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https://github.com/KytyPS5/KytyPS5.git
synced 2026-10-20 10:56:58 +02:00
refactor renderer
This commit is contained in:
@@ -1,18 +1,161 @@
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#include "graphics/host_gpu/renderer/commandScheduler.h"
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#include "common/assert.h"
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#include "graphics/host_gpu/graphicContext.h"
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#include <algorithm>
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namespace Libs::Graphics {
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static thread_local CommandScheduler* g_deferred_callback_scheduler = nullptr;
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void CommandSlot::Reset() {
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EXIT_IF(buffer == nullptr);
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const auto result = buffer.reset(vk::CommandBufferResetFlagBits::eReleaseResources);
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if (result != vk::Result::eSuccess) {
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EXIT("failed to reset Vulkan command buffer: %s (%d)\n", VulkanToString(result).c_str(),
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static_cast<int>(result));
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}
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}
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CommandScheduler::CommandPool::~CommandPool() {
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Destroy();
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}
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void CommandScheduler::CommandPool::Create(GraphicContext& graphics) {
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EXIT_IF(m_pool != nullptr || m_graphics != nullptr ||
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graphics.queue_family == static_cast<uint32_t>(-1));
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m_graphics = &graphics;
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vk::CommandPoolCreateInfo create {};
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create.sType = vk::StructureType::eCommandPoolCreateInfo;
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create.queueFamilyIndex = graphics.queue_family;
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create.flags = vk::CommandPoolCreateFlagBits::eResetCommandBuffer;
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const auto result = graphics.device.createCommandPool(&create, nullptr, &m_pool);
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EXIT_NOT_IMPLEMENTED(result != vk::Result::eSuccess || m_pool == nullptr);
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}
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CommandSlot* CommandScheduler::CommandPool::CreateSlot() {
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EXIT_IF(m_graphics == nullptr);
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auto& graphics = *m_graphics;
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vk::CommandBufferAllocateInfo allocate {};
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allocate.sType = vk::StructureType::eCommandBufferAllocateInfo;
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allocate.commandPool = m_pool;
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allocate.level = vk::CommandBufferLevel::ePrimary;
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allocate.commandBufferCount = 1;
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vk::CommandBuffer buffer = nullptr;
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EXIT_IF(graphics.device.allocateCommandBuffers(&allocate, &buffer) != vk::Result::eSuccess);
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vk::FenceCreateInfo fence_create {};
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fence_create.sType = vk::StructureType::eFenceCreateInfo;
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fence_create.flags = vk::FenceCreateFlagBits::eSignaled;
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vk::Fence fence = nullptr;
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if (graphics.device.createFence(&fence_create, nullptr, &fence) != vk::Result::eSuccess) {
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graphics.device.freeCommandBuffers(m_pool, 1, &buffer);
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EXIT("failed to create command-buffer fence\n");
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}
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auto& slot = m_slots.emplace_back();
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slot.pool_mutex = &m_mutex;
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slot.id = static_cast<uint32_t>(m_slots.size() - 1);
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slot.buffer = buffer;
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slot.fence = fence;
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return &slot;
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}
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CommandSlot* CommandScheduler::CommandPool::Allocate(GraphicContext& graphics) {
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Common::LockGuard lock(m_mutex);
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if (m_pool == nullptr) {
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Create(graphics);
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}
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EXIT_IF(m_graphics != &graphics);
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auto found = std::ranges::find_if(m_slots, [](const auto& slot) { return !slot.busy; });
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auto* slot = found != m_slots.end() ? &*found : CreateSlot();
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slot->busy = true;
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slot->Reset();
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return slot;
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}
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void CommandScheduler::CommandPool::Destroy() {
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Common::LockGuard lock(m_mutex);
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if (m_pool == nullptr) {
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return;
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}
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EXIT_IF(std::ranges::any_of(m_slots, [](const auto& slot) { return slot.busy; }));
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EXIT_IF(m_graphics == nullptr);
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for (const auto& slot: m_slots) {
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m_graphics->device.destroyFence(slot.fence, nullptr);
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}
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m_graphics->device.destroyCommandPool(m_pool, nullptr);
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m_slots.clear();
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m_pool = nullptr;
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m_graphics = nullptr;
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}
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bool CommandScheduler::InDeferredOperation() noexcept {
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return g_deferred_callback_scheduler != nullptr;
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}
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CommandScheduler::CommandScheduler(RenderContext& context, GraphicContext& graphics)
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: m_master(graphics), m_context(context), m_graphics(graphics),
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m_priority_thread([this](std::stop_token stop) { PriorityOperationsThread(stop); }) {}
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CommandScheduler::~CommandScheduler() {
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Shutdown();
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}
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void CommandScheduler::Shutdown() {
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{
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std::unique_lock lock(m_operation_mutex);
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if (m_operation_state == OperationState::Closed) {
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return;
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}
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if (g_deferred_callback_scheduler == this) {
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EXIT_IF(m_operation_state == OperationState::Open);
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// A priority callback cannot join its own runner, while a normal callback can be
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// executing inside the shutdown owner's final PopPendingOperations. The owning
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// thread will finish shutdown after this callback returns.
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return;
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}
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if (m_operation_state == OperationState::Draining) {
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m_operation_available.wait(
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lock, [this] { return m_operation_state == OperationState::Closed; });
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return;
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}
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m_operation_state = OperationState::Draining;
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}
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if (Active() && m_recording) {
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Finish();
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}
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DrainPriorityOperations();
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m_priority_thread.request_stop();
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m_operation_available.notify_all();
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if (m_priority_thread.joinable()) {
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m_priority_thread.join();
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}
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{
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std::lock_guard lock(m_operation_mutex);
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EXIT_IF(!m_pending_operations.empty() || !m_priority_operations.empty() ||
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m_priority_active);
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m_operation_state = OperationState::Closed;
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}
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m_operation_available.notify_all();
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}
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void CommandScheduler::Begin(HW::Context& registers, HW::UserConfig& user_config,
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HW::Shader& shaders) {
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{
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std::lock_guard lock(m_operation_mutex);
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EXIT_IF(m_operation_state != OperationState::Open);
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}
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m_registers = ®isters;
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m_user_config = &user_config;
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m_shaders = &shaders;
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if (!Active()) {
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for (auto& buffer: m_buffers) {
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buffer = std::make_unique<RenderCommandBuffer>();
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buffer = std::make_unique<RenderCommandBuffer>(*this);
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}
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m_current = 0;
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}
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@@ -24,37 +167,201 @@ void CommandScheduler::Begin(HW::Context& registers, HW::UserConfig& user_config
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}
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}
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void CommandScheduler::BeginRendering(const RenderState& state) {
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Current().BeginRendering(state);
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}
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void CommandScheduler::EndRendering() {
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if (Active() && m_recording) {
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Current().EndRendering();
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}
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}
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void CommandScheduler::Flush() {
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SubmitCurrent();
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SubmitInfo submit;
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Flush(submit);
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}
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void CommandScheduler::Flush(SubmitInfo& submit) {
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SubmitCurrent(submit);
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BeginNext();
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}
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CommandBuffer& CommandScheduler::FlushAndGetSubmitted() {
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auto& submitted = SubmitCurrent();
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SubmitInfo submit;
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auto& submitted = SubmitCurrent(submit);
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BeginNext();
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return submitted;
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}
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void CommandScheduler::Finish() {
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CheckActive();
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const auto tick = CurrentTick();
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if (m_recording) {
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SubmitCurrent();
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SubmitInfo submit;
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SubmitCurrent(submit);
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}
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for (auto& buffer: m_buffers) {
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buffer->WaitForFenceAndReset();
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}
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m_master.Wait(tick);
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PopPendingOperations();
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BindCurrent();
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Current().Begin();
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m_recording = true;
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}
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void CommandScheduler::FinishCurrent() {
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auto& submitted = SubmitCurrent();
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SubmitInfo submit;
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auto& submitted = SubmitCurrent(submit);
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submitted.WaitForFenceAndReset();
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m_master.Refresh();
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PopPendingOperations();
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submitted.Begin();
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m_recording = true;
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}
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void CommandScheduler::Wait(uint64_t tick) {
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CheckActive();
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EXIT_IF(tick > CurrentTick());
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if (tick >= CurrentTick()) {
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// A stream-buffer wrap can wait while a draw is being prepared through a reference to
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// Current(). Recycle the same command object so that reference remains valid.
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FinishCurrent();
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return;
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}
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m_master.Wait(tick);
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PopPendingOperations();
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}
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void CommandScheduler::PopPendingOperations() {
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m_master.Refresh();
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for (;;) {
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Common::UniqueFunction<void> callback;
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{
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std::lock_guard lock(m_operation_mutex);
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if (m_pending_operations.empty() ||
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!m_master.IsFree(m_pending_operations.front().tick)) {
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return;
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}
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callback = std::move(m_pending_operations.front().callback);
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m_pending_operations.pop();
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}
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RunOperation(std::move(callback));
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}
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}
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void CommandScheduler::DeferOperation(Common::UniqueFunction<void>&& operation) {
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CheckActive();
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EXIT_IF(!operation);
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std::unique_lock lock(m_operation_mutex);
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if (m_operation_state == OperationState::Open) {
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m_pending_operations.push({std::move(operation), CurrentTick()});
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return;
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}
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if (g_deferred_callback_scheduler == this) {
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lock.unlock();
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operation();
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return;
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}
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m_operation_available.wait(lock,
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[this] { return m_operation_state == OperationState::Closed; });
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lock.unlock();
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operation();
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}
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void CommandScheduler::DeferPriorityOperation(Common::UniqueFunction<void>&& operation) {
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CheckActive();
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EXIT_IF(!operation);
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std::unique_lock lock(m_operation_mutex);
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if (m_operation_state == OperationState::Open) {
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m_priority_operations.push({std::move(operation), CurrentTick()});
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lock.unlock();
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m_operation_available.notify_one();
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return;
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}
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if (g_deferred_callback_scheduler == this) {
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lock.unlock();
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operation();
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return;
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}
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m_operation_available.wait(lock,
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[this] { return m_operation_state == OperationState::Closed; });
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lock.unlock();
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operation();
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}
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void CommandScheduler::PriorityOperationsThread(std::stop_token stop) {
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while (!stop.stop_requested()) {
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PendingOperation operation;
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{
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std::unique_lock lock(m_operation_mutex);
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m_operation_available.wait(lock, [this, &stop] {
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return stop.stop_requested() || !m_priority_operations.empty();
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});
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if (stop.stop_requested()) {
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return;
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}
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operation = std::move(m_priority_operations.front());
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m_priority_operations.pop();
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m_priority_active = true;
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m_priority_active_tick = operation.tick;
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}
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m_master.Wait(operation.tick);
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if (!stop.stop_requested()) {
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RunOperation(std::move(operation.callback));
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}
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{
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std::lock_guard lock(m_operation_mutex);
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m_priority_active = false;
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m_priority_active_tick = 0;
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}
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m_operation_available.notify_all();
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}
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}
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void CommandScheduler::DrainPriorityOperations() {
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EXIT_IF(g_deferred_callback_scheduler == this);
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std::unique_lock lock(m_operation_mutex);
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m_operation_available.wait(
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lock, [this] { return m_priority_operations.empty() && !m_priority_active; });
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}
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void CommandScheduler::WaitPriorityOperations(uint64_t tick) {
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EXIT_IF(g_deferred_callback_scheduler == this);
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std::unique_lock lock(m_operation_mutex);
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m_operation_available.wait(lock, [this, tick] {
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const bool active_before_or_at =
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m_priority_active && m_priority_active_tick <= tick;
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const bool queued_before_or_at =
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!m_priority_operations.empty() && m_priority_operations.front().tick <= tick;
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return !active_before_or_at && !queued_before_or_at;
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});
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}
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void CommandScheduler::RunOperation(Common::UniqueFunction<void>&& operation) {
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auto* previous = g_deferred_callback_scheduler;
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g_deferred_callback_scheduler = this;
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operation();
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g_deferred_callback_scheduler = previous;
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}
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bool CommandScheduler::IsFree(uint64_t tick) {
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if (m_master.IsFree(tick)) {
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return true;
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}
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m_master.Refresh();
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return m_master.IsFree(tick);
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}
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CommandSlot* CommandScheduler::AllocateCommandBuffer() {
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return m_command_pool.Allocate(m_graphics);
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}
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uint64_t CommandScheduler::NextSubmitSequence() noexcept {
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return m_submit_sequence.fetch_add(1, std::memory_order_relaxed) + 1;
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}
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void CommandScheduler::CheckActive() const {
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EXIT_IF(!Active() || m_current >= BufferCount);
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}
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@@ -70,12 +377,14 @@ void CommandScheduler::BindCurrent() const {
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Current().Bind(*m_registers, *m_user_config, *m_shaders);
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}
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CommandBuffer& CommandScheduler::SubmitCurrent() {
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CommandBuffer& CommandScheduler::SubmitCurrent(SubmitInfo& submit) {
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CheckActive();
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EXIT_IF(!m_recording);
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auto& submitted = Current();
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submitted.End();
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submitted.Execute();
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const auto signal_tick = m_master.NextTick();
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submit.AddSignal(m_master.Handle(), signal_tick);
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submitted.Execute(submit);
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m_recording = false;
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return submitted;
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}
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@@ -84,6 +393,7 @@ void CommandScheduler::BeginNext() {
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EXIT_IF(m_recording);
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m_current = (m_current + 1) % BufferCount;
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Current().WaitForFenceAndReset();
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PopPendingOperations();
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BindCurrent();
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Current().Begin();
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m_recording = true;
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