Files
test/source/blender/gpu/vulkan/vk_immediate.cc
Jeroen Bakker 3f6e2ea915 Vulkan: Shader interface access mask
When building the resource access used when adding dispatch/draw commands
to the render graph, the access mask is required. This PR stores the
access mask in the shader interface. When binding the resources referenced
by the state manager, the resource access info struct is populated with
the access flags.

In the near future the resource access info will be passed when adding
a dispatch/draw node to the render graph to generate the links.

Pull Request: https://projects.blender.org/blender/blender/pulls/120908
2024-04-22 20:47:30 +02:00

98 lines
3.0 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Mimics old style OpenGL immediate mode drawing.
*/
#include "vk_immediate.hh"
#include "vk_backend.hh"
#include "vk_data_conversion.hh"
#include "vk_state_manager.hh"
namespace blender::gpu {
VKImmediate::VKImmediate() {}
VKImmediate::~VKImmediate() {}
uchar *VKImmediate::begin()
{
VKContext &context = *VKContext::get();
const VKWorkarounds &workarounds = VKBackend::get().device_get().workarounds_get();
vertex_format_converter.init(&vertex_format, workarounds);
const size_t bytes_needed = vertex_buffer_size(&vertex_format_converter.device_format_get(),
vertex_len);
const bool new_buffer_needed = !has_active_resource() || buffer_bytes_free() < bytes_needed;
std::unique_ptr<VKBuffer> &buffer = tracked_resource_for(context, new_buffer_needed);
current_subbuffer_len_ = bytes_needed;
uchar *data = static_cast<uchar *>(buffer->mapped_memory_get());
return data + subbuffer_offset_get();
}
void VKImmediate::end()
{
BLI_assert_msg(prim_type != GPU_PRIM_NONE, "Illegal state: not between an immBegin/End pair.");
if (vertex_idx == 0) {
return;
}
if (vertex_format_converter.needs_conversion()) {
/* Determine the start of the subbuffer. The `vertex_data` attribute changes when new vertices
* are loaded.
*/
uchar *data = static_cast<uchar *>(active_resource()->mapped_memory_get()) +
subbuffer_offset_get();
vertex_format_converter.convert(data, data, vertex_idx);
}
VKContext &context = *VKContext::get();
BLI_assert(context.shader == unwrap(shader));
VKStateManager &state_manager = context.state_manager_get();
state_manager.apply_state();
render_graph::VKResourceAccessInfo resource_access_info = {};
state_manager.apply_bindings(context, resource_access_info);
vertex_attributes_.update_bindings(*this);
context.bind_graphics_pipeline(prim_type, vertex_attributes_);
vertex_attributes_.bind(context);
context.command_buffers_get().draw(0, vertex_idx, 0, 1);
buffer_offset_ += current_subbuffer_len_;
current_subbuffer_len_ = 0;
vertex_format_converter.reset();
}
VkDeviceSize VKImmediate::subbuffer_offset_get()
{
return buffer_offset_;
}
VkDeviceSize VKImmediate::buffer_bytes_free()
{
return active_resource()->size_in_bytes() - subbuffer_offset_get();
}
static VkDeviceSize new_buffer_size(size_t sub_buffer_size)
{
return max_ii(sub_buffer_size, DEFAULT_INTERNAL_BUFFER_SIZE);
}
std::unique_ptr<VKBuffer> VKImmediate::create_resource(VKContext & /*context*/)
{
const size_t bytes_needed = vertex_buffer_size(&vertex_format, vertex_len);
std::unique_ptr<VKBuffer> result = std::make_unique<VKBuffer>();
result->create(new_buffer_size(bytes_needed),
GPU_USAGE_DYNAMIC,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT);
debug::object_label(result->vk_handle(), "Immediate");
buffer_offset_ = 0;
return result;
}
} // namespace blender::gpu