ryujinx/src/Ryujinx.Graphics.Vulkan/MultiFenceHolder.cs
2023-04-27 23:51:14 +02:00

213 lines
8.0 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();
}
}
}