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/* Copyright (c) 2015-2024 The Khronos Group Inc.
* Copyright (c) 2015-2024 Valve Corporation
* Copyright (c) 2015-2024 LunarG, Inc.
* Copyright (C) 2015-2024 Google Inc.
* Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "state_tracker/state_object.h"
#include "state_tracker/submission_reference.h"
#include <future>
class ValidationStateTracker;
namespace vvl {
class Queue;
class Swapchain;
//
// AcquireFenceSync synchronization is when a fence from the AcquireNextImage call is used to
// synchronize with queue submissions that generated one of the previous frames.
// This is in contrast to a more common approach when the fence from QueueSubmit is used for
// host synchronization.
//
// The sequence that connects image acquire fence to one of the previous submissions
// (in chronologically backward order):
// a) the wait on the image acquire fence is finished ->
// b) the corresponding image is acquired ->
// c) the previous presentation of this image is finished (except for the first acquire) ->
// d) corresponding present request finished waiting on the queue submit semaphore ->
// e) corresponding queue batch finished execution and signaled that semaphore
//
// Acquire fence synchronization allows the use of the fence from step a) to wait on the submit batch from step e).
//
struct AcquireFenceSync {
// The queue submissions that will be notified when WaitForFences is called.
small_vector<SubmissionReference, 2, uint32_t> submission_refs;
};
class Fence : public RefcountedStateObject {
public:
enum State { kUnsignaled, kInflight, kRetired };
enum Scope {
kInternal,
kExternalTemporary,
kExternalPermanent,
};
Fence(ValidationStateTracker &dev, VkFence handle, const VkFenceCreateInfo *pCreateInfo);
const VulkanTypedHandle *InUse() const override;
VkFence VkHandle() const { return handle_.Cast<VkFence>(); }
// TODO: apply ReadLock as Semaphore does, or consider reading enums without lock.
// Consider if more high-level operation should be exposed, because
// (State() == a && Scope() == b) can be racey, but this could be fine if the
// goal is not to crash and validity is based on external synchronization.
enum State State() const { return state_; }
enum Scope Scope() const { return scope_; }
bool EnqueueSignal(Queue *queue_state, uint64_t next_seq);
// Notify the queue that the fence has signalled and then wait for the queue
// to update state.
void NotifyAndWait(const Location &loc);
// Update state of the completed fence. This should only be called by Queue.
void Retire();
// vkResetFences
void Reset();
void Import(VkExternalFenceHandleTypeFlagBits handle_type, VkFenceImportFlags flags);
void Export(VkExternalFenceHandleTypeFlagBits handle_type);
std::optional<VkExternalFenceHandleTypeFlagBits> ImportedHandleType() const;
void SetAcquireFenceSync(const AcquireFenceSync &acquire_fence_sync);
const VkFenceCreateFlags flags;
const VkExternalFenceHandleTypeFlags export_handle_types;
private:
ReadLockGuard ReadLock() const { return ReadLockGuard(lock_); }
WriteLockGuard WriteLock() { return WriteLockGuard(lock_); }
Queue *queue_{nullptr};
uint64_t seq_{0};
enum State state_;
enum Scope scope_{kInternal};
std::optional<VkExternalFenceHandleTypeFlagBits> imported_handle_type_; // has value when scope is not kInternal
mutable std::shared_mutex lock_;
std::promise<void> completed_;
std::shared_future<void> waiter_;
// Special frame synchronization based on acquire fence (check AcquireFenceSync documentation)
AcquireFenceSync acquire_fence_sync_;
ValidationStateTracker &dev_data_;
};
} // namespace vvl