BsVulkanCommandBuffer.h 19 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. /** Checks the internal fence if done executing. */
  146. bool checkFenceStatus() const;
  147. /**
  148. * Resets the command buffer back in Ready state. Should be called when command buffer is done executing on a
  149. * queue.
  150. */
  151. void reset();
  152. /**
  153. * Lets the command buffer know that the provided resource has been queued on it, and will be used by the
  154. * device when the command buffer is submitted. If a resource is an image or a buffer use the more specific
  155. * registerResource() overload.
  156. */
  157. void registerResource(VulkanResource* res, VulkanUseFlags flags);
  158. /**
  159. * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
  160. * device when the command buffer is submitted. Executes a layout transition to @p newLayout (if needed), and
  161. * updates the externally visible image layout field to @p finalLayout (once submitted).
  162. *
  163. * @param[in] res Image to register with the command buffer.
  164. * @param[in] range Range of sub-resources to register.
  165. * @param[in] newLayout Layout the image needs to be transitioned in before use. Set to undefined
  166. * layout if no transition is required.
  167. * @param[in] finalLayout Determines what value the externally visible image layout will be set after
  168. * submit() is called. Normally this will be same as @p newLayout, but can be
  169. * different if some form of automatic layout transitions are happening.
  170. * @param[in] flags Flags that determine how will be command buffer be using the buffer.
  171. * @param[in] isFBAttachment Determines if the image is being used as a framebuffer attachment (if true),
  172. * or just as regular shader input (if false).
  173. */
  174. void registerResource(VulkanImage* res, const VkImageSubresourceRange& range, VkImageLayout newLayout,
  175. VkImageLayout finalLayout, VulkanUseFlags flags, bool isFBAttachment = false);
  176. /**
  177. * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
  178. * device when the command buffer is submitted. Performs no layout transitions on the image, they must be performed
  179. * by the caller, or not required at all.
  180. */
  181. void registerResource(VulkanImage* res, const VkImageSubresourceRange& range, VulkanUseFlags flags);
  182. /**
  183. * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
  184. * device when the command buffer is submitted.
  185. */
  186. void registerResource(VulkanBuffer* res, VkAccessFlags accessFlags, VulkanUseFlags flags);
  187. /**
  188. * Lets the command buffer know that the provided framebuffer resource has been queued on it, and will be used by
  189. * the device when the command buffer is submitted.
  190. */
  191. void registerResource(VulkanFramebuffer* res, RenderSurfaceMask loadMask, VulkanUseFlags flags);
  192. /************************************************************************/
  193. /* COMMANDS */
  194. /************************************************************************/
  195. /**
  196. * Assigns a render target the the command buffer. This render target's framebuffer and render pass will be used
  197. * when beginRenderPass() is called. Command buffer must not be currently recording a render pass.
  198. */
  199. void setRenderTarget(const SPtr<RenderTarget>& rt, bool readOnlyDepthStencil, RenderSurfaceMask loadMask);
  200. /** Clears the entirety currently bound render target. */
  201. void clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask);
  202. /** Clears the viewport portion of the currently bound render target. */
  203. void clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask);
  204. /** Assigns a pipeline state to use for subsequent draw commands. */
  205. void setPipelineState(const SPtr<GraphicsPipelineState>& state);
  206. /** Assigns a pipeline state to use for subsequent dispatch commands. */
  207. void setPipelineState(const SPtr<ComputePipelineState>& state);
  208. /** Assign GPU params to the GPU programs bound by the pipeline state. */
  209. void setGpuParams(const SPtr<GpuParams>& gpuParams);
  210. /** Sets the current viewport which determine to which portion of the render target to render to. */
  211. void setViewport(const Rect2& area);
  212. /**
  213. * Sets the scissor rectangle area which determines in which area if the viewport are the fragments allowed to be
  214. * generated. Only relevant if enabled on the pipeline state.
  215. */
  216. void setScissorRect(const Rect2I& area);
  217. /** Sets a stencil reference value that will be used for comparisons in stencil operations, if enabled. */
  218. void setStencilRef(UINT32 value);
  219. /** Changes how are primitives interpreted as during rendering. */
  220. void setDrawOp(DrawOperationType drawOp);
  221. /** Sets one or multiple vertex buffers that will be used for subsequent draw() or drawIndexed() calls. */
  222. void setVertexBuffers(UINT32 index, SPtr<VertexBuffer>* buffers, UINT32 numBuffers);
  223. /** Sets an index buffer that will be used for subsequent drawIndexed() calls. */
  224. void setIndexBuffer(const SPtr<IndexBuffer>& buffer);
  225. /** Sets a declaration that determines how are vertex buffer contents interpreted. */
  226. void setVertexDeclaration(const SPtr<VertexDeclaration>& decl);
  227. /** Executes a draw command using the currently bound graphics pipeline, vertex buffer and render target. */
  228. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount);
  229. /** Executes a draw command using the currently bound graphics pipeline, index & vertex buffer and render target. */
  230. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 instanceCount);
  231. /** Executes a dispatch command using the currently bound compute pipeline. */
  232. void dispatch(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ);
  233. /**
  234. * Registers a command that signals the event when executed. Will be delayed until the end of the current
  235. * render pass, if any.
  236. */
  237. void setEvent(VulkanEvent* event);
  238. /**
  239. * Registers a command that resets the query. The command will be delayed until the next submit() if a render
  240. * pass is currently in progress, but is guaranteed to execute before this command buffer is submitted.
  241. */
  242. void resetQuery(VulkanQuery* query);
  243. private:
  244. friend class VulkanCmdBufferPool;
  245. friend class VulkanCommandBuffer;
  246. friend class VulkanQueue;
  247. /** Contains information about a single Vulkan resource bound/used on this command buffer. */
  248. struct ResourceUseHandle
  249. {
  250. bool used;
  251. VulkanUseFlags flags;
  252. };
  253. /** Contains information about a single Vulkan buffer resource bound/used on this command buffer. */
  254. struct BufferInfo
  255. {
  256. VkAccessFlags accessFlags;
  257. ResourceUseHandle useHandle;
  258. };
  259. /** Contains information about a single Vulkan image resource bound/used on this command buffer. */
  260. struct ImageInfo
  261. {
  262. ResourceUseHandle useHandle;
  263. UINT32 subresourceInfoIdx;
  264. UINT32 numSubresourceInfos;
  265. };
  266. /** Contains information about a range of Vulkan image sub-resources bound/used on this command buffer. */
  267. struct ImageSubresourceInfo
  268. {
  269. VkImageSubresourceRange range;
  270. // Only relevant for layout transitions
  271. VkImageLayout initialLayout;
  272. VkImageLayout currentLayout;
  273. VkImageLayout requiredLayout;
  274. VkImageLayout finalLayout;
  275. bool isFBAttachment : 1;
  276. bool isShaderInput : 1;
  277. bool hasTransitioned : 1;
  278. bool isReadOnly : 1;
  279. bool isInitialReadOnly : 1;
  280. };
  281. /** Checks if all the prerequisites for rendering have been made (e.g. render target and pipeline state are set. */
  282. bool isReadyForRender();
  283. /** Marks the command buffer as submitted on a queue. */
  284. void setIsSubmitted() { mState = State::Submitted; }
  285. /** Binds the current graphics pipeline to the command buffer. Returns true if bind was successful. */
  286. bool bindGraphicsPipeline();
  287. /**
  288. * Binds any dynamic states to the pipeline, as required.
  289. *
  290. * @param[in] forceAll If true all states will be bound. If false only states marked as dirty will be bound.
  291. */
  292. void bindDynamicStates(bool forceAll);
  293. /** Binds the currently stored GPU parameters object, if dirty. */
  294. void bindGpuParams();
  295. /** Clears the specified area of the currently bound render target. */
  296. void clearViewport(const Rect2I& area, UINT32 buffers, const Color& color, float depth, UINT16 stencil,
  297. UINT8 targetMask);
  298. /** Starts and ends a render pass, intended only for a clear operation. */
  299. void executeClearPass();
  300. /** Executes any queued layout transitions by issuing a pipeline barrier. */
  301. void executeLayoutTransitions();
  302. /**
  303. * Updates final layouts for images used by the current framebuffer, reflecting layout changes performed by render
  304. * pass' automatic layout transitions.
  305. */
  306. void updateFinalLayouts();
  307. /**
  308. * Updates an existing sub-resource info range with new layout, use flags and framebuffer flag. Returns true if
  309. * the bound sub-resource is a read-only framebuffer attachment.
  310. */
  311. bool updateSubresourceInfo(VulkanImage* image, UINT32 imageInfoIdx, ImageSubresourceInfo& subresourceInfo,
  312. VkImageLayout newLayout, VkImageLayout finalLayout, VulkanUseFlags flags, bool isFBAttachment);
  313. /** Finds a subresource info structure containing the specified face and mip level of the provided image. */
  314. ImageSubresourceInfo& findSubresourceInfo(VulkanImage* image, UINT32 face, UINT32 mip);
  315. UINT32 mId;
  316. UINT32 mQueueFamily;
  317. State mState;
  318. VulkanDevice& mDevice;
  319. VkCommandPool mPool;
  320. VkCommandBuffer mCmdBuffer;
  321. VkFence mFence;
  322. VulkanSemaphore* mIntraQueueSemaphore;
  323. VulkanSemaphore* mInterQueueSemaphores[BS_MAX_VULKAN_CB_DEPENDENCIES];
  324. mutable UINT32 mNumUsedInterQueueSemaphores;
  325. VulkanFramebuffer* mFramebuffer;
  326. UINT32 mRenderTargetWidth;
  327. UINT32 mRenderTargetHeight;
  328. bool mRenderTargetDepthReadOnly;
  329. RenderSurfaceMask mRenderTargetLoadMask;
  330. UnorderedMap<VulkanResource*, ResourceUseHandle> mResources;
  331. UnorderedMap<VulkanResource*, UINT32> mImages;
  332. UnorderedMap<VulkanResource*, BufferInfo> mBuffers;
  333. Vector<ImageInfo> mImageInfos;
  334. Vector<ImageSubresourceInfo> mSubresourceInfos;
  335. UINT32 mGlobalQueueIdx;
  336. SPtr<VulkanGraphicsPipelineState> mGraphicsPipeline;
  337. SPtr<VulkanComputePipelineState> mComputePipeline;
  338. SPtr<VertexDeclaration> mVertexDecl;
  339. Rect2 mViewport;
  340. Rect2I mScissor;
  341. UINT32 mStencilRef;
  342. DrawOperationType mDrawOp;
  343. UINT32 mNumBoundDescriptorSets;
  344. bool mGfxPipelineRequiresBind : 1;
  345. bool mCmpPipelineRequiresBind : 1;
  346. bool mViewportRequiresBind : 1;
  347. bool mStencilRefRequiresBind : 1;
  348. bool mScissorRequiresBind : 1;
  349. bool mBoundParamsDirty : 1;
  350. DescriptorSetBindFlags mDescriptorSetsBindState;
  351. SPtr<VulkanGpuParams> mBoundParams;
  352. std::array<VkClearValue, BS_MAX_MULTIPLE_RENDER_TARGETS + 1> mClearValues;
  353. ClearMask mClearMask;
  354. Rect2I mClearArea;
  355. Vector<VulkanSemaphore*> mSemaphoresTemp;
  356. VkBuffer mVertexBuffersTemp[BS_MAX_BOUND_VERTEX_BUFFERS];
  357. VkDeviceSize mVertexBufferOffsetsTemp[BS_MAX_BOUND_VERTEX_BUFFERS];
  358. VkDescriptorSet* mDescriptorSetsTemp;
  359. UnorderedMap<UINT32, TransitionInfo> mTransitionInfoTemp;
  360. Vector<VkImageMemoryBarrier> mLayoutTransitionBarriersTemp;
  361. UnorderedMap<VulkanImage*, UINT32> mQueuedLayoutTransitions;
  362. Vector<VulkanEvent*> mQueuedEvents;
  363. Vector<VulkanQuery*> mQueuedQueryResets;
  364. UnorderedSet<VulkanSwapChain*> mSwapChains;
  365. };
  366. /** CommandBuffer implementation for Vulkan. */
  367. class VulkanCommandBuffer : public CommandBuffer
  368. {
  369. public:
  370. /**
  371. * Submits the command buffer for execution.
  372. *
  373. * @param[in] syncMask Mask that controls which other command buffers does this command buffer depend upon
  374. * (if any). See description of @p syncMask parameter in RenderAPI::executeCommands().
  375. */
  376. void submit(UINT32 syncMask);
  377. /**
  378. * Returns the internal command buffer.
  379. *
  380. * @note This buffer will change after a submit() call.
  381. */
  382. VulkanCmdBuffer* getInternal() const { return mBuffer; }
  383. private:
  384. friend class VulkanCommandBufferManager;
  385. VulkanCommandBuffer(VulkanDevice& device, GpuQueueType type, UINT32 deviceIdx, UINT32 queueIdx,
  386. bool secondary);
  387. ~VulkanCommandBuffer();
  388. /**
  389. * Tasks the command buffer to find a new internal command buffer. Call this after the command buffer has been
  390. * submitted to a queue (it's not allowed to be used until the queue is done with it).
  391. */
  392. void acquireNewBuffer();
  393. VulkanCmdBuffer* mBuffer;
  394. VulkanDevice& mDevice;
  395. VulkanQueue* mQueue;
  396. UINT32 mIdMask;
  397. };
  398. /** @} */
  399. }}