Commit Graph

85 Commits

Author SHA1 Message Date
Jeroen Bakker
a44c515844 Cleanup: Vulkan: Use blender::Mutex
Only the queue mutex owned by ghost is still a std::mutex.

Pull Request: https://projects.blender.org/blender/blender/pulls/139344
2025-05-23 14:40:28 +02:00
Hans Goudey
d094812709 Vulkan: Inline more trivial methods
These functions are trivial and shouldn't add the cost of a call.
They appeared in profiles, which they shouldn't since they mostly
just return access to member variables. Inlining them reduces
the backend's overhead when sculpting.

Also reserve a Vector before repeated appending.

Pull Request: https://projects.blender.org/blender/blender/pulls/138349
2025-05-06 14:27:43 +02:00
Jeroen Bakker
13d6ba1f62 Vulkan: Reduce memory overhead rendergraph
For performance reasons render graphs can keep memory allocated so it
could be reused. This PR optimizes the memory usage inside the
rendergraph to keep it within normal usage.

I didn't detect any performance regression with this change but reduces
the memory when performing final image rendering of heavy scenes.

Partial fix for #137382. the amount of memory still increases with 4mb
per render. It fixes the main difference when using large scenes.

Pull Request: https://projects.blender.org/blender/blender/pulls/137660
2025-04-17 13:45:47 +02:00
Josh Belanich
3c70758f00 Fix #137081: Vulkan: Crash during animation playback
A couple of memory leak fixes for the vulkan backend.

We increment the submission_id on render_graphs upon reset. This
triggers cleanup of anything tracked as a VKResourceTracker. Notably
uniform buffers created for push constant fallbacks. This fixes a memory
leak that was accumulating VKUniformBuffers every frame without cleaning
them up.

Reset resource pools when a swapchain image is presented. This ends up
calling vkResetDescriptorPool, freeing up descriptor set resources. This
fixes a memory leak that was accumulate descriptor sets and pools over
time without freeing them.

Pull Request: https://projects.blender.org/blender/blender/pulls/137305
2025-04-11 14:46:35 +02:00
Josh Belanich
5cb2b04c5c Fix #130914: Vulkan memory leak while resizing view-port
This PR implements dynamic viewport state for the Vulkan gpu backend.
By doing so, it fixes #130914.

The following high-level changes were made:

1. The pipeline pool no longer uses the viewport and scissor
    states to identify graphics pipelines, only the number of viewports
    and the number of scissors. Graphics pipelines are configured with
    dynamic viewport and scissor states upon construction.
2. The desired viewport and scissor configurations for drawing are set
    in the data of the draw nodes in the render graph.
3. The draw nodes use these viewport and scissors settings in
    `build_commands`. If the viewport and scissor settings have changed
    between nodes, then vkCmdSetViewport and vkCmdSetScissor commands
    are sent to the command buffer.
4. Tests are updated to verify that set_viewport and set_scissor commands
   are executed the correct number of times. (Also note that I needed to
   #136987 in order to avoid skipping some Vulkan tests).

See the attached screencast for verification. The number of graphics pipelines
no longer grow when resizing the viewport.

Pull Request: https://projects.blender.org/blender/blender/pulls/137002
2025-04-07 17:26:13 +02:00
Campbell Barton
42ad772a1f Cleanup: spelling & repeated terms (make check_spelling_*)
Also use comment blocks for English text.
2025-03-27 01:13:34 +00:00
Jeroen Bakker
c4feddefd7 Refactor: Vulkan: Split VKWorkarounds
VKWorkarounds adds double negation. This PR splits
the struct into workarounds and extensions to reduce
confusing code.

Pull Request: https://projects.blender.org/blender/blender/pulls/136064
2025-03-17 09:06:47 +01:00
Bastien Montagne
318ae49f1e Cleanup: Remove void * handling from MEM_freen<T>.
Followup to 48e26c3afe, and discussions in !134771 about keeping
'C-style' and 'C++ template type-safe style' implementations of our
guardedalloc separated. And it makes `MEM_freeN<T>` code simpler.

Also skip type-checking in `MEM_freeN<T>` only with MSVC, as clang-cl on
windows-arm64 does work fine with DNA structs using
`DNA_DEFINE_CXX_METHODS`.

Pull Request: https://projects.blender.org/blender/blender/pulls/134861
2025-02-20 16:42:22 +01:00
Jeroen Bakker
3d20d39115 Cleanup: Vulkan: Use is_link_to_buffer
Previous implementation used the resource state tracker which is a hash
table lookup. `is_link_to_buffer` is a bit cheaper as it is compares
already loaded data.
2025-02-04 16:28:46 +01:00
Jeroen Bakker
aa535f1a5f Cleanup: Vulkan: Remove resource locking when reordering nodes
This PR changes the resource locking when reordering render graph
nodes. Reordering could be done without locking resources. No measurable
speedup detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/134032
2025-02-04 13:24:01 +01:00
Jeroen Bakker
27b9173081 Cleanup: Code-style
Remove commented out parameter-name from header.
2025-02-03 08:06:10 +01:00
Jeroen Bakker
4b99bc8515 Fix: Renderdoc: Corruption in debug stack
In renderdoc the debug stack got corrupted when render graphs where
reused. The previous usage didn't clear the stack. This PR clears
the debug stack when render graphs are reset.
2025-01-30 13:46:21 +01:00
Jeroen Bakker
2d3d1d249b Cleanup: Remove compilation warnings GCC13
Pull Request: https://projects.blender.org/blender/blender/pulls/133702
2025-01-28 11:50:59 +01:00
Jeroen Bakker
e6b3cc8983 Vulkan: Device command builder
This PR implements a new the threading model for building render graphs
based on tests performed last month. For out workload multithreaded
command building will block in the driver or device. So better to use a
single thread for command building.

Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/

- When a context is activated on a thread the context asks for a
  render graph it can use by calling `VKDevice::render_graph_new`.
- Parts of the GPU backend that requires GPU commands will add a
  specific render graph node to the render graph. The nodes also
  contains a reference to all resources it needs including the
  access it needs and the image layout.
- When the context is flushed the render graph is submitted to the
  device by calling `VKDevice::render_graph_submit`.
- The device puts the render graph in `VKDevice::submission_pool`.
- There is a single background thread that gets the next render
  graph to send to the GPU (`VKDevice::submission_runner`).
  - Reorder the commands of the render graph to comply with Vulkan
    specific command order rules and reducing possible bottlenecks.
    (`VKScheduler`)
  - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`.
    This is a separate step to reduce resource locking giving other
    threads access to the resource states when they are building
    the render graph nodes.
  - GPU commands and pipeline barriers are recorded to a VkCommandBuffer.
    (`VKCommandBuilder::record_commands`)
  - When completed the command buffer can be submitted to the device
    queue. `vkQueueSubmit`
  - Render graphs that have been submitted can be reused by a next
    thread. This is done by pushing the render graph to the
    `VKDevice::unused_render_graphs` queue.

Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
Jeroen Bakker
ff804882bd Refactor: Vulkan: Store large data in separate vectors
VKRenderGraphNode is 892 bytes and most of the bytes are used for
specific nodes. By storing large structs in separate vectors we can
reduce the needed memory and improve cache pre-fetching.

With this change the VKRenderGraphNode is reduced to 64 bytes.

On a (50 frames shader_balls.blend) the end user performance is improved by
2%.

| **Platform**     | **Before** | **After** |
| ---------------- | ---------- | --------- |
| AMD W7700        | 1409 ms    | 1383 ms   |
| NVIDIA RTX 6000  | 1443 ms    | 1428 ms   |

Pull Request: https://projects.blender.org/blender/blender/pulls/133317
2025-01-21 14:49:23 +01:00
Campbell Barton
90b03d2344 Cleanup: spelling in comments 2025-01-20 11:19:23 +11:00
Jeroen Bakker
390ca01685 Cleanup: Vulkan: Remove resource ownership
Images used to be tracked with ownership in order to reset swap chain
images to its original layout. This isn't used anymore as we always mark
them in VK_IMAGE_LAYOUT_UNDEFINED to make the first pipeline barrier a
nop.

This change reduces unneeded complexity and safe a few CPU cycles.

Pull Request: https://projects.blender.org/blender/blender/pulls/133197
2025-01-17 14:46:22 +01:00
Campbell Barton
a29fe64e53 Cleanup: quiet compiler warning 2025-01-15 17:29:31 +11:00
Jeroen Bakker
fbe05ac60b Cleanup: Vulkan: Remove unused code/parameters
Initial design had a more complex use case for render graphs.
They are not really used and will not in the near term. This PR
removes some code that doesn't do a thing

Pull Request: https://projects.blender.org/blender/blender/pulls/133047
2025-01-14 14:09:50 +01:00
Jeroen Bakker
8a199dc77f Vulkan: pipeline barriers extraction
Pipeline barriers were extracted when recording commands. This works,
but had the downside that it locked the device resources. Extracting
pipeline barriers is fairly small task compared to recording commands.

This PR will perform the extraction of pipelines separate from command
recording. Code is easier to follow and when working with multiple threads
this will reduce locking (enabling this will be done in separate PR).

Original developed in !131965

Pull Request: https://projects.blender.org/blender/blender/pulls/132989
2025-01-14 09:50:42 +01:00
Jeff Moguillansky
75dc76bceb Vulkan: Add support for dynamic rendering local read
This will add support for `VK_KHR_dynamic_rendering_local_read` when supported.
The extension allows reading from an attachment that has been written to by a
previous command.

Per platform optimizations still need to happen in future changes. Change will
 be limited to Qualcomm devices (in a future commit).

On Qualcomm devices this provides an uplift of 16% when using shader_balls.blend

Pull Request: https://projects.blender.org/blender/blender/pulls/131053
2025-01-13 08:10:31 +01:00
Jeroen Bakker
09fe07b572 Vulkan: Pre-phase for initial uploading resources
Reduces the number of times a graphic context needs to be paused/resumed.
The scheduler reorders the nodes to put these initial data transfer nodes
to the start of the nodes that are about to be submitted.

Pull Request: https://projects.blender.org/blender/blender/pulls/131502
2024-12-06 15:34:03 +01:00
Jeroen Bakker
c480b7ffd3 Vulkan: Incorrect image aspect when transferring depth textures
When copying from/to depth stencil images the aspect of the image was
set incorrectly. It pointed to only one aspect of the full image when
building resource links, which could lead to incorrect decisions in the
driver.

Found when researching #131269

Pull Request: https://projects.blender.org/blender/blender/pulls/131298
2024-12-03 12:36:39 +01:00
Jeroen Bakker
61d4f7359b Fix: Vulkan: Compiling issue
PR for colored debug groups didn't had the latest changes of main
2024-11-29 08:16:13 +01:00
Jiarui-Yan
b356c2bec1 Vulkan: Colored debug groups
This PR adds color to debug group so that RenderDoc can give color to different
debug groups and sub-groups in the parent debug group.

Ref: #124099

Pull Request: https://projects.blender.org/blender/blender/pulls/129340
2024-11-29 07:52:00 +01:00
Jeroen Bakker
c69b107a28 Fix #130121: Vulkan: Lightbaking resources freed to early
When lighting baking is used in a background render the resources are
freed to early. The cause is that light baking does some initialization
within a context, that isn't send to the GPU. The first iteration of
light baking is expecting that it can free resources, what leads to GPU
resources to be deleted that are still used by commands that are
scheduled to be send to the GPU.

This PR fixes this by using multiple resource pools when background
rendering and ensure that contexts are send to the GPU when rendering
ends.

Pull Request: https://projects.blender.org/blender/blender/pulls/131094
2024-11-28 16:05:59 +01:00
Jeroen Bakker
faf2c6f0ca Vulkan: Add method to query debug group of node
When debugging render graph the debug group name can narrow down the
place where a node originates from. This PR adds a function to retrieve
the full debug group name of a specific node.

Pull Request: https://projects.blender.org/blender/blender/pulls/131081
2024-11-28 12:00:21 +01:00
Campbell Barton
b9f055459a Cleanup: ensure trailing space around comment blocks 2024-11-27 19:01:00 +11:00
Jeroen Bakker
fc5e38c9b6 Vulkan: Allow suspending/resuming of layer tracking
Layer tracking allows modifying specific layers of a bound texture to a
different layout. This was only supported when suspending/resuming was
not needed. However when using complex scenes EEVEE can trigger suspend/
resume rendering scopes. This resulted into several validation warnings
as images where in the incorrect state.

Fixes validation warnings:
- rain_restaurant.blend
- classroom.blend

Pull Request: https://projects.blender.org/blender/blender/pulls/130957
2024-11-26 12:13:52 +01:00
Guillermo Venegas
2760def19a Fix: Vulkan: Free command pool buffers
Currently `VkCommandBuffer` are allocated with `vkAllocateCommandBuffers`,
however when the commands are submitted pointer are just reset, these leaks
are visible with just play back animations.

This frees commands buffers resolving the leaks.

Ref: #127225 Although related we should check the result as there could be more causes.
Pull Request: https://projects.blender.org/blender/blender/pulls/130203
2024-11-26 08:31:25 +01:00
Campbell Barton
0de8ae8046 Cleanup: spelling in comments 2024-11-25 13:24:46 +11:00
Jeroen Bakker
dfc0d97abf Fix #129678: Vulkan: Synchronization issue
Copying editors to the swap chain is done by a series of draw and copy.
When doing draw, copy, draw the swap chain layout was not matching the
draw command as it resumed previous rendering.

This is solved by validating the pipeline barriers when resuming rendering.
There are also other cases that required this which have been updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/130721
2024-11-22 11:58:23 +01:00
Jeroen Bakker
c2695e2dcc Vulkan: Add support for legacy platforms
Dynamic rendering is a Vulkan 1.3 feature. Most platforms have support
for them, but there are several legacy platforms that don't support dynamic
rendering or have driver bugs that don't allow us to use it.

This change will make dynamic rendering optional allowing legacy
platforms to use Vulkan.

**Limitations**

`GPU_LOADACTION_CLEAR` is implemented as clear attachments.
Render passes do support load clear, but adding support to it would
add complexity as it required multiple pipeline variations to support
suspend/resume rendering. It isn't clear when which variation should
be used what lead to compiling to many pipelines and branches in the
codebase. Using clear attachments doesn't require the complexity
for what is expected to be only used by platforms not supported by
the GPU vendors.

Subpass inputs and dual source blending are not supported as
Subpass inputs can alter the exact binding location of attachments.
Fixing this would add code complexity that is not used.

Ref: #129063

**Current state**

![image](/attachments/9ce012e5-2d88-4775-a636-2b74de812826)

Pull Request: https://projects.blender.org/blender/blender/pulls/129062
2024-11-19 16:30:31 +01:00
Jeroen Bakker
791f90ab8d Vulkan: Remove guardedalloc option
WITH_VULKAN_GUARDEDALLOC is a development option to use Blenders guarded
allocator when allocating internal vulkan driver resources. It does not provide any benefits
as this should be covered by vulkan validation and drivers are often ignoring this. This
change will remove the option from cmake and source code.

Pull Request: https://projects.blender.org/blender/blender/pulls/129039
2024-10-15 13:46:00 +02:00
Jeroen Bakker
fb862d082a Fix: Vulkan: Sync issue command buffers
Cycles uses multiple threads to send commands to the GPU. The current
command buffer structure assumed that all commands from the same context
were send via the same thread. This wasn't the case and could lead to
recording commands to command buffers that are still pending (preparing
commands to send to GPU).

This is fixed by creating a command buffer each time a render graph
submits its work.

Detected when researching #128608

Pull Request: https://projects.blender.org/blender/blender/pulls/128978
2024-10-14 15:41:30 +02:00
Jeroen Bakker
acb205763e Fix: Vulkan: Cycles CPU Synchronization
When using cycles in the viewport there it uses render threads and
workers to update the viewport. All threads can record commands to the
queue and needs to be synchronized. This didn't happen leading to
incorrect renders.

Detected when researching #128608

Pull Request: https://projects.blender.org/blender/blender/pulls/128975
2024-10-14 15:38:22 +02:00
Jeroen Bakker
af151e89a7 Fix: Vulkan: Unguarded Access Device Queues
Multiple threads can access the same device queue from different
threads. This could happen when doing a cycles preview render, baking
eevee volume probes or generating material previews.

This PR adds a mutex around access to the device queues.

Detected when researching #128608

Pull Request: https://projects.blender.org/blender/blender/pulls/128974
2024-10-14 15:30:11 +02:00
Campbell Barton
8c3ef77a35 Cleanup: spelling in comments 2024-10-08 09:03:49 +11:00
Jeroen Bakker
7596a08b2c Vulkan: Add back command reordering for buffer updates.
Related to #126974, which removed command reordering due to some
EEVEE/framebuffer requirements. However buffer can still be reordered
without any artifacts.

Update buffers are common operations and are often isolated; safe to
move them outside the rendering scope.

Pull Request: https://projects.blender.org/blender/blender/pulls/128538
2024-10-04 12:11:40 +02:00
Jeroen Bakker
4d8581c7ee Vulkan: Add node to update buffers
This change adds the option to update a buffer via the render
graph via `vkCmdUpdateBuffer`. This is only enabled for
uniform buffers as they are small and aligned/sized correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/128416
2024-10-01 14:22:56 +02:00
Jeroen Bakker
9dfb49d16b Vulkan: Fix incorrect access flag
Detected by latest vulkan validation layers.

Pull Request: https://projects.blender.org/blender/blender/pulls/128417
2024-10-01 14:06:41 +02:00
Jeroen Bakker
e8e89b751d Vulkan: Fix incorrect reordering when copying attachment
Solved by not supporting complex reordering at this moment. It
is currently better to focus on quality and add back performance
later. During tests I didn't detect any user noticeable performance
degradation. Could also be because we support rendering
suspending/resuming.

Fixes artifacts in EEVEE volumes and raytracing.

Pull Request: https://projects.blender.org/blender/blender/pulls/126974
2024-08-30 13:24:57 +02:00
Jeroen Bakker
d48986eec9 Fix: Vulkan: EEVEE irradiance baking
Fix crash when using EEVEE irradiance baking. When reading back the
intermediate result the active rendering was not ended, resulting
in an assert as the rendergraph is cleared and assumed to be in an
initial state (not rendering).

Pull Request: https://projects.blender.org/blender/blender/pulls/126688
2024-08-23 14:45:40 +02:00
Jeroen Bakker
7a7ae5defe Vulkan: Occlusion Queries
Implements occlusion queries using VkQueryPools.

Pull Request: https://projects.blender.org/blender/blender/pulls/123883
2024-08-20 11:27:33 +02:00
Jeroen Bakker
ef3ceb3629 Vulkan: Resource Pools
This PR implements #126353; In short: keep discard list as part of swap chain images. This allows
better determination when resources are actually not in use anymore.

## Resource pool

Resource pools keep track of the resources for a swap chain image.

In Blender this is a bit more complicated due to the way GPUContext work. A single thread can have
multiple contexts. Some of them have a swap chain (GHOST Window) other don't (draw manager). The
resource pool should be shared between the contexts running on the same thread.

When opening multiple windows there are also multiple swap chains to consider.

### Discard pile

Resource handles that are deleted and stored in the discard pile. When we are sure that these
resources are not used on the GPU anymore these are destroyed.

### Reusable resources

There are other resources as well like:
- Descriptor sets
- Descriptor pools

## Open issues

There are some limitations that require future PRs to fix including:
- Background rendering
- Handling multiple windows
- Improve CPU/GPU synchronization
- Reuse staging buffers

Pull Request: https://projects.blender.org/blender/blender/pulls/126353
2024-08-19 15:37:48 +02:00
Jeroen Bakker
ca0e1d696a Vulkan: Layer tracking during render scope
EEVEE can bind layers of a texture that is also used as an attachment. When binding
the image layout of these specific layers can be different that the image layout of
the whole image.

This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and
wanderer scenes can be rendered without any synchronization issue reported by the
Vulkan validation layers.

Design task: #124214

When beginning to render the attachments are being evaluated. If there is an arrayed
texture (with multiple layers) the individual layers of that texture can be tracked
during until the rendering is ended.

When the same texture is bound to a shader it will be a different layer (otherwise
there is a feedback loop, which isn't allowed). The bound layers will typically need
a different layout the transition to the new layout is executed and recorded. When
the rendering ends, the layers are transitioned back to the layout the texture is
expected in.

It can happen that a layer is used multiple times during the same rendering. In
that case the rendering should be suspended to perform the transition. Image layout
transitions are not allowed during rendering.

There is one place where a layer needs to be transited multiple times that is when
EEVEE wants to extract the thickness from the shadow. The thickness is stored inside
the gbuffer_normal which is also used as an attachment. Eval then samples the thickness
from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering
when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled.

Pull Request: https://projects.blender.org/blender/blender/pulls/124407
2024-07-16 16:39:18 +02:00
Jeroen Bakker
0d71d83d47 Vulkan: Share rendergraphs on context inside same thread
This PR will share render graphs between all contexts that run in
the same thread. This allows the draw manager commands to be added
to the same render graph as the UI.

- Fixes debug groups hiearchy. Draw manager would restart a hierarchy as
  it wasn't aware of the debug groups already added by the UI
- Removes cpu sync when switching between contexts.

In a future change this is needed to improve discarding resources.

Pull Request: https://projects.blender.org/blender/blender/pulls/124715
2024-07-15 16:03:51 +02:00
Jeroen Bakker
d953f6b6f7 Vulkan: Reset command buffer
Previously we create a new command buffer when the render graph is being
submitted. This PR changes that by resetting the command buffer for
reuse.

Pull Request: https://projects.blender.org/blender/blender/pulls/124596
2024-07-12 14:38:42 +02:00
Jeroen Bakker
a730454c8a Vulkan: Add test case for render graph draw
Pull Request: https://projects.blender.org/blender/blender/pulls/124507
2024-07-11 11:38:36 +02:00
Jeroen Bakker
615f4a7d4e Cleanup: Vulkan: Remove unused variable
Detected when compiled with clang.

Pull Request: https://projects.blender.org/blender/blender/pulls/124480
2024-07-10 21:44:19 +02:00