suyu/src/video_core/renderer_vulkan/vk_descriptor_pool.h
ReinUsesLisp 2f3c3dfc10 vulkan: Rework descriptor allocation algorithm
Create multiple descriptor pools on demand. There are some degrees of
freedom what is considered a compatible pool to avoid wasting large
pools on small descriptors.
2021-07-22 21:51:29 -04:00

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <shared_mutex>
#include <span>
#include <vector>
#include "shader_recompiler/shader_info.h"
#include "video_core/renderer_vulkan/vk_resource_pool.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
class Device;
class VKScheduler;
struct DescriptorBank;
struct DescriptorBankInfo {
[[nodiscard]] bool IsSuperset(const DescriptorBankInfo& subset) const noexcept;
u32 uniform_buffers{}; ///< Number of uniform buffer descriptors
u32 storage_buffers{}; ///< Number of storage buffer descriptors
u32 texture_buffers{}; ///< Number of texture buffer descriptors
u32 image_buffers{}; ///< Number of image buffer descriptors
u32 textures{}; ///< Number of texture descriptors
u32 images{}; ///< Number of image descriptors
s32 score{}; ///< Number of descriptors in total
};
class DescriptorAllocator final : public ResourcePool {
friend class DescriptorPool;
public:
explicit DescriptorAllocator() = default;
~DescriptorAllocator() override = default;
DescriptorAllocator& operator=(DescriptorAllocator&&) noexcept = default;
DescriptorAllocator(DescriptorAllocator&&) noexcept = default;
DescriptorAllocator& operator=(const DescriptorAllocator&) = delete;
DescriptorAllocator(const DescriptorAllocator&) = delete;
VkDescriptorSet Commit();
private:
explicit DescriptorAllocator(const Device& device_, MasterSemaphore& master_semaphore_,
DescriptorBank& bank_, VkDescriptorSetLayout layout_);
void Allocate(size_t begin, size_t end) override;
vk::DescriptorSets AllocateDescriptors(size_t count);
const Device* device{};
DescriptorBank* bank{};
VkDescriptorSetLayout layout{};
std::vector<vk::DescriptorSets> sets;
};
class DescriptorPool {
public:
explicit DescriptorPool(const Device& device, VKScheduler& scheduler);
~DescriptorPool();
DescriptorPool& operator=(const DescriptorPool&) = delete;
DescriptorPool(const DescriptorPool&) = delete;
DescriptorAllocator Allocator(VkDescriptorSetLayout layout,
std::span<const Shader::Info> infos);
DescriptorAllocator Allocator(VkDescriptorSetLayout layout, const Shader::Info& info);
DescriptorAllocator Allocator(VkDescriptorSetLayout layout, const DescriptorBankInfo& info);
private:
DescriptorBank& Bank(const DescriptorBankInfo& reqs);
const Device& device;
MasterSemaphore& master_semaphore;
std::shared_mutex banks_mutex;
std::vector<DescriptorBankInfo> bank_infos;
std::vector<std::unique_ptr<DescriptorBank>> banks;
};
} // namespace Vulkan