This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
93 lines
2.3 KiB
C++
93 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gpu_context_private.hh"
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#include "GHOST_Types.h"
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#include "vk_command_buffer.hh"
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#include "vk_common.hh"
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#include "vk_debug.hh"
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#include "vk_descriptor_pools.hh"
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namespace blender::gpu {
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class VKFrameBuffer;
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class VKVertexAttributeObject;
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class VKBatch;
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class VKStateManager;
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class VKContext : public Context, NonCopyable {
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private:
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VKCommandBuffer command_buffer_;
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VkExtent2D vk_extent_ = {};
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VkFormat swap_chain_format_ = {};
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GPUTexture *surface_texture_ = nullptr;
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void *ghost_context_;
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public:
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VKContext(void *ghost_window, void *ghost_context);
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virtual ~VKContext();
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void activate() override;
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void deactivate() override;
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void begin_frame() override;
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void end_frame() override;
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void flush() override;
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void finish() override;
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void memory_statistics_get(int *total_mem, int *free_mem) override;
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void debug_group_begin(const char *, int) override;
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void debug_group_end() override;
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bool debug_capture_begin() override;
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void debug_capture_end() override;
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void *debug_capture_scope_create(const char *name) override;
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bool debug_capture_scope_begin(void *scope) override;
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void debug_capture_scope_end(void *scope) override;
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bool has_active_framebuffer() const;
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void activate_framebuffer(VKFrameBuffer &framebuffer);
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void deactivate_framebuffer();
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VKFrameBuffer *active_framebuffer_get() const;
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void bind_compute_pipeline();
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void bind_graphics_pipeline(const GPUPrimType prim_type,
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const VKVertexAttributeObject &vertex_attribute_object);
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void sync_backbuffer();
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static VKContext *get()
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{
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return static_cast<VKContext *>(Context::get());
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}
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VKCommandBuffer &command_buffer_get()
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{
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return command_buffer_;
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}
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VKStateManager &state_manager_get() const;
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static void swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *data);
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static void swap_buffers_post_callback();
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private:
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void swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &data);
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void swap_buffers_post_handler();
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};
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BLI_INLINE bool operator==(const VKContext &a, const VKContext &b)
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{
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return static_cast<const void *>(&a) == static_cast<const void *>(&b);
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}
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} // namespace blender::gpu
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