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using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Vulkan
{
internal class BarrierBatch : IDisposable
{
private const int MaxBarriersPerCall = 16;
private readonly VulkanRenderer _gd;
private readonly NativeArray<MemoryBarrier> _memoryBarrierBatch = new(MaxBarriersPerCall);
private readonly NativeArray<BufferMemoryBarrier> _bufferBarrierBatch = new(MaxBarriersPerCall);
private readonly NativeArray<ImageMemoryBarrier> _imageBarrierBatch = new(MaxBarriersPerCall);
private readonly List<BarrierWithStageFlags<MemoryBarrier>> _memoryBarriers = new();
private readonly List<BarrierWithStageFlags<BufferMemoryBarrier>> _bufferBarriers = new();
private readonly List<BarrierWithStageFlags<ImageMemoryBarrier>> _imageBarriers = new();
private int _queuedBarrierCount;
public BarrierBatch(VulkanRenderer gd)
{
_gd = gd;
}
private readonly record struct StageFlags : IEquatable<StageFlags>
{
public readonly PipelineStageFlags Source;
public readonly PipelineStageFlags Dest;
public StageFlags(PipelineStageFlags source, PipelineStageFlags dest)
{
Source = source;
Dest = dest;
}
}
private readonly struct BarrierWithStageFlags<T> where T : unmanaged
{
public readonly StageFlags Flags;
public readonly T Barrier;
public BarrierWithStageFlags(StageFlags flags, T barrier)
{
Flags = flags;
Barrier = barrier;
}
public BarrierWithStageFlags(PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags, T barrier)
{
Flags = new StageFlags(srcStageFlags, dstStageFlags);
Barrier = barrier;
}
}
private void QueueBarrier<T>(List<BarrierWithStageFlags<T>> list, T barrier, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags) where T : unmanaged
{
list.Add(new BarrierWithStageFlags<T>(srcStageFlags, dstStageFlags, barrier));
_queuedBarrierCount++;
}
public void QueueBarrier(MemoryBarrier barrier, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags)
{
QueueBarrier(_memoryBarriers, barrier, srcStageFlags, dstStageFlags);
}
public void QueueBarrier(BufferMemoryBarrier barrier, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags)
{
QueueBarrier(_bufferBarriers, barrier, srcStageFlags, dstStageFlags);
}
public void QueueBarrier(ImageMemoryBarrier barrier, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags)
{
QueueBarrier(_imageBarriers, barrier, srcStageFlags, dstStageFlags);
}
public unsafe void Flush(CommandBuffer cb, bool insideRenderPass, Action endRenderPass)
{
while (_queuedBarrierCount > 0)
{
int memoryCount = 0;
int bufferCount = 0;
int imageCount = 0;
bool hasBarrier = false;
StageFlags flags = default;
static void AddBarriers<T>(
Span<T> target,
ref int queuedBarrierCount,
ref bool hasBarrier,
ref StageFlags flags,
ref int count,
List<BarrierWithStageFlags<T>> list) where T : unmanaged
{
int firstMatch = -1;
int end = list.Count;
for (int i = 0; i < list.Count; i++)
{
BarrierWithStageFlags<T> barrier = list[i];
if (!hasBarrier)
{
flags = barrier.Flags;
hasBarrier = true;
target[count++] = barrier.Barrier;
queuedBarrierCount--;
firstMatch = i;
if (count >= target.Length)
{
end = i + 1;
break;
}
}
else
{
if (flags.Equals(barrier.Flags))
{
target[count++] = barrier.Barrier;
queuedBarrierCount--;
if (firstMatch == -1)
{
firstMatch = i;
}
if (count >= target.Length)
{
end = i + 1;
break;
}
}
else
{
// Delete consumed barriers from the first match to the current non-match.
if (firstMatch != -1)
{
int deleteCount = i - firstMatch;
list.RemoveRange(firstMatch, deleteCount);
i -= deleteCount;
firstMatch = -1;
end = list.Count;
}
}
}
}
if (firstMatch == 0 && end == list.Count)
{
list.Clear();
}
else if (firstMatch != -1)
{
int deleteCount = end - firstMatch;
list.RemoveRange(firstMatch, deleteCount);
}
}
if (insideRenderPass)
{
// Image barriers queued in the batch are meant to be globally scoped,
// but inside a render pass they're scoped to just the range of the render pass.
// On MoltenVK, we just break the rules and always use image barrier.
// On desktop GPUs, all barriers are globally scoped, so we just replace it with a generic memory barrier.
// TODO: On certain GPUs, we need to split render pass so the barrier scope is global. When this is done,
// notify the resource that it should add a barrier as soon as a render pass ends to avoid this in future.
if (!_gd.IsMoltenVk)
{
foreach (var barrier in _imageBarriers)
{
_memoryBarriers.Add(new BarrierWithStageFlags<MemoryBarrier>(
barrier.Flags,
new MemoryBarrier()
{
SType = StructureType.MemoryBarrier,
SrcAccessMask = barrier.Barrier.SrcAccessMask,
DstAccessMask = barrier.Barrier.DstAccessMask
}));
}
_imageBarriers.Clear();
}
}
AddBarriers(_memoryBarrierBatch.AsSpan(), ref _queuedBarrierCount, ref hasBarrier, ref flags, ref memoryCount, _memoryBarriers);
AddBarriers(_bufferBarrierBatch.AsSpan(), ref _queuedBarrierCount, ref hasBarrier, ref flags, ref bufferCount, _bufferBarriers);
AddBarriers(_imageBarrierBatch.AsSpan(), ref _queuedBarrierCount, ref hasBarrier, ref flags, ref imageCount, _imageBarriers);
if (hasBarrier)
{
PipelineStageFlags srcStageFlags = flags.Source;
if (insideRenderPass)
{
// Inside a render pass, barrier stages can only be from rasterization.
srcStageFlags &= ~PipelineStageFlags.ComputeShaderBit;
}
_gd.Api.CmdPipelineBarrier(
cb,
srcStageFlags,
flags.Dest,
0,
(uint)memoryCount,
_memoryBarrierBatch.Pointer,
(uint)bufferCount,
_bufferBarrierBatch.Pointer,
(uint)imageCount,
_imageBarrierBatch.Pointer);
}
}
}
public void Dispose()
{
_memoryBarrierBatch.Dispose();
_bufferBarrierBatch.Dispose();
_imageBarrierBatch.Dispose();
}
}
}
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