computecloth: Optimize barriers and add compute queue double buffering (#1128)
* Optimize compute-to-compute barriers and adjust access masks for buffer queue transfers * Add compute queue double buffering for in-parallel compute / graphics queue processing
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1 changed files with 67 additions and 23 deletions
90
examples/computecloth/computecloth.cpp
Normal file → Executable file
90
examples/computecloth/computecloth.cpp
Normal file → Executable file
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@ -70,14 +70,17 @@ public:
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} graphics;
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// Resources for the compute part of the example
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// SRS - Number of compute command buffers: set to 1 for serialized processing or 2 for in-parallel with graphics queue
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#define COMPUTE_CMD_BUFFERS 2
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struct Compute {
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struct Semaphores {
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typedef struct Semaphores_t {
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VkSemaphore ready{ VK_NULL_HANDLE };
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VkSemaphore complete{ VK_NULL_HANDLE };
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} semaphores;
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} semaphores_t;
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std::array<semaphores_t, COMPUTE_CMD_BUFFERS> semaphores{};
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VkQueue queue{ VK_NULL_HANDLE };
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VkCommandPool commandPool{ VK_NULL_HANDLE };
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std::array<VkCommandBuffer, 2> commandBuffers{};
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std::array<VkCommandBuffer, COMPUTE_CMD_BUFFERS> commandBuffers{};
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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std::array<VkDescriptorSet, 2> descriptorSets{ VK_NULL_HANDLE };
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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@ -126,8 +129,10 @@ public:
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vkDestroyPipelineLayout(device, compute.pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, compute.descriptorSetLayout, nullptr);
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vkDestroyPipeline(device, compute.pipeline, nullptr);
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vkDestroySemaphore(device, compute.semaphores.ready, nullptr);
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vkDestroySemaphore(device, compute.semaphores.complete, nullptr);
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for (uint32_t i = 0; i < compute.semaphores.size(); i++) {
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vkDestroySemaphore(device, compute.semaphores[i].ready, nullptr);
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vkDestroySemaphore(device, compute.semaphores[i].complete, nullptr);
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}
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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// SSBOs
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@ -176,7 +181,7 @@ public:
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}
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}
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void addComputeToComputeBarriers(VkCommandBuffer commandBuffer)
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void addComputeToComputeBarriers(VkCommandBuffer commandBuffer, uint32_t readSet)
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{
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VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
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bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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@ -185,10 +190,20 @@ public:
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bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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bufferBarrier.size = VK_WHOLE_SIZE;
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std::vector<VkBufferMemoryBarrier> bufferBarriers;
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bufferBarrier.buffer = storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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bufferBarrier.buffer = storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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if (readSet == 0)
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{
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// SRS - we have written to output.buffer and need a memory barrier before reading it
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// - don't need a memory barrier for input.buffer, the execution barrier is enough
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bufferBarrier.buffer = storageBuffers.output.buffer;
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bufferBarriers.push_back(bufferBarrier);
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}
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else //if (readSet == 1)
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{
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// SRS - we have written to input.buffer and need a memory barrier before reading it
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// - don't need a memory barrier for output.buffer, the execution barrier is enough
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bufferBarrier.buffer = storageBuffers.input.buffer;
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bufferBarriers.push_back(bufferBarrier);
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}
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vkCmdPipelineBarrier(
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commandBuffer,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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@ -280,7 +295,7 @@ public:
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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// release the storage buffers to the compute queue
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addGraphicsToComputeBarriers(drawCmdBuffers[i], VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT, 0, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
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addGraphicsToComputeBarriers(drawCmdBuffers[i], VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, 0, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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@ -292,12 +307,12 @@ public:
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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cmdBufInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
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for (uint32_t i = 0; i < 2; i++) {
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for (uint32_t i = 0; i < compute.commandBuffers.size(); i++) {
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VK_CHECK_RESULT(vkBeginCommandBuffer(compute.commandBuffers[i], &cmdBufInfo));
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// Acquire the storage buffers from the graphics queue
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addGraphicsToComputeBarriers(compute.commandBuffers[i], 0, VK_ACCESS_SHADER_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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addGraphicsToComputeBarriers(compute.commandBuffers[i], 0, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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vkCmdBindPipeline(compute.commandBuffers[i], VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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@ -305,6 +320,7 @@ public:
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vkCmdPushConstants(compute.commandBuffers[i], compute.pipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(uint32_t), &calculateNormals);
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// Dispatch the compute job
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// SRS - Iterations **must** be an even number, so that readSet starts at 1 and the final result ends up in output.buffer with readSet equal to 0
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const uint32_t iterations = 64;
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for (uint32_t j = 0; j < iterations; j++) {
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readSet = 1 - readSet;
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@ -319,7 +335,7 @@ public:
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// Don't add a barrier on the last iteration of the loop, since we'll have an explicit release to the graphics queue
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if (j != iterations - 1) {
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addComputeToComputeBarriers(compute.commandBuffers[i]);
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addComputeToComputeBarriers(compute.commandBuffers[i], readSet);
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}
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}
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@ -386,7 +402,7 @@ public:
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// Add an initial release barrier to the graphics queue,
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// so that when the compute command buffer executes for the first time
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// it doesn't complain about a lack of a corresponding "release" to its "acquire"
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addGraphicsToComputeBarriers(copyCmd, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT, 0, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
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addGraphicsToComputeBarriers(copyCmd, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, 0, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
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vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
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stagingBuffer.destroy();
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@ -595,13 +611,15 @@ public:
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VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
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// Create a command buffer for compute operations
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VkCommandBufferAllocateInfo cmdBufAllocateInfo = vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 2);
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VkCommandBufferAllocateInfo cmdBufAllocateInfo = vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, static_cast<uint32_t>(compute.commandBuffers.size()));
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffers[0]));
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// Semaphores for graphics / compute synchronization
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores.ready));
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores.complete));
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for (uint32_t i = 0; i < compute.semaphores.size(); i++) {
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores[i].ready));
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &compute.semaphores[i].complete));
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}
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// Build a single command buffer containing the compute dispatch commands
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buildComputeCommandBuffer();
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@ -643,20 +661,46 @@ public:
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// We'll be using semaphores to synchronize between the compute shader updating the cloth and the graphics pipeline drawing it
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static bool firstDraw = true;
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static uint32_t computeSubmitIndex{ 0 }, graphicsSubmitIndex{ 0 };
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if (COMPUTE_CMD_BUFFERS > 1) // should be constexpr, but requires C++17
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{
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// SRS - if we are double buffering the compute queue, swap the compute command buffer indices
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graphicsSubmitIndex = computeSubmitIndex;
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computeSubmitIndex = 1 - graphicsSubmitIndex;
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}
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VkSubmitInfo computeSubmitInfo = vks::initializers::submitInfo();
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VkPipelineStageFlags computeWaitDstStageMask = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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if (!firstDraw) {
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computeSubmitInfo.waitSemaphoreCount = 1;
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computeSubmitInfo.pWaitSemaphores = &compute.semaphores.ready;
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computeSubmitInfo.pWaitSemaphores = &compute.semaphores[computeSubmitIndex].ready;
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computeSubmitInfo.pWaitDstStageMask = &computeWaitDstStageMask;
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}
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else {
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firstDraw = false;
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if (COMPUTE_CMD_BUFFERS > 1) // should be constexpr, but requires C++17
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{
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// SRS - if we are double buffering the compute queue, submit extra command buffer at start
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computeSubmitInfo.signalSemaphoreCount = 1;
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computeSubmitInfo.pSignalSemaphores = &compute.semaphores[graphicsSubmitIndex].complete;
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computeSubmitInfo.commandBufferCount = 1;
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computeSubmitInfo.pCommandBuffers = &compute.commandBuffers[graphicsSubmitIndex];
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VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
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// Add an extra set of acquire and release barriers to the graphics queue,
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// so that when the second compute command buffer executes for the first time
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// it doesn't complain about a lack of a corresponding "acquire" to its "release" and vice versa
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VkCommandBuffer barrierCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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addComputeToGraphicsBarriers(barrierCmd, 0, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT);
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addGraphicsToComputeBarriers(barrierCmd, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, 0, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
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vulkanDevice->flushCommandBuffer(barrierCmd, queue, true);
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}
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}
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computeSubmitInfo.signalSemaphoreCount = 1;
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computeSubmitInfo.pSignalSemaphores = &compute.semaphores.complete;
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computeSubmitInfo.pSignalSemaphores = &compute.semaphores[computeSubmitIndex].complete;
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computeSubmitInfo.commandBufferCount = 1;
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computeSubmitInfo.pCommandBuffers = &compute.commandBuffers[readSet];
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computeSubmitInfo.pCommandBuffers = &compute.commandBuffers[computeSubmitIndex];
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VK_CHECK_RESULT(vkQueueSubmit(compute.queue, 1, &computeSubmitInfo, VK_NULL_HANDLE));
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@ -667,10 +711,10 @@ public:
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submitPipelineStages, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
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};
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VkSemaphore waitSemaphores[2] = {
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semaphores.presentComplete, compute.semaphores.complete
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semaphores.presentComplete, compute.semaphores[graphicsSubmitIndex].complete
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};
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VkSemaphore signalSemaphores[2] = {
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semaphores.renderComplete, compute.semaphores.ready
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semaphores.renderComplete, compute.semaphores[graphicsSubmitIndex].ready
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};
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submitInfo.waitSemaphoreCount = 2;
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