citra/src/video_core/renderer_vulkan/vk_master_semaphore.h

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Add vulkan backend (#6512) * code: Prepare frontend for vulkan support * citra_qt: Add vulkan options to the GUI * vk_instance: Collect tooling info * renderer_vulkan: Add vulkan backend * qt: Fix fullscreen and resize issues on macOS. (#47) * qt: Fix bugged macOS full screen transition. * renderer/vulkan: Fix swapchain recreation destroying in-use semaphore. * renderer/vulkan: Make gl_Position invariant. (#48) This fixes an issue with black artifacts in Pokemon games on Apple GPUs. If the vertex calculations differ slightly between render passes, it can cause parts of model faces to fail depth test. * vk_renderpass_cache: Bump pixel format count * android: Custom driver code * vk_instance: Set moltenvk configuration * rasterizer_cache: Proper surface unregister * citra_qt: Fix invalid characters * vk_rasterizer: Correct special unbind * android: Allow async presentation toggle * vk_graphics_pipeline: Fix async shader compilation * We were actually waiting for the pipelines regardless of the setting, oops * vk_rasterizer: More robust attribute loading * android: Move PollEvents to OpenGL window * Vulkan does not need this and it causes problems * vk_instance: Enable robust buffer access * Improves stability on mali devices * vk_renderpass_cache: Bring back renderpass flushing * externals: Update vulkan-headers * gl_rasterizer: Separable shaders for everyone * vk_blit_helper: Corect depth to color convertion * renderer_vulkan: Implement reinterpretation with copy * Allows reinterpreteration with simply copy on AMD * vk_graphics_pipeline: Only fast compile if no shaders are pending * With this shaders weren't being compiled in parallel * vk_swapchain: Ensure vsync doesn't lock framerate * vk_present_window: Match guest swapchain size to vulkan image count * Less latency and fixes crashes that were caused by images being deleted before free * vk_instance: Blacklist VK_EXT_pipeline_creation_cache_control with nvidia gpus * Resolves crashes when async shader compilation is enabled * vk_rasterizer: Bump async threshold to 6 * Many games have fullscreen quads with 6 vertices. Fixes pokemon textures missing with async shaders * android: More robust surface recreation * renderer_vulkan: Fix dynamic state being lost * vk_pipeline_cache: Skip cache save when no pipeline cache exists * This is the cache when loading a save state * sdl: Fix surface initialization on macOS. (#49) * sdl: Fix surface initialization on macOS. * sdl: Fix render window events not being handled under Vulkan. * renderer/vulkan: Fix binding/unbinding of shadow rendering buffer. * vk_stream_buffer: Respect non coherent access alignment * Required by nvidia GPUs on MacOS * renderer/vulkan: Support VK_EXT_fragment_shader_interlock for shadow rendering. (#51) * renderer_vulkan: Port some recent shader fixes * vk_pipeline_cache: Improve shadow detection * vk_swapchain: Add missing check * renderer_vulkan: Fix hybrid screen * Revert "gl_rasterizer: Separable shaders for everyone" Causes crashes on mali GPUs, will need separate PR This reverts commit d22d556d30ff641b62dfece85738c96b7fbf7061. * renderer_vulkan: Fix flipped screenshot --------- Co-authored-by: Steveice10 <1269164+Steveice10@users.noreply.github.com>
2023-09-13 00:28:50 +02:00
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <condition_variable>
#include <queue>
#include "common/common_types.h"
#include "common/polyfill_thread.h"
#include "video_core/renderer_vulkan/vk_common.h"
namespace Vulkan {
class Instance;
class Scheduler;
class MasterSemaphore {
public:
virtual ~MasterSemaphore() = default;
[[nodiscard]] u64 CurrentTick() const noexcept {
return current_tick.load(std::memory_order_acquire);
}
[[nodiscard]] u64 KnownGpuTick() const noexcept {
return gpu_tick.load(std::memory_order_acquire);
}
[[nodiscard]] bool IsFree(u64 tick) const noexcept {
return KnownGpuTick() >= tick;
}
[[nodiscard]] u64 NextTick() noexcept {
return current_tick.fetch_add(1, std::memory_order_release);
}
/// Refresh the known GPU tick
virtual void Refresh() = 0;
/// Waits for a tick to be hit on the GPU
virtual void Wait(u64 tick) = 0;
/// Submits the provided command buffer for execution
virtual void SubmitWork(vk::CommandBuffer cmdbuf, vk::Semaphore wait, vk::Semaphore signal,
u64 signal_value) = 0;
protected:
std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
std::atomic<u64> current_tick{1}; ///< Current logical tick.
};
class MasterSemaphoreTimeline : public MasterSemaphore {
public:
explicit MasterSemaphoreTimeline(const Instance& instance);
~MasterSemaphoreTimeline() override;
[[nodiscard]] vk::Semaphore Handle() const noexcept {
return semaphore.get();
}
void Refresh() override;
void Wait(u64 tick) override;
void SubmitWork(vk::CommandBuffer cmdbuf, vk::Semaphore wait, vk::Semaphore signal,
u64 signal_value) override;
private:
const Instance& instance;
vk::UniqueSemaphore semaphore; ///< Timeline semaphore.
};
class MasterSemaphoreFence : public MasterSemaphore {
public:
explicit MasterSemaphoreFence(const Instance& instance);
~MasterSemaphoreFence() override;
void Refresh() override;
void Wait(u64 tick) override;
void SubmitWork(vk::CommandBuffer cmdbuf, vk::Semaphore wait, vk::Semaphore signal,
u64 signal_value) override;
private:
void WaitThread(std::stop_token token);
vk::UniqueFence GetFreeFence();
private:
const Instance& instance;
struct Fence {
vk::UniqueFence handle;
u64 signal_value;
};
std::queue<vk::UniqueFence> free_queue;
std::queue<Fence> wait_queue;
std::mutex free_mutex;
std::mutex wait_mutex;
std::condition_variable_any wait_cv;
std::jthread wait_thread;
};
} // namespace Vulkan