216 lines
7.0 KiB
C++
216 lines
7.0 KiB
C++
/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "resource_cache.h"
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#include "common/resource_caching.h"
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#include "core/device.h"
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namespace vkb
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{
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namespace
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{
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template <class T, class... A>
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T &request_resource(vkb::core::DeviceC &device, ResourceRecord &recorder, std::mutex &resource_mutex, std::unordered_map<std::size_t, T> &resources, A &...args)
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{
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std::lock_guard<std::mutex> guard(resource_mutex);
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auto &res = request_resource(device, &recorder, resources, args...);
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return res;
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}
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} // namespace
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ResourceCache::ResourceCache(vkb::core::DeviceC &device) :
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device{device}
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{
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}
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void ResourceCache::warmup(const std::vector<uint8_t> &data)
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{
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recorder.set_data(data);
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replayer.play(*this, recorder);
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}
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std::vector<uint8_t> ResourceCache::serialize()
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{
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return recorder.get_data();
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}
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void ResourceCache::set_pipeline_cache(VkPipelineCache new_pipeline_cache)
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{
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pipeline_cache = new_pipeline_cache;
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}
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ShaderModule &ResourceCache::request_shader_module(VkShaderStageFlagBits stage, const ShaderSource &glsl_source, const ShaderVariant &shader_variant)
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{
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std::string entry_point{"main"};
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return request_resource(device, recorder, shader_module_mutex, state.shader_modules, stage, glsl_source, entry_point, shader_variant);
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}
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PipelineLayout &ResourceCache::request_pipeline_layout(const std::vector<ShaderModule *> &shader_modules)
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{
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return request_resource(device, recorder, pipeline_layout_mutex, state.pipeline_layouts, shader_modules);
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}
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DescriptorSetLayout &ResourceCache::request_descriptor_set_layout(const uint32_t set_index,
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const std::vector<ShaderModule *> &shader_modules,
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const std::vector<ShaderResource> &set_resources)
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{
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return request_resource(device, recorder, descriptor_set_layout_mutex, state.descriptor_set_layouts, set_index, shader_modules, set_resources);
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}
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GraphicsPipeline &ResourceCache::request_graphics_pipeline(PipelineState &pipeline_state)
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{
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return request_resource(device, recorder, graphics_pipeline_mutex, state.graphics_pipelines, pipeline_cache, pipeline_state);
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}
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ComputePipeline &ResourceCache::request_compute_pipeline(PipelineState &pipeline_state)
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{
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return request_resource(device, recorder, compute_pipeline_mutex, state.compute_pipelines, pipeline_cache, pipeline_state);
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}
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DescriptorSet &ResourceCache::request_descriptor_set(DescriptorSetLayout &descriptor_set_layout, const BindingMap<VkDescriptorBufferInfo> &buffer_infos, const BindingMap<VkDescriptorImageInfo> &image_infos)
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{
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auto &descriptor_pool = request_resource(device, recorder, descriptor_set_mutex, state.descriptor_pools, descriptor_set_layout);
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return request_resource(device, recorder, descriptor_set_mutex, state.descriptor_sets, descriptor_set_layout, descriptor_pool, buffer_infos, image_infos);
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}
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RenderPass &ResourceCache::request_render_pass(const std::vector<Attachment> &attachments, const std::vector<LoadStoreInfo> &load_store_infos, const std::vector<SubpassInfo> &subpasses)
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{
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return request_resource(device, recorder, render_pass_mutex, state.render_passes, attachments, load_store_infos, subpasses);
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}
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Framebuffer &ResourceCache::request_framebuffer(const RenderTarget &render_target, const RenderPass &render_pass)
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{
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return request_resource(device, recorder, framebuffer_mutex, state.framebuffers, render_target, render_pass);
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}
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void ResourceCache::clear_pipelines()
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{
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state.graphics_pipelines.clear();
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state.compute_pipelines.clear();
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}
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void ResourceCache::update_descriptor_sets(const std::vector<core::ImageView> &old_views, const std::vector<core::ImageView> &new_views)
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{
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// Find descriptor sets referring to the old image view
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std::vector<VkWriteDescriptorSet> set_updates;
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std::set<size_t> matches;
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for (size_t i = 0; i < old_views.size(); ++i)
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{
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auto &old_view = old_views[i];
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auto &new_view = new_views[i];
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for (auto &kd_pair : state.descriptor_sets)
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{
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auto &key = kd_pair.first;
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auto &descriptor_set = kd_pair.second;
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auto &image_infos = descriptor_set.get_image_infos();
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for (auto &ba_pair : image_infos)
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{
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auto &binding = ba_pair.first;
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auto &array = ba_pair.second;
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for (auto &ai_pair : array)
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{
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auto &array_element = ai_pair.first;
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auto &image_info = ai_pair.second;
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if (image_info.imageView == old_view.get_handle())
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{
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// Save key to remove old descriptor set
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matches.insert(key);
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// Update image info with new view
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image_info.imageView = new_view.get_handle();
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// Save struct for writing the update later
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{
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VkWriteDescriptorSet write_descriptor_set{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
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if (auto binding_info = descriptor_set.get_layout().get_layout_binding(binding))
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{
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write_descriptor_set.dstBinding = binding;
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write_descriptor_set.descriptorType = binding_info->descriptorType;
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write_descriptor_set.pImageInfo = &image_info;
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write_descriptor_set.dstSet = descriptor_set.get_handle();
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write_descriptor_set.dstArrayElement = array_element;
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write_descriptor_set.descriptorCount = 1;
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set_updates.push_back(write_descriptor_set);
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}
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else
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{
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LOGE("Shader layout set does not use image binding at #{}", binding);
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}
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}
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}
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}
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}
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}
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}
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if (!set_updates.empty())
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{
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vkUpdateDescriptorSets(device.get_handle(), to_u32(set_updates.size()), set_updates.data(),
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0, nullptr);
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}
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// Delete old entries (moved out descriptor sets)
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for (auto &match : matches)
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{
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// Move out of the map
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auto it = state.descriptor_sets.find(match);
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auto descriptor_set = std::move(it->second);
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state.descriptor_sets.erase(match);
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// Generate new key
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size_t new_key = 0U;
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hash_param(new_key, descriptor_set.get_layout(), descriptor_set.get_buffer_infos(), descriptor_set.get_image_infos());
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// Add (key, resource) to the cache
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state.descriptor_sets.emplace(new_key, std::move(descriptor_set));
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}
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}
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void ResourceCache::clear_framebuffers()
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{
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state.framebuffers.clear();
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}
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void ResourceCache::clear()
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{
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state.shader_modules.clear();
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state.pipeline_layouts.clear();
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state.descriptor_sets.clear();
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state.descriptor_set_layouts.clear();
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state.render_passes.clear();
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clear_pipelines();
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clear_framebuffers();
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}
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const ResourceCacheState &ResourceCache::get_internal_state() const
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{
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return state;
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}
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} // namespace vkb
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