Files
FlaxEngine/Source/Engine/Graphics/GPUBuffer.cpp

482 lines
14 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "GPUBuffer.h"
#include "GPUDevice.h"
#include "GPUResourceProperty.h"
#include "GPUBufferDescription.h"
#include "PixelFormatExtensions.h"
#include "RenderTask.h"
#include "Shaders/GPUVertexLayout.h"
#include "Async/Tasks/GPUCopyResourceTask.h"
#include "Engine/Core/Utilities.h"
#include "Engine/Core/Types/String.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Debug/Exceptions/InvalidOperationException.h"
#include "Engine/Debug/Exceptions/ArgumentNullException.h"
#include "Engine/Debug/Exceptions/ArgumentOutOfRangeException.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Scripting/Enums.h"
#include "Engine/Threading/ThreadPoolTask.h"
#include "Engine/Threading/Threading.h"
GPUBufferDescription GPUBufferDescription::Buffer(uint32 size, GPUBufferFlags flags, PixelFormat format, const void* initData, uint32 stride, GPUResourceUsage usage)
{
GPUBufferDescription desc;
desc.Size = size;
desc.Stride = stride;
desc.Flags = flags;
desc.Format = format;
desc.InitData = initData;
desc.Usage = usage;
desc.VertexLayout = nullptr;
return desc;
}
GPUBufferDescription GPUBufferDescription::Typed(int32 count, PixelFormat viewFormat, bool isUnorderedAccess, GPUResourceUsage usage)
{
auto bufferFlags = GPUBufferFlags::ShaderResource;
if (isUnorderedAccess)
bufferFlags |= GPUBufferFlags::UnorderedAccess;
const auto stride = PixelFormatExtensions::SizeInBytes(viewFormat);
return Buffer(count * stride, bufferFlags, viewFormat, nullptr, stride, usage);
}
GPUBufferDescription GPUBufferDescription::Typed(const void* data, int32 count, PixelFormat viewFormat, bool isUnorderedAccess, GPUResourceUsage usage)
{
auto bufferFlags = GPUBufferFlags::ShaderResource;
if (isUnorderedAccess)
bufferFlags |= GPUBufferFlags::UnorderedAccess;
const auto stride = PixelFormatExtensions::SizeInBytes(viewFormat);
return Buffer(count * stride, bufferFlags, viewFormat, data, stride, usage);
}
GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementStride, uint32 elementsCount, const void* data)
{
GPUBufferDescription desc;
desc.Size = elementsCount * elementStride;
desc.Stride = elementStride;
desc.Flags = GPUBufferFlags::VertexBuffer;
desc.Format = PixelFormat::Unknown;
desc.InitData = data;
desc.Usage = GPUResourceUsage::Default;
desc.VertexLayout = layout;
return desc;
}
GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementStride, uint32 elementsCount, GPUResourceUsage usage)
{
GPUBufferDescription desc;
desc.Size = elementsCount * elementStride;
desc.Stride = elementStride;
desc.Flags = GPUBufferFlags::VertexBuffer;
desc.Format = PixelFormat::Unknown;
desc.InitData = nullptr;
desc.Usage = GPUResourceUsage::Default;
desc.VertexLayout = layout;
return desc;
}
GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementsCount, const void* data)
{
const uint32 stride = layout ? layout->GetStride() : 0;
CHECK_RETURN_DEBUG(stride, GPUBufferDescription());
return Vertex(layout, stride, elementsCount, data);
}
GPUBufferDescription GPUBufferDescription::Vertex(GPUVertexLayout* layout, uint32 elementsCount, GPUResourceUsage usage)
{
const uint32 stride = layout ? layout->GetStride() : 0;
CHECK_RETURN_DEBUG(stride, GPUBufferDescription());
return Vertex(layout, stride, elementsCount, usage);
}
void GPUBufferDescription::Clear()
{
Platform::MemoryClear(this, sizeof(GPUBufferDescription));
}
GPUBufferDescription GPUBufferDescription::ToStagingUpload() const
{
auto desc = *this;
desc.Usage = GPUResourceUsage::StagingUpload;
desc.Flags = GPUBufferFlags::None;
desc.InitData = nullptr;
return desc;
}
GPUBufferDescription GPUBufferDescription::ToStagingReadback() const
{
auto desc = *this;
desc.Usage = GPUResourceUsage::StagingReadback;
desc.Flags = GPUBufferFlags::None;
desc.InitData = nullptr;
return desc;
}
GPUBufferDescription GPUBufferDescription::ToStaging() const
{
auto desc = *this;
desc.Usage = GPUResourceUsage::Staging;
desc.Flags = GPUBufferFlags::None;
desc.InitData = nullptr;
return desc;
}
bool GPUBufferDescription::Equals(const GPUBufferDescription& other) const
{
return Size == other.Size
&& Stride == other.Stride
&& Flags == other.Flags
&& Format == other.Format
&& Usage == other.Usage
&& InitData == other.InitData
&& VertexLayout == other.VertexLayout;
}
String GPUBufferDescription::ToString() const
{
return String::Format(TEXT("Size: {0}, Stride: {1}, Flags: {2}, Format: {3}, Usage: {4}"),
Size,
Stride,
ScriptingEnum::ToStringFlags(Flags),
ScriptingEnum::ToString(Format),
(int32)Usage);
}
uint32 GetHash(const GPUBufferDescription& key)
{
uint32 hashCode = key.Size;
hashCode = (hashCode * 397) ^ key.Stride;
hashCode = (hashCode * 397) ^ (uint32)key.Flags;
hashCode = (hashCode * 397) ^ (uint32)key.Format;
hashCode = (hashCode * 397) ^ (uint32)key.Usage;
hashCode = (hashCode * 397) ^ GetHash(key.VertexLayout);
return hashCode;
}
GPUBufferView::GPUBufferView()
: GPUResourceView(SpawnParams(Guid::New(), TypeInitializer))
{
}
GPUBuffer* GPUBuffer::Spawn(const SpawnParams& params)
{
return GPUDevice::Instance->CreateBuffer(String::Empty);
}
GPUBuffer* GPUBuffer::New()
{
return GPUDevice::Instance->CreateBuffer(String::Empty);
}
GPUBuffer::GPUBuffer()
: GPUResource(SpawnParams(Guid::New(), TypeInitializer))
{
// Buffer with size 0 is considered to be invalid
_desc.Size = 0;
}
bool GPUBuffer::IsStaging() const
{
return _desc.Usage == GPUResourceUsage::StagingReadback || _desc.Usage == GPUResourceUsage::StagingUpload || _desc.Usage == GPUResourceUsage::Staging;
}
bool GPUBuffer::IsDynamic() const
{
return _desc.Usage == GPUResourceUsage::Dynamic;
}
bool GPUBuffer::Init(const GPUBufferDescription& desc)
{
// Validate description
#if !BUILD_RELEASE
#define GET_NAME() GetName()
#else
#define GET_NAME() TEXT("")
#endif
if (Math::IsNotInRange<uint32>(desc.Size, 1, MAX_int32))
{
LOG(Warning, "Cannot create buffer '{}'. Incorrect size {}.", GET_NAME(), desc.Size);
return true;
}
if (Math::IsNotInRange<uint32>(desc.Stride, 0, 1024))
{
LOG(Warning, "Cannot create buffer '{}'. Incorrect stride {}.", GET_NAME(), desc.Stride);
return true;
}
if (EnumHasAnyFlags(desc.Flags, GPUBufferFlags::Structured))
{
if (desc.Stride <= 0)
{
LOG(Warning, "Cannot create buffer '{}'. Element size cannot be less or equal 0 for structured buffer.", GET_NAME());
return true;
}
}
if (EnumHasAnyFlags(desc.Flags, GPUBufferFlags::RawBuffer))
{
if (desc.Format != PixelFormat::R32_Typeless)
{
LOG(Warning, "Cannot create buffer '{}'. Raw buffers must use format R32_Typeless.", GET_NAME());
return true;
}
}
if (EnumHasAnyFlags(desc.Flags, GPUBufferFlags::VertexBuffer))
{
if (desc.VertexLayout == nullptr)
{
// [Deprecated in v1.10] Change this into an error as VertexLayout becomes a requirement when layout is no longer set in a vertex shader
LOG(Warning, "Missing Vertex Layout in buffer '{}'. Vertex Buffers should provide layout information about contained vertex elements.", GET_NAME());
}
}
#undef GET_NAME
// Release previous data
ReleaseGPU();
// Initialize
_desc = desc;
if (OnInit())
{
ReleaseGPU();
LOG(Warning, "Cannot initialize buffer. Description: {0}", desc.ToString());
return true;
}
return false;
}
GPUBuffer* GPUBuffer::ToStagingReadback() const
{
const auto desc = _desc.ToStagingReadback();
ScopeLock gpuLock(GPUDevice::Instance->Locker);
auto* staging = GPUDevice::Instance->CreateBuffer(TEXT("Staging.Readback"));
if (staging->Init(desc))
{
staging->ReleaseGPU();
Delete(staging);
return nullptr;
}
return staging;
}
GPUBuffer* GPUBuffer::ToStagingUpload() const
{
const auto desc = _desc.ToStagingUpload();
ScopeLock gpuLock(GPUDevice::Instance->Locker);
auto* staging = GPUDevice::Instance->CreateBuffer(TEXT("Staging.Upload"));
if (staging->Init(desc))
{
staging->ReleaseGPU();
Delete(staging);
return nullptr;
}
return staging;
}
bool GPUBuffer::Resize(uint32 newSize)
{
PROFILE_CPU();
if (!IsAllocated())
{
Log::InvalidOperationException(TEXT("Buffer.Resize"));
return true;
}
// Setup new description
auto desc = _desc;
desc.Size = newSize;
desc.InitData = nullptr;
// Recreate
return Init(desc);
}
bool GPUBuffer::DownloadData(BytesContainer& result)
{
// Skip for empty ones
if (GetSize() == 0)
{
LOG(Warning, "Cannot download GPU buffer data from an empty buffer.");
return true;
}
if (_desc.Usage == GPUResourceUsage::StagingReadback || _desc.Usage == GPUResourceUsage::Dynamic || _desc.Usage == GPUResourceUsage::Staging)
{
// Use faster path for staging resources
return GetData(result);
}
PROFILE_CPU();
// Ensure not running on main thread
if (IsInMainThread())
{
// TODO: support mesh data download from GPU on a main thread during rendering
LOG(Warning, "Cannot download GPU buffer data on a main thread. Use staging readback buffer or invoke this function from another thread.");
return true;
}
// Create async task
auto task = DownloadDataAsync(result);
if (task == nullptr)
{
LOG(Warning, "Cannot create async download task for resource {0}.", ToString());
return true;
}
// Wait for work to be done
task->Start();
if (task->Wait())
{
LOG(Warning, "Resource \'{0}\' copy failed.", ToString());
return true;
}
return false;
}
class BufferDownloadDataTask : public ThreadPoolTask
{
private:
BufferReference _buffer;
GPUBuffer* _staging;
BytesContainer& _data;
public:
BufferDownloadDataTask(GPUBuffer* buffer, GPUBuffer* staging, BytesContainer& data)
: _buffer(buffer)
, _staging(staging)
, _data(data)
{
}
~BufferDownloadDataTask()
{
SAFE_DELETE_GPU_RESOURCE(_staging);
}
public:
// [ThreadPoolTask]
bool HasReference(Object* resource) const override
{
return _buffer == resource || _staging == resource;
}
protected:
// [ThreadPoolTask]
bool Run() override
{
// Check resources
const auto buffer = _buffer.Get();
if (buffer == nullptr || _staging == nullptr)
{
LOG(Warning, "Cannot download buffer data. Missing objects.");
return true;
}
// Gather data
if (_staging->GetData(_data))
{
LOG(Warning, "Staging resource of \'{0}\' get data failed.", buffer->ToString());
return true;
}
return false;
}
void OnEnd() override
{
_buffer.Unlink();
// Base
ThreadPoolTask::OnEnd();
}
};
Task* GPUBuffer::DownloadDataAsync(BytesContainer& result)
{
// Skip for empty ones
if (GetSize() == 0)
return nullptr;
// Create the staging resource
const auto staging = ToStagingReadback();
if (staging == nullptr)
{
LOG(Warning, "Cannot create staging resource from {0}.", ToString());
return nullptr;
}
// Create async resource copy task
auto copyTask = ::New<GPUCopyResourceTask>(this, staging);
ASSERT(copyTask->HasReference(this) && copyTask->HasReference(staging));
// Create task to copy downloaded data to BytesContainer
const auto getDataTask = ::New<BufferDownloadDataTask>(this, staging, result);
ASSERT(getDataTask->HasReference(this) && getDataTask->HasReference(staging));
// Set continuation
copyTask->ContinueWith(getDataTask);
return copyTask;
}
bool GPUBuffer::GetData(BytesContainer& output)
{
PROFILE_CPU();
void* mapped = Map(GPUResourceMapMode::Read);
if (!mapped)
return true;
output.Copy((byte*)mapped, GetSize());
Unmap();
return false;
}
void GPUBuffer::SetData(const void* data, uint32 size)
{
PROFILE_CPU();
if (size == 0 || data == nullptr)
{
Log::ArgumentNullException(TEXT("Buffer.SetData"));
return;
}
if (size > GetSize())
{
Log::ArgumentOutOfRangeException(TEXT("Buffer.SetData"));
return;
}
if (_desc.Usage == GPUResourceUsage::Default && GPUDevice::Instance->IsRendering())
{
// Upload using the context (will use internal staging buffer inside command buffer)
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(this, data, size);
RenderContext::GPULocker.Unlock();
return;
}
void* mapped = Map(GPUResourceMapMode::Write);
if (!mapped)
return;
Platform::MemoryCopy(mapped, data, size);
Unmap();
}
String GPUBuffer::ToString() const
{
#if GPU_ENABLE_RESOURCE_NAMING
return String::Format(TEXT("Buffer {0}, Flags: {1}, Stride: {2} bytes, Name: {3}"), Utilities::BytesToText(GetSize()), (int32)GetFlags(), GetStride(), GetName());
#else
return TEXT("Buffer");
#endif
}
GPUResourceType GPUBuffer::GetResourceType() const
{
return GPUResourceType::Buffer;
}
void GPUBuffer::OnReleaseGPU()
{
_desc.Clear();
_isLocked = false;
}