0ad/source/renderer/backend/vulkan/Device.h
trompetin17 256dff7fd4
Font: make atlas uploads queue-aware on Vulkan
Goal
----
Avoid corrupting the dynamic font-atlas on Vulkan by blocking any
re-uploads until the command buffer that created / last updated the
texture has actually been submitted.

What changed
------------
* **Queue-aware textures**
  * Added `queueSubmitAware` flag to `IDevice::CreateTexture*` APIs.
  * `Vulkan::CTexture` now stores two booleans:
      - `m_QueueSubmitAware` – opt-in per texture.
      - `m_PendingQueueSubmit` – set to *true* the moment an upload
        is recorded, cleared once the submit scheduler has flushed.
  * `CRingCommandContext::ScheduleUpload` marks the texture as
    pending (`SetPendingQueueSubmit(true)`).

* **Device-side watcher**
  * `Vulkan::CDevice` keeps a
    `m_TextureUploadWatcherQueue`. Each frame it checks textures that
    were uploaded ≥ `NUMBER_OF_FRAMES_IN_FLIGHT` frames ago and
    clears their pending flag.
  * New helpers
    `ScheduleTextureUploadWatch `,
    `ProcessTextureUploadWatchQueue()`.

* **Font code**
  * Atlas texture is now created with
    `queueSubmitAware = true`.
  * `CFont::UploadTextureAtlasToGPU()` early-outs when
    `IsPendingQueueSubmit()` returns *true*, instead of tracking a
    submit-handle or the manual `m_IsLoadingTextureToGPU` flag
    (removed).

Why this is better
------------------
The logic to wait for a flush is localised inside the rendering
backend, so `CFont` only needs to ask *“is my texture busy?”*.
This removes the fragile submit-handle bookkeeping and works even if
the scheduler issues multiple submits per frame in future.

Result
------
Atlas uploads are deferred until the previous submit completes,
eliminating the intermittent glyph corruption on the Vulkan backend
while leaving GL and the dummy backend unchanged.
2025-07-09 13:09:46 -05:00

265 lines
8.4 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE
#define INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE
#include "renderer/backend/Backend.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/vulkan/DeviceForward.h"
#include "renderer/backend/vulkan/DeviceSelection.h"
#include "renderer/backend/vulkan/Texture.h"
#include "renderer/backend/vulkan/VMA.h"
#include "scriptinterface/ScriptForward.h"
#include <glad/vulkan.h>
#include <memory>
#include <limits>
#include <queue>
#include <string>
#include <tuple>
#include <unordered_map>
#include <vector>
typedef struct SDL_Window SDL_Window;
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
static constexpr size_t NUMBER_OF_FRAMES_IN_FLIGHT = 3;
class CBuffer;
class CDescriptorManager;
class CFramebuffer;
class CRenderPassManager;
class CRingCommandContext;
class CSamplerManager;
class CSubmitScheduler;
class CSwapChain;
class CTexture;
class CDevice final : public IDevice
{
public:
/**
* Creates the Vulkan device.
*/
static std::unique_ptr<CDevice> Create(SDL_Window* window);
~CDevice() override;
Backend GetBackend() const override { return Backend::VULKAN; }
const std::string& GetName() const override { return m_Name; }
const std::string& GetVersion() const override { return m_Version; }
const std::string& GetDriverInformation() const override { return m_DriverInformation; }
const std::vector<std::string>& GetExtensions() const override { return m_Extensions; }
void Report(const ScriptRequest& rq, JS::HandleValue settings) override;
std::unique_ptr<IDeviceCommandContext> CreateCommandContext() override;
std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
const SGraphicsPipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IComputePipelineState> CreateComputePipelineState(
const SComputePipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
const PS::span<const SVertexAttributeFormat> attributes) override;
std::unique_ptr<ITexture> CreateTexture(
const char* name, const ITexture::Type type, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount, const bool queueSubmitAware = false) override;
std::unique_ptr<ITexture> CreateTexture2D(
const char* name, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1, const bool queueSubmitAware = false) override;
std::unique_ptr<IFramebuffer> CreateFramebuffer(
const char* name, SColorAttachment* colorAttachment,
SDepthStencilAttachment* depthStencilAttachment) override;
std::unique_ptr<IBuffer> CreateBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const uint32_t usage) override;
std::unique_ptr<CBuffer> CreateCBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const uint32_t usage);
std::unique_ptr<IShaderProgram> CreateShaderProgram(
const CStr& name, const CShaderDefines& defines) override;
bool AcquireNextBackbuffer() override;
IFramebuffer* GetCurrentBackbuffer(
const AttachmentLoadOp colorAttachmentLoadOp,
const AttachmentStoreOp colorAttachmentStoreOp,
const AttachmentLoadOp depthStencilAttachmentLoadOp,
const AttachmentStoreOp depthStencilAttachmentStoreOp) override;
void Present() override;
void OnWindowResize(const uint32_t width, const uint32_t height) override;
bool IsTextureFormatSupported(const Format format) const override;
bool IsFramebufferFormatSupported(const Format format) const override;
Format GetPreferredDepthStencilFormat(
const uint32_t usage, const bool depth, const bool stencil) const override;
bool IsQueryResultAvailable(const uint32_t handle) const override;
uint32_t AllocateQuery() override;
void FreeQuery(const uint32_t handle) override;
uint64_t GetQueryResult(const uint32_t handle) override;
const Capabilities& GetCapabilities() const override { return m_Capabilities; }
VkDevice GetVkDevice() const { return m_Device; }
VmaAllocator GetVMAAllocator() { return m_VMAAllocator; }
void InsertTimestampQuery(
VkCommandBuffer commandBuffer, const uint32_t handle, const bool isScopeBegin);
void ScheduleObjectToDestroy(
VkObjectType type, const void* handle, const VmaAllocation allocation)
{
ScheduleObjectToDestroy(type, reinterpret_cast<uint64_t>(handle), allocation);
}
void ScheduleObjectToDestroy(
VkObjectType type, const uint64_t handle, const VmaAllocation allocation);
void ScheduleTextureToDestroy(const DeviceObjectUID uid);
void ScheduleBufferToDestroy(const DeviceObjectUID uid);
void ScheduleTextureUploadWatch(CTexture* texture);
void SetObjectName(VkObjectType type, const void* handle, const char* name)
{
SetObjectName(type, reinterpret_cast<uint64_t>(handle), name);
}
void SetObjectName(VkObjectType type, const uint64_t handle, const char* name);
std::unique_ptr<CRingCommandContext> CreateRingCommandContext(const size_t size);
const SAvailablePhysicalDevice& GetChoosenPhysicalDevice() const { return m_ChoosenDevice; }
CRenderPassManager& GetRenderPassManager() { return *m_RenderPassManager; }
CSamplerManager& GetSamplerManager() { return *m_SamplerManager; }
CDescriptorManager& GetDescriptorManager() { return *m_DescriptorManager; }
CTexture* GetCurrentBackbufferTexture();
CTexture* GetOrCreateBackbufferReadbackTexture();
DeviceObjectUID GenerateNextDeviceObjectUID();
uint32_t GetCurrentSchedulerHandle() const;
private:
CDevice();
void RecreateSwapChain();
bool IsSwapChainValid();
void ProcessObjectToDestroyQueue(const bool ignoreFrameID = false);
void ProcessDeviceObjectToDestroyQueue(const bool ignoreFrameID = false);
void ProcessTextureUploadWatchQueue(const bool ignoreFrameID = false);
bool IsFormatSupportedForUsage(const Format format, const uint32_t usage) const;
std::string m_Name;
std::string m_Version;
std::string m_VendorID;
std::string m_DriverInformation;
std::vector<std::string> m_Extensions;
std::vector<std::string> m_InstanceExtensions;
std::vector<std::string> m_ValidationLayers;
SAvailablePhysicalDevice m_ChoosenDevice{};
std::vector<SAvailablePhysicalDevice> m_AvailablePhysicalDevices;
Capabilities m_Capabilities{};
VkInstance m_Instance = VK_NULL_HANDLE;
VkDebugUtilsMessengerEXT m_DebugMessenger = VK_NULL_HANDLE;
SDL_Window* m_Window = nullptr;
VkSurfaceKHR m_Surface = VK_NULL_HANDLE;
VkDevice m_Device = VK_NULL_HANDLE;
VmaAllocator m_VMAAllocator = VK_NULL_HANDLE;
VkQueue m_GraphicsQueue = VK_NULL_HANDLE;
uint32_t m_GraphicsQueueFamilyIndex = std::numeric_limits<uint32_t>::max();
VkQueryPool m_QueryPool{VK_NULL_HANDLE};
struct Query
{
uint32_t lastUsageFrameID{};
bool occupied{};
bool submitted{};
};
std::vector<Query> m_Queries;
std::unique_ptr<CSwapChain> m_SwapChain;
std::unique_ptr<CTexture> m_BackbufferReadbackTexture;
uint32_t m_FrameID = 0;
struct ObjectToDestroy
{
uint32_t frameID;
VkObjectType type;
uint64_t handle;
VmaAllocation allocation;
};
std::queue<ObjectToDestroy> m_ObjectToDestroyQueue;
std::queue<std::pair<uint32_t, DeviceObjectUID>> m_TextureToDestroyQueue;
std::queue<std::pair<uint32_t, CTexture*>> m_TextureUploadWatcherQueue;
std::queue<std::pair<uint32_t, DeviceObjectUID>> m_BufferToDestroyQueue;
std::unique_ptr<CRenderPassManager> m_RenderPassManager;
std::unique_ptr<CSamplerManager> m_SamplerManager;
std::unique_ptr<CDescriptorManager> m_DescriptorManager;
std::unique_ptr<CSubmitScheduler> m_SubmitScheduler;
DeviceObjectUID m_LastAvailableUID{1};
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE