dxvk/src/dxvk/dxvk_device.h

562 lines
14 KiB
C++

#pragma once
#include "dxvk_adapter.h"
#include "dxvk_buffer.h"
#include "dxvk_compute.h"
#include "dxvk_constant_state.h"
#include "dxvk_context.h"
#include "dxvk_extensions.h"
#include "dxvk_fence.h"
#include "dxvk_framebuffer.h"
#include "dxvk_image.h"
#include "dxvk_instance.h"
#include "dxvk_memory.h"
#include "dxvk_meta_clear.h"
#include "dxvk_objects.h"
#include "dxvk_options.h"
#include "dxvk_pipemanager.h"
#include "dxvk_queue.h"
#include "dxvk_recycler.h"
#include "dxvk_renderpass.h"
#include "dxvk_sampler.h"
#include "dxvk_shader.h"
#include "dxvk_sparse.h"
#include "dxvk_stats.h"
#include "dxvk_unbound.h"
#include "dxvk_marker.h"
#include "../vulkan/vulkan_presenter.h"
namespace dxvk {
class DxvkInstance;
/**
* \brief Device options
*/
struct DxvkDeviceOptions {
uint32_t maxNumDynamicUniformBuffers = 0;
uint32_t maxNumDynamicStorageBuffers = 0;
};
/**
* \brief Device performance hints
*/
struct DxvkDevicePerfHints {
VkBool32 preferFbDepthStencilCopy : 1;
VkBool32 preferFbResolve : 1;
};
/**
* \brief Device queue
*
* Stores a Vulkan queue and the
* queue family that it belongs to.
*/
struct DxvkDeviceQueue {
VkQueue queueHandle = VK_NULL_HANDLE;
uint32_t queueFamily = 0;
uint32_t queueIndex = 0;
};
/**
* \brief Device queue infos
*/
struct DxvkDeviceQueueSet {
DxvkDeviceQueue graphics;
DxvkDeviceQueue transfer;
DxvkDeviceQueue sparse;
};
/**
* \brief DXVK device
*
* Device object. This is responsible for resource creation,
* memory allocation, command submission and state tracking.
* Rendering commands are recorded into command lists using
* contexts. Multiple contexts can be created for a device.
*/
class DxvkDevice : public RcObject {
friend class DxvkContext;
friend class DxvkSubmissionQueue;
friend class DxvkDescriptorPoolTracker;
public:
DxvkDevice(
const Rc<DxvkInstance>& instance,
const Rc<DxvkAdapter>& adapter,
const Rc<vk::DeviceFn>& vkd,
const DxvkDeviceFeatures& features);
~DxvkDevice();
/**
* \brief Vulkan device functions
* \returns Vulkan device functions
*/
Rc<vk::DeviceFn> vkd() const {
return m_vkd;
}
/**
* \brief Logical device handle
* \returns The device handle
*/
VkDevice handle() const {
return m_vkd->device();
}
/**
* \brief Device options
* \returns Device options
*/
const DxvkOptions& config() const {
return m_options;
}
/**
* \brief Queue handles
*
* Handles and queue family indices
* of all known device queues.
* \returns Device queue infos
*/
const DxvkDeviceQueueSet& queues() const {
return m_queues;
}
/**
* \brief Tests whether a dedicated transfer queue is available
* \returns \c true if an SDMA queue is supported by the device
*/
bool hasDedicatedTransferQueue() const {
return m_queues.transfer.queueHandle
!= m_queues.graphics.queueHandle;
}
/**
* \brief The instance
*
* The DXVK instance that created this device.
* \returns Instance
*/
Rc<DxvkInstance> instance() const {
return m_instance;
}
/**
* \brief The adapter
*
* The physical device that the
* device has been created for.
* \returns Adapter
*/
Rc<DxvkAdapter> adapter() const {
return m_adapter;
}
/**
* \brief Enabled device features
* \returns Enabled features
*/
const DxvkDeviceFeatures& features() const {
return m_features;
}
/**
* \brief Device properties
* \returns Device properties
*/
const DxvkDeviceInfo& properties() const {
return m_properties;
}
/**
* \brief Queries format feature support
*
* \param [in] format Format to query
* \returns Format feature bits
*/
DxvkFormatFeatures getFormatFeatures(VkFormat format) const {
return m_adapter->getFormatFeatures(format);
}
/**
* \brief Queries format limits
*
* \param [in] query Format query info
* \returns Format limits if the given image is supported
*/
std::optional<DxvkFormatLimits> getFormatLimits(
const DxvkFormatQuery& query) const {
return m_adapter->getFormatLimits(query);
}
/**
* \brief Get device status
*
* This may report device loss in
* case a submission failed.
* \returns Device status
*/
VkResult getDeviceStatus() const {
return m_submissionQueue.getLastError();
}
/**
* \brief Checks whether this is a UMA system
*
* Basically tests whether all heaps are device-local.
* Can be used for various optimizations in client APIs.
* \returns \c true if the system has unified memory.
*/
bool isUnifiedMemoryArchitecture() const;
/**
* \brief Checks whether graphics pipeline libraries can be used
* \returns \c true if all required features are supported.
*/
bool canUseGraphicsPipelineLibrary() const;
/**
* \brief Checks whether pipeline creation cache control can be used
* \returns \c true if all required features are supported.
*/
bool canUsePipelineCacheControl() const;
/**
* \brief Checks whether pipelines should be tracked
* \returns \c true if pipelines need to be tracked
*/
bool mustTrackPipelineLifetime() const;
/**
* \brief Queries default framebuffer size
* \returns Default framebuffer size
*/
DxvkFramebufferSize getDefaultFramebufferSize() const;
/**
* \brief Queries supported shader stages
* \returns Supported shader pipeline stages
*/
VkPipelineStageFlags getShaderPipelineStages() const;
/**
* \brief Retrieves device options
* \returns Device options
*/
DxvkDeviceOptions options() const;
/**
* \brief Retrieves performance hints
* \returns Device-specific perf hints
*/
DxvkDevicePerfHints perfHints() const {
return m_perfHints;
}
/**
* \brief Creates a command list
* \returns The command list
*/
Rc<DxvkCommandList> createCommandList();
/**
* \brief Creates a context
*
* Creates a context object that can
* be used to record command buffers.
* \param [in] type Context type
* \returns The context object
*/
Rc<DxvkContext> createContext(DxvkContextType type);
/**
* \brief Creates a GPU event
* \returns New GPU event
*/
Rc<DxvkGpuEvent> createGpuEvent();
/**
* \brief Creates a query
*
* \param [in] type Query type
* \param [in] flags Query flags
* \param [in] index Query index
* \returns New query
*/
Rc<DxvkGpuQuery> createGpuQuery(
VkQueryType type,
VkQueryControlFlags flags,
uint32_t index);
/**
* \brief Creates new fence
*
* \param [in] info Fence create info
* \returns The fence
*/
Rc<DxvkFence> createFence(
const DxvkFenceCreateInfo& fenceInfo);
/**
* \brief Creates a buffer object
*
* \param [in] createInfo Buffer create info
* \param [in] memoryType Memory type flags
* \returns The buffer object
*/
Rc<DxvkBuffer> createBuffer(
const DxvkBufferCreateInfo& createInfo,
VkMemoryPropertyFlags memoryType);
/**
* \brief Creates a buffer view
*
* \param [in] buffer The buffer to view
* \param [in] createInfo Buffer view properties
* \returns The buffer view object
*/
Rc<DxvkBufferView> createBufferView(
const Rc<DxvkBuffer>& buffer,
const DxvkBufferViewCreateInfo& createInfo);
/**
* \brief Creates an image object
*
* \param [in] createInfo Image create info
* \param [in] memoryType Memory type flags
* \returns The image object
*/
Rc<DxvkImage> createImage(
const DxvkImageCreateInfo& createInfo,
VkMemoryPropertyFlags memoryType);
/**
* \brief Creates an image object for an existing VkImage
*
* \param [in] createInfo Image create info
* \param [in] image Vulkan image to wrap
* \returns The image object
*/
Rc<DxvkImage> createImageFromVkImage(
const DxvkImageCreateInfo& createInfo,
VkImage image);
/**
* \brief Creates an image view
*
* \param [in] image The image to create a view for
* \param [in] createInfo Image view create info
* \returns The image view
*/
Rc<DxvkImageView> createImageView(
const Rc<DxvkImage>& image,
const DxvkImageViewCreateInfo& createInfo);
/**
* \brief Creates a sampler object
*
* \param [in] createInfo Sampler parameters
* \returns Newly created sampler object
*/
Rc<DxvkSampler> createSampler(
const DxvkSamplerCreateInfo& createInfo);
/**
* \brief Creates a sparse page allocator
* \returns Sparse page allocator
*/
Rc<DxvkSparsePageAllocator> createSparsePageAllocator();
/**
* \brief Retrieves stat counters
*
* Can be used by the HUD to display some
* internal information, such as memory
* usage, draw calls, etc.
*/
DxvkStatCounters getStatCounters();
/**
* \brief Retrieves memors statistics
*
* \param [in] heap Memory heap index
* \returns Memory stats for this heap
*/
DxvkMemoryStats getMemoryStats(uint32_t heap);
/**
* \brief Retreves current frame ID
* \returns Current frame ID
*/
uint32_t getCurrentFrameId() const;
/**
* \brief Notifies adapter about memory allocation
*
* \param [in] heap Memory heap index
* \param [in] bytes Allocation size
*/
void notifyMemoryAlloc(
uint32_t heap,
int64_t bytes) {
m_adapter->notifyMemoryAlloc(heap, bytes);
}
/**
* \brief Notifies adapter about memory suballocation
*
* \param [in] heap Memory heap index
* \param [in] bytes Allocation size
*/
void notifyMemoryUse(
uint32_t heap,
int64_t bytes) {
m_adapter->notifyMemoryUse(heap, bytes);
}
/**
* \brief Registers a shader
* \param [in] shader Newly compiled shader
*/
void registerShader(
const Rc<DxvkShader>& shader);
/**
* \brief Prioritizes compilation of a given shader
* \param [in] shader Shader to start compiling
*/
void requestCompileShader(
const Rc<DxvkShader>& shader);
/**
* \brief Presents a swap chain image
*
* Invokes the presenter's \c presentImage method on
* the submission thread. The status of this operation
* can be retrieved with \ref waitForSubmission.
* \param [in] presenter The presenter
* \param [out] status Present status
*/
void presentImage(
const Rc<vk::Presenter>& presenter,
DxvkSubmitStatus* status);
/**
* \brief Submits a command list
*
* Submits the given command list to the device using
* the given set of optional synchronization primitives.
* \param [in] commandList The command list to submit
*/
void submitCommandList(
const Rc<DxvkCommandList>& commandList);
/**
* \brief Locks submission queue
*
* Since Vulkan queues are only meant to be accessed
* from one thread at a time, external libraries need
* to lock the queue before submitting command buffers.
*/
void lockSubmission() {
m_submissionQueue.synchronize();
m_submissionQueue.lockDeviceQueue();
}
/**
* \brief Unlocks submission queue
*
* Releases the Vulkan queues again so that DXVK
* itself can use them for submissions again.
*/
void unlockSubmission() {
m_submissionQueue.unlockDeviceQueue();
}
/**
* \brief Number of pending submissions
*
* A return value of 0 indicates
* that the GPU is currently idle.
* \returns Pending submission count
*/
uint32_t pendingSubmissions() const {
return m_submissionQueue.pendingSubmissions();
}
/**
* \brief Increments a given stat counter
*
* \param [in] counter Stat counter to increment
* \param [in] value Increment value
*/
void addStatCtr(DxvkStatCounter counter, uint64_t value) {
std::lock_guard<sync::Spinlock> lock(m_statLock);
m_statCounters.addCtr(counter, value);
}
/**
* \brief Waits for a given submission
*
* \param [in,out] status Submission status
* \returns Result of the submission
*/
VkResult waitForSubmission(DxvkSubmitStatus* status);
/**
* \brief Waits for resource to become idle
*
* \param [in] resource Resource to wait for
* \param [in] access Access mode to check
*/
void waitForResource(const Rc<DxvkResource>& resource, DxvkAccess access);
/**
* \brief Waits until the device becomes idle
*
* Waits for the GPU to complete the execution of all
* previously submitted command buffers. This may be
* used to ensure that resources that were previously
* used by the GPU can be safely destroyed.
*/
void waitForIdle();
private:
DxvkOptions m_options;
Rc<DxvkInstance> m_instance;
Rc<DxvkAdapter> m_adapter;
Rc<vk::DeviceFn> m_vkd;
DxvkDeviceFeatures m_features;
DxvkDeviceInfo m_properties;
DxvkDevicePerfHints m_perfHints;
DxvkObjects m_objects;
sync::Spinlock m_statLock;
DxvkStatCounters m_statCounters;
DxvkDeviceQueueSet m_queues;
DxvkRecycler<DxvkCommandList, 16> m_recycledCommandLists;
DxvkSubmissionQueue m_submissionQueue;
DxvkDevicePerfHints getPerfHints();
void recycleCommandList(
const Rc<DxvkCommandList>& cmdList);
DxvkDeviceQueue getQueue(
uint32_t family,
uint32_t index) const;
};
}