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
224 lines
6.2 KiB
C++
224 lines
6.2 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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#include "MEM_guardedalloc.h"
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#include "vk_data_conversion.hh"
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#include "vk_memory.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_staging_buffer.hh"
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#include "vk_state_manager.hh"
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#include "vk_vertex_buffer.hh"
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namespace blender::gpu {
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VKVertexBuffer::~VKVertexBuffer()
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{
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release_data();
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}
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void VKVertexBuffer::bind_as_ssbo(uint binding)
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{
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VKContext &context = *VKContext::get();
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VKStateManager &state_manager = context.state_manager_get();
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state_manager.storage_buffer_bind(*this, binding);
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}
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void VKVertexBuffer::bind_as_texture(uint binding)
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{
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VKContext &context = *VKContext::get();
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VKStateManager &state_manager = context.state_manager_get();
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state_manager.texel_buffer_bind(*this, binding);
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}
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void VKVertexBuffer::add_to_descriptor_set(AddToDescriptorSetContext &data,
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int binding,
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shader::ShaderCreateInfo::Resource::BindType bind_type,
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const GPUSamplerState /*sampler_state*/)
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{
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const std::optional<VKDescriptorSet::Location> location =
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data.shader_interface.descriptor_set_location(bind_type, binding);
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if (!location) {
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return;
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}
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upload_data();
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if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER &&
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vk_buffer_view_ == VK_NULL_HANDLE)
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{
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VkBufferViewCreateInfo buffer_view_info = {};
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eGPUTextureFormat texture_format = to_texture_format(&format);
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buffer_view_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
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buffer_view_info.buffer = buffer_.vk_handle();
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buffer_view_info.format = to_vk_format(texture_format);
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buffer_view_info.range = buffer_.size_in_bytes();
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VK_ALLOCATION_CALLBACKS;
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const VKDevice &device = VKBackend::get().device_get();
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vkCreateBufferView(
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device.device_get(), &buffer_view_info, vk_allocation_callbacks, &vk_buffer_view_);
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}
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/* TODO: Check if we can move this check inside the descriptor set. */
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if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER) {
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data.descriptor_set.bind(*this, *location);
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}
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else {
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data.descriptor_set.bind_as_ssbo(*this, *location);
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}
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render_graph::VKBufferAccess buffer_access = {};
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buffer_access.vk_buffer = buffer_.vk_handle();
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buffer_access.vk_access_flags = data.shader_interface.access_mask(bind_type, *location);
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data.resource_access_info.buffers.append(buffer_access);
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}
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void VKVertexBuffer::wrap_handle(uint64_t /*handle*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKVertexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKVertexBuffer::read(void *data) const
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{
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VKContext &context = *VKContext::get();
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if (!use_render_graph) {
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context.flush();
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}
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if (buffer_.is_mapped()) {
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buffer_.read(context, data);
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return;
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}
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VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::DeviceToHost);
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staging_buffer.copy_from_device(context);
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staging_buffer.host_buffer_get().read(context, data);
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}
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void VKVertexBuffer::acquire_data()
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{
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if (usage_ == GPU_USAGE_DEVICE_ONLY) {
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return;
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}
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/* Discard previous data if any. */
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/* TODO: Use mapped memory. */
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MEM_SAFE_FREE(data);
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data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
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}
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void VKVertexBuffer::resize_data()
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{
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if (usage_ == GPU_USAGE_DEVICE_ONLY) {
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return;
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}
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data = (uchar *)MEM_reallocN(data, sizeof(uchar) * this->size_alloc_get());
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}
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void VKVertexBuffer::release_data()
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{
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if (vk_buffer_view_ != VK_NULL_HANDLE) {
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const VKDevice &device = VKBackend::get().device_get();
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VK_ALLOCATION_CALLBACKS;
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vkDestroyBufferView(device.device_get(), vk_buffer_view_, vk_allocation_callbacks);
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vk_buffer_view_ = VK_NULL_HANDLE;
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}
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MEM_SAFE_FREE(data);
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}
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void VKVertexBuffer::upload_data_direct(const VKBuffer &host_buffer)
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{
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device_format_ensure();
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if (vertex_format_converter.needs_conversion()) {
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if (G.debug & G_DEBUG_GPU) {
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std::cout << "PERFORMANCE: Vertex buffer requires conversion.\n";
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}
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vertex_format_converter.convert(host_buffer.mapped_memory_get(), data, vertex_len);
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host_buffer.flush();
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}
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else {
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host_buffer.update(data);
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}
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}
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void VKVertexBuffer::upload_data_via_staging_buffer(VKContext &context)
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{
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VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::HostToDevice);
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upload_data_direct(staging_buffer.host_buffer_get());
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staging_buffer.copy_to_device(context);
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}
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void VKVertexBuffer::upload_data()
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{
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if (!buffer_.is_allocated()) {
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allocate();
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}
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if (!ELEM(usage_, GPU_USAGE_STATIC, GPU_USAGE_STREAM, GPU_USAGE_DYNAMIC)) {
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return;
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}
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if (flag & GPU_VERTBUF_DATA_DIRTY) {
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device_format_ensure();
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if (buffer_.is_mapped()) {
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upload_data_direct(buffer_);
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}
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else {
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VKContext &context = *VKContext::get();
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upload_data_via_staging_buffer(context);
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}
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if (usage_ == GPU_USAGE_STATIC) {
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MEM_SAFE_FREE(data);
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}
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flag &= ~GPU_VERTBUF_DATA_DIRTY;
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flag |= GPU_VERTBUF_DATA_UPLOADED;
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}
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}
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void VKVertexBuffer::duplicate_data(VertBuf * /*dst*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKVertexBuffer::device_format_ensure()
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{
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if (!vertex_format_converter.is_initialized()) {
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const VKWorkarounds &workarounds = VKBackend::get().device_get().workarounds_get();
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vertex_format_converter.init(&format, workarounds);
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}
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}
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const GPUVertFormat &VKVertexBuffer::device_format_get() const
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{
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return vertex_format_converter.device_format_get();
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}
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void VKVertexBuffer::allocate()
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{
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const bool is_host_visible = ELEM(usage_, GPU_USAGE_DYNAMIC, GPU_USAGE_STREAM);
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VkBufferUsageFlags vk_buffer_usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
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if (!is_host_visible) {
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vk_buffer_usage |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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}
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buffer_.create(size_alloc_get(), usage_, vk_buffer_usage, is_host_visible);
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debug::object_label(buffer_.vk_handle(), "VertexBuffer");
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}
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} // namespace blender::gpu
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