Hash :
7d461b21
Author :
Date :
2024-07-10T14:11:53
Revert "Vulkan: Use VK_KHR_dynamic_rendering[_local_read]" This reverts commit c379ff48043a47e444c388c45270db40d3172d50. Reason for revert: Regresses CPU perf and memory when _not_ using DR Original change's description: > Vulkan: Use VK_KHR_dynamic_rendering[_local_read] > > Bug: angleproject:42267038 > Change-Id: I1f4eb0f309992a9c1c287a69520dadf5eff23b26 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5637155 > Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> > Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> > Reviewed-by: Charlie Lao <cclao@google.com> Bug: angleproject:42267038 Change-Id: I3865f0d86813f0eeb9085a92875a33bd449b907f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5691337 Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2020 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.
//
// CommandProcessor.h:
// A class to process and submit Vulkan command buffers that can be
// used in an asynchronous worker thread.
//
#ifndef LIBANGLE_RENDERER_VULKAN_COMMAND_PROCESSOR_H_
#define LIBANGLE_RENDERER_VULKAN_COMMAND_PROCESSOR_H_
#include <condition_variable>
#include <mutex>
#include <queue>
#include <thread>
#include "common/FixedQueue.h"
#include "common/SimpleMutex.h"
#include "common/vulkan/vk_headers.h"
#include "libANGLE/renderer/vulkan/PersistentCommandPool.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
class CommandProcessor;
namespace vk
{
class ExternalFence;
using SharedExternalFence = std::shared_ptr<ExternalFence>;
constexpr size_t kMaxCommandProcessorTasksLimit = 16u;
constexpr size_t kInFlightCommandsLimit = 50u;
constexpr size_t kMaxFinishedCommandsLimit = 64u;
enum class SubmitPolicy
{
AllowDeferred,
EnsureSubmitted,
};
struct Error
{
VkResult errorCode;
const char *file;
const char *function;
uint32_t line;
};
class FenceRecycler;
// This is a RAII class manages refcounted vkfence object with auto-release and recycling.
class SharedFence final
{
public:
SharedFence();
SharedFence(const SharedFence &other);
SharedFence(SharedFence &&other);
~SharedFence();
// Copy assignment will add reference count to the underlying object
SharedFence &operator=(const SharedFence &other);
// Move assignment will move reference count from other to this object
SharedFence &operator=(SharedFence &&other);
// Initialize it with a new vkFence either from recycler or create a new one.
VkResult init(VkDevice device, FenceRecycler *recycler);
// Destroy it immediately (will not recycle).
void destroy(VkDevice device);
// Release the vkFence (to recycler)
void release();
// Return true if the underlying VkFence is valid
operator bool() const;
const Fence &get() const
{
ASSERT(mRefCountedFence != nullptr && mRefCountedFence->isReferenced());
return mRefCountedFence->get();
}
// The following three APIs can call without lock. Since fence is refcounted and this object has
// a refcount to VkFence, No one is able to come in and destroy the VkFence.
VkResult getStatus(VkDevice device) const;
VkResult wait(VkDevice device, uint64_t timeout) const;
private:
RefCounted<Fence> *mRefCountedFence;
FenceRecycler *mRecycler;
};
class FenceRecycler
{
public:
FenceRecycler() {}
~FenceRecycler() {}
void destroy(Context *context);
void fetch(VkDevice device, Fence *fenceOut);
void recycle(Fence &&fence);
private:
angle::SimpleMutex mMutex;
Recycler<Fence> mRecyler;
};
struct SwapchainStatus
{
std::atomic<bool> isPending;
VkResult lastPresentResult = VK_NOT_READY;
};
enum class CustomTask
{
Invalid = 0,
// Flushes wait semaphores
FlushWaitSemaphores,
// Process SecondaryCommandBuffer commands into the primary CommandBuffer.
ProcessOutsideRenderPassCommands,
ProcessRenderPassCommands,
// End the current command buffer and submit commands to the queue
FlushAndQueueSubmit,
// Submit custom command buffer, excludes some state management
OneOffQueueSubmit,
// Execute QueuePresent
Present,
};
// CommandProcessorTask interface
class CommandProcessorTask
{
public:
CommandProcessorTask() { initTask(); }
~CommandProcessorTask()
{
// Render passes are cached in RenderPassCache. The handle stored in the task references a
// render pass that is managed by that cache.
mRenderPass.release();
}
void initTask();
void initFlushWaitSemaphores(ProtectionType protectionType,
egl::ContextPriority priority,
std::vector<VkSemaphore> &&waitSemaphores,
std::vector<VkPipelineStageFlags> &&waitSemaphoreStageMasks);
void initOutsideRenderPassProcessCommands(ProtectionType protectionType,
egl::ContextPriority priority,
OutsideRenderPassCommandBufferHelper *commandBuffer);
void initRenderPassProcessCommands(ProtectionType protectionType,
egl::ContextPriority priority,
RenderPassCommandBufferHelper *commandBuffer,
const RenderPass *renderPass,
VkFramebuffer framebufferOverride);
void initPresent(egl::ContextPriority priority,
const VkPresentInfoKHR &presentInfo,
SwapchainStatus *swapchainStatus);
void initFlushAndQueueSubmit(VkSemaphore semaphore,
SharedExternalFence &&externalFence,
ProtectionType protectionType,
egl::ContextPriority priority,
const QueueSerial &submitQueueSerial);
void initOneOffQueueSubmit(VkCommandBuffer commandBufferHandle,
ProtectionType protectionType,
egl::ContextPriority priority,
VkSemaphore waitSemaphore,
VkPipelineStageFlags waitSemaphoreStageMask,
const QueueSerial &submitQueueSerial);
CommandProcessorTask &operator=(CommandProcessorTask &&rhs);
CommandProcessorTask(CommandProcessorTask &&other) : CommandProcessorTask()
{
*this = std::move(other);
}
const QueueSerial &getSubmitQueueSerial() const { return mSubmitQueueSerial; }
CustomTask getTaskCommand() { return mTask; }
std::vector<VkSemaphore> &getWaitSemaphores() { return mWaitSemaphores; }
std::vector<VkPipelineStageFlags> &getWaitSemaphoreStageMasks()
{
return mWaitSemaphoreStageMasks;
}
VkSemaphore getSemaphore() const { return mSemaphore; }
SharedExternalFence &getExternalFence() { return mExternalFence; }
egl::ContextPriority getPriority() const { return mPriority; }
ProtectionType getProtectionType() const { return mProtectionType; }
VkCommandBuffer getOneOffCommandBuffer() const { return mOneOffCommandBuffer; }
VkSemaphore getOneOffWaitSemaphore() const { return mOneOffWaitSemaphore; }
VkPipelineStageFlags getOneOffWaitSemaphoreStageMask() const
{
return mOneOffWaitSemaphoreStageMask;
}
const VkPresentInfoKHR &getPresentInfo() const { return mPresentInfo; }
SwapchainStatus *getSwapchainStatus() const { return mSwapchainStatus; }
const RenderPass &getRenderPass() const { return mRenderPass; }
VkFramebuffer getFramebufferOverride() const { return mFramebufferOverride; }
OutsideRenderPassCommandBufferHelper *getOutsideRenderPassCommandBuffer() const
{
return mOutsideRenderPassCommandBuffer;
}
RenderPassCommandBufferHelper *getRenderPassCommandBuffer() const
{
return mRenderPassCommandBuffer;
}
private:
void copyPresentInfo(const VkPresentInfoKHR &other);
CustomTask mTask;
// Wait semaphores
std::vector<VkSemaphore> mWaitSemaphores;
std::vector<VkPipelineStageFlags> mWaitSemaphoreStageMasks;
// ProcessCommands
OutsideRenderPassCommandBufferHelper *mOutsideRenderPassCommandBuffer;
RenderPassCommandBufferHelper *mRenderPassCommandBuffer;
RenderPass mRenderPass;
VkFramebuffer mFramebufferOverride;
// Flush data
VkSemaphore mSemaphore;
SharedExternalFence mExternalFence;
// Flush command data
QueueSerial mSubmitQueueSerial;
// Present command data
VkPresentInfoKHR mPresentInfo;
VkSwapchainKHR mSwapchain;
VkSemaphore mWaitSemaphore;
uint32_t mImageIndex;
// Used by Present if supportsIncrementalPresent is enabled
VkPresentRegionKHR mPresentRegion;
VkPresentRegionsKHR mPresentRegions;
std::vector<VkRectLayerKHR> mRects;
VkSwapchainPresentFenceInfoEXT mPresentFenceInfo;
VkFence mPresentFence;
VkSwapchainPresentModeInfoEXT mPresentModeInfo;
VkPresentModeKHR mPresentMode;
SwapchainStatus *mSwapchainStatus;
// Used by OneOffQueueSubmit
VkCommandBuffer mOneOffCommandBuffer;
VkSemaphore mOneOffWaitSemaphore;
VkPipelineStageFlags mOneOffWaitSemaphoreStageMask;
// Flush, Present & QueueWaitIdle data
egl::ContextPriority mPriority;
ProtectionType mProtectionType;
};
using CommandProcessorTaskQueue = angle::FixedQueue<CommandProcessorTask>;
struct CommandBatch final : angle::NonCopyable
{
CommandBatch();
~CommandBatch();
CommandBatch(CommandBatch &&other);
CommandBatch &operator=(CommandBatch &&other);
void destroy(VkDevice device);
bool hasFence() const;
void releaseFence();
void destroyFence(VkDevice device);
VkFence getFenceHandle() const;
VkResult getFenceStatus(VkDevice device) const;
VkResult waitFence(VkDevice device, uint64_t timeout) const;
VkResult waitFenceUnlocked(VkDevice device,
uint64_t timeout,
std::unique_lock<angle::SimpleMutex> *lock) const;
PrimaryCommandBuffer primaryCommands;
SecondaryCommandBufferCollector secondaryCommands;
SharedFence fence;
SharedExternalFence externalFence;
QueueSerial queueSerial;
ProtectionType protectionType;
};
using CommandBatchQueue = angle::FixedQueue<CommandBatch>;
class DeviceQueueMap;
class QueueFamily final : angle::NonCopyable
{
public:
static const uint32_t kInvalidIndex = std::numeric_limits<uint32_t>::max();
static uint32_t FindIndex(const std::vector<VkQueueFamilyProperties> &queueFamilyProperties,
VkQueueFlags flags,
int32_t matchNumber, // 0 = first match, 1 = second match ...
uint32_t *matchCount);
static const uint32_t kQueueCount = static_cast<uint32_t>(egl::ContextPriority::EnumCount);
static const float kQueuePriorities[static_cast<uint32_t>(egl::ContextPriority::EnumCount)];
QueueFamily() : mProperties{}, mQueueFamilyIndex(kInvalidIndex) {}
~QueueFamily() {}
void initialize(const VkQueueFamilyProperties &queueFamilyProperties,
uint32_t queueFamilyIndex);
bool valid() const { return (mQueueFamilyIndex != kInvalidIndex); }
uint32_t getQueueFamilyIndex() const { return mQueueFamilyIndex; }
const VkQueueFamilyProperties *getProperties() const { return &mProperties; }
bool isGraphics() const { return ((mProperties.queueFlags & VK_QUEUE_GRAPHICS_BIT) > 0); }
bool isCompute() const { return ((mProperties.queueFlags & VK_QUEUE_COMPUTE_BIT) > 0); }
bool supportsProtected() const
{
return ((mProperties.queueFlags & VK_QUEUE_PROTECTED_BIT) > 0);
}
uint32_t getDeviceQueueCount() const { return mProperties.queueCount; }
private:
VkQueueFamilyProperties mProperties;
uint32_t mQueueFamilyIndex;
};
class DeviceQueueMap final
{
public:
DeviceQueueMap() : mQueueFamilyIndex(QueueFamily::kInvalidIndex), mIsProtected(false) {}
~DeviceQueueMap();
void initialize(VkDevice device,
const QueueFamily &queueFamily,
bool makeProtected,
uint32_t queueIndex,
uint32_t queueCount);
void destroy();
bool valid() const { return (mQueueFamilyIndex != QueueFamily::kInvalidIndex); }
uint32_t getQueueFamilyIndex() const { return mQueueFamilyIndex; }
bool isProtected() const { return mIsProtected; }
egl::ContextPriority getDevicePriority(egl::ContextPriority priority) const
{
return mQueueAndIndices[priority].devicePriority;
}
DeviceQueueIndex getDeviceQueueIndex(egl::ContextPriority priority) const
{
return DeviceQueueIndex(mQueueFamilyIndex, mQueueAndIndices[priority].index);
}
const VkQueue &getQueue(egl::ContextPriority priority) const
{
return mQueueAndIndices[priority].queue;
}
private:
uint32_t mQueueFamilyIndex;
bool mIsProtected;
struct QueueAndIndex
{
// The actual priority that used
egl::ContextPriority devicePriority;
VkQueue queue;
// The queueIndex used for VkGetDeviceQueue
uint32_t index;
};
angle::PackedEnumMap<egl::ContextPriority, QueueAndIndex> mQueueAndIndices;
};
// Note all public APIs of CommandQueue class must be thread safe.
class CommandQueue : angle::NonCopyable
{
public:
CommandQueue();
~CommandQueue();
angle::Result init(Context *context,
const QueueFamily &queueFamily,
bool enableProtectedContent,
uint32_t queueCount);
void destroy(Context *context);
void handleDeviceLost(Renderer *renderer);
// These public APIs are inherently thread safe. Thread unsafe methods must be protected methods
// that are only accessed via ThreadSafeCommandQueue API.
egl::ContextPriority getDriverPriority(egl::ContextPriority priority) const
{
return mQueueMap.getDevicePriority(priority);
}
DeviceQueueIndex getDeviceQueueIndex(egl::ContextPriority priority) const
{
return mQueueMap.getDeviceQueueIndex(priority);
}
VkQueue getQueue(egl::ContextPriority priority) const { return mQueueMap.getQueue(priority); }
Serial getLastSubmittedSerial(SerialIndex index) const { return mLastSubmittedSerials[index]; }
// The ResourceUse still have unfinished queue serial by ANGLE or vulkan.
bool hasResourceUseFinished(const ResourceUse &use) const
{
return use <= mLastCompletedSerials;
}
bool hasQueueSerialFinished(const QueueSerial &queueSerial) const
{
return queueSerial <= mLastCompletedSerials;
}
// The ResourceUse still have queue serial not yet submitted to vulkan.
bool hasResourceUseSubmitted(const ResourceUse &use) const
{
return use <= mLastSubmittedSerials;
}
bool hasQueueSerialSubmitted(const QueueSerial &queueSerial) const
{
return queueSerial <= mLastSubmittedSerials;
}
// Wait until the desired serial has been completed.
angle::Result finishResourceUse(Context *context, const ResourceUse &use, uint64_t timeout);
angle::Result finishQueueSerial(Context *context,
const QueueSerial &queueSerial,
uint64_t timeout);
angle::Result waitIdle(Context *context, uint64_t timeout);
angle::Result waitForResourceUseToFinishWithUserTimeout(Context *context,
const ResourceUse &use,
uint64_t timeout,
VkResult *result);
bool isBusy(Renderer *renderer) const;
angle::Result submitCommands(Context *context,
ProtectionType protectionType,
egl::ContextPriority priority,
VkSemaphore signalSemaphore,
SharedExternalFence &&externalFence,
const QueueSerial &submitQueueSerial);
angle::Result queueSubmitOneOff(Context *context,
ProtectionType protectionType,
egl::ContextPriority contextPriority,
VkCommandBuffer commandBufferHandle,
VkSemaphore waitSemaphore,
VkPipelineStageFlags waitSemaphoreStageMask,
SubmitPolicy submitPolicy,
const QueueSerial &submitQueueSerial);
// Errors from present is not considered to be fatal.
void queuePresent(egl::ContextPriority contextPriority,
const VkPresentInfoKHR &presentInfo,
SwapchainStatus *swapchainStatus);
angle::Result checkCompletedCommands(Context *context)
{
std::lock_guard<angle::SimpleMutex> lock(mMutex);
return checkCompletedCommandsLocked(context);
}
bool hasFinishedCommands() const { return !mFinishedCommandBatches.empty(); }
angle::Result checkAndCleanupCompletedCommands(Context *context)
{
ANGLE_TRY(checkCompletedCommands(context));
if (!mFinishedCommandBatches.empty())
{
ANGLE_TRY(retireFinishedCommandsAndCleanupGarbage(context));
}
return angle::Result::Continue;
}
void flushWaitSemaphores(ProtectionType protectionType,
egl::ContextPriority priority,
std::vector<VkSemaphore> &&waitSemaphores,
std::vector<VkPipelineStageFlags> &&waitSemaphoreStageMasks);
angle::Result flushOutsideRPCommands(Context *context,
ProtectionType protectionType,
egl::ContextPriority priority,
OutsideRenderPassCommandBufferHelper **outsideRPCommands);
angle::Result flushRenderPassCommands(Context *context,
ProtectionType protectionType,
egl::ContextPriority priority,
const RenderPass &renderPass,
VkFramebuffer framebufferOverride,
RenderPassCommandBufferHelper **renderPassCommands);
const angle::VulkanPerfCounters getPerfCounters() const;
void resetPerFramePerfCounters();
// Retire finished commands and clean up garbage immediately, or request async clean up if
// enabled.
angle::Result retireFinishedCommandsAndCleanupGarbage(Context *context);
angle::Result retireFinishedCommands(Context *context)
{
std::lock_guard<angle::SimpleMutex> lock(mMutex);
return retireFinishedCommandsLocked(context);
}
angle::Result postSubmitCheck(Context *context);
// Similar to finishOneCommandBatchAndCleanupImpl(), but returns if no command exists in the
// queue.
angle::Result finishOneCommandBatchAndCleanup(Context *context,
uint64_t timeout,
bool *anyFinished);
// All these private APIs are called with mutex locked, so we must not take lock again.
private:
// Check the first command buffer in mInFlightCommands and update mLastCompletedSerials if
// finished
angle::Result checkOneCommandBatch(Context *context, bool *finished);
// Similar to checkOneCommandBatch, except we will wait for it to finish
angle::Result finishOneCommandBatchAndCleanupImpl(Context *context, uint64_t timeout);
// Walk mFinishedCommands, reset and recycle all command buffers.
angle::Result retireFinishedCommandsLocked(Context *context);
// Walk mInFlightCommands, check and update mLastCompletedSerials for all commands that are
// finished
angle::Result checkCompletedCommandsLocked(Context *context);
angle::Result queueSubmit(Context *context,
std::unique_lock<angle::SimpleMutex> &&dequeueLock,
egl::ContextPriority contextPriority,
const VkSubmitInfo &submitInfo,
DeviceScoped<CommandBatch> &commandBatch,
const QueueSerial &submitQueueSerial);
angle::Result ensurePrimaryCommandBufferValid(Context *context,
ProtectionType protectionType,
egl::ContextPriority priority);
using CommandsStateMap =
angle::PackedEnumMap<egl::ContextPriority,
angle::PackedEnumMap<ProtectionType, CommandsState>>;
using PrimaryCommandPoolMap = angle::PackedEnumMap<ProtectionType, PersistentCommandPool>;
angle::Result initCommandPool(Context *context, ProtectionType protectionType)
{
PersistentCommandPool &commandPool = mPrimaryCommandPoolMap[protectionType];
return commandPool.init(context, protectionType, mQueueMap.getQueueFamilyIndex());
}
// Protect multi-thread access to mInFlightCommands.pop and ensure ordering of submission.
mutable angle::SimpleMutex mMutex;
// Protect multi-thread access to mInFlightCommands.push as well as does lock relay for mMutex
// so that we can release mMutex while doing potential lengthy vkQueueSubmit and vkQueuePresent
// call.
angle::SimpleMutex mQueueSubmitMutex;
CommandBatchQueue mInFlightCommands;
// Temporary storage for finished command batches that should be reset.
CommandBatchQueue mFinishedCommandBatches;
CommandsStateMap mCommandsStateMap;
// Keeps a free list of reusable primary command buffers.
PrimaryCommandPoolMap mPrimaryCommandPoolMap;
// Queue serial management.
AtomicQueueSerialFixedArray mLastSubmittedSerials;
// This queue serial can be read/write from different threads, so we need to use atomic
// operations to access the underlying value. Since we only do load/store on this value, it
// should be just a normal uint64_t load/store on most platforms.
AtomicQueueSerialFixedArray mLastCompletedSerials;
// QueueMap
DeviceQueueMap mQueueMap;
FenceRecycler mFenceRecycler;
angle::VulkanPerfCounters mPerfCounters;
};
// CommandProcessor is used to dispatch work to the GPU when the asyncCommandQueue feature is
// enabled. Issuing the |destroy| command will cause the worker thread to clean up it's resources
// and shut down. This command is sent when the renderer instance shuts down. Tasks are defined by
// the CommandQueue interface.
class CommandProcessor : public Context
{
public:
CommandProcessor(Renderer *renderer, CommandQueue *commandQueue);
~CommandProcessor() override;
// Context
void handleError(VkResult result,
const char *file,
const char *function,
unsigned int line) override;
angle::Result init();
void destroy(Context *context);
void handleDeviceLost(Renderer *renderer);
angle::Result enqueueSubmitCommands(Context *context,
ProtectionType protectionType,
egl::ContextPriority priority,
VkSemaphore signalSemaphore,
SharedExternalFence &&externalFence,
const QueueSerial &submitQueueSerial);
void requestCommandsAndGarbageCleanup();
angle::Result enqueueSubmitOneOffCommands(Context *context,
ProtectionType protectionType,
egl::ContextPriority contextPriority,
VkCommandBuffer commandBufferHandle,
VkSemaphore waitSemaphore,
VkPipelineStageFlags waitSemaphoreStageMask,
SubmitPolicy submitPolicy,
const QueueSerial &submitQueueSerial);
void enqueuePresent(egl::ContextPriority contextPriority,
const VkPresentInfoKHR &presentInfo,
SwapchainStatus *swapchainStatus);
angle::Result enqueueFlushWaitSemaphores(
ProtectionType protectionType,
egl::ContextPriority priority,
std::vector<VkSemaphore> &&waitSemaphores,
std::vector<VkPipelineStageFlags> &&waitSemaphoreStageMasks);
angle::Result enqueueFlushOutsideRPCommands(
Context *context,
ProtectionType protectionType,
egl::ContextPriority priority,
OutsideRenderPassCommandBufferHelper **outsideRPCommands);
angle::Result enqueueFlushRenderPassCommands(
Context *context,
ProtectionType protectionType,
egl::ContextPriority priority,
const RenderPass &renderPass,
VkFramebuffer framebufferOverride,
RenderPassCommandBufferHelper **renderPassCommands);
// Wait until the desired serial has been submitted.
angle::Result waitForQueueSerialToBeSubmitted(vk::Context *context,
const QueueSerial &queueSerial)
{
const ResourceUse use(queueSerial);
return waitForResourceUseToBeSubmitted(context, use);
}
angle::Result waitForResourceUseToBeSubmitted(vk::Context *context, const ResourceUse &use);
// Wait for worker thread to submit all outstanding work.
angle::Result waitForAllWorkToBeSubmitted(Context *context);
// Wait for enqueued present to be submitted.
angle::Result waitForPresentToBeSubmitted(SwapchainStatus *swapchainStatus);
bool isBusy(Renderer *renderer) const
{
std::lock_guard<std::mutex> enqueueLock(mTaskEnqueueMutex);
return !mTaskQueue.empty() || mCommandQueue->isBusy(renderer);
}
bool hasResourceUseEnqueued(const ResourceUse &use) const
{
return use <= mLastEnqueuedSerials;
}
bool hasQueueSerialEnqueued(const QueueSerial &queueSerial) const
{
return queueSerial <= mLastEnqueuedSerials;
}
Serial getLastEnqueuedSerial(SerialIndex index) const { return mLastEnqueuedSerials[index]; }
std::thread::id getThreadId() const { return mTaskThread.get_id(); }
private:
bool hasPendingError() const
{
std::lock_guard<angle::SimpleMutex> queueLock(mErrorMutex);
return !mErrors.empty();
}
angle::Result checkAndPopPendingError(Context *errorHandlingContext);
// Entry point for command processor thread, calls processTasksImpl to do the
// work. called by Renderer::initializeDevice on main thread
void processTasks();
// Called asynchronously from main thread to queue work that is then processed by the worker
// thread
angle::Result queueCommand(CommandProcessorTask &&task);
// Command processor thread, called by processTasks. The loop waits for work to
// be submitted from a separate thread.
angle::Result processTasksImpl(bool *exitThread);
// Command processor thread, process a task
angle::Result processTask(CommandProcessorTask *task);
VkResult present(egl::ContextPriority priority,
const VkPresentInfoKHR &presentInfo,
SwapchainStatus *swapchainStatus);
// The mutex lock that serializes dequeue from mTask and submit to mCommandQueue so that only
// one mTaskQueue consumer at a time
angle::SimpleMutex mTaskDequeueMutex;
CommandProcessorTaskQueue mTaskQueue;
mutable std::mutex mTaskEnqueueMutex;
// Signal worker thread when work is available
std::condition_variable mWorkAvailableCondition;
CommandQueue *const mCommandQueue;
// Tracks last serial that was enqueued to mTaskQueue . Note: this maybe different (always equal
// or smaller) from mLastSubmittedQueueSerial in CommandQueue since submission from
// CommandProcessor to CommandQueue occur in a separate thread.
AtomicQueueSerialFixedArray mLastEnqueuedSerials;
mutable angle::SimpleMutex mErrorMutex;
std::queue<Error> mErrors;
// Command queue worker thread.
std::thread mTaskThread;
bool mTaskThreadShouldExit;
std::atomic<bool> mNeedCommandsAndGarbageCleanup;
};
} // namespace vk
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_COMMAND_PROCESSOR_H_