Files
Xenia-Canary/src/xenia/ui/vulkan/circular_buffer.cc
2018-03-02 22:35:29 -06:00

281 lines
8.5 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <algorithm>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/vulkan/circular_buffer.h"
namespace xe {
namespace ui {
namespace vulkan {
CircularBuffer::CircularBuffer(VulkanDevice* device, VkBufferUsageFlags usage,
VkDeviceSize capacity, VkDeviceSize alignment)
: device_(device), capacity_(capacity) {
VkResult status = VK_SUCCESS;
// Create our internal buffer.
VkBufferCreateInfo buffer_info;
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.pNext = nullptr;
buffer_info.flags = 0;
buffer_info.size = capacity;
buffer_info.usage = usage;
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
buffer_info.queueFamilyIndexCount = 0;
buffer_info.pQueueFamilyIndices = nullptr;
status = vkCreateBuffer(*device_, &buffer_info, nullptr, &gpu_buffer_);
CheckResult(status, "vkCreateBuffer");
if (status != VK_SUCCESS) {
assert_always();
}
VkMemoryRequirements reqs;
vkGetBufferMemoryRequirements(*device_, gpu_buffer_, &reqs);
alignment_ = xe::round_up(alignment, reqs.alignment);
}
CircularBuffer::~CircularBuffer() { Shutdown(); }
VkResult CircularBuffer::Initialize(VkDeviceMemory memory,
VkDeviceSize offset) {
assert_true(offset % alignment_ == 0);
gpu_memory_ = memory;
gpu_base_ = offset;
VkResult status = VK_SUCCESS;
// Bind the buffer to its backing memory.
status = vkBindBufferMemory(*device_, gpu_buffer_, gpu_memory_, gpu_base_);
CheckResult(status, "vkBindBufferMemory");
if (status != VK_SUCCESS) {
XELOGE("CircularBuffer::Initialize - Failed to bind memory!");
Shutdown();
return status;
}
// Map the memory so we can access it.
status = vkMapMemory(*device_, gpu_memory_, gpu_base_, capacity_, 0,
reinterpret_cast<void**>(&host_base_));
CheckResult(status, "vkMapMemory");
if (status != VK_SUCCESS) {
XELOGE("CircularBuffer::Initialize - Failed to map memory!");
Shutdown();
return status;
}
return VK_SUCCESS;
}
VkResult CircularBuffer::Initialize() {
VkResult status = VK_SUCCESS;
VkMemoryRequirements reqs;
vkGetBufferMemoryRequirements(*device_, gpu_buffer_, &reqs);
// Allocate memory from the device to back the buffer.
owns_gpu_memory_ = true;
gpu_memory_ = device_->AllocateMemory(reqs);
if (!gpu_memory_) {
XELOGE("CircularBuffer::Initialize - Failed to allocate memory!");
Shutdown();
return VK_ERROR_INITIALIZATION_FAILED;
}
capacity_ = reqs.size;
gpu_base_ = 0;
// Bind the buffer to its backing memory.
status = vkBindBufferMemory(*device_, gpu_buffer_, gpu_memory_, gpu_base_);
CheckResult(status, "vkBindBufferMemory");
if (status != VK_SUCCESS) {
XELOGE("CircularBuffer::Initialize - Failed to bind memory!");
Shutdown();
return status;
}
// Map the memory so we can access it.
status = vkMapMemory(*device_, gpu_memory_, gpu_base_, capacity_, 0,
reinterpret_cast<void**>(&host_base_));
CheckResult(status, "vkMapMemory");
if (status != VK_SUCCESS) {
XELOGE("CircularBuffer::Initialize - Failed to map memory!");
Shutdown();
return status;
}
return VK_SUCCESS;
}
void CircularBuffer::Shutdown() {
Clear();
if (host_base_) {
vkUnmapMemory(*device_, gpu_memory_);
host_base_ = nullptr;
}
if (gpu_buffer_) {
vkDestroyBuffer(*device_, gpu_buffer_, nullptr);
gpu_buffer_ = nullptr;
}
if (gpu_memory_ && owns_gpu_memory_) {
vkFreeMemory(*device_, gpu_memory_, nullptr);
gpu_memory_ = nullptr;
}
}
void CircularBuffer::GetBufferMemoryRequirements(VkMemoryRequirements* reqs) {
vkGetBufferMemoryRequirements(*device_, gpu_buffer_, reqs);
}
bool CircularBuffer::CanAcquire(VkDeviceSize length) {
// Make sure the length is aligned.
length = xe::round_up(length, alignment_);
if (allocations_.empty()) {
// Read head has caught up to write head (entire buffer available for write)
assert_true(read_head_ == write_head_);
return capacity_ >= length;
} else if (write_head_ < read_head_) {
// Write head wrapped around and is behind read head.
// | write |---- read ----|
return (read_head_ - write_head_) >= length;
} else if (write_head_ > read_head_) {
// Read head behind write head.
// 1. Check if there's enough room from write -> capacity
// | |---- read ----| write |
if ((capacity_ - write_head_) >= length) {
return true;
}
// 2. Check if there's enough room from 0 -> read
// | write |---- read ----| |
if ((read_head_ - 0) >= length) {
return true;
}
}
return false;
}
CircularBuffer::Allocation* CircularBuffer::Acquire(VkDeviceSize length,
VkFence fence) {
VkDeviceSize aligned_length = xe::round_up(length, alignment_);
if (!CanAcquire(aligned_length)) {
return nullptr;
}
assert_true(write_head_ % alignment_ == 0);
if (write_head_ < read_head_) {
// Write head behind read head.
assert_true(read_head_ - write_head_ >= aligned_length);
Allocation alloc;
alloc.host_ptr = host_base_ + write_head_;
alloc.gpu_memory = gpu_memory_;
alloc.offset = gpu_base_ + write_head_;
alloc.length = length;
alloc.aligned_length = aligned_length;
alloc.fence = fence;
write_head_ += aligned_length;
allocations_.push(alloc);
return &allocations_.back();
} else {
// Write head equal to/after read head
if (capacity_ - write_head_ >= aligned_length) {
// Free space from write -> capacity
Allocation alloc;
alloc.host_ptr = host_base_ + write_head_;
alloc.gpu_memory = gpu_memory_;
alloc.offset = gpu_base_ + write_head_;
alloc.length = length;
alloc.aligned_length = aligned_length;
alloc.fence = fence;
write_head_ += aligned_length;
allocations_.push(alloc);
return &allocations_.back();
} else if ((read_head_ - 0) >= aligned_length) {
// Not enough space from write -> capacity, but there is enough free space
// from begin -> read
Allocation alloc;
alloc.host_ptr = host_base_ + 0;
alloc.gpu_memory = gpu_memory_;
alloc.offset = gpu_base_ + 0;
alloc.length = length;
alloc.aligned_length = aligned_length;
alloc.fence = fence;
write_head_ = aligned_length;
allocations_.push(alloc);
return &allocations_.back();
}
}
return nullptr;
}
void CircularBuffer::Flush(Allocation* allocation) {
VkMappedMemoryRange range;
range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range.pNext = nullptr;
range.memory = gpu_memory_;
range.offset = gpu_base_ + allocation->offset;
range.size = allocation->length;
vkFlushMappedMemoryRanges(*device_, 1, &range);
}
void CircularBuffer::Flush(VkDeviceSize offset, VkDeviceSize length) {
VkMappedMemoryRange range;
range.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range.pNext = nullptr;
range.memory = gpu_memory_;
range.offset = gpu_base_ + offset;
range.size = length;
vkFlushMappedMemoryRanges(*device_, 1, &range);
}
void CircularBuffer::Clear() {
allocations_.swap(std::queue<Allocation>());
write_head_ = read_head_ = 0;
}
void CircularBuffer::Scavenge() {
// Stash the last signalled fence
VkFence fence = nullptr;
while (!allocations_.empty()) {
Allocation& alloc = allocations_.front();
if (fence != alloc.fence &&
vkGetFenceStatus(*device_, alloc.fence) != VK_SUCCESS) {
// Don't bother freeing following allocations to ensure proper ordering.
break;
}
fence = alloc.fence;
if (capacity_ - read_head_ < alloc.aligned_length) {
// This allocation is stored at the beginning of the buffer.
read_head_ = alloc.aligned_length;
} else {
read_head_ += alloc.aligned_length;
}
allocations_.pop();
}
if (allocations_.empty()) {
// Reset R/W heads to work around fragmentation issues.
read_head_ = write_head_ = 0;
}
}
} // namespace vulkan
} // namespace ui
} // namespace xe