renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore

This reworks how host<->device synchronization works on the Vulkan
backend. Instead of "protecting" resources with a fence and signalling
these as free when the fence is known to be signalled by the host GPU,
use timeline semaphores.

Vulkan timeline semaphores allow use to work on a subset of D3D12
fences. As far as we are concerned, timeline semaphores are a value set
by the host or the device that can be waited by either of them.

Taking advantange of this, we can have a monolithically increasing
atomic value for each submission to the graphics queue. Instead of
protecting resources with a fence, we simply store the current logical
tick (the atomic value stored in CPU memory). When we want to know if a
resource is free, it can be compared to the current GPU tick.

This greatly simplifies resource management code and the free status of
resources should have less false negatives.

To workaround bugs in validation layers, when these are attached there's
a thread waiting for timeline semaphores.
This commit is contained in:
ReinUsesLisp 2020-09-10 03:43:30 -03:00
parent 1eae35621e
commit 58b0ae84b5
42 changed files with 639 additions and 815 deletions

View file

@ -9,6 +9,17 @@
#include <shared_mutex>
#include <thread>
// This header includes both Vulkan and OpenGL headers, this has to be fixed
// Unfortunately, including OpenGL will include Windows.h that defines macros that can cause issues.
// Forcefully include glad early and undefine macros
#include <glad/glad.h>
#ifdef CreateEvent
#undef CreateEvent
#endif
#ifdef CreateSemaphore
#undef CreateSemaphore
#endif
#include "common/common_types.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"