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
|
|
|
/*
|
|
|
|
* 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"
|
2017-09-13 01:09:48 +00:00
|
|
|
#include "video/out/gpu/spirv.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.
2016-09-14 18:54:18 +00:00
|
|
|
#include "context.h"
|
|
|
|
#include "ra_vk.h"
|
|
|
|
#include "utils.h"
|
|
|
|
|
|
|
|
enum {
|
|
|
|
SWAP_AUTO = 0,
|
|
|
|
SWAP_FIFO,
|
|
|
|
SWAP_FIFO_RELAXED,
|
|
|
|
SWAP_MAILBOX,
|
|
|
|
SWAP_IMMEDIATE,
|
|
|
|
SWAP_COUNT,
|
|
|
|
};
|
|
|
|
|
|
|
|
struct vulkan_opts {
|
|
|
|
struct mpvk_device_opts dev_opts; // logical device options
|
|
|
|
char *device; // force a specific GPU
|
|
|
|
int swap_mode;
|
|
|
|
};
|
|
|
|
|
|
|
|
static int vk_validate_dev(struct mp_log *log, const struct m_option *opt,
|
|
|
|
struct bstr name, struct bstr param)
|
|
|
|
{
|
|
|
|
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, MPVK_ALLOCATOR, &inst);
|
|
|
|
if (res != VK_SUCCESS)
|
2018-10-21 06:57:42 +00:00
|
|
|
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.
2016-09-14 18:54:18 +00:00
|
|
|
|
|
|
|
res = vkEnumeratePhysicalDevices(inst, &num, NULL);
|
|
|
|
if (res != VK_SUCCESS)
|
2018-10-21 06:57:42 +00:00
|
|
|
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.
2016-09-14 18:54:18 +00:00
|
|
|
|
|
|
|
devices = talloc_array(NULL, VkPhysicalDevice, num);
|
|
|
|
vkEnumeratePhysicalDevices(inst, &num, devices);
|
|
|
|
if (res != VK_SUCCESS)
|
2018-10-21 06:57:42 +00:00
|
|
|
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.
2016-09-14 18:54:18 +00:00
|
|
|
|
|
|
|
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;
|
2018-10-21 06:57:42 +00:00
|
|
|
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.
2016-09-14 18:54:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!help)
|
|
|
|
mp_err(log, "No device with name '%.*s'!\n", BSTR_P(param));
|
|
|
|
|
2018-10-21 06:57:42 +00:00
|
|
|
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[]) {
|
|
|
|
OPT_STRING_VALIDATE("vulkan-device", device, 0, vk_validate_dev),
|
|
|
|
OPT_CHOICE("vulkan-swap-mode", swap_mode, 0,
|
|
|
|
({"auto", SWAP_AUTO},
|
|
|
|
{"fifo", SWAP_FIFO},
|
|
|
|
{"fifo-relaxed", SWAP_FIFO_RELAXED},
|
|
|
|
{"mailbox", SWAP_MAILBOX},
|
|
|
|
{"immediate", SWAP_IMMEDIATE})),
|
2017-09-27 15:08:06 +00:00
|
|
|
OPT_INTRANGE("vulkan-queue-count", dev_opts.queue_count, 0, 1, 8,
|
|
|
|
OPTDEF_INT(1)),
|
2017-10-07 19:36:16 +00:00
|
|
|
OPT_FLAG("vulkan-async-transfer", dev_opts.async_transfer, 0),
|
|
|
|
OPT_FLAG("vulkan-async-compute", dev_opts.async_compute, 0),
|
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
|
|
|
{0}
|
|
|
|
},
|
2017-10-07 19:36:16 +00:00
|
|
|
.size = sizeof(struct vulkan_opts),
|
|
|
|
.defaults = &(struct vulkan_opts) {
|
|
|
|
.dev_opts = {
|
|
|
|
.async_transfer = 1,
|
|
|
|
},
|
|
|
|
},
|
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;
|
|
|
|
// Swapchain metadata:
|
|
|
|
int w, h; // current size
|
|
|
|
VkSwapchainCreateInfoKHR protoInfo; // partially filled-in prototype
|
|
|
|
VkSwapchainKHR swapchain;
|
|
|
|
VkSwapchainKHR old_swapchain;
|
|
|
|
int frames_in_flight;
|
|
|
|
// state of the images:
|
|
|
|
struct ra_tex **images; // ra_tex wrappers for the vkimages
|
|
|
|
int num_images; // size of images
|
2017-09-28 20:33:31 +00:00
|
|
|
VkSemaphore *sems_in; // pool of semaphores used to synchronize images
|
|
|
|
VkSemaphore *sems_out; // outgoing semaphores (rendering complete)
|
|
|
|
int num_sems;
|
|
|
|
int idx_sems; // index of next free semaphore pair
|
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 last_imgidx; // the image index last acquired (for submit)
|
2018-11-12 12:09:29 +00:00
|
|
|
|
|
|
|
// This is used to pre-fetch the next frame at the end of swap_buffers
|
|
|
|
struct ra_fbo queued_fbo;
|
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
|
|
|
};
|
|
|
|
|
2017-09-13 01:09:48 +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
|
|
|
static bool update_swapchain_info(struct priv *p,
|
|
|
|
VkSwapchainCreateInfoKHR *info)
|
|
|
|
{
|
|
|
|
struct mpvk_ctx *vk = p->vk;
|
|
|
|
|
|
|
|
// Query the supported capabilities and update this struct as needed
|
|
|
|
VkSurfaceCapabilitiesKHR caps;
|
|
|
|
VK(vkGetPhysicalDeviceSurfaceCapabilitiesKHR(vk->physd, vk->surf, &caps));
|
|
|
|
|
|
|
|
// Sorted by preference
|
2017-09-26 22:24:03 +00:00
|
|
|
static const VkCompositeAlphaFlagsKHR alphaModes[] = {
|
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
|
|
|
VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR,
|
|
|
|
VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR,
|
|
|
|
};
|
|
|
|
|
|
|
|
for (int i = 0; i < MP_ARRAY_SIZE(alphaModes); i++) {
|
|
|
|
if (caps.supportedCompositeAlpha & alphaModes[i]) {
|
|
|
|
info->compositeAlpha = alphaModes[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!info->compositeAlpha) {
|
|
|
|
MP_ERR(vk, "Failed picking alpha compositing mode (caps: 0x%x)\n",
|
|
|
|
caps.supportedCompositeAlpha);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
2017-09-26 22:24:03 +00:00
|
|
|
static const VkSurfaceTransformFlagsKHR rotModes[] = {
|
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
|
|
|
VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR,
|
|
|
|
VK_SURFACE_TRANSFORM_INHERIT_BIT_KHR,
|
|
|
|
};
|
|
|
|
|
|
|
|
for (int i = 0; i < MP_ARRAY_SIZE(rotModes); i++) {
|
|
|
|
if (caps.supportedTransforms & rotModes[i]) {
|
|
|
|
info->preTransform = rotModes[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!info->preTransform) {
|
|
|
|
MP_ERR(vk, "Failed picking surface transform mode (caps: 0x%x)\n",
|
|
|
|
caps.supportedTransforms);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Image count as required
|
|
|
|
MP_VERBOSE(vk, "Requested image count: %d (min %d max %d)\n",
|
|
|
|
(int)info->minImageCount, (int)caps.minImageCount,
|
|
|
|
(int)caps.maxImageCount);
|
|
|
|
|
|
|
|
info->minImageCount = MPMAX(info->minImageCount, caps.minImageCount);
|
|
|
|
if (caps.maxImageCount)
|
|
|
|
info->minImageCount = MPMIN(info->minImageCount, caps.maxImageCount);
|
|
|
|
|
|
|
|
// Check the extent against the allowed parameters
|
|
|
|
if (caps.currentExtent.width != info->imageExtent.width &&
|
|
|
|
caps.currentExtent.width != 0xFFFFFFFF)
|
|
|
|
{
|
|
|
|
MP_WARN(vk, "Requested width %d does not match current width %d\n",
|
|
|
|
(int)info->imageExtent.width, (int)caps.currentExtent.width);
|
|
|
|
info->imageExtent.width = caps.currentExtent.width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (caps.currentExtent.height != info->imageExtent.height &&
|
|
|
|
caps.currentExtent.height != 0xFFFFFFFF)
|
|
|
|
{
|
|
|
|
MP_WARN(vk, "Requested height %d does not match current height %d\n",
|
|
|
|
(int)info->imageExtent.height, (int)caps.currentExtent.height);
|
|
|
|
info->imageExtent.height = caps.currentExtent.height;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (caps.minImageExtent.width > info->imageExtent.width ||
|
|
|
|
caps.minImageExtent.height > info->imageExtent.height)
|
|
|
|
{
|
|
|
|
MP_ERR(vk, "Requested size %dx%d smaller than device minimum %d%d\n",
|
|
|
|
(int)info->imageExtent.width, (int)info->imageExtent.height,
|
|
|
|
(int)caps.minImageExtent.width, (int)caps.minImageExtent.height);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (caps.maxImageExtent.width < info->imageExtent.width ||
|
|
|
|
caps.maxImageExtent.height < info->imageExtent.height)
|
|
|
|
{
|
|
|
|
MP_ERR(vk, "Requested size %dx%d larger than device maximum %d%d\n",
|
|
|
|
(int)info->imageExtent.width, (int)info->imageExtent.height,
|
|
|
|
(int)caps.maxImageExtent.width, (int)caps.maxImageExtent.height);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We just request whatever usage we can, and let the ra_vk decide what
|
|
|
|
// ra_tex_params that translates to. This makes the images as flexible
|
|
|
|
// as possible.
|
|
|
|
info->imageUsage = caps.supportedUsageFlags;
|
|
|
|
return true;
|
|
|
|
|
|
|
|
error:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ra_vk_ctx_uninit(struct ra_ctx *ctx)
|
|
|
|
{
|
|
|
|
if (ctx->ra) {
|
|
|
|
struct priv *p = ctx->swapchain->priv;
|
|
|
|
struct mpvk_ctx *vk = p->vk;
|
|
|
|
|
vo_gpu: vulkan: support split command pools
Instead of using a single primary queue, we generate multiple
vk_cmdpools and pick the right one dynamically based on the intent.
This has a number of immediate benefits:
1. We can use async texture uploads
2. We can use the DMA engine for buffer updates
3. We can benefit from async compute on AMD GPUs
Unfortunately, the major downside is that due to the lack of QF
ownership tracking, we need to use CONCURRENT sharing for all resources
(buffers *and* images!). In theory, we could try figuring out a way to
get rid of the concurrent sharing for buffers (which is only needed for
compute shader UBOs), but even so, the concurrent sharing mode doesn't
really seem to have a significant impact over here (nvidia). It's
possible that other platforms may disagree.
Our deadlock-avoidance strategy is stupidly simple: Just flush the
command every time we need to switch queues, and make sure all
submission and callbacks happen in FIFO order. This required lifting the
cmds_pending and cmds_queued out from vk_cmdpool to mpvk_ctx, and some
functions died/got moved as a result, but that's a relatively minor
change.
On my hardware this is a fairly significant performance boost, mainly
due to async transfers. (Nvidia doesn't expose separate compute queues
anyway). On AMD, this should be a performance boost as well due to async
compute.
2017-09-24 13:05:24 +00:00
|
|
|
mpvk_flush_commands(vk);
|
|
|
|
mpvk_poll_commands(vk, UINT64_MAX);
|
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
|
|
|
|
|
|
|
for (int i = 0; i < p->num_images; i++)
|
|
|
|
ra_tex_free(ctx->ra, &p->images[i]);
|
2017-09-28 20:33:31 +00:00
|
|
|
for (int i = 0; i < p->num_sems; i++) {
|
|
|
|
vkDestroySemaphore(vk->dev, p->sems_in[i], MPVK_ALLOCATOR);
|
|
|
|
vkDestroySemaphore(vk->dev, p->sems_out[i], MPVK_ALLOCATOR);
|
|
|
|
}
|
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
|
|
|
|
|
|
|
vkDestroySwapchainKHR(vk->dev, p->swapchain, MPVK_ALLOCATOR);
|
|
|
|
ctx->ra->fns->destroy(ctx->ra);
|
|
|
|
ctx->ra = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
talloc_free(ctx->swapchain);
|
|
|
|
ctx->swapchain = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const struct ra_swapchain_fns vulkan_swapchain;
|
|
|
|
|
|
|
|
bool ra_vk_ctx_init(struct ra_ctx *ctx, struct mpvk_ctx *vk,
|
|
|
|
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;
|
|
|
|
p->opts = mp_get_config_group(p, ctx->global, &vulkan_conf);
|
|
|
|
|
|
|
|
if (!mpvk_find_phys_device(vk, p->opts->device, ctx->opts.allow_sw))
|
|
|
|
goto error;
|
2017-09-13 01:09:48 +00:00
|
|
|
if (!spirv_compiler_init(ctx))
|
|
|
|
goto error;
|
|
|
|
vk->spirv = ctx->spirv;
|
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 (!mpvk_pick_surface_format(vk))
|
|
|
|
goto error;
|
|
|
|
if (!mpvk_device_init(vk, p->opts->dev_opts))
|
|
|
|
goto error;
|
|
|
|
|
|
|
|
ctx->ra = ra_create_vk(vk, ctx->log);
|
|
|
|
if (!ctx->ra)
|
|
|
|
goto error;
|
|
|
|
|
|
|
|
static const VkPresentModeKHR present_modes[SWAP_COUNT] = {
|
|
|
|
[SWAP_FIFO] = VK_PRESENT_MODE_FIFO_KHR,
|
|
|
|
[SWAP_FIFO_RELAXED] = VK_PRESENT_MODE_FIFO_RELAXED_KHR,
|
|
|
|
[SWAP_MAILBOX] = VK_PRESENT_MODE_MAILBOX_KHR,
|
|
|
|
[SWAP_IMMEDIATE] = VK_PRESENT_MODE_IMMEDIATE_KHR,
|
|
|
|
};
|
|
|
|
|
|
|
|
p->protoInfo = (VkSwapchainCreateInfoKHR) {
|
|
|
|
.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR,
|
|
|
|
.surface = vk->surf,
|
|
|
|
.imageFormat = vk->surf_format.format,
|
|
|
|
.imageColorSpace = vk->surf_format.colorSpace,
|
|
|
|
.imageArrayLayers = 1, // non-stereoscopic
|
|
|
|
.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE,
|
|
|
|
.minImageCount = ctx->opts.swapchain_depth + 1, // +1 for FB
|
|
|
|
.presentMode = p->opts->swap_mode ? present_modes[p->opts->swap_mode]
|
|
|
|
: preferred_mode,
|
|
|
|
.clipped = true,
|
|
|
|
};
|
|
|
|
|
|
|
|
// Make sure the swapchain present mode is supported
|
|
|
|
int num_modes;
|
|
|
|
VK(vkGetPhysicalDeviceSurfacePresentModesKHR(vk->physd, vk->surf,
|
|
|
|
&num_modes, NULL));
|
|
|
|
VkPresentModeKHR *modes = talloc_array(NULL, VkPresentModeKHR, num_modes);
|
|
|
|
VK(vkGetPhysicalDeviceSurfacePresentModesKHR(vk->physd, vk->surf,
|
|
|
|
&num_modes, modes));
|
|
|
|
bool supported = false;
|
|
|
|
for (int i = 0; i < num_modes; i++)
|
|
|
|
supported |= (modes[i] == p->protoInfo.presentMode);
|
|
|
|
talloc_free(modes);
|
|
|
|
|
|
|
|
if (!supported) {
|
|
|
|
MP_ERR(ctx, "Requested swap mode unsupported by this device!\n");
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
error:
|
|
|
|
ra_vk_ctx_uninit(ctx);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void destroy_swapchain(struct mpvk_ctx *vk, struct priv *p)
|
|
|
|
{
|
|
|
|
assert(p->old_swapchain);
|
|
|
|
vkDestroySwapchainKHR(vk->dev, p->old_swapchain, MPVK_ALLOCATOR);
|
|
|
|
p->old_swapchain = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool ra_vk_ctx_resize(struct ra_swapchain *sw, int w, int h)
|
|
|
|
{
|
|
|
|
struct priv *p = sw->priv;
|
|
|
|
if (w == p->w && h == p->h)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
struct ra *ra = sw->ctx->ra;
|
|
|
|
struct mpvk_ctx *vk = p->vk;
|
|
|
|
VkImage *vkimages = NULL;
|
|
|
|
|
|
|
|
// It's invalid to trigger another swapchain recreation while there's
|
|
|
|
// more than one swapchain already active, so we need to flush any pending
|
|
|
|
// asynchronous swapchain release operations that may be ongoing.
|
|
|
|
while (p->old_swapchain)
|
vo_gpu: vulkan: support split command pools
Instead of using a single primary queue, we generate multiple
vk_cmdpools and pick the right one dynamically based on the intent.
This has a number of immediate benefits:
1. We can use async texture uploads
2. We can use the DMA engine for buffer updates
3. We can benefit from async compute on AMD GPUs
Unfortunately, the major downside is that due to the lack of QF
ownership tracking, we need to use CONCURRENT sharing for all resources
(buffers *and* images!). In theory, we could try figuring out a way to
get rid of the concurrent sharing for buffers (which is only needed for
compute shader UBOs), but even so, the concurrent sharing mode doesn't
really seem to have a significant impact over here (nvidia). It's
possible that other platforms may disagree.
Our deadlock-avoidance strategy is stupidly simple: Just flush the
command every time we need to switch queues, and make sure all
submission and callbacks happen in FIFO order. This required lifting the
cmds_pending and cmds_queued out from vk_cmdpool to mpvk_ctx, and some
functions died/got moved as a result, but that's a relatively minor
change.
On my hardware this is a fairly significant performance boost, mainly
due to async transfers. (Nvidia doesn't expose separate compute queues
anyway). On AMD, this should be a performance boost as well due to async
compute.
2017-09-24 13:05:24 +00:00
|
|
|
mpvk_poll_commands(vk, 100000); // 100μs
|
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
|
|
|
|
|
|
|
VkSwapchainCreateInfoKHR sinfo = p->protoInfo;
|
|
|
|
sinfo.imageExtent = (VkExtent2D){ w, h };
|
|
|
|
sinfo.oldSwapchain = p->swapchain;
|
|
|
|
|
|
|
|
if (!update_swapchain_info(p, &sinfo))
|
|
|
|
goto error;
|
|
|
|
|
|
|
|
VK(vkCreateSwapchainKHR(vk->dev, &sinfo, MPVK_ALLOCATOR, &p->swapchain));
|
|
|
|
p->w = w;
|
|
|
|
p->h = h;
|
|
|
|
|
|
|
|
// Freeing the old swapchain while it's still in use is an error, so do
|
|
|
|
// it asynchronously once the device is idle.
|
|
|
|
if (sinfo.oldSwapchain) {
|
|
|
|
p->old_swapchain = sinfo.oldSwapchain;
|
|
|
|
vk_dev_callback(vk, (vk_cb) destroy_swapchain, vk, p);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get the new swapchain images
|
|
|
|
int num;
|
|
|
|
VK(vkGetSwapchainImagesKHR(vk->dev, p->swapchain, &num, NULL));
|
|
|
|
vkimages = talloc_array(NULL, VkImage, num);
|
|
|
|
VK(vkGetSwapchainImagesKHR(vk->dev, p->swapchain, &num, vkimages));
|
|
|
|
|
|
|
|
// If needed, allocate some more semaphores
|
2017-09-28 20:33:31 +00:00
|
|
|
while (num > p->num_sems) {
|
|
|
|
VkSemaphore sem_in, sem_out;
|
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 VkSemaphoreCreateInfo seminfo = {
|
|
|
|
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO,
|
|
|
|
};
|
2017-09-28 20:33:31 +00:00
|
|
|
VK(vkCreateSemaphore(vk->dev, &seminfo, MPVK_ALLOCATOR, &sem_in));
|
|
|
|
VK(vkCreateSemaphore(vk->dev, &seminfo, MPVK_ALLOCATOR, &sem_out));
|
|
|
|
|
|
|
|
int idx = p->num_sems++;
|
|
|
|
MP_TARRAY_GROW(p, p->sems_in, idx);
|
|
|
|
MP_TARRAY_GROW(p, p->sems_out, idx);
|
|
|
|
p->sems_in[idx] = sem_in;
|
|
|
|
p->sems_out[idx] = sem_out;
|
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
|
|
|
}
|
|
|
|
|
2018-11-12 12:09:29 +00:00
|
|
|
// Invalidate the queued texture
|
|
|
|
p->queued_fbo = (struct ra_fbo) {0};
|
|
|
|
|
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
|
|
|
// Recreate the ra_tex wrappers
|
|
|
|
for (int i = 0; i < p->num_images; i++)
|
|
|
|
ra_tex_free(ra, &p->images[i]);
|
|
|
|
|
|
|
|
p->num_images = num;
|
2017-09-28 20:33:31 +00:00
|
|
|
MP_TARRAY_GROW(p, p->images, p->num_images);
|
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
|
|
|
for (int i = 0; i < num; i++) {
|
|
|
|
p->images[i] = ra_vk_wrap_swapchain_img(ra, vkimages[i], sinfo);
|
|
|
|
if (!p->images[i])
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
talloc_free(vkimages);
|
|
|
|
return true;
|
|
|
|
|
|
|
|
error:
|
|
|
|
talloc_free(vkimages);
|
|
|
|
vkDestroySwapchainKHR(vk->dev, p->swapchain, MPVK_ALLOCATOR);
|
|
|
|
p->swapchain = NULL;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int color_depth(struct ra_swapchain *sw)
|
|
|
|
{
|
|
|
|
struct priv *p = sw->priv;
|
|
|
|
int bits = 0;
|
|
|
|
|
|
|
|
if (!p->num_images)
|
|
|
|
return bits;
|
|
|
|
|
|
|
|
// The channel with the most bits is probably the most authoritative about
|
|
|
|
// the actual color information (consider e.g. a2bgr10). Slight downside
|
|
|
|
// in that it results in rounding r/b for e.g. rgb565, but we don't pick
|
|
|
|
// surfaces with fewer than 8 bits anyway.
|
|
|
|
const struct ra_format *fmt = p->images[0]->params.format;
|
|
|
|
for (int i = 0; i < fmt->num_components; i++) {
|
|
|
|
int depth = fmt->component_depth[i];
|
|
|
|
bits = MPMAX(bits, depth ? depth : fmt->component_size[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return bits;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool start_frame(struct ra_swapchain *sw, struct ra_fbo *out_fbo)
|
|
|
|
{
|
|
|
|
struct priv *p = sw->priv;
|
|
|
|
struct mpvk_ctx *vk = p->vk;
|
|
|
|
if (!p->swapchain)
|
2017-09-29 11:52:27 +00:00
|
|
|
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
|
|
|
|
2018-11-12 12:09:29 +00:00
|
|
|
if (p->queued_fbo.tex) {
|
|
|
|
assert(out_fbo != &p->queued_fbo);
|
|
|
|
*out_fbo = p->queued_fbo;
|
|
|
|
p->queued_fbo = (struct ra_fbo) {0};
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2017-09-29 12:15:13 +00:00
|
|
|
VkSemaphore sem_in = p->sems_in[p->idx_sems];
|
|
|
|
MP_TRACE(vk, "vkAcquireNextImageKHR signals %p\n", (void *)sem_in);
|
2017-09-29 01:23:14 +00:00
|
|
|
|
2017-09-29 11:52:27 +00:00
|
|
|
for (int attempts = 0; attempts < 2; attempts++) {
|
|
|
|
uint32_t imgidx = 0;
|
|
|
|
VkResult res = vkAcquireNextImageKHR(vk->dev, p->swapchain, UINT64_MAX,
|
2017-09-29 12:15:13 +00:00
|
|
|
sem_in, NULL, &imgidx);
|
2017-09-29 11:52:27 +00:00
|
|
|
|
|
|
|
switch (res) {
|
|
|
|
case VK_SUCCESS:
|
|
|
|
p->last_imgidx = imgidx;
|
|
|
|
*out_fbo = (struct ra_fbo) {
|
|
|
|
.tex = p->images[imgidx],
|
|
|
|
.flip = false,
|
|
|
|
};
|
2017-09-29 12:15:13 +00:00
|
|
|
ra_tex_vk_external_dep(sw->ctx->ra, out_fbo->tex, sem_in);
|
2017-09-29 11:52:27 +00:00
|
|
|
return true;
|
|
|
|
|
|
|
|
case VK_ERROR_OUT_OF_DATE_KHR: {
|
|
|
|
// In these cases try recreating the swapchain
|
|
|
|
int w = p->w, h = p->h;
|
|
|
|
p->w = p->h = 0; // invalidate the current state
|
|
|
|
if (!ra_vk_ctx_resize(sw, w, h))
|
|
|
|
return false;
|
|
|
|
continue;
|
|
|
|
}
|
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
|
|
|
|
2017-09-29 11:52:27 +00:00
|
|
|
default:
|
|
|
|
MP_ERR(vk, "Failed acquiring swapchain image: %s\n", vk_err(res));
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we've exhausted the number of attempts to recreate the swapchain,
|
|
|
|
// just give up silently.
|
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 false;
|
|
|
|
}
|
|
|
|
|
2017-09-28 21:06:56 +00:00
|
|
|
static void present_cb(struct priv *p, void *arg)
|
|
|
|
{
|
|
|
|
p->frames_in_flight--;
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
struct ra *ra = sw->ctx->ra;
|
|
|
|
struct mpvk_ctx *vk = p->vk;
|
|
|
|
if (!p->swapchain)
|
2017-09-29 11:52:27 +00:00
|
|
|
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
|
|
|
|
2017-09-28 21:06:56 +00:00
|
|
|
struct vk_cmd *cmd = ra_vk_submit(ra, p->images[p->last_imgidx]);
|
|
|
|
if (!cmd)
|
2017-09-29 11:52:27 +00:00
|
|
|
return false;
|
2017-09-28 21:06:56 +00:00
|
|
|
|
2017-09-29 12:15:13 +00:00
|
|
|
VkSemaphore sem_out = p->sems_out[p->idx_sems++];
|
2017-09-28 20:33:31 +00:00
|
|
|
p->idx_sems %= p->num_sems;
|
2017-09-29 12:15:13 +00:00
|
|
|
vk_cmd_sig(cmd, sem_out);
|
2017-09-28 21:06:56 +00:00
|
|
|
|
|
|
|
p->frames_in_flight++;
|
|
|
|
vk_cmd_callback(cmd, (vk_cb) present_cb, p, NULL);
|
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
|
|
|
|
2017-09-28 21:06:56 +00:00
|
|
|
vk_cmd_queue(vk, cmd);
|
vo_gpu: vulkan: support split command pools
Instead of using a single primary queue, we generate multiple
vk_cmdpools and pick the right one dynamically based on the intent.
This has a number of immediate benefits:
1. We can use async texture uploads
2. We can use the DMA engine for buffer updates
3. We can benefit from async compute on AMD GPUs
Unfortunately, the major downside is that due to the lack of QF
ownership tracking, we need to use CONCURRENT sharing for all resources
(buffers *and* images!). In theory, we could try figuring out a way to
get rid of the concurrent sharing for buffers (which is only needed for
compute shader UBOs), but even so, the concurrent sharing mode doesn't
really seem to have a significant impact over here (nvidia). It's
possible that other platforms may disagree.
Our deadlock-avoidance strategy is stupidly simple: Just flush the
command every time we need to switch queues, and make sure all
submission and callbacks happen in FIFO order. This required lifting the
cmds_pending and cmds_queued out from vk_cmdpool to mpvk_ctx, and some
functions died/got moved as a result, but that's a relatively minor
change.
On my hardware this is a fairly significant performance boost, mainly
due to async transfers. (Nvidia doesn't expose separate compute queues
anyway). On AMD, this should be a performance boost as well due to async
compute.
2017-09-24 13:05:24 +00:00
|
|
|
if (!mpvk_flush_commands(vk))
|
2017-09-29 11:52:27 +00:00
|
|
|
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
|
|
|
|
2018-11-10 19:11:48 +00:00
|
|
|
// Submit to the same queue that we were currently rendering to
|
|
|
|
struct vk_cmdpool *pool_gfx = vk->pool_graphics;
|
|
|
|
VkQueue queue = pool_gfx->queues[pool_gfx->idx_queues];
|
|
|
|
|
|
|
|
// Rotate the queues to ensure good parallelism across frames
|
|
|
|
for (int i = 0; i < vk->num_pools; i++) {
|
|
|
|
struct vk_cmdpool *pool = vk->pools[i];
|
|
|
|
pool->idx_queues = (pool->idx_queues + 1) % pool->num_queues;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
VkPresentInfoKHR pinfo = {
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
|
|
|
|
.waitSemaphoreCount = 1,
|
2017-09-29 12:15:13 +00:00
|
|
|
.pWaitSemaphores = &sem_out,
|
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
|
|
|
.swapchainCount = 1,
|
|
|
|
.pSwapchains = &p->swapchain,
|
|
|
|
.pImageIndices = &p->last_imgidx,
|
|
|
|
};
|
|
|
|
|
2017-09-29 12:15:13 +00:00
|
|
|
MP_TRACE(vk, "vkQueuePresentKHR waits on %p\n", (void *)sem_out);
|
2017-09-29 11:52:27 +00:00
|
|
|
VkResult res = vkQueuePresentKHR(queue, &pinfo);
|
|
|
|
switch (res) {
|
|
|
|
case VK_SUCCESS:
|
|
|
|
case VK_SUBOPTIMAL_KHR:
|
|
|
|
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
|
|
|
|
2017-09-29 11:52:27 +00:00
|
|
|
case VK_ERROR_OUT_OF_DATE_KHR:
|
|
|
|
// We can silently ignore this error, since the next start_frame will
|
|
|
|
// recreate the swapchain automatically.
|
|
|
|
return true;
|
|
|
|
|
|
|
|
default:
|
|
|
|
MP_ERR(vk, "Failed presenting to queue %p: %s\n", (void *)queue,
|
|
|
|
vk_err(res));
|
|
|
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static void swap_buffers(struct ra_swapchain *sw)
|
|
|
|
{
|
|
|
|
struct priv *p = sw->priv;
|
|
|
|
|
|
|
|
while (p->frames_in_flight >= sw->ctx->opts.swapchain_depth)
|
vo_gpu: vulkan: support split command pools
Instead of using a single primary queue, we generate multiple
vk_cmdpools and pick the right one dynamically based on the intent.
This has a number of immediate benefits:
1. We can use async texture uploads
2. We can use the DMA engine for buffer updates
3. We can benefit from async compute on AMD GPUs
Unfortunately, the major downside is that due to the lack of QF
ownership tracking, we need to use CONCURRENT sharing for all resources
(buffers *and* images!). In theory, we could try figuring out a way to
get rid of the concurrent sharing for buffers (which is only needed for
compute shader UBOs), but even so, the concurrent sharing mode doesn't
really seem to have a significant impact over here (nvidia). It's
possible that other platforms may disagree.
Our deadlock-avoidance strategy is stupidly simple: Just flush the
command every time we need to switch queues, and make sure all
submission and callbacks happen in FIFO order. This required lifting the
cmds_pending and cmds_queued out from vk_cmdpool to mpvk_ctx, and some
functions died/got moved as a result, but that's a relatively minor
change.
On my hardware this is a fairly significant performance boost, mainly
due to async transfers. (Nvidia doesn't expose separate compute queues
anyway). On AMD, this should be a performance boost as well due to async
compute.
2017-09-24 13:05:24 +00:00
|
|
|
mpvk_poll_commands(p->vk, 100000); // 100μs
|
2018-11-12 12:09:29 +00:00
|
|
|
|
|
|
|
// Also try and block until the next hardware buffer swap early. this
|
|
|
|
// prevents start_frame from blocking later, thus slightly improving the
|
|
|
|
// frame timing stats. (since mpv assumes most blocking will happen in
|
|
|
|
// swap_buffers)
|
|
|
|
start_frame(sw, &p->queued_fbo);
|
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,
|
|
|
|
};
|