Ryujinx/src/Ryujinx.Graphics.Vulkan/MultiFenceHolder.cs
TSRBerry 801b71a128
[Ryujinx.Graphics.Vulkan] Address dotnet-format issues (#5378)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0059 warnings

* Address dotnet format CA1816 warnings

* Fix new dotnet-format issues after rebase

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Another rebase, another dotnet format run

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Run dotnet format after rebase

* Address IDE0251 warnings

* Address a few disabled IDE0060 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Fix naming rule violations

* Remove redundant code

* Rename generics

* Address review feedback

* Remove SetOrigin
2023-07-01 12:31:42 +02:00

253 lines
9.3 KiB
C#

using Silk.NET.Vulkan;
using System;
namespace Ryujinx.Graphics.Vulkan
{
/// <summary>
/// Holder for multiple host GPU fences.
/// </summary>
class MultiFenceHolder
{
private static readonly int _bufferUsageTrackingGranularity = 4096;
private readonly FenceHolder[] _fences;
private readonly BufferUsageBitmap _bufferUsageBitmap;
/// <summary>
/// Creates a new instance of the multiple fence holder.
/// </summary>
public MultiFenceHolder()
{
_fences = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
}
/// <summary>
/// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
/// </summary>
/// <param name="size">Size of the buffer</param>
public MultiFenceHolder(int size)
{
_fences = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
_bufferUsageBitmap = new BufferUsageBitmap(size, _bufferUsageTrackingGranularity);
}
/// <summary>
/// Adds buffer usage information to the uses list.
/// </summary>
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
/// <param name="offset">Offset of the buffer being used</param>
/// <param name="size">Size of the buffer region being used, in bytes</param>
public void AddBufferUse(int cbIndex, int offset, int size)
{
_bufferUsageBitmap.Add(cbIndex, offset, size);
}
/// <summary>
/// Removes all buffer usage information for a given command buffer.
/// </summary>
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
public void RemoveBufferUses(int cbIndex)
{
_bufferUsageBitmap?.Clear(cbIndex);
}
/// <summary>
/// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
/// </summary>
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
/// <param name="offset">Offset of the buffer being used</param>
/// <param name="size">Size of the buffer region being used, in bytes</param>
/// <returns>True if in use, false otherwise</returns>
public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
{
return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
}
/// <summary>
/// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
/// </summary>
/// <param name="offset">Offset of the buffer being used</param>
/// <param name="size">Size of the buffer region being used, in bytes</param>
/// <returns>True if in use, false otherwise</returns>
public bool IsBufferRangeInUse(int offset, int size)
{
return _bufferUsageBitmap.OverlapsWith(offset, size);
}
/// <summary>
/// Adds a fence to the holder.
/// </summary>
/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
/// <param name="fence">Fence to be added</param>
/// <returns>True if the command buffer's previous fence value was null</returns>
public bool AddFence(int cbIndex, FenceHolder fence)
{
ref FenceHolder fenceRef = ref _fences[cbIndex];
if (fenceRef == null)
{
fenceRef = fence;
return true;
}
return false;
}
/// <summary>
/// Removes a fence from the holder.
/// </summary>
/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
public void RemoveFence(int cbIndex)
{
_fences[cbIndex] = null;
}
/// <summary>
/// Determines if a fence referenced on the given command buffer.
/// </summary>
/// <param name="cbIndex">Index of the command buffer to check if it's used</param>
/// <returns>True if referenced, false otherwise</returns>
public bool HasFence(int cbIndex)
{
return _fences[cbIndex] != null;
}
/// <summary>
/// Wait until all the fences on the holder are signaled.
/// </summary>
/// <param name="api">Vulkan API instance</param>
/// <param name="device">GPU device that the fences belongs to</param>
public void WaitForFences(Vk api, Device device)
{
WaitForFencesImpl(api, device, 0, 0, false, 0UL);
}
/// <summary>
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
/// </summary>
/// <param name="api">Vulkan API instance</param>
/// <param name="device">GPU device that the fences belongs to</param>
/// <param name="offset">Start offset of the buffer range</param>
/// <param name="size">Size of the buffer range in bytes</param>
public void WaitForFences(Vk api, Device device, int offset, int size)
{
WaitForFencesImpl(api, device, offset, size, false, 0UL);
}
/// <summary>
/// Wait until all the fences on the holder are signaled, or the timeout expires.
/// </summary>
/// <param name="api">Vulkan API instance</param>
/// <param name="device">GPU device that the fences belongs to</param>
/// <param name="timeout">Timeout in nanoseconds</param>
/// <returns>True if all fences were signaled, false otherwise</returns>
public bool WaitForFences(Vk api, Device device, ulong timeout)
{
return WaitForFencesImpl(api, device, 0, 0, true, timeout);
}
/// <summary>
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
/// </summary>
/// <param name="api">Vulkan API instance</param>
/// <param name="device">GPU device that the fences belongs to</param>
/// <param name="offset">Start offset of the buffer range</param>
/// <param name="size">Size of the buffer range in bytes</param>
/// <param name="hasTimeout">Indicates if <paramref name="timeout"/> should be used</param>
/// <param name="timeout">Timeout in nanoseconds</param>
/// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
{
Span<FenceHolder> fenceHolders = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
int count = size != 0 ? GetOverlappingFences(fenceHolders, offset, size) : GetFences(fenceHolders);
Span<Fence> fences = stackalloc Fence[count];
int fenceCount = 0;
for (int i = 0; i < count; i++)
{
if (fenceHolders[i].TryGet(out Fence fence))
{
fences[fenceCount] = fence;
if (fenceCount < i)
{
fenceHolders[fenceCount] = fenceHolders[i];
}
fenceCount++;
}
}
if (fenceCount == 0)
{
return true;
}
bool signaled = true;
if (hasTimeout)
{
signaled = FenceHelper.AllSignaled(api, device, fences[..fenceCount], timeout);
}
else
{
FenceHelper.WaitAllIndefinitely(api, device, fences[..fenceCount]);
}
for (int i = 0; i < fenceCount; i++)
{
fenceHolders[i].Put();
}
return signaled;
}
/// <summary>
/// Gets fences to wait for.
/// </summary>
/// <param name="storage">Span to store fences in</param>
/// <returns>Number of fences placed in storage</returns>
private int GetFences(Span<FenceHolder> storage)
{
int count = 0;
for (int i = 0; i < _fences.Length; i++)
{
var fence = _fences[i];
if (fence != null)
{
storage[count++] = fence;
}
}
return count;
}
/// <summary>
/// Gets fences to wait for use of a given buffer region.
/// </summary>
/// <param name="storage">Span to store overlapping fences in</param>
/// <param name="offset">Offset of the range</param>
/// <param name="size">Size of the range in bytes</param>
/// <returns>Number of fences for the specified region placed in storage</returns>
private int GetOverlappingFences(Span<FenceHolder> storage, int offset, int size)
{
int count = 0;
for (int i = 0; i < _fences.Length; i++)
{
var fence = _fences[i];
if (fence != null && _bufferUsageBitmap.OverlapsWith(i, offset, size))
{
storage[count++] = fence;
}
}
return count;
}
}
}