mpv/video/out/vulkan/context.c

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vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include "options/m_config.h"
#include "video/out/placebo/ra_pl.h"
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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#include "context.h"
#include "utils.h"
struct vulkan_opts {
char *device; // force a specific GPU
int swap_mode;
int queue_count;
int async_transfer;
int async_compute;
int disable_events;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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};
static int vk_validate_dev(struct mp_log *log, const struct m_option *opt,
options: Make validation and help possible for all option types Today, validation is only possible for string type options. But there's no particular reason why it needs to be restricted in this way, and there are potential uses, to allow other options to be validated without forcing the option to have to reimplement parsing from scratch. The first part, simply making the validation function an explicit field instead of overloading priv is simple enough. But if we only do that, then the validation function still needs to deal with the raw pre-parsed string. Instead, we want to allow the value to be parsed before it is validated. That in turn leads to us having validator functions that should be type aware. Unfortunately, that means we need to keep the explicit macro like OPT_STRING_VALIDATE() as a way to enforce the correct typing of the function. Otherwise, we'd have to have the validator take a void * and hope the implementation can cast it correctly. For help, we don't have this problem, as help doesn't look at the value. Then, we turn validators that are really help generators into explicit help functions and where a validator is help + validation, we split them into two parts. I have, however, left functions that need to query information for both help and validation as single functions to avoid code duplication. In this change, I have not added an other OPT_FOO_VALIDATE() macros as they are not needed, but I will add some in a separate change to illustrate the pattern.
2021-02-21 00:41:44 +00:00
struct bstr name, const char **value)
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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{
options: Make validation and help possible for all option types Today, validation is only possible for string type options. But there's no particular reason why it needs to be restricted in this way, and there are potential uses, to allow other options to be validated without forcing the option to have to reimplement parsing from scratch. The first part, simply making the validation function an explicit field instead of overloading priv is simple enough. But if we only do that, then the validation function still needs to deal with the raw pre-parsed string. Instead, we want to allow the value to be parsed before it is validated. That in turn leads to us having validator functions that should be type aware. Unfortunately, that means we need to keep the explicit macro like OPT_STRING_VALIDATE() as a way to enforce the correct typing of the function. Otherwise, we'd have to have the validator take a void * and hope the implementation can cast it correctly. For help, we don't have this problem, as help doesn't look at the value. Then, we turn validators that are really help generators into explicit help functions and where a validator is help + validation, we split them into two parts. I have, however, left functions that need to query information for both help and validation as single functions to avoid code duplication. In this change, I have not added an other OPT_FOO_VALIDATE() macros as they are not needed, but I will add some in a separate change to illustrate the pattern.
2021-02-21 00:41:44 +00:00
struct bstr param = bstr0(*value);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
int ret = M_OPT_INVALID;
VkResult res;
// Create a dummy instance to validate/list the devices
VkInstanceCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
};
VkInstance inst;
VkPhysicalDevice *devices = NULL;
uint32_t num = 0;
res = vkCreateInstance(&info, NULL, &inst);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
if (res != VK_SUCCESS)
goto done;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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res = vkEnumeratePhysicalDevices(inst, &num, NULL);
if (res != VK_SUCCESS)
goto done;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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devices = talloc_array(NULL, VkPhysicalDevice, num);
vkEnumeratePhysicalDevices(inst, &num, devices);
if (res != VK_SUCCESS)
goto done;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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bool help = bstr_equals0(param, "help");
if (help) {
mp_info(log, "Available vulkan devices:\n");
ret = M_OPT_EXIT;
}
for (int i = 0; i < num; i++) {
VkPhysicalDeviceProperties prop;
vkGetPhysicalDeviceProperties(devices[i], &prop);
if (help) {
mp_info(log, " '%s' (GPU %d, ID %x:%x)\n", prop.deviceName, i,
(unsigned)prop.vendorID, (unsigned)prop.deviceID);
} else if (bstr_equals0(param, prop.deviceName)) {
ret = 0;
goto done;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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}
}
if (!help)
mp_err(log, "No device with name '%.*s'!\n", BSTR_P(param));
done:
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
talloc_free(devices);
return ret;
}
#define OPT_BASE_STRUCT struct vulkan_opts
const struct m_sub_options vulkan_conf = {
.opts = (const struct m_option[]) {
{"vulkan-device", OPT_STRING_VALIDATE(device, vk_validate_dev)},
{"vulkan-swap-mode", OPT_CHOICE(swap_mode,
{"auto", -1},
{"fifo", VK_PRESENT_MODE_FIFO_KHR},
{"fifo-relaxed", VK_PRESENT_MODE_FIFO_RELAXED_KHR},
{"mailbox", VK_PRESENT_MODE_MAILBOX_KHR},
{"immediate", VK_PRESENT_MODE_IMMEDIATE_KHR})},
{"vulkan-queue-count", OPT_INT(queue_count), M_RANGE(1, 8)},
{"vulkan-async-transfer", OPT_FLAG(async_transfer)},
{"vulkan-async-compute", OPT_FLAG(async_compute)},
{"vulkan-disable-events", OPT_FLAG(disable_events)},
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
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{0}
},
.size = sizeof(struct vulkan_opts),
.defaults = &(struct vulkan_opts) {
.swap_mode = -1,
.queue_count = 1,
.async_transfer = true,
.async_compute = true,
},
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
};
struct priv {
struct mpvk_ctx *vk;
struct vulkan_opts *opts;
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
struct ra_vk_ctx_params params;
const struct pl_swapchain *swapchain;
struct ra_tex proxy_tex;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
};
static const struct ra_swapchain_fns vulkan_swapchain;
struct mpvk_ctx *ra_vk_ctx_get(struct ra_ctx *ctx)
{
if (ctx->swapchain->fns != &vulkan_swapchain)
return NULL;
struct priv *p = ctx->swapchain->priv;
return p->vk;
}
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
void ra_vk_ctx_uninit(struct ra_ctx *ctx)
{
if (!ctx->swapchain)
return;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
struct priv *p = ctx->swapchain->priv;
struct mpvk_ctx *vk = p->vk;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
if (ctx->ra) {
pl_gpu_finish(vk->gpu);
pl_swapchain_destroy(&p->swapchain);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
ctx->ra->fns->destroy(ctx->ra);
ctx->ra = NULL;
}
vk->gpu = NULL;
pl_vulkan_destroy(&vk->vulkan);
TA_FREEP(&ctx->swapchain);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
}
bool ra_vk_ctx_init(struct ra_ctx *ctx, struct mpvk_ctx *vk,
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
struct ra_vk_ctx_params params,
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
VkPresentModeKHR preferred_mode)
{
struct ra_swapchain *sw = ctx->swapchain = talloc_zero(NULL, struct ra_swapchain);
sw->ctx = ctx;
sw->fns = &vulkan_swapchain;
struct priv *p = sw->priv = talloc_zero(sw, struct priv);
p->vk = vk;
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
p->params = params;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
p->opts = mp_get_config_group(p, ctx->global, &vulkan_conf);
assert(vk->ctx);
assert(vk->vkinst);
vk->vulkan = pl_vulkan_create(vk->ctx, &(struct pl_vulkan_params) {
.instance = vk->vkinst->instance,
.surface = vk->surface,
.async_transfer = p->opts->async_transfer,
.async_compute = p->opts->async_compute,
.queue_count = p->opts->queue_count,
.device_name = p->opts->device,
#if PL_API_VER >= 24
.disable_events = p->opts->disable_events,
#endif
});
if (!vk->vulkan)
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
goto error;
vk->gpu = vk->vulkan->gpu;
ctx->ra = ra_create_pl(vk->gpu, ctx->log);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
if (!ctx->ra)
goto error;
// Create the swapchain
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
struct pl_vulkan_swapchain_params pl_params = {
.surface = vk->surface,
.present_mode = preferred_mode,
.swapchain_depth = ctx->vo->opts->swapchain_depth,
#if PL_API_VER >= 29
// mpv already handles resize events, so gracefully allow suboptimal
// swapchains to exist in order to make resizing even smoother
.allow_suboptimal = true,
#endif
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
};
if (p->opts->swap_mode >= 0) // user override
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
pl_params.present_mode = p->opts->swap_mode;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
p->swapchain = pl_vulkan_create_swapchain(vk->vulkan, &pl_params);
if (!p->swapchain)
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
goto error;
return true;
error:
ra_vk_ctx_uninit(ctx);
return false;
}
bool ra_vk_ctx_resize(struct ra_ctx *ctx, int width, int height)
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
{
struct priv *p = ctx->swapchain->priv;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
bool ok = pl_swapchain_resize(p->swapchain, &width, &height);
ctx->vo->dwidth = width;
ctx->vo->dheight = height;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
return ok;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
}
static int color_depth(struct ra_swapchain *sw)
{
return 0; // TODO: implement this somehow?
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
}
static bool start_frame(struct ra_swapchain *sw, struct ra_fbo *out_fbo)
{
struct priv *p = sw->priv;
struct pl_swapchain_frame frame;
wayland: only render if we have frame callback Back in the olden days, mpv's wayland backend was driven by the frame callback. This had several issues and was removed in favor of the current approach which allowed some advanced features (like display-resample and presentation time) to actually work properly. However as a consequence, it meant that mpv always rendered, even if the surface was hidden. Wayland people consider this "wasteful" (and well they aren't wrong). This commit aims to avoid wasteful rendering by doing some additional checks in the swapchain. There's three main parts to this. 1. Wayland EGL now uses an external swapchain (like the drm context). Before we start a new frame, we check to see if we are waiting on a callback from the compositor. If there is no wait, then go ahead and proceed to render the frame, swap buffers, and then initiate vo_wayland_wait_frame to poll (with a timeout) for the next potential callback. If we are still waiting on callback from the compositor when starting a new frame, then we simple skip rendering it entirely until the surface comes back into view. 2. Wayland on vulkan has essentially the same approach although the details are a little different. The ra_vk_ctx does not have support for an external swapchain and although such a mechanism could theoretically be added, it doesn't make much sense with libplacebo. Instead, start_frame was added as a param and used to check for callback. 3. For wlshm, it's simply a matter of adding frame callback to it, leveraging vo_wayland_wait_frame, and using the frame callback value to whether or not to draw the image.
2020-09-18 17:29:53 +00:00
bool start = true;
if (p->params.start_frame)
start = p->params.start_frame(sw->ctx);
if (!start)
return false;
if (!pl_swapchain_start_frame(p->swapchain, &frame))
return false;
if (!mppl_wrap_tex(sw->ctx->ra, frame.fbo, &p->proxy_tex))
return false;
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
*out_fbo = (struct ra_fbo) {
.tex = &p->proxy_tex,
.flip = frame.flipped,
};
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
return true;
}
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
static bool submit_frame(struct ra_swapchain *sw, const struct vo_frame *frame)
{
struct priv *p = sw->priv;
return pl_swapchain_submit_frame(p->swapchain);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
}
static void swap_buffers(struct ra_swapchain *sw)
{
struct priv *p = sw->priv;
pl_swapchain_swap_buffers(p->swapchain);
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
if (p->params.swap_buffers)
p->params.swap_buffers(sw->ctx);
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
}
static void get_vsync(struct ra_swapchain *sw,
struct vo_vsync_info *info)
{
struct priv *p = sw->priv;
if (p->params.get_vsync)
p->params.get_vsync(sw->ctx, info);
}
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
static const struct ra_swapchain_fns vulkan_swapchain = {
.color_depth = color_depth,
.start_frame = start_frame,
.submit_frame = submit_frame,
.swap_buffers = swap_buffers,
.get_vsync = get_vsync,
vo_gpu: vulkan: initial implementation This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.
2016-09-14 18:54:18 +00:00
};