using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Vulkan
{
///
/// Holder for multiple host GPU fences.
///
class MultiFenceHolder
{
private static int BufferUsageTrackingGranularity = 4096;
private readonly Dictionary _fences;
private BufferUsageBitmap _bufferUsageBitmap;
///
/// Creates a new instance of the multiple fence holder.
///
public MultiFenceHolder()
{
_fences = new Dictionary();
}
///
/// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
///
/// Size of the buffer
public MultiFenceHolder(int size)
{
_fences = new Dictionary();
_bufferUsageBitmap = new BufferUsageBitmap(size, BufferUsageTrackingGranularity);
}
///
/// Adds buffer usage information to the uses list.
///
/// Index of the command buffer where the buffer is used
/// Offset of the buffer being used
/// Size of the buffer region being used, in bytes
public void AddBufferUse(int cbIndex, int offset, int size)
{
_bufferUsageBitmap.Add(cbIndex, offset, size);
}
///
/// Removes all buffer usage information for a given command buffer.
///
/// Index of the command buffer where the buffer is used
public void RemoveBufferUses(int cbIndex)
{
_bufferUsageBitmap?.Clear(cbIndex);
}
///
/// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
///
/// Index of the command buffer where the buffer is used
/// Offset of the buffer being used
/// Size of the buffer region being used, in bytes
/// True if in use, false otherwise
public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
{
return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
}
///
/// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
///
/// Offset of the buffer being used
/// Size of the buffer region being used, in bytes
/// True if in use, false otherwise
public bool IsBufferRangeInUse(int offset, int size)
{
return _bufferUsageBitmap.OverlapsWith(offset, size);
}
///
/// Adds a fence to the holder.
///
/// Command buffer index of the command buffer that owns the fence
/// Fence to be added
public void AddFence(int cbIndex, FenceHolder fence)
{
lock (_fences)
{
_fences.TryAdd(fence, cbIndex);
}
}
///
/// Removes a fence from the holder.
///
/// Command buffer index of the command buffer that owns the fence
/// Fence to be removed
public void RemoveFence(int cbIndex, FenceHolder fence)
{
lock (_fences)
{
_fences.Remove(fence);
}
}
///
/// Wait until all the fences on the holder are signaled.
///
/// Vulkan API instance
/// GPU device that the fences belongs to
public void WaitForFences(Vk api, Device device)
{
WaitForFencesImpl(api, device, 0, 0, false, 0UL);
}
///
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
///
/// Vulkan API instance
/// GPU device that the fences belongs to
/// Start offset of the buffer range
/// Size of the buffer range in bytes
public void WaitForFences(Vk api, Device device, int offset, int size)
{
WaitForFencesImpl(api, device, offset, size, false, 0UL);
}
///
/// Wait until all the fences on the holder are signaled, or the timeout expires.
///
/// Vulkan API instance
/// GPU device that the fences belongs to
/// Timeout in nanoseconds
/// True if all fences were signaled, false otherwise
public bool WaitForFences(Vk api, Device device, ulong timeout)
{
return WaitForFencesImpl(api, device, 0, 0, true, timeout);
}
///
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
///
/// Vulkan API instance
/// GPU device that the fences belongs to
/// Start offset of the buffer range
/// Size of the buffer range in bytes
/// Indicates if should be used
/// Timeout in nanoseconds
/// True if all fences were signaled before the timeout expired, false otherwise
private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
{
FenceHolder[] fenceHolders;
Fence[] fences;
lock (_fences)
{
fenceHolders = size != 0 ? GetOverlappingFences(offset, size) : _fences.Keys.ToArray();
fences = new Fence[fenceHolders.Length];
for (int i = 0; i < fenceHolders.Length; i++)
{
fences[i] = fenceHolders[i].Get();
}
}
if (fences.Length == 0)
{
return true;
}
bool signaled = true;
if (hasTimeout)
{
signaled = FenceHelper.AllSignaled(api, device, fences, timeout);
}
else
{
FenceHelper.WaitAllIndefinitely(api, device, fences);
}
for (int i = 0; i < fenceHolders.Length; i++)
{
fenceHolders[i].Put();
}
return signaled;
}
///
/// Gets fences to wait for use of a given buffer region.
///
/// Offset of the range
/// Size of the range in bytes
/// Fences for the specified region
private FenceHolder[] GetOverlappingFences(int offset, int size)
{
List overlapping = new List();
foreach (var kv in _fences)
{
var fence = kv.Key;
var ownerCbIndex = kv.Value;
if (_bufferUsageBitmap.OverlapsWith(ownerCbIndex, offset, size))
{
overlapping.Add(fence);
}
}
return overlapping.ToArray();
}
}
}