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* vo_gpu: vulkan: print libplacebo API verNiklas Haas2020-07-161-0/+1
| | | | | | | | This normally gets printed by libplacebo itself when initializing the context, but due to the way our code is structured (for convenience) we don't have the log hook enabled by the time this function call is relevant. So instead just print it manually as an easier work-around than restructuring the code.
* vo_gpu: vulkan: use libplacebo insteadNiklas Haas2019-04-211-965/+25
| | | | | | | | | | | | | | | | | | | | | | | | This commit rips out the entire mpv vulkan implementation in favor of exposing lightweight wrappers on top of libplacebo instead, which provides much of the same except in a more up-to-date and polished form. This (finally) unifies the code base between mpv and libplacebo, which is something I've been hoping to do for a long time. Note: The ra_pl wrappers are abstract enough from the actual libplacebo device type that we can in theory re-use them for other devices like d3d11 or even opengl in the future, so I moved them to a separate directory for the time being. However, the rest of the code is still vulkan-specific, so I've kept the "vulkan" naming and file paths, rather than introducing a new `--gpu-api` type. (Which would have been ended up with significantly more code duplicaiton) Plus, the code and functionality is similar enough that for most users this should just be a straight-up drop-in replacement. Note: This commit excludes some changes; specifically, the updates to context_win and hwdec_cuda are deferred to separate commits for authorship reasons.
* vo_gpu: vulkan: only rotate the queues on swapNiklas Haas2018-11-191-6/+0
| | | | | | | | Makes performance slightly better when using multiple queues by avoiding unnecessary semaphores due to bad queue selection. Also remove an aeons-old workaround for an nvidia bug that only ever existed in the earliest beta vulkan drivers anyway.
* vo_gpu: vulkan: Always use KHR suffix types and definesPhilip Langdale2018-11-031-4/+4
| | | | | | | | | I was inconsistent about this originally, as the functionality was moved into the core spec in 1.1 and so both suffixed and unsuffixed versions of everything exist and can be mixed together. There's no reason to fail to build with 1.0.39+ so I'm fixing the names.
* vo_gpu: vulkan: Add a function to get the device UUIDPhilip Langdale2018-10-221-0/+22
| | | | We need this to do device matching for the cuda interop.
* vo_gpu: vulkan: Add support for exporting buffer memoryPhilip Langdale2018-10-221-0/+41
| | | | | | | | | | | | | | | | | | | | The CUDA/Vulkan interop works on the basis of memory being exported from Vulkan and then imported by CUDA. To enable this, we add a way to declare a buffer as being intended for export, and then add a function to do the export. For now, we support the fd and Handle based exports on Linux and Windows respectively. There are others, which we can support when a need arises. Also note that this is just for exporting buffers, rather than textures (VkImages). Image import on the CUDA side is supposed to work, but it is currently buggy and waiting for a new driver release. Finally, at least with my nvidia hardware and drivers, everything seems to work even if we don't initialise the buffer with the right exportability options. Nevertheless I'm enforcing it so that we're following the spec.
* vo_gpu: vulkan: correctly enable textureGatherOffsetNiklas Haas2018-02-051-0/+1
| | | | This also requires a vulkan feature / SPIR-V capability to function
* vo_gpu: vulkan: try enabling required featuresNiklas Haas2018-02-051-0/+9
| | | | | | | Instead of enabling every feature under the sun, make an effort to just whitelist the ones we actually might use. Turns out the extended storage format support is needed for some of the storage formats we use, in particular rgba16.
* vo_gpu: vulkan: fix segfault due to index mismatchNiklas Haas2017-12-251-5/+8
| | | | | | | | The queue family index and the queue info index are not necessarily the same, so we're forced to do a check based on the queue family index itself. Fixes #5049
* vo_gpu: vulkan: allow disabling async tf/compNiklas Haas2017-12-251-3/+11
| | | | | | | | | Async compute in particular seems to cause problems on some drivers, and even when supprted the benefits are not that massive from the tests I have seen, so it's probably safe to keep off by default. Async transfer on the other hand seems to work better and offers a more substantial improvement, so it's kept on.
* vo_gpu: vulkan: refine queue family selection algorithmNiklas Haas2017-12-251-2/+7
| | | | | | This gets confused by e.g. SPARSE_BIT on the TRANSFER_BIT, leading to situations where "more specialized" is ambiguous and the logic breaks down. So to fix it, only compare the subset we care about.
* vo_gpu: vulkan: support split command poolsNiklas Haas2017-12-251-107/+161
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of using a single primary queue, we generate multiple vk_cmdpools and pick the right one dynamically based on the intent. This has a number of immediate benefits: 1. We can use async texture uploads 2. We can use the DMA engine for buffer updates 3. We can benefit from async compute on AMD GPUs Unfortunately, the major downside is that due to the lack of QF ownership tracking, we need to use CONCURRENT sharing for all resources (buffers *and* images!). In theory, we could try figuring out a way to get rid of the concurrent sharing for buffers (which is only needed for compute shader UBOs), but even so, the concurrent sharing mode doesn't really seem to have a significant impact over here (nvidia). It's possible that other platforms may disagree. Our deadlock-avoidance strategy is stupidly simple: Just flush the command every time we need to switch queues, and make sure all submission and callbacks happen in FIFO order. This required lifting the cmds_pending and cmds_queued out from vk_cmdpool to mpvk_ctx, and some functions died/got moved as a result, but that's a relatively minor change. On my hardware this is a fairly significant performance boost, mainly due to async transfers. (Nvidia doesn't expose separate compute queues anyway). On AMD, this should be a performance boost as well due to async compute.
* vo_gpu: vulkan: add a vk_signal abstractionNiklas Haas2017-12-251-0/+111
| | | | | | | | | This combines VkSemaphores and VkEvents into a common umbrella abstraction which can resolve to either. We aggressively try to prefer VkEvents over VkSemaphores whenever the conditions are met (1. we can unsignal the semaphore, i.e. it comes from the same frame; and 2. it comes from the same queue).
* vo_gpu: vulkan: refactor command submissionNiklas Haas2017-12-251-20/+43
| | | | | | | | | | | | | | | Instead of being submitted immediately, commands are appended into an internal submission queue, and the actual submission is done once per frame (at the same time as queue cycling). Again, the benefits are not immediately obvious because nothing benefits from this yet, but it will make more sense for an upcoming vk_signal mechanism. This also cleans up the way the ra_vk submission interacts with the synchronization/callbacks from the ra_vk_ctx. Although currently, the way the dependency is signalled is a bit hacky: normally it would be associated with the ra_tex itself and waited on in the appropriate stage implicitly. But that code is just temporary, so I'm keeping it in there for a better commit order.
* vo_gpu: vulkan: reorganize vk_cmd slightlyNiklas Haas2017-12-251-17/+11
| | | | | | | | Instead of associating a single VkSemaphore with every command buffer and allowing the user to ad-hoc wait on it during submission, make the raw semaphores-to-signal array work like the raw semaphores-to-wait-on array. Doesn't really provide a clear benefit yet, but it's required for upcoming modifications.
* vo_gpu: vulkan: refactor vk_cmdpoolNiklas Haas2017-12-251-156/+148
| | | | | | 1. No more static arrays (deps / callbacks / queues / cmds) 2. Allows safely recording multiple commands at the same time 3. Uses resources optimally by never over-allocating commands
* vo_gpu: vulkan: indent queue family enumerationNiklas Haas2017-09-271-1/+1
| | | | Consistency
* vo_gpu: vulkan: normalize use of *Flags and *FlagBitsNiklas Haas2017-09-271-1/+1
| | | | | | | | | | | | FlagBits is just the name of the enum. The actual data type representing a combination of these flags follows the *Flags convention. (The relevant difference is that the latter is defined to be uint32_t instead of left implicit) For consistency, use *Flags everywhere instead of randomly switching between *Flags and *FlagBits. Also fix a wrong type name on `stageFlags`, pointed out by @atomnuker
* vo_gpu: vulkan: add support for waylandRostislav Pehlivanov2017-09-261-5/+4
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* vo_gpu: vulkan: generalize SPIR-V compilerNiklas Haas2017-09-261-12/+16
| | | | | | | | | | | | | | In addition to the built-in nvidia compiler, we now also support a backend based on libshaderc. shaderc is sort of like glslang except it has a C API and is available as a dynamic library. The generated SPIR-V is now cached alongside the VkPipeline in the cached_program. We use a special cache header to ensure validity of this cache before passing it blindly to the vulkan implementation, since passing invalid SPIR-V can cause all sorts of nasty things. It's also designed to self-invalidate if the compiler gets better, by offering a catch-all `int compiler_version` that implementations can use as a cache invalidation marker.
* vo_gpu: vulkan: initial implementationNiklas Haas2017-09-261-0/+726
This time based on ra/vo_gpu. 2017 is the year of the vulkan desktop! Current problems / limitations / improvement opportunities: 1. The swapchain/flipping code violates the vulkan spec, by assuming that the presentation queue will be bounded (in cases where rendering is significantly faster than vsync). But apparently, there's simply no better way to do this right now, to the point where even the stupid cube.c examples from LunarG etc. do it wrong. (cf. https://github.com/KhronosGroup/Vulkan-Docs/issues/370) 2. The memory allocator could be improved. (This is a universal constant) 3. Could explore using push descriptors instead of descriptor sets, especially since we expect to switch descriptors semi-often for some passes (like interpolation). Probably won't make a difference, but the synchronization overhead might be a factor. Who knows. 4. Parallelism across frames / async transfer is not well-defined, we either need to use a better semaphore / command buffer strategy or a resource pooling layer to safely handle cross-frame parallelism. (That said, I gave resource pooling a try and was not happy with the result at all - so I'm still exploring the semaphore strategy) 5. We aggressively use pipeline barriers where events would offer a much more fine-grained synchronization mechanism. As a result of this, we might be suffering from GPU bubbles due to too-short dependencies on objects. (That said, I'm also exploring the use of semaphores as a an ordering tactic which would allow cross-frame time slicing in theory) Some minor changes to the vo_gpu and infrastructure, but nothing consequential. NOTE: For safety, all use of asynchronous commands / multiple command pools is currently disabled completely. There are some left-over relics of this in the code (e.g. the distinction between dev_poll and pool_poll), but that is kept in place mostly because this will be re-extended in the future (vulkan rev 2). The queue count is also currently capped to 1, because of the lack of cross-frame semaphores means we need the implicit synchronization from the same-queue semantics to guarantee a correct result.