Hash :
49ac74bd
Author :
Date :
2017-12-21T14:42:33
Vulkan: Implement command re-ordering. This introduces a new CommandBufferNode class. Nodes are linked together to form a graph based on their dependencies. When the app triggers a readback or swap, the graph is flushed entirely. This sends the queued ANGLE Vulkan work to the Vulkan queue which is then processed on the GPU with the right dependencies. This design allows us to save on some unnecessary RenderPass creation and also allows us to know what load/store ops to use. It also allows us to take advantage of the Vulkan automatic RenderPass transitions for performance. Load/Store ops and automatic transitions will be implemented in later patches. Bug: angleproject:2264 Change-Id: I0e729c719e38254202c6fedcede4e63125eb4810 Reviewed-on: https://chromium-review.googlesource.com/780849 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: 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/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
namespace rx
{
BufferVk::BufferVk(const gl::BufferState &state) : BufferImpl(state), mCurrentRequiredSize(0)
{
}
BufferVk::~BufferVk()
{
}
void BufferVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
release(renderer);
}
void BufferVk::release(RendererVk *renderer)
{
renderer->releaseResource(*this, &mBuffer);
renderer->releaseResource(*this, &mBufferMemory);
}
gl::Error BufferVk::setData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
gl::BufferUsage usage)
{
ContextVk *contextVk = vk::GetImpl(context);
VkDevice device = contextVk->getDevice();
if (size > mCurrentRequiredSize)
{
// Release and re-create the memory and buffer.
release(contextVk->getRenderer());
// TODO(jmadill): Proper usage bit implementation. Likely will involve multiple backing
// buffers like in D3D11.
VkBufferCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.size = size;
createInfo.usage = (VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
createInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
createInfo.queueFamilyIndexCount = 0;
createInfo.pQueueFamilyIndices = nullptr;
ANGLE_TRY(mBuffer.init(device, createInfo));
ANGLE_TRY(vk::AllocateBufferMemory(contextVk, size, &mBuffer, &mBufferMemory,
&mCurrentRequiredSize));
}
if (data)
{
ANGLE_TRY(setDataImpl(contextVk, static_cast<const uint8_t *>(data), size, 0));
}
return gl::NoError();
}
gl::Error BufferVk::setSubData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
size_t offset)
{
ASSERT(mBuffer.getHandle() != VK_NULL_HANDLE);
ASSERT(mBufferMemory.getHandle() != VK_NULL_HANDLE);
ContextVk *contextVk = vk::GetImpl(context);
ANGLE_TRY(setDataImpl(contextVk, static_cast<const uint8_t *>(data), size, offset));
return gl::NoError();
}
gl::Error BufferVk::copySubData(const gl::Context *context,
BufferImpl *source,
GLintptr sourceOffset,
GLintptr destOffset,
GLsizeiptr size)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error BufferVk::map(const gl::Context *context, GLenum access, void **mapPtr)
{
ASSERT(mBuffer.getHandle() != VK_NULL_HANDLE);
ASSERT(mBufferMemory.getHandle() != VK_NULL_HANDLE);
VkDevice device = vk::GetImpl(context)->getDevice();
ANGLE_TRY(
mBufferMemory.map(device, 0, mState.getSize(), 0, reinterpret_cast<uint8_t **>(mapPtr)));
return gl::NoError();
}
gl::Error BufferVk::mapRange(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
void **mapPtr)
{
ASSERT(mBuffer.getHandle() != VK_NULL_HANDLE);
ASSERT(mBufferMemory.getHandle() != VK_NULL_HANDLE);
VkDevice device = vk::GetImpl(context)->getDevice();
ANGLE_TRY(mBufferMemory.map(device, offset, length, 0, reinterpret_cast<uint8_t **>(mapPtr)));
return gl::NoError();
}
gl::Error BufferVk::unmap(const gl::Context *context, GLboolean *result)
{
ASSERT(mBuffer.getHandle() != VK_NULL_HANDLE);
ASSERT(mBufferMemory.getHandle() != VK_NULL_HANDLE);
VkDevice device = vk::GetImpl(context)->getDevice();
mBufferMemory.unmap(device);
return gl::NoError();
}
gl::Error BufferVk::getIndexRange(const gl::Context *context,
GLenum type,
size_t offset,
size_t count,
bool primitiveRestartEnabled,
gl::IndexRange *outRange)
{
VkDevice device = vk::GetImpl(context)->getDevice();
// TODO(jmadill): Consider keeping a shadow system memory copy in some cases.
ASSERT(mBuffer.valid());
const gl::Type &typeInfo = gl::GetTypeInfo(type);
uint8_t *mapPointer = nullptr;
ANGLE_TRY(mBufferMemory.map(device, offset, typeInfo.bytes * count, 0, &mapPointer));
*outRange = gl::ComputeIndexRange(type, mapPointer, count, primitiveRestartEnabled);
return gl::NoError();
}
vk::Error BufferVk::setDataImpl(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset)
{
RendererVk *renderer = contextVk->getRenderer();
VkDevice device = contextVk->getDevice();
// Use map when available.
if (renderer->isSerialInUse(getQueueSerial()))
{
vk::StagingBuffer stagingBuffer;
ANGLE_TRY(stagingBuffer.init(contextVk, static_cast<VkDeviceSize>(size),
vk::StagingUsage::Write));
uint8_t *mapPointer = nullptr;
ANGLE_TRY(stagingBuffer.getDeviceMemory().map(device, 0, size, 0, &mapPointer));
ASSERT(mapPointer);
memcpy(mapPointer, data, size);
stagingBuffer.getDeviceMemory().unmap(device);
// Enqueue a copy command on the GPU.
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(recordWriteCommands(renderer, &commandBuffer));
// Insert a barrier to ensure reads from the buffer are complete.
// TODO(jmadill): Insert minimal barriers.
VkBufferMemoryBarrier bufferBarrier;
bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
bufferBarrier.pNext = nullptr;
bufferBarrier.srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
bufferBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
bufferBarrier.srcQueueFamilyIndex = 0;
bufferBarrier.dstQueueFamilyIndex = 0;
bufferBarrier.buffer = mBuffer.getHandle();
bufferBarrier.offset = offset;
bufferBarrier.size = static_cast<VkDeviceSize>(size);
commandBuffer->singleBufferBarrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, 0, bufferBarrier);
VkBufferCopy copyRegion = {offset, 0, size};
commandBuffer->copyBuffer(stagingBuffer.getBuffer(), mBuffer, 1, ©Region);
// Immediately release staging buffer.
// TODO(jmadill): Staging buffer re-use.
renderer->releaseObject(getQueueSerial(), &stagingBuffer);
}
else
{
uint8_t *mapPointer = nullptr;
ANGLE_TRY(mBufferMemory.map(device, offset, size, 0, &mapPointer));
ASSERT(mapPointer);
memcpy(mapPointer, data, size);
mBufferMemory.unmap(device);
}
return vk::NoError();
}
const vk::Buffer &BufferVk::getVkBuffer() const
{
return mBuffer;
}
} // namespace rx