vulkan: use plain fences when timeline semaphores are not available
This commit is contained in:
parent
e0895a8581
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e3fb9b5e00
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@ -10,7 +10,14 @@
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namespace Vulkan {
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namespace Vulkan {
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MasterSemaphore::MasterSemaphore(const Device& device) {
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MasterSemaphore::MasterSemaphore(const Device& device_) : device(device_) {
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if (!device.HasTimelineSemaphore()) {
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static constexpr VkFenceCreateInfo fence_ci{
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.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO, .pNext = nullptr, .flags = 0};
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fence = device.GetLogical().CreateFence(fence_ci);
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return;
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}
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static constexpr VkSemaphoreTypeCreateInfo semaphore_type_ci{
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static constexpr VkSemaphoreTypeCreateInfo semaphore_type_ci{
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.sType = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO,
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.pNext = nullptr,
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.pNext = nullptr,
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@ -42,4 +49,134 @@ MasterSemaphore::MasterSemaphore(const Device& device) {
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MasterSemaphore::~MasterSemaphore() = default;
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MasterSemaphore::~MasterSemaphore() = default;
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void MasterSemaphore::Refresh() {
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if (!semaphore) {
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// If we don't support timeline semaphores, there's nothing to refresh
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return;
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}
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u64 this_tick{};
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u64 counter{};
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do {
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this_tick = gpu_tick.load(std::memory_order_acquire);
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counter = semaphore.GetCounter();
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if (counter < this_tick) {
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return;
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}
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} while (!gpu_tick.compare_exchange_weak(this_tick, counter, std::memory_order_release,
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std::memory_order_relaxed));
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}
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void MasterSemaphore::Wait(u64 tick) {
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if (!semaphore) {
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// If we don't support timeline semaphores, use an atomic wait
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while (true) {
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u64 current_value = gpu_tick.load(std::memory_order_relaxed);
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if (current_value >= tick) {
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return;
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}
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gpu_tick.wait(current_value);
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}
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return;
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}
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// No need to wait if the GPU is ahead of the tick
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if (IsFree(tick)) {
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return;
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}
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// Update the GPU tick and try again
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Refresh();
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if (IsFree(tick)) {
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return;
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}
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// If none of the above is hit, fallback to a regular wait
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while (!semaphore.Wait(tick)) {
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}
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Refresh();
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}
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VkResult MasterSemaphore::SubmitQueue(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
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VkSemaphore wait_semaphore, u64 host_tick) {
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if (semaphore) {
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return SubmitQueueTimeline(cmdbuf, signal_semaphore, wait_semaphore, host_tick);
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} else {
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return SubmitQueueFence(cmdbuf, signal_semaphore, wait_semaphore, host_tick);
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}
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}
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static constexpr std::array<VkPipelineStageFlags, 2> wait_stage_masks{
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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};
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VkResult MasterSemaphore::SubmitQueueTimeline(vk::CommandBuffer& cmdbuf,
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VkSemaphore signal_semaphore,
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VkSemaphore wait_semaphore, u64 host_tick) {
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const VkSemaphore timeline_semaphore = *semaphore;
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const u32 num_signal_semaphores = signal_semaphore ? 2 : 1;
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const std::array signal_values{host_tick, u64(0)};
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const std::array signal_semaphores{timeline_semaphore, signal_semaphore};
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const u32 num_wait_semaphores = wait_semaphore ? 2 : 1;
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const std::array wait_values{host_tick - 1, u64(1)};
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const std::array wait_semaphores{timeline_semaphore, wait_semaphore};
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const VkTimelineSemaphoreSubmitInfo timeline_si{
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.sType = VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO,
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.pNext = nullptr,
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.waitSemaphoreValueCount = num_wait_semaphores,
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.pWaitSemaphoreValues = wait_values.data(),
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.signalSemaphoreValueCount = num_signal_semaphores,
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.pSignalSemaphoreValues = signal_values.data(),
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};
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const VkSubmitInfo submit_info{
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.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
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.pNext = &timeline_si,
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.waitSemaphoreCount = num_wait_semaphores,
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.pWaitSemaphores = wait_semaphores.data(),
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.pWaitDstStageMask = wait_stage_masks.data(),
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.commandBufferCount = 1,
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.pCommandBuffers = cmdbuf.address(),
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.signalSemaphoreCount = num_signal_semaphores,
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.pSignalSemaphores = signal_semaphores.data(),
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};
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return device.GetGraphicsQueue().Submit(submit_info);
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}
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VkResult MasterSemaphore::SubmitQueueFence(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
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VkSemaphore wait_semaphore, u64 host_tick) {
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const u32 num_signal_semaphores = signal_semaphore ? 1 : 0;
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const u32 num_wait_semaphores = wait_semaphore ? 1 : 0;
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const VkSubmitInfo submit_info{
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.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
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.pNext = nullptr,
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.waitSemaphoreCount = num_wait_semaphores,
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.pWaitSemaphores = &wait_semaphore,
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.pWaitDstStageMask = wait_stage_masks.data(),
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.commandBufferCount = 1,
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.pCommandBuffers = cmdbuf.address(),
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.signalSemaphoreCount = num_signal_semaphores,
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.pSignalSemaphores = &signal_semaphore,
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};
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auto result = device.GetGraphicsQueue().Submit(submit_info, *fence);
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if (result == VK_SUCCESS) {
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fence.Wait();
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fence.Reset();
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gpu_tick.store(host_tick);
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gpu_tick.notify_all();
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}
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return result;
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}
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} // namespace Vulkan
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} // namespace Vulkan
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@ -4,6 +4,8 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <thread>
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#include "common/common_types.h"
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#include "common/common_types.h"
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@ -29,11 +31,6 @@ public:
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return gpu_tick.load(std::memory_order_acquire);
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return gpu_tick.load(std::memory_order_acquire);
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}
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}
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/// Returns the timeline semaphore handle.
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[[nodiscard]] VkSemaphore Handle() const noexcept {
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return *semaphore;
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}
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/// Returns true when a tick has been hit by the GPU.
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/// Returns true when a tick has been hit by the GPU.
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[[nodiscard]] bool IsFree(u64 tick) const noexcept {
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[[nodiscard]] bool IsFree(u64 tick) const noexcept {
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return KnownGpuTick() >= tick;
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return KnownGpuTick() >= tick;
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@ -45,37 +42,24 @@ public:
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}
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}
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/// Refresh the known GPU tick
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/// Refresh the known GPU tick
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void Refresh() {
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void Refresh();
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u64 this_tick{};
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u64 counter{};
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do {
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this_tick = gpu_tick.load(std::memory_order_acquire);
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counter = semaphore.GetCounter();
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if (counter < this_tick) {
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return;
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}
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} while (!gpu_tick.compare_exchange_weak(this_tick, counter, std::memory_order_release,
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std::memory_order_relaxed));
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}
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/// Waits for a tick to be hit on the GPU
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/// Waits for a tick to be hit on the GPU
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void Wait(u64 tick) {
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void Wait(u64 tick);
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// No need to wait if the GPU is ahead of the tick
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if (IsFree(tick)) {
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/// Submits the device graphics queue, updating the tick as necessary
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return;
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VkResult SubmitQueue(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
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}
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VkSemaphore wait_semaphore, u64 host_tick);
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// Update the GPU tick and try again
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Refresh();
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if (IsFree(tick)) {
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return;
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}
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// If none of the above is hit, fallback to a regular wait
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while (!semaphore.Wait(tick)) {
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}
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Refresh();
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}
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private:
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private:
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VkResult SubmitQueueTimeline(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
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VkSemaphore wait_semaphore, u64 host_tick);
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VkResult SubmitQueueFence(vk::CommandBuffer& cmdbuf, VkSemaphore signal_semaphore,
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VkSemaphore wait_semaphore, u64 host_tick);
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private:
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const Device& device; ///< Device.
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vk::Fence fence; ///< Fence.
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vk::Semaphore semaphore; ///< Timeline semaphore.
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vk::Semaphore semaphore; ///< Timeline semaphore.
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std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
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std::atomic<u64> gpu_tick{0}; ///< Current known GPU tick.
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std::atomic<u64> current_tick{1}; ///< Current logical tick.
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std::atomic<u64> current_tick{1}; ///< Current logical tick.
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@ -212,45 +212,13 @@ void Scheduler::SubmitExecution(VkSemaphore signal_semaphore, VkSemaphore wait_s
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const u64 signal_value = master_semaphore->NextTick();
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const u64 signal_value = master_semaphore->NextTick();
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Record([signal_semaphore, wait_semaphore, signal_value, this](vk::CommandBuffer cmdbuf) {
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Record([signal_semaphore, wait_semaphore, signal_value, this](vk::CommandBuffer cmdbuf) {
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cmdbuf.End();
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cmdbuf.End();
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const VkSemaphore timeline_semaphore = master_semaphore->Handle();
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const u32 num_signal_semaphores = signal_semaphore ? 2U : 1U;
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const std::array signal_values{signal_value, u64(0)};
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const std::array signal_semaphores{timeline_semaphore, signal_semaphore};
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const u32 num_wait_semaphores = wait_semaphore ? 2U : 1U;
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const std::array wait_values{signal_value - 1, u64(1)};
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const std::array wait_semaphores{timeline_semaphore, wait_semaphore};
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static constexpr std::array<VkPipelineStageFlags, 2> wait_stage_masks{
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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};
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const VkTimelineSemaphoreSubmitInfo timeline_si{
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.sType = VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO,
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.pNext = nullptr,
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.waitSemaphoreValueCount = num_wait_semaphores,
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.pWaitSemaphoreValues = wait_values.data(),
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.signalSemaphoreValueCount = num_signal_semaphores,
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.pSignalSemaphoreValues = signal_values.data(),
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};
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const VkSubmitInfo submit_info{
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.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
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.pNext = &timeline_si,
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.waitSemaphoreCount = num_wait_semaphores,
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.pWaitSemaphores = wait_semaphores.data(),
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.pWaitDstStageMask = wait_stage_masks.data(),
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.commandBufferCount = 1,
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.pCommandBuffers = cmdbuf.address(),
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.signalSemaphoreCount = num_signal_semaphores,
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.pSignalSemaphores = signal_semaphores.data(),
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};
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if (on_submit) {
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if (on_submit) {
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on_submit();
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on_submit();
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}
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}
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switch (const VkResult result = device.GetGraphicsQueue().Submit(submit_info)) {
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switch (const VkResult result = master_semaphore->SubmitQueue(
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cmdbuf, signal_semaphore, wait_semaphore, signal_value)) {
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case VK_SUCCESS:
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case VK_SUCCESS:
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break;
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break;
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case VK_ERROR_DEVICE_LOST:
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case VK_ERROR_DEVICE_LOST:
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@ -145,7 +145,6 @@
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FEATURE_NAME(robustness2, robustImageAccess2) \
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FEATURE_NAME(robustness2, robustImageAccess2) \
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FEATURE_NAME(shader_demote_to_helper_invocation, shaderDemoteToHelperInvocation) \
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FEATURE_NAME(shader_demote_to_helper_invocation, shaderDemoteToHelperInvocation) \
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FEATURE_NAME(shader_draw_parameters, shaderDrawParameters) \
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FEATURE_NAME(shader_draw_parameters, shaderDrawParameters) \
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FEATURE_NAME(timeline_semaphore, timelineSemaphore) \
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FEATURE_NAME(variable_pointer, variablePointers) \
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FEATURE_NAME(variable_pointer, variablePointers) \
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FEATURE_NAME(variable_pointer, variablePointersStorageBuffer)
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FEATURE_NAME(variable_pointer, variablePointersStorageBuffer)
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FEATURE_NAME(provoking_vertex, provokingVertexLast) \
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FEATURE_NAME(provoking_vertex, provokingVertexLast) \
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FEATURE_NAME(shader_float16_int8, shaderFloat16) \
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FEATURE_NAME(shader_float16_int8, shaderFloat16) \
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FEATURE_NAME(shader_float16_int8, shaderInt8) \
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FEATURE_NAME(shader_float16_int8, shaderInt8) \
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FEATURE_NAME(timeline_semaphore, timelineSemaphore) \
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FEATURE_NAME(transform_feedback, transformFeedback) \
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FEATURE_NAME(transform_feedback, transformFeedback) \
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FEATURE_NAME(uniform_buffer_standard_layout, uniformBufferStandardLayout) \
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FEATURE_NAME(uniform_buffer_standard_layout, uniformBufferStandardLayout) \
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FEATURE_NAME(vertex_input_dynamic_state, vertexInputDynamicState)
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FEATURE_NAME(vertex_input_dynamic_state, vertexInputDynamicState)
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return extensions.shader_atomic_int64;
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return extensions.shader_atomic_int64;
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}
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}
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bool HasTimelineSemaphore() const {
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return features.timeline_semaphore.timelineSemaphore;
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}
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/// Returns the minimum supported version of SPIR-V.
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/// Returns the minimum supported version of SPIR-V.
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u32 SupportedSpirvVersion() const {
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u32 SupportedSpirvVersion() const {
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if (instance_version >= VK_API_VERSION_1_3) {
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if (instance_version >= VK_API_VERSION_1_3) {
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