// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <vector>
#include "common/common_types.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_resource_pool.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
// Prefer small grow rates to avoid saturating the descriptor pool with barely used pipelines.
constexpr std::size_t SETS_GROW_RATE = 0x20;
DescriptorAllocator::DescriptorAllocator(VKDescriptorPool& descriptor_pool_,
VkDescriptorSetLayout layout_)
: ResourcePool(descriptor_pool_.master_semaphore, SETS_GROW_RATE),
descriptor_pool{descriptor_pool_}, layout{layout_} {}
DescriptorAllocator::~DescriptorAllocator() = default;
VkDescriptorSet DescriptorAllocator::Commit() {
const std::size_t index = CommitResource();
return descriptors_allocations[index / SETS_GROW_RATE][index % SETS_GROW_RATE];
}
void DescriptorAllocator::Allocate(std::size_t begin, std::size_t end) {
descriptors_allocations.push_back(descriptor_pool.AllocateDescriptors(layout, end - begin));
}
VKDescriptorPool::VKDescriptorPool(const Device& device_, VKScheduler& scheduler)
: device{device_}, master_semaphore{scheduler.GetMasterSemaphore()}, active_pool{
AllocateNewPool()} {}
VKDescriptorPool::~VKDescriptorPool() = default;
vk::DescriptorPool* VKDescriptorPool::AllocateNewPool() {
static constexpr u32 num_sets = 0x20000;
static constexpr VkDescriptorPoolSize pool_sizes[] = {
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, num_sets * 90},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, num_sets * 60},
{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, num_sets * 64},
{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, num_sets * 64},
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, num_sets * 64},
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, num_sets * 40},
};
const VkDescriptorPoolCreateInfo ci{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.pNext = nullptr,
.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
.maxSets = num_sets,
.poolSizeCount = static_cast<u32>(std::size(pool_sizes)),
.pPoolSizes = std::data(pool_sizes),
};
return &pools.emplace_back(device.GetLogical().CreateDescriptorPool(ci));
}
vk::DescriptorSets VKDescriptorPool::AllocateDescriptors(VkDescriptorSetLayout layout,
std::size_t count) {
const std::vector layout_copies(count, layout);
VkDescriptorSetAllocateInfo ai{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.pNext = nullptr,
.descriptorPool = **active_pool,
.descriptorSetCount = static_cast<u32>(count),
.pSetLayouts = layout_copies.data(),
};
vk::DescriptorSets sets = active_pool->Allocate(ai);
if (!sets.IsOutOfPoolMemory()) {
return sets;
}
// Our current pool is out of memory. Allocate a new one and retry
active_pool = AllocateNewPool();
ai.descriptorPool = **active_pool;
sets = active_pool->Allocate(ai);
if (!sets.IsOutOfPoolMemory()) {
return sets;
}
// After allocating a new pool, we are out of memory again. We can't handle this from here.
throw vk::Exception(VK_ERROR_OUT_OF_POOL_MEMORY);
}
} // namespace Vulkan