BsVulkanCommandBuffer.h 20 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsVulkanPrerequisites.h"
  5. #include "BsCommandBuffer.h"
  6. #include "BsVulkanRenderAPI.h"
  7. #include "BsVulkanResource.h"
  8. #include "BsVulkanGpuPipelineState.h"
  9. namespace bs { namespace ct
  10. {
  11. class VulkanImage;
  12. /** @addtogroup Vulkan
  13. * @{
  14. */
  15. #define BS_MAX_VULKAN_CB_PER_QUEUE_FAMILY BS_MAX_QUEUES_PER_TYPE * 32
  16. // Maximum number of command buffers that another command buffer can be dependant on (via a sync mask)
  17. #define BS_MAX_VULKAN_CB_DEPENDENCIES 2
  18. /** Wrapper around a Vulkan semaphore object that manages its usage and lifetime. */
  19. class VulkanSemaphore : public VulkanResource
  20. {
  21. public:
  22. VulkanSemaphore(VulkanResourceManager* owner);
  23. ~VulkanSemaphore();
  24. /** Returns the internal handle to the Vulkan object. */
  25. VkSemaphore getHandle() const { return mSemaphore; }
  26. private:
  27. VkSemaphore mSemaphore;
  28. };
  29. class VulkanCmdBuffer;
  30. /** Pool that allocates and distributes Vulkan command buffers. */
  31. class VulkanCmdBufferPool
  32. {
  33. public:
  34. VulkanCmdBufferPool(VulkanDevice& device);
  35. ~VulkanCmdBufferPool();
  36. /**
  37. * Attempts to find a free command buffer, or creates a new one if not found. Caller must guarantee the provided
  38. * queue family is valid.
  39. */
  40. VulkanCmdBuffer* getBuffer(UINT32 queueFamily, bool secondary);
  41. private:
  42. /** Command buffer pool and related information. */
  43. struct PoolInfo
  44. {
  45. VkCommandPool pool = VK_NULL_HANDLE;
  46. VulkanCmdBuffer* buffers[BS_MAX_VULKAN_CB_PER_QUEUE_FAMILY];
  47. UINT32 queueFamily = -1;
  48. };
  49. /** Creates a new command buffer. */
  50. VulkanCmdBuffer* createBuffer(UINT32 queueFamily, bool secondary);
  51. VulkanDevice& mDevice;
  52. UnorderedMap<UINT32, PoolInfo> mPools;
  53. UINT32 mNextId;
  54. };
  55. /** Determines where are the current descriptor sets bound to. */
  56. enum class DescriptorSetBindFlag
  57. {
  58. None = 0,
  59. Graphics = 1 << 0,
  60. Compute = 1 << 1
  61. };
  62. typedef Flags<DescriptorSetBindFlag> DescriptorSetBindFlags;
  63. BS_FLAGS_OPERATORS(DescriptorSetBindFlag)
  64. /**
  65. * Represents a direct wrapper over an internal Vulkan command buffer. This is unlike VulkanCommandBuffer which is a
  66. * higher level class, and it allows for re-use by internally using multiple low-level command buffers.
  67. */
  68. class VulkanCmdBuffer
  69. {
  70. /** Possible states a command buffer can be in. */
  71. enum class State
  72. {
  73. /** Buffer is ready to be re-used. */
  74. Ready,
  75. /** Buffer is currently recording commands, but isn't recording a render pass. */
  76. Recording,
  77. /** Buffer is currently recording render pass commands. */
  78. RecordingRenderPass,
  79. /** Buffer is done recording but hasn't been submitted. */
  80. RecordingDone,
  81. /** Buffer is done recording and is currently submitted on a queue. */
  82. Submitted
  83. };
  84. public:
  85. VulkanCmdBuffer(VulkanDevice& device, UINT32 id, VkCommandPool pool, UINT32 queueFamily, bool secondary);
  86. ~VulkanCmdBuffer();
  87. /** Returns an unique identifier of this command buffer. */
  88. UINT32 getId() const { return mId; }
  89. /** Returns the index of the queue family this command buffer is executing on. */
  90. UINT32 getQueueFamily() const { return mQueueFamily; }
  91. /** Returns the index of the device this command buffer will execute on. */
  92. UINT32 getDeviceIdx() const;
  93. /** Makes the command buffer ready to start recording commands. */
  94. void begin();
  95. /** Ends command buffer command recording (as started with begin()). */
  96. void end();
  97. /** Begins render pass recording. Must be called within begin()/end() calls. */
  98. void beginRenderPass();
  99. /** Ends render pass recording (as started with beginRenderPass(). */
  100. void endRenderPass();
  101. /**
  102. * Submits the command buffer for execution.
  103. *
  104. * @param[in] queue Queue to submit the command buffer on.
  105. * @param[in] queueIdx Index of the queue the command buffer was submitted on. Note that this may be different
  106. * from the actual VulkanQueue index since multiple command buffer queue indices can map
  107. * to the same queue.
  108. * @param[in] syncMask Mask that controls which other command buffers does this command buffer depend upon
  109. * (if any). See description of @p syncMask parameter in RenderAPI::executeCommands().
  110. */
  111. void submit(VulkanQueue* queue, UINT32 queueIdx, UINT32 syncMask);
  112. /** Returns the handle to the internal Vulkan command buffer wrapped by this object. */
  113. VkCommandBuffer getHandle() const { return mCmdBuffer; }
  114. /** Returns a fence that can be used for tracking when the command buffer is done executing. */
  115. VkFence getFence() const { return mFence; }
  116. /**
  117. * Returns a semaphore that may be used for synchronizing execution between command buffers executing on the same
  118. * queue.
  119. */
  120. VulkanSemaphore* getIntraQueueSemaphore() const { return mIntraQueueSemaphore; }
  121. /**
  122. * Returns a semaphore that may be used for synchronizing execution between command buffers executing on different
  123. * queues. Note that these semaphores get used each time they are requested, and there is only a fixed number
  124. * available. If all are used up, null will be returned. New semaphores are generated when allocateSemaphores()
  125. * is called.
  126. */
  127. VulkanSemaphore* requestInterQueueSemaphore() const;
  128. /**
  129. * Allocates a new set of semaphores that may be used for synchronizing execution between different command buffers.
  130. * Releases the previously allocated semaphores, if they exist. Use getIntraQueueSemaphore() &
  131. * requestInterQueueSemaphore() to retrieve latest allocated semaphores.
  132. *
  133. * @param[out] semaphores Output array to place all allocated semaphores in. The array must be of size
  134. * (BS_MAX_VULKAN_CB_DEPENDENCIES + 1).
  135. */
  136. void allocateSemaphores(VkSemaphore* semaphores);
  137. /** Returns true if the command buffer is currently being processed by the device. */
  138. bool isSubmitted() const { return mState == State::Submitted; }
  139. /** Returns true if the command buffer is currently recording (but not within a render pass). */
  140. bool isRecording() const { return mState == State::Recording; }
  141. /** Returns true if the command buffer is ready to be submitted to a queue. */
  142. bool isReadyForSubmit() const { return mState == State::RecordingDone; }
  143. /** Returns true if the command buffer is currently recording a render pass. */
  144. bool isInRenderPass() const { return mState == State::RecordingRenderPass; }
  145. /**
  146. * Checks the internal fence if done executing.
  147. *
  148. * @param[in] block If true, the system will block until the fence is signaled.
  149. */
  150. bool checkFenceStatus(bool block) const;
  151. /**
  152. * Resets the command buffer back in Ready state. Should be called when command buffer is done executing on a
  153. * queue.
  154. */
  155. void reset();
  156. /**
  157. * Lets the command buffer know that the provided resource has been queued on it, and will be used by the
  158. * device when the command buffer is submitted. If a resource is an image or a buffer use the more specific
  159. * registerResource() overload.
  160. */
  161. void registerResource(VulkanResource* res, VulkanUseFlags flags);
  162. /**
  163. * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
  164. * device when the command buffer is submitted. Executes a layout transition to @p newLayout (if needed), and
  165. * updates the externally visible image layout field to @p finalLayout (once submitted).
  166. *
  167. * @param[in] res Image to register with the command buffer.
  168. * @param[in] range Range of sub-resources to register.
  169. * @param[in] newLayout Layout the image needs to be transitioned in before use. Set to undefined
  170. * layout if no transition is required.
  171. * @param[in] finalLayout Determines what value the externally visible image layout will be set after
  172. * submit() is called. Normally this will be same as @p newLayout, but can be
  173. * different if some form of automatic layout transitions are happening.
  174. * @param[in] flags Flags that determine how will be command buffer be using the buffer.
  175. * @param[in] isFBAttachment Determines if the image is being used as a framebuffer attachment (if true),
  176. * or just as regular shader input (if false).
  177. */
  178. void registerResource(VulkanImage* res, const VkImageSubresourceRange& range, VkImageLayout newLayout,
  179. VkImageLayout finalLayout, VulkanUseFlags flags, bool isFBAttachment = false);
  180. /**
  181. * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
  182. * device when the command buffer is submitted. Performs no layout transitions on the image, they must be performed
  183. * by the caller, or not required at all.
  184. */
  185. void registerResource(VulkanImage* res, const VkImageSubresourceRange& range, VulkanUseFlags flags);
  186. /**
  187. * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
  188. * device when the command buffer is submitted.
  189. */
  190. void registerResource(VulkanBuffer* res, VkAccessFlags accessFlags, VulkanUseFlags flags);
  191. /**
  192. * Lets the command buffer know that the provided framebuffer resource has been queued on it, and will be used by
  193. * the device when the command buffer is submitted.
  194. */
  195. void registerResource(VulkanFramebuffer* res, RenderSurfaceMask loadMask, VulkanUseFlags flags);
  196. /************************************************************************/
  197. /* COMMANDS */
  198. /************************************************************************/
  199. /**
  200. * Assigns a render target the the command buffer. This render target's framebuffer and render pass will be used
  201. * when beginRenderPass() is called. Command buffer must not be currently recording a render pass.
  202. */
  203. void setRenderTarget(const SPtr<RenderTarget>& rt, bool readOnlyDepthStencil, RenderSurfaceMask loadMask);
  204. /** Clears the entirety currently bound render target. */
  205. void clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask);
  206. /** Clears the viewport portion of the currently bound render target. */
  207. void clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask);
  208. /** Assigns a pipeline state to use for subsequent draw commands. */
  209. void setPipelineState(const SPtr<GraphicsPipelineState>& state);
  210. /** Assigns a pipeline state to use for subsequent dispatch commands. */
  211. void setPipelineState(const SPtr<ComputePipelineState>& state);
  212. /** Assign GPU params to the GPU programs bound by the pipeline state. */
  213. void setGpuParams(const SPtr<GpuParams>& gpuParams);
  214. /** Sets the current viewport which determine to which portion of the render target to render to. */
  215. void setViewport(const Rect2& area);
  216. /**
  217. * Sets the scissor rectangle area which determines in which area if the viewport are the fragments allowed to be
  218. * generated. Only relevant if enabled on the pipeline state.
  219. */
  220. void setScissorRect(const Rect2I& area);
  221. /** Sets a stencil reference value that will be used for comparisons in stencil operations, if enabled. */
  222. void setStencilRef(UINT32 value);
  223. /** Changes how are primitives interpreted as during rendering. */
  224. void setDrawOp(DrawOperationType drawOp);
  225. /** Sets one or multiple vertex buffers that will be used for subsequent draw() or drawIndexed() calls. */
  226. void setVertexBuffers(UINT32 index, SPtr<VertexBuffer>* buffers, UINT32 numBuffers);
  227. /** Sets an index buffer that will be used for subsequent drawIndexed() calls. */
  228. void setIndexBuffer(const SPtr<IndexBuffer>& buffer);
  229. /** Sets a declaration that determines how are vertex buffer contents interpreted. */
  230. void setVertexDeclaration(const SPtr<VertexDeclaration>& decl);
  231. /** Executes a draw command using the currently bound graphics pipeline, vertex buffer and render target. */
  232. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount);
  233. /** Executes a draw command using the currently bound graphics pipeline, index & vertex buffer and render target. */
  234. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 instanceCount);
  235. /** Executes a dispatch command using the currently bound compute pipeline. */
  236. void dispatch(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ);
  237. /**
  238. * Registers a command that signals the event when executed. Will be delayed until the end of the current
  239. * render pass, if any.
  240. */
  241. void setEvent(VulkanEvent* event);
  242. /**
  243. * Registers a command that resets the query. The command will be delayed until the next submit() if a render
  244. * pass is currently in progress, but is guaranteed to execute before this command buffer is submitted.
  245. */
  246. void resetQuery(VulkanQuery* query);
  247. /**
  248. * Issues a pipeline barrier on the provided buffer. See vkCmdPipelineBarrier in Vulkan spec. for usage
  249. * information.
  250. */
  251. void memoryBarrier(VkBuffer buffer, VkAccessFlags srcAccessFlags, VkAccessFlags dstAccessFlags,
  252. VkPipelineStageFlags srcStage, VkPipelineStageFlags dstStage);
  253. /**
  254. * Issues a pipeline barrier on the provided image. See vkCmdPipelineBarrier in Vulkan spec. for usage
  255. * information.
  256. */
  257. void memoryBarrier(VkImage image, VkAccessFlags srcAccessFlags, VkAccessFlags dstAccessFlags,
  258. VkPipelineStageFlags srcStage, VkPipelineStageFlags dstStage, VkImageLayout layout,
  259. const VkImageSubresourceRange& range);
  260. /**
  261. * Issues a pipeline barrier on the provided image, changing its layout. See vkCmdPipelineBarrier in Vulkan spec.
  262. * for usage information.
  263. */
  264. void setLayout(VkImage image, VkAccessFlags srcAccessFlags, VkAccessFlags dstAccessFlags,
  265. VkImageLayout oldLayout, VkImageLayout newLayout, const VkImageSubresourceRange& range);
  266. private:
  267. friend class VulkanCmdBufferPool;
  268. friend class VulkanCommandBuffer;
  269. friend class VulkanQueue;
  270. /** Contains information about a single Vulkan resource bound/used on this command buffer. */
  271. struct ResourceUseHandle
  272. {
  273. bool used;
  274. VulkanUseFlags flags;
  275. };
  276. /** Contains information about a single Vulkan buffer resource bound/used on this command buffer. */
  277. struct BufferInfo
  278. {
  279. VkAccessFlags accessFlags;
  280. ResourceUseHandle useHandle;
  281. /**
  282. * True if the buffer was at some point written to by the shader during the current render pass, and barrier
  283. * wasn't issued yet.
  284. */
  285. bool needsBarrier;
  286. };
  287. /** Contains information about a single Vulkan image resource bound/used on this command buffer. */
  288. struct ImageInfo
  289. {
  290. ResourceUseHandle useHandle;
  291. UINT32 subresourceInfoIdx;
  292. UINT32 numSubresourceInfos;
  293. };
  294. /** Contains information about a range of Vulkan image sub-resources bound/used on this command buffer. */
  295. struct ImageSubresourceInfo
  296. {
  297. VkImageSubresourceRange range;
  298. // Only relevant for layout transitions
  299. VkImageLayout initialLayout;
  300. VkImageLayout currentLayout;
  301. VkImageLayout requiredLayout;
  302. VkImageLayout finalLayout;
  303. bool isFBAttachment : 1;
  304. bool isShaderInput : 1;
  305. bool hasTransitioned : 1;
  306. bool isReadOnly : 1;
  307. bool isInitialReadOnly : 1;
  308. /**
  309. * True if the buffer was at some point written to by the shader during the current render pass, and barrier
  310. * wasn't issued yet.
  311. */
  312. bool needsBarrier : 1;
  313. };
  314. /** Checks if all the prerequisites for rendering have been made (e.g. render target and pipeline state are set. */
  315. bool isReadyForRender();
  316. /** Marks the command buffer as submitted on a queue. */
  317. void setIsSubmitted() { mState = State::Submitted; }
  318. /** Binds the current graphics pipeline to the command buffer. Returns true if bind was successful. */
  319. bool bindGraphicsPipeline();
  320. /**
  321. * Binds any dynamic states to the pipeline, as required.
  322. *
  323. * @param[in] forceAll If true all states will be bound. If false only states marked as dirty will be bound.
  324. */
  325. void bindDynamicStates(bool forceAll);
  326. /** Binds the currently stored GPU parameters object, if dirty. */
  327. void bindGpuParams();
  328. /** Clears the specified area of the currently bound render target. */
  329. void clearViewport(const Rect2I& area, UINT32 buffers, const Color& color, float depth, UINT16 stencil,
  330. UINT8 targetMask);
  331. /** Starts and ends a render pass, intended only for a clear operation. */
  332. void executeClearPass();
  333. /** Executes any queued layout transitions by issuing a pipeline barrier. */
  334. void executeLayoutTransitions();
  335. /**
  336. * Updates final layouts for images used by the current framebuffer, reflecting layout changes performed by render
  337. * pass' automatic layout transitions.
  338. */
  339. void updateFinalLayouts();
  340. /**
  341. * Updates an existing sub-resource info range with new layout, use flags and framebuffer flag. Returns true if
  342. * the bound sub-resource is a read-only framebuffer attachment.
  343. */
  344. bool updateSubresourceInfo(VulkanImage* image, UINT32 imageInfoIdx, ImageSubresourceInfo& subresourceInfo,
  345. VkImageLayout newLayout, VkImageLayout finalLayout, VulkanUseFlags flags, bool isFBAttachment);
  346. /** Finds a subresource info structure containing the specified face and mip level of the provided image. */
  347. ImageSubresourceInfo& findSubresourceInfo(VulkanImage* image, UINT32 face, UINT32 mip);
  348. UINT32 mId;
  349. UINT32 mQueueFamily;
  350. State mState;
  351. VulkanDevice& mDevice;
  352. VkCommandPool mPool;
  353. VkCommandBuffer mCmdBuffer;
  354. VkFence mFence;
  355. VulkanSemaphore* mIntraQueueSemaphore;
  356. VulkanSemaphore* mInterQueueSemaphores[BS_MAX_VULKAN_CB_DEPENDENCIES];
  357. mutable UINT32 mNumUsedInterQueueSemaphores;
  358. VulkanFramebuffer* mFramebuffer;
  359. UINT32 mRenderTargetWidth;
  360. UINT32 mRenderTargetHeight;
  361. bool mRenderTargetDepthReadOnly;
  362. RenderSurfaceMask mRenderTargetLoadMask;
  363. UnorderedMap<VulkanResource*, ResourceUseHandle> mResources;
  364. UnorderedMap<VulkanResource*, UINT32> mImages;
  365. UnorderedMap<VulkanResource*, BufferInfo> mBuffers;
  366. Vector<ImageInfo> mImageInfos;
  367. Vector<ImageSubresourceInfo> mSubresourceInfos;
  368. UINT32 mGlobalQueueIdx;
  369. SPtr<VulkanGraphicsPipelineState> mGraphicsPipeline;
  370. SPtr<VulkanComputePipelineState> mComputePipeline;
  371. SPtr<VertexDeclaration> mVertexDecl;
  372. Rect2 mViewport;
  373. Rect2I mScissor;
  374. UINT32 mStencilRef;
  375. DrawOperationType mDrawOp;
  376. UINT32 mNumBoundDescriptorSets;
  377. bool mGfxPipelineRequiresBind : 1;
  378. bool mCmpPipelineRequiresBind : 1;
  379. bool mViewportRequiresBind : 1;
  380. bool mStencilRefRequiresBind : 1;
  381. bool mScissorRequiresBind : 1;
  382. bool mBoundParamsDirty : 1;
  383. DescriptorSetBindFlags mDescriptorSetsBindState;
  384. SPtr<VulkanGpuParams> mBoundParams;
  385. std::array<VkClearValue, BS_MAX_MULTIPLE_RENDER_TARGETS + 1> mClearValues;
  386. ClearMask mClearMask;
  387. Rect2I mClearArea;
  388. Vector<VulkanSemaphore*> mSemaphoresTemp;
  389. VkBuffer mVertexBuffersTemp[BS_MAX_BOUND_VERTEX_BUFFERS];
  390. VkDeviceSize mVertexBufferOffsetsTemp[BS_MAX_BOUND_VERTEX_BUFFERS];
  391. VkDescriptorSet* mDescriptorSetsTemp;
  392. UnorderedMap<UINT32, TransitionInfo> mTransitionInfoTemp;
  393. Vector<VkImageMemoryBarrier> mLayoutTransitionBarriersTemp;
  394. UnorderedMap<VulkanImage*, UINT32> mQueuedLayoutTransitions;
  395. Vector<VulkanEvent*> mQueuedEvents;
  396. Vector<VulkanQuery*> mQueuedQueryResets;
  397. UnorderedSet<VulkanSwapChain*> mSwapChains;
  398. };
  399. /** CommandBuffer implementation for Vulkan. */
  400. class VulkanCommandBuffer : public CommandBuffer
  401. {
  402. public:
  403. /**
  404. * Submits the command buffer for execution.
  405. *
  406. * @param[in] syncMask Mask that controls which other command buffers does this command buffer depend upon
  407. * (if any). See description of @p syncMask parameter in RenderAPI::executeCommands().
  408. */
  409. void submit(UINT32 syncMask);
  410. /**
  411. * Returns the internal command buffer.
  412. *
  413. * @note This buffer will change after a submit() call.
  414. */
  415. VulkanCmdBuffer* getInternal() const { return mBuffer; }
  416. private:
  417. friend class VulkanCommandBufferManager;
  418. VulkanCommandBuffer(VulkanDevice& device, GpuQueueType type, UINT32 deviceIdx, UINT32 queueIdx,
  419. bool secondary);
  420. ~VulkanCommandBuffer();
  421. /**
  422. * Tasks the command buffer to find a new internal command buffer. Call this after the command buffer has been
  423. * submitted to a queue (it's not allowed to be used until the queue is done with it).
  424. */
  425. void acquireNewBuffer();
  426. VulkanCmdBuffer* mBuffer;
  427. VulkanDevice& mDevice;
  428. VulkanQueue* mQueue;
  429. UINT32 mIdMask;
  430. };
  431. /** @} */
  432. }}