Hash :
e366e2c3
Author :
Date :
2021-02-27T01:00:02
Vulkan: Keep dynamic buffer's free list trimmed ContextVk's staging buffer never gets a chance to free its free buffer list. During application load time, a large amount of memory may be allocated from this buffer to stage texture updates and they would remain throughout the life of the application. This change ensures that the free buffer list doesn't grow unbounded. In the Manhattan trace, this saves >1GB of memory on Linux. There are now three policies for vk::DynamicBuffer: - Always reuse buffers: This is useful for dynamic buffers that make frequent small allocations, such as default uniforms, driver uniforms, default vertex attributes and UBO updates. - Never reuse buffers: This is for situations where the buffer is unlikely to be used after some initial usage, such as texture data upload or vertex format emulation (as the conversion result is cached, so it's never redone). - Limited reuse of buffers: For the staging buffer in the context which is shared by all immutable texture data uploads, it's useful to keep a limited number of buffers (1 in this change) to support future texture streaming while allowing a large number of buffers allocated in a burst to be discarded. Bug: angleproject:5690 Change-Id: Ic39ce61e6beb3165dbce4b668e1d3984a2b35986 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2725499 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// BufferVk.cpp:
// Implements the class methods for BufferVk.
//
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "common/FixedVector.h"
#include "common/debug.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/trace.h"
namespace rx
{
namespace
{
// Vertex attribute buffers are used as storage buffers for conversion in compute, where access to
// the buffer is made in 4-byte chunks. Assume the size of the buffer is 4k+n where n is in [0, 3).
// On some hardware, reading 4 bytes from address 4k returns 0, making it impossible to read the
// last n bytes. By rounding up the buffer sizes to a multiple of 4, the problem is alleviated.
constexpr size_t kBufferSizeGranularity = 4;
static_assert(gl::isPow2(kBufferSizeGranularity), "use as alignment, must be power of two");
// Start with a fairly small buffer size. We can increase this dynamically as we convert more data.
constexpr size_t kConvertedArrayBufferInitialSize = 1024 * 8;
// Buffers that have a static usage pattern will be allocated in
// device local memory to speed up access to and from the GPU.
// Dynamic usage patterns or that are frequently mapped
// will now request host cached memory to speed up access from the CPU.
ANGLE_INLINE VkMemoryPropertyFlags GetPreferredMemoryType(gl::BufferBinding target,
gl::BufferUsage usage)
{
constexpr VkMemoryPropertyFlags kDeviceLocalFlags =
(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT |
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
constexpr VkMemoryPropertyFlags kHostCachedFlags =
(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT |
VK_MEMORY_PROPERTY_HOST_CACHED_BIT);
constexpr VkMemoryPropertyFlags kHostUncachedFlags =
(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (target == gl::BufferBinding::PixelUnpack)
{
return kHostCachedFlags;
}
switch (usage)
{
case gl::BufferUsage::StaticCopy:
case gl::BufferUsage::StaticDraw:
case gl::BufferUsage::StaticRead:
// For static usage, request a device local memory
return kDeviceLocalFlags;
case gl::BufferUsage::DynamicDraw:
case gl::BufferUsage::StreamDraw:
// For non-static usage where the CPU performs a write-only access, request
// a host uncached memory
return kHostUncachedFlags;
case gl::BufferUsage::DynamicCopy:
case gl::BufferUsage::DynamicRead:
case gl::BufferUsage::StreamCopy:
case gl::BufferUsage::StreamRead:
// For all other types of usage, request a host cached memory
return kHostCachedFlags;
default:
UNREACHABLE();
return kHostCachedFlags;
}
}
ANGLE_INLINE VkMemoryPropertyFlags GetStorageMemoryType(GLbitfield storageFlags,
bool externalBuffer)
{
constexpr VkMemoryPropertyFlags kDeviceLocalHostVisibleFlags =
(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
constexpr VkMemoryPropertyFlags kDeviceLocalHostCoherentFlags =
(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
const bool isCoherentMap = (storageFlags & GL_MAP_COHERENT_BIT_EXT) != 0;
const bool isPersistentMap = (storageFlags & GL_MAP_PERSISTENT_BIT_EXT) != 0;
if (isCoherentMap || isPersistentMap || externalBuffer)
{
// We currently allocate coherent memory for persistently mapped buffers.
// GL_EXT_buffer_storage allows non-coherent memory, but currently the implementation of
// |glMemoryBarrier(CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT)| relies on the mapping being
// coherent.
//
// If persistently mapped buffers ever use non-coherent memory, then said |glMemoryBarrier|
// call must result in |vkInvalidateMappedMemoryRanges| for all persistently mapped buffers.
return kDeviceLocalHostCoherentFlags;
}
return kDeviceLocalHostVisibleFlags;
}
ANGLE_INLINE bool SubDataSizeMeetsThreshold(size_t subDataSize, size_t bufferSize)
{
// A sub data update with size > 50% of buffer size meets the threshold
// to acquire a new BufferHelper from the pool.
return subDataSize > (bufferSize / 2);
}
} // namespace
// ConversionBuffer implementation.
ConversionBuffer::ConversionBuffer(RendererVk *renderer,
VkBufferUsageFlags usageFlags,
size_t initialSize,
size_t alignment,
bool hostVisible)
: dirty(true), lastAllocationOffset(0)
{
data.init(renderer, usageFlags, alignment, initialSize, hostVisible,
vk::DynamicBufferPolicy::OneShotUse);
}
ConversionBuffer::~ConversionBuffer() = default;
ConversionBuffer::ConversionBuffer(ConversionBuffer &&other) = default;
// BufferVk::VertexConversionBuffer implementation.
BufferVk::VertexConversionBuffer::VertexConversionBuffer(RendererVk *renderer,
angle::FormatID formatIDIn,
GLuint strideIn,
size_t offsetIn,
bool hostVisible)
: ConversionBuffer(renderer,
vk::kVertexBufferUsageFlags,
kConvertedArrayBufferInitialSize,
vk::kVertexBufferAlignment,
hostVisible),
formatID(formatIDIn),
stride(strideIn),
offset(offsetIn)
{}
BufferVk::VertexConversionBuffer::VertexConversionBuffer(VertexConversionBuffer &&other) = default;
BufferVk::VertexConversionBuffer::~VertexConversionBuffer() = default;
// BufferVk implementation.
BufferVk::BufferVk(const gl::BufferState &state) : BufferImpl(state), mBuffer(nullptr) {}
BufferVk::~BufferVk() {}
void BufferVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
release(contextVk);
}
void BufferVk::release(ContextVk *contextVk)
{
RendererVk *renderer = contextVk->getRenderer();
// For external buffers, mBuffer is not a reference to a chunk in mBufferPool.
// It was allocated explicitly and needs to be deallocated during release(...)
if (mBuffer && mBuffer->isExternalBuffer())
{
mBuffer->release(renderer);
}
mShadowBuffer.release();
mBufferPool.release(renderer);
mBuffer = nullptr;
for (ConversionBuffer &buffer : mVertexConversionBuffers)
{
buffer.data.release(renderer);
}
}
angle::Result BufferVk::initializeShadowBuffer(ContextVk *contextVk,
gl::BufferBinding target,
size_t size)
{
if (!contextVk->getRenderer()->getFeatures().shadowBuffers.enabled)
{
return angle::Result::Continue;
}
// For now, enable shadow buffers only for pixel unpack buffers.
// If usecases present themselves, we can enable them for other buffer types.
// Note: If changed, update the waitForIdle message in BufferVk::copySubData to reflect it.
if (target == gl::BufferBinding::PixelUnpack)
{
// Initialize the shadow buffer
mShadowBuffer.init(size);
// Allocate required memory. If allocation fails, treat it is a non-fatal error
// since we do not need the shadow buffer for functionality
ANGLE_TRY(mShadowBuffer.allocate(size));
}
return angle::Result::Continue;
}
void BufferVk::updateShadowBuffer(const uint8_t *data, size_t size, size_t offset)
{
if (mShadowBuffer.valid())
{
mShadowBuffer.updateData(data, size, offset);
}
}
angle::Result BufferVk::setExternalBufferData(const gl::Context *context,
gl::BufferBinding target,
GLeglClientBufferEXT clientBuffer,
size_t size,
VkMemoryPropertyFlags memoryPropertyFlags)
{
ContextVk *contextVk = vk::GetImpl(context);
// Release and re-create the memory and buffer.
release(contextVk);
// We could potentially use multiple backing buffers for different usages.
// For now keep a single buffer with all relevant usage flags.
VkImageUsageFlags usageFlags =
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
if (contextVk->getFeatures().supportsTransformFeedbackExtension.enabled)
{
usageFlags |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
}
std::unique_ptr<vk::BufferHelper> buffer = std::make_unique<vk::BufferHelper>();
VkBufferCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
createInfo.flags = 0;
createInfo.size = size;
createInfo.usage = usageFlags;
createInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
createInfo.queueFamilyIndexCount = 0;
createInfo.pQueueFamilyIndices = nullptr;
ANGLE_TRY(buffer->initExternal(contextVk, memoryPropertyFlags, createInfo, clientBuffer));
ASSERT(!mBuffer);
mBuffer = buffer.release();
return angle::Result::Continue;
}
angle::Result BufferVk::setDataWithUsageFlags(const gl::Context *context,
gl::BufferBinding target,
GLeglClientBufferEXT clientBuffer,
const void *data,
size_t size,
gl::BufferUsage usage,
GLbitfield flags)
{
VkMemoryPropertyFlags memoryPropertyFlags = 0;
bool persistentMapRequired = false;
const bool isExternalBuffer = clientBuffer != nullptr;
switch (usage)
{
case gl::BufferUsage::InvalidEnum:
{
// glBufferStorage API call
memoryPropertyFlags = GetStorageMemoryType(flags, isExternalBuffer);
persistentMapRequired = (flags & GL_MAP_PERSISTENT_BIT_EXT) != 0;
break;
}
default:
{
// glBufferData API call
memoryPropertyFlags = GetPreferredMemoryType(target, usage);
break;
}
}
if (isExternalBuffer)
{
return setExternalBufferData(context, target, clientBuffer, size, memoryPropertyFlags);
}
return setDataWithMemoryType(context, target, data, size, memoryPropertyFlags,
persistentMapRequired);
}
angle::Result BufferVk::setData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
gl::BufferUsage usage)
{
// Assume host visible/coherent memory available.
VkMemoryPropertyFlags memoryPropertyFlags = GetPreferredMemoryType(target, usage);
return setDataWithMemoryType(context, target, data, size, memoryPropertyFlags, false);
}
angle::Result BufferVk::setDataWithMemoryType(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
VkMemoryPropertyFlags memoryPropertyFlags,
bool persistentMapRequired)
{
ContextVk *contextVk = vk::GetImpl(context);
// BufferData call is re-specifying the entire buffer
// Release and init a new mBuffer with this new size
if (size > 0 && size != static_cast<size_t>(mState.getSize()))
{
// Release and re-create the memory and buffer.
release(contextVk);
// We could potentially use multiple backing buffers for different usages.
// For now keep a single buffer with all relevant usage flags.
VkImageUsageFlags usageFlags =
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT |
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
if (contextVk->getFeatures().supportsTransformFeedbackExtension.enabled)
{
usageFlags |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
}
// mBuffer will be allocated through a DynamicBuffer
constexpr size_t kBufferHelperAlignment = 1;
constexpr size_t kBufferHelperPoolInitialSize = 0;
mBufferPool.initWithFlags(contextVk->getRenderer(), usageFlags, kBufferHelperAlignment,
kBufferHelperPoolInitialSize, memoryPropertyFlags,
vk::DynamicBufferPolicy::FrequentSmallAllocations);
ANGLE_TRY(acquireBufferHelper(contextVk, size, &mBuffer));
// persistentMapRequired may request that the server read from or write to the buffer while
// it is mapped. The client's pointer to the data store remains valid so long as the data
// store is mapped. So it cannot have shadow buffer
if (!persistentMapRequired)
{
// Initialize the shadow buffer
ANGLE_TRY(initializeShadowBuffer(contextVk, target, size));
}
}
if (data && size > 0)
{
ANGLE_TRY(setDataImpl(contextVk, static_cast<const uint8_t *>(data), size, 0));
}
return angle::Result::Continue;
}
angle::Result BufferVk::setSubData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
size_t offset)
{
ASSERT(mBuffer && mBuffer->valid());
ContextVk *contextVk = vk::GetImpl(context);
ANGLE_TRY(setDataImpl(contextVk, static_cast<const uint8_t *>(data), size, offset));
return angle::Result::Continue;
}
angle::Result BufferVk::copySubData(const gl::Context *context,
BufferImpl *source,
GLintptr sourceOffset,
GLintptr destOffset,
GLsizeiptr size)
{
ASSERT(mBuffer && mBuffer->valid());
ContextVk *contextVk = vk::GetImpl(context);
BufferVk *sourceVk = GetAs<BufferVk>(source);
vk::BufferHelper &sourceBuffer = sourceVk->getBuffer();
ASSERT(sourceBuffer.valid());
// If the shadow buffer is enabled for the destination buffer then
// we need to update that as well. This will require us to complete
// all recorded and in-flight commands involving the source buffer.
if (mShadowBuffer.valid())
{
ANGLE_TRY(sourceBuffer.waitForIdle(
contextVk,
"GPU stall due to copy from buffer in use by the GPU to a pixel unpack buffer"));
// Update the shadow buffer
uint8_t *srcPtr;
ANGLE_TRY(sourceBuffer.mapWithOffset(contextVk, &srcPtr, sourceOffset));
updateShadowBuffer(srcPtr, size, destOffset);
// Unmap the source buffer
sourceBuffer.unmap(contextVk->getRenderer());
}
// Check for self-dependency.
vk::CommandBufferAccess access;
if (sourceBuffer.getBufferSerial() == mBuffer->getBufferSerial())
{
access.onBufferSelfCopy(mBuffer);
}
else
{
access.onBufferTransferRead(&sourceBuffer);
access.onBufferTransferWrite(mBuffer);
}
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
// Enqueue a copy command on the GPU.
const VkBufferCopy copyRegion = {static_cast<VkDeviceSize>(sourceOffset),
static_cast<VkDeviceSize>(destOffset),
static_cast<VkDeviceSize>(size)};
commandBuffer->copyBuffer(sourceBuffer.getBuffer(), mBuffer->getBuffer(), 1, ©Region);
// The new destination buffer data may require a conversion for the next draw, so mark it dirty.
onDataChanged();
return angle::Result::Continue;
}
angle::Result BufferVk::map(const gl::Context *context, GLenum access, void **mapPtr)
{
ASSERT(mBuffer && mBuffer->valid());
return mapImpl(vk::GetImpl(context), mapPtr);
}
angle::Result BufferVk::mapRange(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
void **mapPtr)
{
ANGLE_TRACE_EVENT0("gpu.angle", "BufferVk::mapRange");
return mapRangeImpl(vk::GetImpl(context), offset, length, access, mapPtr);
}
angle::Result BufferVk::mapImpl(ContextVk *contextVk, void **mapPtr)
{
return mapRangeImpl(contextVk, 0, static_cast<VkDeviceSize>(mState.getSize()), 0, mapPtr);
}
angle::Result BufferVk::mapRangeImpl(ContextVk *contextVk,
VkDeviceSize offset,
VkDeviceSize length,
GLbitfield access,
void **mapPtr)
{
if (!mShadowBuffer.valid())
{
ASSERT(mBuffer && mBuffer->valid());
if ((access & GL_MAP_INVALIDATE_BUFFER_BIT) != 0 &&
mBuffer->isCurrentlyInUse(contextVk->getLastCompletedQueueSerial()))
{
// We try to map buffer, but buffer is busy. Caller has told us it doesn't care about
// previous content. Instead of wait for GPU to finish, we just allocate a new buffer.
RendererVk *renderer = contextVk->getRenderer();
mBuffer->release(renderer);
ANGLE_TRY(
acquireBufferHelper(contextVk, static_cast<size_t>(mState.getSize()), &mBuffer));
}
else if ((access & GL_MAP_UNSYNCHRONIZED_BIT) == 0)
{
ANGLE_TRY(mBuffer->waitForIdle(contextVk,
"GPU stall due to mapping buffer in use by the GPU"));
}
ANGLE_TRY(mBuffer->mapWithOffset(contextVk, reinterpret_cast<uint8_t **>(mapPtr),
static_cast<size_t>(offset)));
}
else
{
// If the app requested a GL_MAP_UNSYNCHRONIZED_BIT access, the spec states -
// No GL error is generated if pending operations which source or modify the
// buffer overlap the mapped region, but the result of such previous and any
// subsequent operations is undefined
// To keep the code simple, irrespective of whether the access was GL_MAP_UNSYNCHRONIZED_BIT
// or not, just return the shadow buffer.
mShadowBuffer.map(static_cast<size_t>(offset), mapPtr);
}
return angle::Result::Continue;
}
angle::Result BufferVk::unmap(const gl::Context *context, GLboolean *result)
{
ANGLE_TRY(unmapImpl(vk::GetImpl(context)));
// This should be false if the contents have been corrupted through external means. Vulkan
// doesn't provide such information.
*result = true;
return angle::Result::Continue;
}
angle::Result BufferVk::unmapImpl(ContextVk *contextVk)
{
ASSERT(mBuffer && mBuffer->valid());
if (!mShadowBuffer.valid())
{
mBuffer->unmap(contextVk->getRenderer());
}
else
{
bool writeOperation = ((mState.getAccessFlags() & GL_MAP_WRITE_BIT) != 0);
size_t offset = static_cast<size_t>(mState.getMapOffset());
size_t size = static_cast<size_t>(mState.getMapLength());
// If it was a write operation we need to update the GPU buffer.
if (writeOperation)
{
// We do not yet know if this data will ever be used. Perform a staged
// update which will get flushed if and when necessary.
const uint8_t *data = getShadowBuffer(offset);
ANGLE_TRY(stagedUpdate(contextVk, data, size, offset));
}
mShadowBuffer.unmap();
}
markConversionBuffersDirty();
return angle::Result::Continue;
}
angle::Result BufferVk::getSubData(const gl::Context *context,
GLintptr offset,
GLsizeiptr size,
void *outData)
{
ASSERT(offset + size <= getSize());
if (!mShadowBuffer.valid())
{
ASSERT(mBuffer && mBuffer->valid());
ContextVk *contextVk = vk::GetImpl(context);
// Note: This function is used for ANGLE's capture/replay tool, so no performance warnings
// is generated.
ANGLE_TRY(mBuffer->waitForIdle(contextVk, nullptr));
if (mBuffer->isMapped())
{
memcpy(outData, mBuffer->getMappedMemory() + offset, size);
}
else
{
uint8_t *mappedPtr = nullptr;
ANGLE_TRY(mBuffer->mapWithOffset(contextVk, &mappedPtr, offset));
memcpy(outData, mappedPtr, size);
mBuffer->unmap(contextVk->getRenderer());
}
}
else
{
memcpy(outData, mShadowBuffer.getCurrentBuffer() + offset, size);
}
return angle::Result::Continue;
}
angle::Result BufferVk::getIndexRange(const gl::Context *context,
gl::DrawElementsType type,
size_t offset,
size_t count,
bool primitiveRestartEnabled,
gl::IndexRange *outRange)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
// This is a workaround for the mock ICD not implementing buffer memory state.
// Could be removed if https://github.com/KhronosGroup/Vulkan-Tools/issues/84 is fixed.
if (renderer->isMockICDEnabled())
{
outRange->start = 0;
outRange->end = 0;
return angle::Result::Continue;
}
ANGLE_TRACE_EVENT0("gpu.angle", "BufferVk::getIndexRange");
uint8_t *mapPointer;
if (!mShadowBuffer.valid())
{
ANGLE_PERF_WARNING(contextVk->getDebug(), GL_DEBUG_SEVERITY_HIGH,
"GPU stall due to index range validation");
// Needed before reading buffer or we could get stale data.
ANGLE_TRY(mBuffer->finishRunningCommands(contextVk));
ASSERT(mBuffer && mBuffer->valid());
ANGLE_TRY(mBuffer->mapWithOffset(contextVk, &mapPointer, offset));
}
else
{
mapPointer = getShadowBuffer(offset);
}
*outRange = gl::ComputeIndexRange(type, mapPointer, count, primitiveRestartEnabled);
mBuffer->unmap(renderer);
return angle::Result::Continue;
}
angle::Result BufferVk::directUpdate(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset)
{
uint8_t *mapPointer = nullptr;
ANGLE_TRY(mBuffer->mapWithOffset(contextVk, &mapPointer, offset));
ASSERT(mapPointer);
memcpy(mapPointer, data, size);
mBuffer->unmap(contextVk->getRenderer());
ASSERT(mBuffer->isCoherent());
return angle::Result::Continue;
}
angle::Result BufferVk::stagedUpdate(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset)
{
// Acquire a "new" staging buffer
uint8_t *mapPointer = nullptr;
VkDeviceSize stagingBufferOffset = 0;
vk::DynamicBuffer *stagingBuffer = contextVk->getStagingBuffer();
ANGLE_TRY(stagingBuffer->allocate(contextVk, size, &mapPointer, nullptr, &stagingBufferOffset,
nullptr));
ASSERT(mapPointer);
memcpy(mapPointer, data, size);
ASSERT(!stagingBuffer->isCoherent());
ANGLE_TRY(stagingBuffer->flush(contextVk));
// Enqueue a copy command on the GPU.
VkBufferCopy copyRegion = {stagingBufferOffset, offset, size};
ANGLE_TRY(
mBuffer->copyFromBuffer(contextVk, stagingBuffer->getCurrentBuffer(), 1, ©Region));
return angle::Result::Continue;
}
angle::Result BufferVk::acquireAndUpdate(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset)
{
// Here we acquire a new BufferHelper and directUpdate() the new buffer.
// If the subData size was less than the buffer's size we additionally enqueue
// a GPU copy of the remaining regions from the old mBuffer to the new one.
vk::BufferHelper *src = mBuffer;
size_t offsetAfterSubdata = (offset + size);
bool updateRegionBeforeSubData = (offset > 0);
bool updateRegionAfterSubData = (offsetAfterSubdata < static_cast<size_t>(mState.getSize()));
if (updateRegionBeforeSubData || updateRegionAfterSubData)
{
src->retain(&contextVk->getResourceUseList());
}
ANGLE_TRY(acquireBufferHelper(contextVk, size, &mBuffer));
ANGLE_TRY(directUpdate(contextVk, data, size, offset));
constexpr int kMaxCopyRegions = 2;
angle::FixedVector<VkBufferCopy, kMaxCopyRegions> copyRegions;
if (updateRegionBeforeSubData)
{
copyRegions.push_back({0, 0, offset});
}
if (updateRegionAfterSubData)
{
copyRegions.push_back({offsetAfterSubdata, offsetAfterSubdata,
(static_cast<size_t>(mState.getSize()) - offsetAfterSubdata)});
}
if (!copyRegions.empty())
{
ANGLE_TRY(mBuffer->copyFromBuffer(contextVk, src, static_cast<uint32_t>(copyRegions.size()),
copyRegions.data()));
}
return angle::Result::Continue;
}
angle::Result BufferVk::setDataImpl(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset)
{
// Update shadow buffer
updateShadowBuffer(data, size, offset);
// if the buffer is currently in use
// if sub data size meets threshold, acquire a new BufferHelper from the pool
// else stage an update
// else update the buffer directly
if (mBuffer->isCurrentlyInUse(contextVk->getLastCompletedQueueSerial()))
{
if (SubDataSizeMeetsThreshold(size, static_cast<size_t>(mState.getSize())))
{
ANGLE_TRY(acquireAndUpdate(contextVk, data, size, offset));
}
else
{
ANGLE_TRY(stagedUpdate(contextVk, data, size, offset));
}
}
else
{
ANGLE_TRY(directUpdate(contextVk, data, size, offset));
}
// Update conversions
markConversionBuffersDirty();
return angle::Result::Continue;
}
angle::Result BufferVk::copyToBufferImpl(ContextVk *contextVk,
vk::BufferHelper *destBuffer,
uint32_t copyCount,
const VkBufferCopy *copies)
{
vk::CommandBufferAccess access;
access.onBufferTransferWrite(destBuffer);
access.onBufferTransferRead(mBuffer);
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
commandBuffer->copyBuffer(mBuffer->getBuffer(), destBuffer->getBuffer(), copyCount, copies);
return angle::Result::Continue;
}
ConversionBuffer *BufferVk::getVertexConversionBuffer(RendererVk *renderer,
angle::FormatID formatID,
GLuint stride,
size_t offset,
bool hostVisible)
{
for (VertexConversionBuffer &buffer : mVertexConversionBuffers)
{
if (buffer.formatID == formatID && buffer.stride == stride && buffer.offset == offset)
{
return &buffer;
}
}
mVertexConversionBuffers.emplace_back(renderer, formatID, stride, offset, hostVisible);
return &mVertexConversionBuffers.back();
}
void BufferVk::markConversionBuffersDirty()
{
for (VertexConversionBuffer &buffer : mVertexConversionBuffers)
{
buffer.dirty = true;
}
}
void BufferVk::onDataChanged()
{
markConversionBuffersDirty();
}
angle::Result BufferVk::acquireBufferHelper(ContextVk *contextVk,
size_t sizeInBytes,
vk::BufferHelper **bufferHelperOut)
{
// This method should not be called if it is an ExternalBuffer
ASSERT(mBuffer == nullptr || mBuffer->isExternalBuffer() == false);
bool needToReleasePreviousBuffers = false;
size_t size = roundUpPow2(sizeInBytes, kBufferSizeGranularity);
ANGLE_TRY(mBufferPool.allocate(contextVk, size, nullptr, nullptr, nullptr,
&needToReleasePreviousBuffers));
if (needToReleasePreviousBuffers)
{
// Release previous buffers
mBufferPool.releaseInFlightBuffers(contextVk);
}
ASSERT(bufferHelperOut);
*bufferHelperOut = mBufferPool.getCurrentBuffer();
ASSERT(*bufferHelperOut);
return angle::Result::Continue;
}
} // namespace rx