4a6b9a1a71
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
85 lines
3.3 KiB
C++
85 lines
3.3 KiB
C++
// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <vector>
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#include "common/common_types.h"
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#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_resource_manager.h"
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#include "video_core/renderer_vulkan/wrapper.h"
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namespace Vulkan {
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// Prefer small grow rates to avoid saturating the descriptor pool with barely used pipelines.
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constexpr std::size_t SETS_GROW_RATE = 0x20;
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DescriptorAllocator::DescriptorAllocator(VKDescriptorPool& descriptor_pool,
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VkDescriptorSetLayout layout)
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: VKFencedPool{SETS_GROW_RATE}, descriptor_pool{descriptor_pool}, layout{layout} {}
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DescriptorAllocator::~DescriptorAllocator() = default;
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VkDescriptorSet DescriptorAllocator::Commit(VKFence& fence) {
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const std::size_t index = CommitResource(fence);
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return descriptors_allocations[index / SETS_GROW_RATE][index % SETS_GROW_RATE];
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}
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void DescriptorAllocator::Allocate(std::size_t begin, std::size_t end) {
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descriptors_allocations.push_back(descriptor_pool.AllocateDescriptors(layout, end - begin));
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}
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VKDescriptorPool::VKDescriptorPool(const VKDevice& device)
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: device{device}, active_pool{AllocateNewPool()} {}
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VKDescriptorPool::~VKDescriptorPool() = default;
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vk::DescriptorPool* VKDescriptorPool::AllocateNewPool() {
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static constexpr u32 num_sets = 0x20000;
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static constexpr VkDescriptorPoolSize pool_sizes[] = {
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{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, num_sets * 90},
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{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, num_sets * 60},
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{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, num_sets * 64},
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{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, num_sets * 64},
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{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, num_sets * 64},
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{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, num_sets * 40}};
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VkDescriptorPoolCreateInfo ci;
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ci.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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ci.pNext = nullptr;
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ci.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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ci.maxSets = num_sets;
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ci.poolSizeCount = static_cast<u32>(std::size(pool_sizes));
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ci.pPoolSizes = std::data(pool_sizes);
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return &pools.emplace_back(device.GetLogical().CreateDescriptorPool(ci));
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}
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vk::DescriptorSets VKDescriptorPool::AllocateDescriptors(VkDescriptorSetLayout layout,
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std::size_t count) {
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const std::vector layout_copies(count, layout);
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VkDescriptorSetAllocateInfo ai;
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ai.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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ai.pNext = nullptr;
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ai.descriptorPool = **active_pool;
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ai.descriptorSetCount = static_cast<u32>(count);
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ai.pSetLayouts = layout_copies.data();
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vk::DescriptorSets sets = active_pool->Allocate(ai);
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if (!sets.IsOutOfPoolMemory()) {
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return sets;
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}
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// Our current pool is out of memory. Allocate a new one and retry
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active_pool = AllocateNewPool();
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ai.descriptorPool = **active_pool;
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sets = active_pool->Allocate(ai);
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if (!sets.IsOutOfPoolMemory()) {
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return sets;
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}
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// After allocating a new pool, we are out of memory again. We can't handle this from here.
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throw vk::Exception(VK_ERROR_OUT_OF_POOL_MEMORY);
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}
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} // namespace Vulkan
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