// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // or the MIT // license , // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! Synchronization on the GPU. //! //! Just like for CPU code, you have to ensure that buffers and images are not accessed mutably by //! multiple GPU queues simultaneously and that they are not accessed mutably by the CPU and by the //! GPU simultaneously. //! //! This safety is enforced at runtime by vulkano but it is not magic and you will require some //! knowledge if you want to avoid errors. //! //! # Futures //! //! Whenever you ask the GPU to start an operation by using a function of the vulkano library (for //! example executing a command buffer), this function will return a *future*. A future is an //! object that implements [the `GpuFuture` trait](trait.GpuFuture.html) and that represents the //! point in time when this operation is over. //! //! No function in vulkano immediately sends an operation to the GPU (with the exception of some //! unsafe low-level functions). Instead they return a future that is in the pending state. Before //! the GPU actually starts doing anything, you have to *flush* the future by calling the `flush()` //! method or one of its derivatives. //! //! Futures serve several roles: //! //! - Futures can be used to build dependencies between operations and makes it possible to ask //! that an operation starts only after a previous operation is finished. //! - Submitting an operation to the GPU is a costly operation. By chaining multiple operations //! with futures you will submit them all at once instead of one by one, thereby reducing this //! cost. //! - Futures keep alive the resources and objects used by the GPU so that they don't get destroyed //! while they are still in use. //! //! The last point means that you should keep futures alive in your program for as long as their //! corresponding operation is potentially still being executed by the GPU. Dropping a future //! earlier will block the current thread (after flushing, if necessary) until the GPU has finished //! the operation, which is usually not what you want. //! //! If you write a function that submits an operation to the GPU in your program, you are //! encouraged to let this function return the corresponding future and let the caller handle it. //! This way the caller will be able to chain multiple futures together and decide when it wants to //! keep the future alive or drop it. //! //! # Executing an operation after a future //! //! Respecting the order of operations on the GPU is important, as it is what *proves* vulkano that //! what you are doing is indeed safe. For example if you submit two operations that modify the //! same buffer, then you need to execute one after the other instead of submitting them //! independently. Failing to do so would mean that these two operations could potentially execute //! simultaneously on the GPU, which would be unsafe. //! //! This is done by calling one of the methods of the `GpuFuture` trait. For example calling //! `prev_future.then_execute(command_buffer)` takes ownership of `prev_future` and will make sure //! to only start executing `command_buffer` after the moment corresponding to `prev_future` //! happens. The object returned by the `then_execute` function is itself a future that corresponds //! to the moment when the execution of `command_buffer` ends. //! //! ## Between two different GPU queues //! //! When you want to perform an operation after another operation on two different queues, you //! **must** put a *semaphore* between them. Failure to do so would result in a runtime error. //! Adding a semaphore is a simple as replacing `prev_future.then_execute(...)` with //! `prev_future.then_signal_semaphore().then_execute(...)`. //! //! > **Note**: A common use-case is using a transfer queue (ie. a queue that is only capable of //! > performing transfer operations) to write data to a buffer, then read that data from the //! > rendering queue. //! //! What happens when you do so is that the first queue will execute the first set of operations //! (represented by `prev_future` in the example), then put a semaphore in the signalled state. //! Meanwhile the second queue blocks (if necessary) until that same semaphore gets signalled, and //! then only will execute the second set of operations. //! //! Since you want to avoid blocking the second queue as much as possible, you probably want to //! flush the operation to the first queue as soon as possible. This can easily be done by calling //! `then_signal_semaphore_and_flush()` instead of `then_signal_semaphore()`. //! //! ## Between several different GPU queues //! //! The `then_signal_semaphore()` method is appropriate when you perform an operation in one queue, //! and want to see the result in another queue. However in some situations you want to start //! multiple operations on several different queues. //! //! TODO: this is not yet implemented //! //! # Fences //! //! A `Fence` is an object that is used to signal the CPU when an operation on the GPU is finished. //! //! Signalling a fence is done by calling `then_signal_fence()` on a future. Just like semaphores, //! you are encouraged to use `then_signal_fence_and_flush()` instead. //! //! Signalling a fence is kind of a "terminator" to a chain of futures. //! //! TODO: lots of problems with how to use fences //! TODO: talk about fence + semaphore simultaneously //! TODO: talk about using fences to clean up use crate::device::Queue; use std::sync::Arc; pub use self::event::Event; pub use self::fence::Fence; pub use self::fence::FenceWaitError; pub use self::future::now; pub use self::future::AccessCheckError; pub use self::future::AccessError; pub use self::future::FenceSignalFuture; pub use self::future::FlushError; pub use self::future::GpuFuture; pub use self::future::JoinFuture; pub use self::future::NowFuture; pub use self::future::SemaphoreSignalFuture; pub use self::pipeline::AccessFlags; pub use self::pipeline::PipelineMemoryAccess; pub use self::pipeline::PipelineStage; pub use self::pipeline::PipelineStages; pub use self::semaphore::ExternalSemaphoreHandleType; pub use self::semaphore::Semaphore; pub use self::semaphore::SemaphoreError; mod event; mod fence; mod future; mod pipeline; pub(crate) mod semaphore; /// Declares in which queue(s) a resource can be used. /// /// When you create a buffer or an image, you have to tell the Vulkan library in which queue /// families it will be used. The vulkano library requires you to tell in which queue family /// the resource will be used, even for exclusive mode. #[derive(Debug, Clone, PartialEq, Eq)] // TODO: remove pub enum SharingMode { /// The resource is used is only one queue family. Exclusive, /// The resource is used in multiple queue families. Can be slower than `Exclusive`. Concurrent(Vec), // TODO: Vec is too expensive here } impl<'a> From<&'a Arc> for SharingMode { #[inline] fn from(queue: &'a Arc) -> SharingMode { SharingMode::Exclusive } } impl<'a> From<&'a [&'a Arc]> for SharingMode { #[inline] fn from(queues: &'a [&'a Arc]) -> SharingMode { SharingMode::Concurrent(queues.iter().map(|queue| queue.family().id()).collect()) } } /// Declares in which queue(s) a resource can be used. #[derive(Debug, Clone, PartialEq, Eq)] pub enum Sharing where I: Iterator, { /// The resource is used is only one queue family. Exclusive, /// The resource is used in multiple queue families. Can be slower than `Exclusive`. Concurrent(I), }