This PR implements indirect drawing for the Vulkan backend. Indirect drawing is a requirement for workbench-next. NOTE: that this is one of multiple changes needed to get to the same support level. With this patch only objects at the center of the world are drawn correctly. Pull Request: https://projects.blender.org/blender/blender/pulls/111334
417 lines
14 KiB
C++
417 lines
14 KiB
C++
/* SPDX-FileCopyrightText: 2023 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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#include "vk_command_buffer.hh"
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#include "vk_buffer.hh"
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#include "vk_context.hh"
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#include "vk_framebuffer.hh"
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#include "vk_index_buffer.hh"
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#include "vk_memory.hh"
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#include "vk_pipeline.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_vertex_buffer.hh"
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#include "BLI_assert.h"
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namespace blender::gpu {
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VKCommandBuffer::~VKCommandBuffer()
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{
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if (vk_device_ != VK_NULL_HANDLE) {
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VK_ALLOCATION_CALLBACKS;
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vkDestroyFence(vk_device_, vk_fence_, vk_allocation_callbacks);
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vk_fence_ = VK_NULL_HANDLE;
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}
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}
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void VKCommandBuffer::init(const VkDevice vk_device,
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const VkQueue vk_queue,
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VkCommandBuffer vk_command_buffer)
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{
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vk_device_ = vk_device;
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vk_queue_ = vk_queue;
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vk_command_buffer_ = vk_command_buffer;
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submission_id_.reset();
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state.stage = Stage::Initial;
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/* When a the last GHOST context is destroyed the device is deallocate. A moment later the GPU
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* context is destroyed. The first step is to activate it. Activating would retrieve the device
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* from GHOST which in that case is a #VK_NULL_HANDLE. */
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if (vk_device == VK_NULL_HANDLE) {
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return;
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}
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if (vk_fence_ == VK_NULL_HANDLE) {
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VK_ALLOCATION_CALLBACKS;
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VkFenceCreateInfo fenceInfo{};
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fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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vkCreateFence(vk_device_, &fenceInfo, vk_allocation_callbacks, &vk_fence_);
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}
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else {
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vkResetFences(vk_device_, 1, &vk_fence_);
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}
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}
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void VKCommandBuffer::begin_recording()
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{
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if (is_in_stage(Stage::Submitted)) {
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vkWaitForFences(vk_device_, 1, &vk_fence_, VK_TRUE, FenceTimeout);
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vkResetFences(vk_device_, 1, &vk_fence_);
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stage_transfer(Stage::Submitted, Stage::Executed);
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}
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if (is_in_stage(Stage::Executed)) {
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vkResetCommandBuffer(vk_command_buffer_, 0);
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stage_transfer(Stage::Executed, Stage::Initial);
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}
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VkCommandBufferBeginInfo begin_info = {};
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begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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vkBeginCommandBuffer(vk_command_buffer_, &begin_info);
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stage_transfer(Stage::Initial, Stage::Recording);
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}
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void VKCommandBuffer::end_recording()
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{
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ensure_no_active_framebuffer();
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vkEndCommandBuffer(vk_command_buffer_);
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stage_transfer(Stage::Recording, Stage::BetweenRecordingAndSubmitting);
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}
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void VKCommandBuffer::bind(const VKPipeline &pipeline, VkPipelineBindPoint bind_point)
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{
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vkCmdBindPipeline(vk_command_buffer_, bind_point, pipeline.vk_handle());
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}
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void VKCommandBuffer::bind(const VKDescriptorSet &descriptor_set,
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const VkPipelineLayout vk_pipeline_layout,
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VkPipelineBindPoint bind_point)
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{
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VkDescriptorSet vk_descriptor_set = descriptor_set.vk_handle();
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vkCmdBindDescriptorSets(
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vk_command_buffer_, bind_point, vk_pipeline_layout, 0, 1, &vk_descriptor_set, 0, 0);
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}
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void VKCommandBuffer::bind(const uint32_t binding,
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const VKVertexBuffer &vertex_buffer,
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const VkDeviceSize offset)
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{
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bind(binding, vertex_buffer.vk_handle(), offset);
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}
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void VKCommandBuffer::bind(const uint32_t binding, const VKBufferWithOffset &vertex_buffer)
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{
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bind(binding, vertex_buffer.buffer.vk_handle(), vertex_buffer.offset);
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}
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void VKCommandBuffer::bind(const uint32_t binding,
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const VkBuffer &vk_vertex_buffer,
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const VkDeviceSize offset)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdBindVertexBuffers(vk_command_buffer_, binding, 1, &vk_vertex_buffer, &offset);
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}
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void VKCommandBuffer::bind(const VKBufferWithOffset &index_buffer, VkIndexType index_type)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdBindIndexBuffer(
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vk_command_buffer_, index_buffer.buffer.vk_handle(), index_buffer.offset, index_type);
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}
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void VKCommandBuffer::begin_render_pass(const VKFrameBuffer &framebuffer)
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{
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validate_framebuffer_not_exists();
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state.framebuffer_ = &framebuffer;
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}
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void VKCommandBuffer::end_render_pass(const VKFrameBuffer &framebuffer)
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{
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UNUSED_VARS_NDEBUG(framebuffer);
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validate_framebuffer_exists();
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BLI_assert(state.framebuffer_ == &framebuffer);
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ensure_no_active_framebuffer();
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state.framebuffer_ = nullptr;
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}
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void VKCommandBuffer::push_constants(const VKPushConstants &push_constants,
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const VkPipelineLayout vk_pipeline_layout,
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const VkShaderStageFlags vk_shader_stages)
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{
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BLI_assert(push_constants.layout_get().storage_type_get() ==
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VKPushConstants::StorageType::PUSH_CONSTANTS);
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vkCmdPushConstants(vk_command_buffer_,
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vk_pipeline_layout,
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vk_shader_stages,
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push_constants.offset(),
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push_constants.layout_get().size_in_bytes(),
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push_constants.data());
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}
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void VKCommandBuffer::fill(VKBuffer &buffer, uint32_t clear_data)
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{
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ensure_no_active_framebuffer();
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vkCmdFillBuffer(vk_command_buffer_, buffer.vk_handle(), 0, buffer.size_in_bytes(), clear_data);
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}
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void VKCommandBuffer::copy(VKBuffer &dst_buffer,
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VKTexture &src_texture,
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Span<VkBufferImageCopy> regions)
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{
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ensure_no_active_framebuffer();
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vkCmdCopyImageToBuffer(vk_command_buffer_,
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src_texture.vk_image_handle(),
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src_texture.current_layout_get(),
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dst_buffer.vk_handle(),
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regions.size(),
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regions.data());
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}
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void VKCommandBuffer::copy(VKTexture &dst_texture,
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VKBuffer &src_buffer,
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Span<VkBufferImageCopy> regions)
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{
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ensure_no_active_framebuffer();
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vkCmdCopyBufferToImage(vk_command_buffer_,
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src_buffer.vk_handle(),
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dst_texture.vk_image_handle(),
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dst_texture.current_layout_get(),
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regions.size(),
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regions.data());
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}
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void VKCommandBuffer::copy(VKTexture &dst_texture,
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VKTexture &src_texture,
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Span<VkImageCopy> regions)
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{
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ensure_no_active_framebuffer();
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vkCmdCopyImage(vk_command_buffer_,
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src_texture.vk_image_handle(),
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src_texture.current_layout_get(),
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dst_texture.vk_image_handle(),
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dst_texture.current_layout_get(),
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regions.size(),
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regions.data());
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}
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void VKCommandBuffer::blit(VKTexture &dst_texture,
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VKTexture &src_texture,
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Span<VkImageBlit> regions)
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{
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blit(dst_texture,
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dst_texture.current_layout_get(),
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src_texture,
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src_texture.current_layout_get(),
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regions);
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}
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void VKCommandBuffer::blit(VKTexture &dst_texture,
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VkImageLayout dst_layout,
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VKTexture &src_texture,
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VkImageLayout src_layout,
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Span<VkImageBlit> regions)
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{
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ensure_no_active_framebuffer();
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vkCmdBlitImage(vk_command_buffer_,
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src_texture.vk_image_handle(),
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src_layout,
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dst_texture.vk_image_handle(),
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dst_layout,
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regions.size(),
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regions.data(),
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VK_FILTER_NEAREST);
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}
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void VKCommandBuffer::clear(VkImage vk_image,
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VkImageLayout vk_image_layout,
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const VkClearColorValue &vk_clear_color,
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Span<VkImageSubresourceRange> ranges)
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{
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ensure_no_active_framebuffer();
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vkCmdClearColorImage(vk_command_buffer_,
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vk_image,
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vk_image_layout,
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&vk_clear_color,
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ranges.size(),
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ranges.data());
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}
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void VKCommandBuffer::clear(Span<VkClearAttachment> attachments, Span<VkClearRect> areas)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdClearAttachments(
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vk_command_buffer_, attachments.size(), attachments.data(), areas.size(), areas.data());
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}
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void VKCommandBuffer::draw(int v_first, int v_count, int i_first, int i_count)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdDraw(vk_command_buffer_, v_count, i_count, v_first, i_first);
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state.draw_counts++;
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}
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void VKCommandBuffer::draw_indexed(
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int index_count, int instance_count, int first_index, int vertex_offset, int first_instance)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdDrawIndexed(
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vk_command_buffer_, index_count, instance_count, first_index, vertex_offset, first_instance);
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state.draw_counts++;
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}
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void VKCommandBuffer::draw_indirect(const VKStorageBuffer &buffer,
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VkDeviceSize offset,
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uint32_t draw_count,
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uint32_t stride)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdDrawIndirect(vk_command_buffer_, buffer.vk_handle(), offset, draw_count, stride);
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state.draw_counts++;
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}
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void VKCommandBuffer::draw_indexed_indirect(const VKStorageBuffer &buffer,
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VkDeviceSize offset,
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uint32_t draw_count,
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uint32_t stride)
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{
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validate_framebuffer_exists();
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ensure_active_framebuffer();
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vkCmdDrawIndexedIndirect(vk_command_buffer_, buffer.vk_handle(), offset, draw_count, stride);
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state.draw_counts++;
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}
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void VKCommandBuffer::pipeline_barrier(VkPipelineStageFlags source_stages,
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VkPipelineStageFlags destination_stages)
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{
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if (state.framebuffer_) {
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ensure_active_framebuffer();
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}
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vkCmdPipelineBarrier(vk_command_buffer_,
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source_stages,
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destination_stages,
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0,
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0,
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nullptr,
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0,
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nullptr,
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0,
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nullptr);
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}
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void VKCommandBuffer::pipeline_barrier(Span<VkImageMemoryBarrier> image_memory_barriers)
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{
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ensure_no_active_framebuffer();
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vkCmdPipelineBarrier(vk_command_buffer_,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_DEPENDENCY_BY_REGION_BIT,
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0,
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nullptr,
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0,
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nullptr,
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image_memory_barriers.size(),
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image_memory_barriers.data());
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}
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void VKCommandBuffer::dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
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{
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ensure_no_active_framebuffer();
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vkCmdDispatch(vk_command_buffer_, groups_x_len, groups_y_len, groups_z_len);
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}
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void VKCommandBuffer::dispatch(VKStorageBuffer &command_buffer)
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{
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ensure_no_active_framebuffer();
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vkCmdDispatchIndirect(vk_command_buffer_, command_buffer.vk_handle(), 0);
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}
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void VKCommandBuffer::submit()
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{
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ensure_no_active_framebuffer();
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end_recording();
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encode_recorded_commands();
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submit_encoded_commands();
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begin_recording();
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}
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void VKCommandBuffer::encode_recorded_commands()
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{
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/* Intentionally not implemented. For the graphics pipeline we want to extract the
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* resources and its usages so we can encode multiple commands in the same command buffer with
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* the correct synchronizations. */
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}
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void VKCommandBuffer::submit_encoded_commands()
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{
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VkSubmitInfo submit_info = {};
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submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &vk_command_buffer_;
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vkQueueSubmit(vk_queue_, 1, &submit_info, vk_fence_);
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submission_id_.next();
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stage_transfer(Stage::BetweenRecordingAndSubmitting, Stage::Submitted);
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}
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/* -------------------------------------------------------------------- */
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/** \name FrameBuffer/RenderPass state tracking
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* \{ */
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void VKCommandBuffer::validate_framebuffer_not_exists()
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{
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BLI_assert_msg(state.framebuffer_ == nullptr && state.framebuffer_active_ == false,
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"State error: expected no framebuffer being tracked.");
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}
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void VKCommandBuffer::validate_framebuffer_exists()
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{
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BLI_assert_msg(state.framebuffer_, "State error: expected framebuffer being tracked.");
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}
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void VKCommandBuffer::ensure_no_active_framebuffer()
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{
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state.checks_++;
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if (state.framebuffer_ && state.framebuffer_active_) {
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vkCmdEndRenderPass(vk_command_buffer_);
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state.framebuffer_active_ = false;
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state.switches_++;
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}
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}
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void VKCommandBuffer::ensure_active_framebuffer()
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{
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BLI_assert(state.framebuffer_);
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state.checks_++;
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if (!state.framebuffer_active_) {
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VkRenderPassBeginInfo render_pass_begin_info = {};
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render_pass_begin_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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render_pass_begin_info.renderPass = state.framebuffer_->vk_render_pass_get();
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render_pass_begin_info.framebuffer = state.framebuffer_->vk_framebuffer_get();
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render_pass_begin_info.renderArea = state.framebuffer_->vk_render_areas_get()[0];
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/* We don't use clear ops, but vulkan wants to have at least one. */
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VkClearValue clear_value = {};
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render_pass_begin_info.clearValueCount = 1;
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render_pass_begin_info.pClearValues = &clear_value;
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vkCmdBeginRenderPass(vk_command_buffer_, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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state.framebuffer_active_ = true;
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state.switches_++;
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}
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}
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/** \} */
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} // namespace blender::gpu
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