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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/VkBufferManager.h
T
BZLZHH c069890ac7 [Feat] (DirectVulkan): GPU transform feedback capture via VK_EXT_transform_feedback
Second stage of GL 3.0 transform feedback: captured draws now write real
data.

- Device setup enables the VK_EXT_transform_feedback feature when present
  and loads the bind/begin/end entry points.
- Captured draws compile an XfbCapture program variant whose last
  vertex-processing stage gets XfbBuffer/XfbStride/Offset decorations from
  the program's resolved varyings (a new spirv-opt pass). A captured
  gl_Position is mirrored into a dedicated output written before every
  OpReturn - or before every OpEmitVertex in a geometry stage - ahead of
  the position fixup, so the captured value is the shader's own pre-remap
  position.
- DrawArrays/DrawElements wrap the draw in Begin/EndTransformFeedbackEXT;
  a small counter buffer resumes the append position across draws within
  one glBeginTransformFeedback (fresh Begin starts at the bound offsets).
- Capture targets are promoted to persistently-mapped host-coherent GPU
  storage (persistent-map storage now also carries the transform feedback
  usage), so MapBuffer/GetBufferSubData read the captured bytes after the
  fence wait glEndTransformFeedback now performs.
- Draw-mode/feedback-mode validation defers to the geometry shader's
  output primitive when one is present, and glGetBooleanv reports
  GL_TRANSFORM_FEEDBACK_ACTIVE/PAUSED so dEQP's per-case state reset can
  unwind an active capture.

KHR-GL33: transform_feedback capture_vertex_*/capture_geometry_*/
discard_*/draw_xfb and clip_distance.coverage now pass; queries
(PRIMITIVES_WRITTEN) and gl_ClipDistance capture remain.
2026-07-31 17:31:41 -04:00

162 lines
8.2 KiB
C++

// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VkBufferManager.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include "BufferArena.h"
#include "MG_State/GLState/BufferState/BufferObject.h"
#include "../VkIncludes.h"
#include <Includes.h>
#include <vk_mem_alloc.h>
namespace MobileGL::MG_Backend::DirectVulkan {
enum class BufferKind : Uint8 {
Vertex,
Index,
Uniform,
TextureBuffer,
ShaderStorage,
Indirect,
};
struct VkBufferManagerInitInfo {
VmaAllocator allocator = nullptr;
Uint32 frameCount = 0;
VkDeviceSize minUploadBytes = 4 * 1024 * 1024;
VmaMemoryUsage transientMemoryUsage = VMA_MEMORY_USAGE_AUTO;
VmaAllocationCreateFlags transientAllocationFlags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
Bool transientPersistentMapping = false;
// VK_EXT_transform_feedback is enabled: persistent-map storage additionally
// carries the transform feedback usage so capture targets can bind directly.
Bool transformFeedbackUsageEnabled = false;
};
// The DirectVulkan storage behind one frontend buffer (pipe_resource analogue).
// Owned (refcounted) by the frontend BufferObject; the manager holds only weak
// references (for shutdown) plus strong references on deferred-release lists.
class VkBufferResource : public MG_State::GLState::BackendBufferResource {
public:
~VkBufferResource() override = default;
// Resident storage (may be invalid for streaming-only buffers).
VkBufferObject buffer;
VkDeviceSize storageSize = 0;
VkBufferUsageFlags usageFlags = 0;
// Frame serial of the last GPU reference; drives busy tracking.
Uint64 lastUseSerial = 0;
// Set when an immediate op could not be applied; forces a full re-upload
// on the next AcquireResidentSlice.
Bool pendingFullUpload = false;
// Backs a zero-copy coherent persistent map (PipeResource GPU residency): the
// buffer is HOST_VISIBLE+COHERENT, persistently mapped, carries every usage and is
// never orphaned or recreated. Draw-time acquire binds it directly, no re-upload.
Bool persistentMapped = false;
// Cached transient (streaming) slice for the current frame.
BufferSlice transientSlice{};
Uint64 transientFrameSerial = 0;
Uint64 transientChangeSerial = 0;
VkDeviceSize transientSize = 0;
};
// Supplies a command buffer that is recording and outside any render pass,
// for staged buffer-range copies. Implemented by VulkanRenderer.
class IBufferCopyCommandProvider {
public:
virtual ~IBufferCopyCommandProvider() = default;
virtual VkCommandBuffer AcquireBufferCopyCommandBuffer() = 0;
};
class VkBufferManager {
public:
Bool Initialize(const VkBufferManagerInitInfo& initInfo);
void Shutdown();
// Recreate all per-frame transient arenas
Bool RecreateTransientArenas(Uint32 frameCount);
void BeginFrame(Uint32 frameIndex);
// Drains every frame slot's deferred buffer/resource releases (and the
// transient arena's parked superseded blocks). Only valid when the
// caller has proven every queue submission complete; used by the
// present-less frame-boundary drain.
void CollectAllDeferredReleases();
// All previously submitted GPU work has completed (vkDeviceWaitIdle).
void NotifyDeviceIdle();
// A frame slot's submission fence has been waited: every serial up to
// and including `serial` is complete. Raises the completed floor so
// GetCompletedSerial reflects real fence progress instead of only the
// frameSerial-minus-frameCount inference.
void NotifyFrameSerialComplete(Uint64 serial);
void SetCopyCommandProvider(IBufferCopyCommandProvider* provider);
Bool UploadTransient(BufferKind kind, Uint32 frameIndex, const void* data, VkDeviceSize size,
VkDeviceSize alignment, BufferSlice& outSlice);
// Draw-time acquire for resident (device-storage) buffers: ensures the
// resource exists and is fully uploaded, marks it used this frame.
Bool AcquireResidentSlice(BufferKind kind, const SharedPtr<MG_State::GLState::BufferObject>& bufferObject,
BufferSlice& outSlice);
// Draw-time acquire for streamed buffers: uploads the whole shadow into
// the per-frame arena (cached by change serial), releasing any resident
// storage the buffer may still own.
Bool AcquireStreamedSlice(BufferKind kind, const SharedPtr<MG_State::GLState::BufferObject>& bufferObject,
BufferSlice& outSlice);
// Zero-copy persistent map (PipeResource GPU residency): create (once) a
// HOST_VISIBLE+COHERENT, persistently mapped resident buffer carrying every usage,
// seed it from the shadow, and return its mapped base for the app to write into
// directly. Idempotent. Returns nullptr on failure (frontend keeps its shadow).
void* AcquirePersistentMap(MG_State::GLState::BufferObject& bufferObject);
// Immediate ops, dispatched from the frontend BufferBackendOps table.
void OnRespecify(MG_State::GLState::BufferObject& bufferObject);
void OnSubData(MG_State::GLState::BufferObject& bufferObject, SizeT offset, SizeT size);
void OnFlushMappedRange(MG_State::GLState::BufferObject& bufferObject, Range1D range,
Flags<BufferMappingAccessBit> appAccess);
void OnResourceDestroyed(SharedPtr<MG_State::GLState::BackendBufferResource>&& resource);
Uint64 GetFrameSerial() const { return m_frameSerial; }
// Highest frame serial whose GPU work is known complete; serials at or
// below it may be considered signaled. Drives IsResourceBusy and the
// backend GL fence objects.
Uint64 GetCompletedSerial() const;
// Busy = potentially referenced by GPU work that has not been fenced yet
// (including commands recorded for the current, unsubmitted frame).
Bool IsResourceBusy(const VkBufferResource& resource) const;
private:
Bool InitializeTransientArenas();
static VkBufferUsageFlags GetVkBufferUsage(BufferKind kind);
VkBufferResource* GetOrCreateResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
static VkBufferResource* ResourceOf(MG_State::GLState::BufferObject& bufferObject);
Bool CreateResidentStorage(VkBufferResource& resource, VkDeviceSize size, VkBufferUsageFlags usage,
VkMemoryPropertyFlags requiredFlags = 0);
// Swap storage (conditional orphan) and refill it from the shadow copy.
Bool SwapStorageAndUploadAll(VkBufferResource& resource, MG_State::GLState::BufferObject& bufferObject);
// Record a staging-slice copy into the resident storage, ordered against
// in-flight and already-recorded GPU work.
Bool StagedRangeCopy(VkBufferResource& resource, MG_State::GLState::BufferObject& bufferObject,
SizeT offset, SizeT size);
void DeferRelease(VkBufferObject&& buffer);
void CollectDeferredReleases(Uint32 frameIndex);
void DestroyAllDeferredReleases();
void TrackLiveResource(const SharedPtr<VkBufferResource>& resource);
void ReleaseAllLiveResources();
VkBufferManagerInitInfo m_initInfo{};
BufferArena m_transientUploadArena;
IBufferCopyCommandProvider* m_copyProvider = nullptr;
Vector<Vector<VkBufferObject>> m_deferredBufferReleases;
Vector<Vector<SharedPtr<VkBufferResource>>> m_deferredResourceReleases;
Vector<WeakPtr<VkBufferResource>> m_liveResources;
Uint32 m_currentFrameIndex = 0;
Uint64 m_frameSerial = 1;
Uint64 m_completedSerialFloor = 0;
};
} // namespace MobileGL::MG_Backend::DirectVulkan