mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-06-09 12:13:15 +00:00
texture_cache: Fix linear image uploads
* Also fixed build for clang-cl with libc
This commit is contained in:
parent
7d96308759
commit
25c04ad42f
13 changed files with 511 additions and 363 deletions
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@ -166,37 +166,34 @@ Frame* RendererVulkan::PrepareFrame(const Libraries::VideoOut::BufferAttributeGr
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Frame* frame = GetRenderFrame();
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// Post-processing (Anti-aliasing, FSR etc) goes here. For now just blit to the frame image.
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scheduler.Record([frame, vk_image = vk::Image(image.image),
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size = image.info.size](vk::CommandBuffer cmdbuf) {
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const vk::ImageMemoryBarrier pre_barrier{
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.srcAccessMask = vk::AccessFlagBits::eTransferRead,
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.dstAccessMask = vk::AccessFlagBits::eTransferWrite,
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.oldLayout = vk::ImageLayout::eUndefined,
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.newLayout = vk::ImageLayout::eGeneral,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = frame->image,
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.subresourceRange{
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.aspectMask = vk::ImageAspectFlagBits::eColor,
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.baseMipLevel = 0,
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.levelCount = 1,
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.baseArrayLayer = 0,
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.layerCount = VK_REMAINING_ARRAY_LAYERS,
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},
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};
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const vk::ImageMemoryBarrier pre_barrier{
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.srcAccessMask = vk::AccessFlagBits::eTransferRead,
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.dstAccessMask = vk::AccessFlagBits::eTransferWrite,
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.oldLayout = vk::ImageLayout::eUndefined,
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.newLayout = vk::ImageLayout::eGeneral,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = frame->image,
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.subresourceRange{
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.aspectMask = vk::ImageAspectFlagBits::eColor,
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.baseMipLevel = 0,
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.levelCount = 1,
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.baseArrayLayer = 0,
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.layerCount = VK_REMAINING_ARRAY_LAYERS,
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},
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};
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cmdbuf.pipelineBarrier(vk::PipelineStageFlagBits::eTransfer,
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vk::PipelineStageFlagBits::eTransfer,
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vk::DependencyFlagBits::eByRegion, {}, {}, pre_barrier);
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cmdbuf.blitImage(vk_image, vk::ImageLayout::eGeneral, frame->image,
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vk::ImageLayout::eGeneral,
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MakeImageBlit(size.width, size.height, frame->width, frame->height),
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vk::Filter::eLinear);
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});
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const auto cmdbuf = scheduler.CommandBuffer();
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cmdbuf.pipelineBarrier(vk::PipelineStageFlagBits::eTransfer,
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vk::PipelineStageFlagBits::eTransfer, vk::DependencyFlagBits::eByRegion,
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{}, {}, pre_barrier);
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cmdbuf.blitImage(
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image.image, vk::ImageLayout::eGeneral, frame->image, vk::ImageLayout::eGeneral,
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MakeImageBlit(image.info.size.width, image.info.size.height, frame->width, frame->height),
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vk::Filter::eLinear);
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// Flush pending vulkan operations.
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scheduler.Flush(frame->render_ready);
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scheduler.WaitWorker();
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return frame;
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}
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@ -129,7 +129,8 @@ bool Instance::CreateDevice() {
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shader_stencil_export = add_extension(VK_EXT_SHADER_STENCIL_EXPORT_EXTENSION_NAME);
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external_memory_host = add_extension(VK_EXT_EXTERNAL_MEMORY_HOST_EXTENSION_NAME);
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tooling_info = add_extension(VK_EXT_TOOLING_INFO_EXTENSION_NAME);
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add_extension(VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
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custom_border_color = add_extension(VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
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index_type_uint8 = add_extension(VK_KHR_INDEX_TYPE_UINT8_EXTENSION_NAME);
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const auto family_properties = physical_device.getQueueFamilyProperties();
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if (family_properties.empty()) {
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@ -176,16 +177,9 @@ bool Instance::CreateDevice() {
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.shaderClipDistance = features.shaderClipDistance,
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},
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},
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vk::PhysicalDeviceTimelineSemaphoreFeaturesKHR{
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vk::PhysicalDeviceVulkan12Features{
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.timelineSemaphore = true,
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},
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vk::PhysicalDeviceExtendedDynamicStateFeaturesEXT{
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.extendedDynamicState = true,
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},
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vk::PhysicalDeviceExtendedDynamicState2FeaturesEXT{
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.extendedDynamicState2 = true,
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.extendedDynamicState2LogicOp = true,
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},
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vk::PhysicalDeviceCustomBorderColorFeaturesEXT{
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.customBorderColors = true,
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.customBorderColorWithoutFormat = true,
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@ -195,6 +189,10 @@ bool Instance::CreateDevice() {
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},
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};
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if (!index_type_uint8) {
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device_chain.unlink<vk::PhysicalDeviceIndexTypeUint8FeaturesEXT>();
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}
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try {
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device = physical_device.createDeviceUnique(device_chain.get());
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} catch (vk::ExtensionNotPresentError& err) {
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@ -4,7 +4,7 @@
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// Include the vulkan platform specific header
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#if defined(ANDROID)
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#define VK_USE_PLATFORM_ANDROID_KHR
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#elif defined(WIN32)
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#elif defined(_WIN64)
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#define VK_USE_PLATFORM_WIN32_KHR
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#elif defined(__APPLE__)
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#define VK_USE_PLATFORM_METAL_EXT
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@ -2,35 +2,14 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <mutex>
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#include <utility>
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#include "common/thread.h"
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#include "video_core/renderer_vulkan/vk_instance.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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namespace Vulkan {
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void Scheduler::CommandChunk::ExecuteAll(vk::CommandBuffer cmdbuf) {
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auto command = first;
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while (command != nullptr) {
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auto next = command->GetNext();
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command->Execute(cmdbuf);
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command->~Command();
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command = next;
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}
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submit = false;
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command_offset = 0;
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first = nullptr;
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last = nullptr;
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}
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Scheduler::Scheduler(const Instance& instance)
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: master_semaphore{instance}, command_pool{instance, &master_semaphore}, use_worker_thread{
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true} {
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: master_semaphore{instance}, command_pool{instance, &master_semaphore} {
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AllocateWorkerCommandBuffers();
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if (use_worker_thread) {
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AcquireNewChunk();
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worker_thread = std::jthread([this](std::stop_token token) { WorkerThread(token); });
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}
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}
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Scheduler::~Scheduler() = default;
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@ -47,24 +26,6 @@ void Scheduler::Finish(vk::Semaphore signal, vk::Semaphore wait) {
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Wait(presubmit_tick);
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}
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void Scheduler::WaitWorker() {
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if (!use_worker_thread) {
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return;
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}
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DispatchWork();
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// Ensure the queue is drained.
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{
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std::unique_lock ql{queue_mutex};
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event_cv.wait(ql, [this] { return work_queue.empty(); });
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}
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// Now wait for execution to finish.
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// This needs to be done in the same order as WorkerThread.
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std::scoped_lock el{execution_mutex};
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}
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void Scheduler::Wait(u64 tick) {
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if (tick >= master_semaphore.CurrentTick()) {
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// Make sure we are not waiting for the current tick without signalling
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master_semaphore.Wait(tick);
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}
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void Scheduler::DispatchWork() {
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if (!use_worker_thread || chunk->Empty()) {
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return;
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}
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{
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std::scoped_lock ql{queue_mutex};
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work_queue.push(std::move(chunk));
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}
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event_cv.notify_all();
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AcquireNewChunk();
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}
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void Scheduler::WorkerThread(std::stop_token stop_token) {
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Common::SetCurrentThreadName("VulkanWorker");
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const auto TryPopQueue{[this](auto& work) -> bool {
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if (work_queue.empty()) {
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return false;
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}
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work = std::move(work_queue.front());
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work_queue.pop();
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event_cv.notify_all();
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return true;
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}};
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while (!stop_token.stop_requested()) {
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std::unique_ptr<CommandChunk> work;
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{
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std::unique_lock lk{queue_mutex};
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// Wait for work.
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event_cv.wait(lk, stop_token, [&] { return TryPopQueue(work); });
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// If we've been asked to stop, we're done.
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if (stop_token.stop_requested()) {
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return;
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}
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// Exchange lock ownership so that we take the execution lock before
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// the queue lock goes out of scope. This allows us to force execution
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// to complete in the next step.
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std::exchange(lk, std::unique_lock{execution_mutex});
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// Perform the work, tracking whether the chunk was a submission
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// before executing.
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const bool has_submit = work->HasSubmit();
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work->ExecuteAll(current_cmdbuf);
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// If the chunk was a submission, reallocate the command buffer.
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if (has_submit) {
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AllocateWorkerCommandBuffers();
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}
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}
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{
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std::scoped_lock rl{reserve_mutex};
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// Recycle the chunk back to the reserve.
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chunk_reserve.emplace_back(std::move(work));
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}
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}
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}
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void Scheduler::AllocateWorkerCommandBuffers() {
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const vk::CommandBufferBeginInfo begin_info = {
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.flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit,
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void Scheduler::SubmitExecution(vk::Semaphore signal_semaphore, vk::Semaphore wait_semaphore) {
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const u64 signal_value = master_semaphore.NextTick();
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Record([signal_semaphore, wait_semaphore, signal_value, this](vk::CommandBuffer cmdbuf) {
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std::scoped_lock lock{submit_mutex};
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master_semaphore.SubmitWork(cmdbuf, wait_semaphore, signal_semaphore, signal_value);
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});
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std::scoped_lock lk{submit_mutex};
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master_semaphore.SubmitWork(current_cmdbuf, wait_semaphore, signal_semaphore, signal_value);
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master_semaphore.Refresh();
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if (!use_worker_thread) {
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AllocateWorkerCommandBuffers();
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} else {
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chunk->MarkSubmit();
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DispatchWork();
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}
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}
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void Scheduler::AcquireNewChunk() {
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std::scoped_lock lock{reserve_mutex};
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if (chunk_reserve.empty()) {
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chunk = std::make_unique<CommandChunk>();
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return;
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}
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chunk = std::move(chunk_reserve.back());
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chunk_reserve.pop_back();
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AllocateWorkerCommandBuffers();
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}
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} // namespace Vulkan
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@ -4,13 +4,6 @@
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#pragma once
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#include <condition_variable>
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#include <functional>
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#include <memory>
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#include <thread>
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#include <utility>
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#include <queue>
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#include "common/alignment.h"
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#include "common/types.h"
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#include "video_core/renderer_vulkan/vk_master_semaphore.h"
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#include "video_core/renderer_vulkan/vk_resource_pool.h"
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class Instance;
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/// The scheduler abstracts command buffer and fence management with an interface that's able to do
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/// OpenGL-like operations on Vulkan command buffers.
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class Scheduler {
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public:
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explicit Scheduler(const Instance& instance);
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@ -32,34 +23,12 @@ public:
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/// Sends the current execution context to the GPU and waits for it to complete.
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void Finish(vk::Semaphore signal = nullptr, vk::Semaphore wait = nullptr);
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/// Waits for the worker thread to finish executing everything. After this function returns it's
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/// safe to touch worker resources.
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void WaitWorker();
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/// Waits for the given tick to trigger on the GPU.
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void Wait(u64 tick);
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/// Sends currently recorded work to the worker thread.
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void DispatchWork();
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/// Records the command to the current chunk.
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template <typename T>
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void Record(T&& command) {
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if (chunk->Record(command)) {
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return;
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}
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DispatchWork();
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(void)chunk->Record(command);
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}
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/// Registers a callback to perform on queue submission.
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void RegisterOnSubmit(std::function<void()>&& func) {
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on_submit = std::move(func);
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}
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/// Registers a callback to perform on queue submission.
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void RegisterOnDispatch(std::function<void()>&& func) {
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on_dispatch = std::move(func);
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/// Returns the current command buffer.
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vk::CommandBuffer CommandBuffer() const {
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return current_cmdbuf;
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}
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/// Returns the current command buffer tick.
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@ -80,113 +49,15 @@ public:
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std::mutex submit_mutex;
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private:
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class Command {
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public:
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virtual ~Command() = default;
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virtual void Execute(vk::CommandBuffer cmdbuf) const = 0;
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Command* GetNext() const {
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return next;
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}
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void SetNext(Command* next_) {
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next = next_;
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}
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private:
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Command* next = nullptr;
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};
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template <typename T>
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class TypedCommand final : public Command {
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public:
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explicit TypedCommand(T&& command_) : command{std::move(command_)} {}
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~TypedCommand() override = default;
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TypedCommand(TypedCommand&&) = delete;
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TypedCommand& operator=(TypedCommand&&) = delete;
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void Execute(vk::CommandBuffer cmdbuf) const override {
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command(cmdbuf);
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}
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private:
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T command;
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};
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class CommandChunk final {
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public:
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void ExecuteAll(vk::CommandBuffer cmdbuf);
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template <typename T>
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bool Record(T& command) {
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using FuncType = TypedCommand<T>;
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static_assert(sizeof(FuncType) < sizeof(data), "Lambda is too large");
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recorded_counts++;
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command_offset = Common::alignUp(command_offset, alignof(FuncType));
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if (command_offset > sizeof(data) - sizeof(FuncType)) {
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return false;
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}
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Command* const current_last = last;
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last = new (data.data() + command_offset) FuncType(std::move(command));
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if (current_last) {
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current_last->SetNext(last);
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} else {
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first = last;
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}
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command_offset += sizeof(FuncType);
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return true;
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}
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void MarkSubmit() {
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submit = true;
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}
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bool Empty() const {
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return recorded_counts == 0;
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}
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bool HasSubmit() const {
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return submit;
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}
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private:
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Command* first = nullptr;
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Command* last = nullptr;
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std::size_t recorded_counts = 0;
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std::size_t command_offset = 0;
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bool submit = false;
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alignas(std::max_align_t) std::array<u8, 0x8000> data{};
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};
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private:
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void WorkerThread(std::stop_token stop_token);
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void AllocateWorkerCommandBuffers();
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void SubmitExecution(vk::Semaphore signal_semaphore, vk::Semaphore wait_semaphore);
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void AcquireNewChunk();
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private:
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MasterSemaphore master_semaphore;
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CommandPool command_pool;
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std::unique_ptr<CommandChunk> chunk;
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std::queue<std::unique_ptr<CommandChunk>> work_queue;
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std::vector<std::unique_ptr<CommandChunk>> chunk_reserve;
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vk::CommandBuffer current_cmdbuf;
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std::function<void()> on_submit;
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std::function<void()> on_dispatch;
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std::mutex execution_mutex;
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std::mutex reserve_mutex;
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std::mutex queue_mutex;
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std::condition_variable_any event_cv;
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std::jthread worker_thread;
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bool use_worker_thread;
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};
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} // namespace Vulkan
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