mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
213 lines
8 KiB
C#
213 lines
8 KiB
C#
|
using Silk.NET.Vulkan;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.Linq;
|
|||
|
|
|||
|
namespace Ryujinx.Graphics.Vulkan
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// Holder for multiple host GPU fences.
|
|||
|
/// </summary>
|
|||
|
class MultiFenceHolder
|
|||
|
{
|
|||
|
private static int BufferUsageTrackingGranularity = 4096;
|
|||
|
|
|||
|
private readonly Dictionary<FenceHolder, int> _fences;
|
|||
|
private BufferUsageBitmap _bufferUsageBitmap;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Creates a new instance of the multiple fence holder.
|
|||
|
/// </summary>
|
|||
|
public MultiFenceHolder()
|
|||
|
{
|
|||
|
_fences = new Dictionary<FenceHolder, int>();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
|
|||
|
/// </summary>
|
|||
|
/// <param name="size">Size of the buffer</param>
|
|||
|
public MultiFenceHolder(int size)
|
|||
|
{
|
|||
|
_fences = new Dictionary<FenceHolder, int>();
|
|||
|
_bufferUsageBitmap = new BufferUsageBitmap(size, BufferUsageTrackingGranularity);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Adds buffer usage information to the uses list.
|
|||
|
/// </summary>
|
|||
|
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
|
|||
|
/// <param name="offset">Offset of the buffer being used</param>
|
|||
|
/// <param name="size">Size of the buffer region being used, in bytes</param>
|
|||
|
public void AddBufferUse(int cbIndex, int offset, int size)
|
|||
|
{
|
|||
|
_bufferUsageBitmap.Add(cbIndex, offset, size);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Removes all buffer usage information for a given command buffer.
|
|||
|
/// </summary>
|
|||
|
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
|
|||
|
public void RemoveBufferUses(int cbIndex)
|
|||
|
{
|
|||
|
_bufferUsageBitmap?.Clear(cbIndex);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
|
|||
|
/// </summary>
|
|||
|
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
|
|||
|
/// <param name="offset">Offset of the buffer being used</param>
|
|||
|
/// <param name="size">Size of the buffer region being used, in bytes</param>
|
|||
|
/// <returns>True if in use, false otherwise</returns>
|
|||
|
public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
|
|||
|
{
|
|||
|
return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
|
|||
|
/// </summary>
|
|||
|
/// <param name="offset">Offset of the buffer being used</param>
|
|||
|
/// <param name="size">Size of the buffer region being used, in bytes</param>
|
|||
|
/// <returns>True if in use, false otherwise</returns>
|
|||
|
public bool IsBufferRangeInUse(int offset, int size)
|
|||
|
{
|
|||
|
return _bufferUsageBitmap.OverlapsWith(offset, size);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Adds a fence to the holder.
|
|||
|
/// </summary>
|
|||
|
/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
|
|||
|
/// <param name="fence">Fence to be added</param>
|
|||
|
public void AddFence(int cbIndex, FenceHolder fence)
|
|||
|
{
|
|||
|
lock (_fences)
|
|||
|
{
|
|||
|
_fences.TryAdd(fence, cbIndex);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Removes a fence from the holder.
|
|||
|
/// </summary>
|
|||
|
/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
|
|||
|
/// <param name="fence">Fence to be removed</param>
|
|||
|
public void RemoveFence(int cbIndex, FenceHolder fence)
|
|||
|
{
|
|||
|
lock (_fences)
|
|||
|
{
|
|||
|
_fences.Remove(fence);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Wait until all the fences on the holder are signaled.
|
|||
|
/// </summary>
|
|||
|
/// <param name="api">Vulkan API instance</param>
|
|||
|
/// <param name="device">GPU device that the fences belongs to</param>
|
|||
|
public void WaitForFences(Vk api, Device device)
|
|||
|
{
|
|||
|
WaitForFencesImpl(api, device, 0, 0, false, 0UL);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
|
|||
|
/// </summary>
|
|||
|
/// <param name="api">Vulkan API instance</param>
|
|||
|
/// <param name="device">GPU device that the fences belongs to</param>
|
|||
|
/// <param name="offset">Start offset of the buffer range</param>
|
|||
|
/// <param name="size">Size of the buffer range in bytes</param>
|
|||
|
public void WaitForFences(Vk api, Device device, int offset, int size)
|
|||
|
{
|
|||
|
WaitForFencesImpl(api, device, offset, size, false, 0UL);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Wait until all the fences on the holder are signaled, or the timeout expires.
|
|||
|
/// </summary>
|
|||
|
/// <param name="api">Vulkan API instance</param>
|
|||
|
/// <param name="device">GPU device that the fences belongs to</param>
|
|||
|
/// <param name="timeout">Timeout in nanoseconds</param>
|
|||
|
/// <returns>True if all fences were signaled, false otherwise</returns>
|
|||
|
public bool WaitForFences(Vk api, Device device, ulong timeout)
|
|||
|
{
|
|||
|
return WaitForFencesImpl(api, device, 0, 0, true, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
|
|||
|
/// </summary>
|
|||
|
/// <param name="api">Vulkan API instance</param>
|
|||
|
/// <param name="device">GPU device that the fences belongs to</param>
|
|||
|
/// <param name="offset">Start offset of the buffer range</param>
|
|||
|
/// <param name="size">Size of the buffer range in bytes</param>
|
|||
|
/// <param name="hasTimeout">Indicates if <paramref name="timeout"/> should be used</param>
|
|||
|
/// <param name="timeout">Timeout in nanoseconds</param>
|
|||
|
/// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
|
|||
|
private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
|
|||
|
{
|
|||
|
FenceHolder[] fenceHolders;
|
|||
|
Fence[] fences;
|
|||
|
|
|||
|
lock (_fences)
|
|||
|
{
|
|||
|
fenceHolders = size != 0 ? GetOverlappingFences(offset, size) : _fences.Keys.ToArray();
|
|||
|
fences = new Fence[fenceHolders.Length];
|
|||
|
|
|||
|
for (int i = 0; i < fenceHolders.Length; i++)
|
|||
|
{
|
|||
|
fences[i] = fenceHolders[i].Get();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (fences.Length == 0)
|
|||
|
{
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
bool signaled = true;
|
|||
|
|
|||
|
if (hasTimeout)
|
|||
|
{
|
|||
|
signaled = FenceHelper.AllSignaled(api, device, fences, timeout);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
FenceHelper.WaitAllIndefinitely(api, device, fences);
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < fenceHolders.Length; i++)
|
|||
|
{
|
|||
|
fenceHolders[i].Put();
|
|||
|
}
|
|||
|
|
|||
|
return signaled;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Gets fences to wait for use of a given buffer region.
|
|||
|
/// </summary>
|
|||
|
/// <param name="offset">Offset of the range</param>
|
|||
|
/// <param name="size">Size of the range in bytes</param>
|
|||
|
/// <returns>Fences for the specified region</returns>
|
|||
|
private FenceHolder[] GetOverlappingFences(int offset, int size)
|
|||
|
{
|
|||
|
List<FenceHolder> overlapping = new List<FenceHolder>();
|
|||
|
|
|||
|
foreach (var kv in _fences)
|
|||
|
{
|
|||
|
var fence = kv.Key;
|
|||
|
var ownerCbIndex = kv.Value;
|
|||
|
|
|||
|
if (_bufferUsageBitmap.OverlapsWith(ownerCbIndex, offset, size))
|
|||
|
{
|
|||
|
overlapping.Add(fence);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return overlapping.ToArray();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|