the BufferCache
IssueCopy: Actually issue the pipeline barrier to transition the image
2016-06-03 20:00:28 -05:00

335 lines
12 KiB
C++

/**
******************************************************************************
* 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;
constexpr VkDeviceSize kConstantRegisterUniformRange =
512 * 4 * 4 + 8 * 4 + 32 * 4;
BufferCache::BufferCache(RegisterFile* register_file,
ui::vulkan::VulkanDevice* device, size_t capacity)
: register_file_(register_file), device_(*device) {
transient_buffer_ = std::make_unique<ui::vulkan::CircularBuffer>(device);
if (!transient_buffer_->Initialize(capacity,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)) {
assert_always();
}
// 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;
auto 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");
// Initialize descriptor set with our buffers.
VkDescriptorBufferInfo buffer_info;
buffer_info.buffer = transient_buffer_->gpu_buffer();
buffer_info.offset = 0;
buffer_info.range = kConstantRegisterUniformRange;
VkWriteDescriptorSet descriptor_writes[2];
auto& vertex_uniform_binding_write = descriptor_writes[0];
vertex_uniform_binding_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
vertex_uniform_binding_write.pNext = nullptr;
vertex_uniform_binding_write.dstSet = transient_descriptor_set_;
vertex_uniform_binding_write.dstBinding = 0;
vertex_uniform_binding_write.dstArrayElement = 0;
vertex_uniform_binding_write.descriptorCount = 1;
vertex_uniform_binding_write.descriptorType =
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
vertex_uniform_binding_write.pBufferInfo = &buffer_info;
auto& fragment_uniform_binding_write = descriptor_writes[1];
fragment_uniform_binding_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
fragment_uniform_binding_write.pNext = nullptr;
fragment_uniform_binding_write.dstSet = transient_descriptor_set_;
fragment_uniform_binding_write.dstBinding = 1;
fragment_uniform_binding_write.dstArrayElement = 0;
fragment_uniform_binding_write.descriptorCount = 1;
fragment_uniform_binding_write.descriptorType =
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
fragment_uniform_binding_write.pBufferInfo = &buffer_info;
vkUpdateDescriptorSets(device_, 2, descriptor_writes, 0, nullptr);
}
BufferCache::~BufferCache() {
vkFreeDescriptorSets(device_, descriptor_pool_, 1,
&transient_descriptor_set_);
vkDestroyDescriptorSetLayout(device_, descriptor_set_layout_, nullptr);
vkDestroyDescriptorPool(device_, descriptor_pool_, nullptr);
transient_buffer_->Shutdown();
}
std::pair<VkDeviceSize, VkDeviceSize> BufferCache::UploadConstantRegisters(
const Shader::ConstantRegisterMap& vertex_constant_register_map,
const Shader::ConstantRegisterMap& pixel_constant_register_map,
std::shared_ptr<ui::vulkan::Fence> fence) {
// Fat struct, including all registers:
// struct {
// vec4 float[512];
// uint bool[8];
// uint loop[32];
// };
auto offset = AllocateTransientData(kConstantRegisterUniformRange, fence);
if (offset == VK_WHOLE_SIZE) {
// OOM.
return {VK_WHOLE_SIZE, VK_WHOLE_SIZE};
}
// Copy over all the registers.
const auto& values = register_file_->values;
uint8_t* dest_ptr = transient_buffer_->host_base() + offset;
std::memcpy(dest_ptr, &values[XE_GPU_REG_SHADER_CONSTANT_000_X].f32,
(512 * 4 * 4));
dest_ptr += 512 * 4 * 4;
std::memcpy(dest_ptr, &values[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].u32,
8 * 4);
dest_ptr += 8 * 4;
std::memcpy(dest_ptr, &values[XE_GPU_REG_SHADER_CONSTANT_LOOP_00].u32,
32 * 4);
dest_ptr += 32 * 4;
return {offset, offset};
// Packed upload code.
// This is not currently supported by the shaders, but would be awesome.
// We should be able to use this for any shader that does not do dynamic
// constant indexing.
#if 0
// Allocate space in the buffer for our data.
auto offset =
AllocateTransientData(constant_register_map.packed_byte_length, fence);
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;
#endif // 0
}
std::pair<VkBuffer, VkDeviceSize> BufferCache::UploadIndexBuffer(
const void* source_ptr, size_t source_length, IndexFormat format,
std::shared_ptr<ui::vulkan::Fence> fence) {
// TODO(benvanik): check cache.
// Allocate space in the buffer for our data.
auto offset = AllocateTransientData(source_length, fence);
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(transient_buffer_->host_base() + offset,
source_ptr, source_length / 2);
} else if (format == IndexFormat::kInt32) {
// Endian::k8in32, swap words.
xe::copy_and_swap_32_aligned(transient_buffer_->host_base() + offset,
source_ptr, source_length / 4);
}
return {transient_buffer_->gpu_buffer(), offset};
}
std::pair<VkBuffer, VkDeviceSize> BufferCache::UploadVertexBuffer(
const void* source_ptr, size_t source_length, Endian endian,
std::shared_ptr<ui::vulkan::Fence> fence) {
// TODO(benvanik): check cache.
// Allocate space in the buffer for our data.
auto offset = AllocateTransientData(source_length, fence);
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?
assert_true(endian == Endian::k8in32);
if (endian == Endian::k8in32) {
// Endian::k8in32, swap words.
xe::copy_and_swap_32_aligned(transient_buffer_->host_base() + offset,
source_ptr, source_length / 4);
}
return {transient_buffer_->gpu_buffer(), offset};
}
VkDeviceSize BufferCache::AllocateTransientData(
VkDeviceSize length, std::shared_ptr<ui::vulkan::Fence> fence) {
// Try fast path (if we have space).
VkDeviceSize offset = TryAllocateTransientData(length, fence);
if (offset != VK_WHOLE_SIZE) {
return offset;
}
// Ran out of easy allocations.
// Try consuming fences before we panic.
transient_buffer_->Scavenge();
// Try again. It may still fail if we didn't get enough space back.
offset = TryAllocateTransientData(length, fence);
return offset;
}
VkDeviceSize BufferCache::TryAllocateTransientData(
VkDeviceSize length, std::shared_ptr<ui::vulkan::Fence> fence) {
auto alloc = transient_buffer_->Acquire(length, fence);
if (alloc) {
return alloc->offset;
}
// No more space.
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_->gpu_memory();
dirty_range.offset = 0;
dirty_range.size = transient_buffer_->capacity();
vkFlushMappedMemoryRanges(device_, 1, &dirty_range);
}
void BufferCache::InvalidateCache() {
// TODO(benvanik): caching.
}
void BufferCache::ClearCache() {
// TODO(benvanik): caching.
}
void BufferCache::Scavenge() { transient_buffer_->Scavenge(); }
} // namespace vulkan
} // namespace gpu
} // namespace xe