Files
test/source/blender/gpu/vulkan/vk_device.hh
Jeroen Bakker bd139fef14 Fix: Vulkan: Validation error on devices without external memory
Qualcomm devices don't support external memory, but there an external
memory pool was still being constructed. This PR skips the creation and
asserts when using external memory on those devices.

Pull Request: https://projects.blender.org/blender/blender/pulls/139326
2025-05-23 15:59:29 +02:00

469 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include <atomic>
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "render_graph/vk_render_graph.hh"
#include "render_graph/vk_resource_state_tracker.hh"
#include "vk_buffer.hh"
#include "vk_common.hh"
#include "vk_debug.hh"
#include "vk_descriptor_pools.hh"
#include "vk_descriptor_set_layouts.hh"
#include "vk_pipeline_pool.hh"
#include "vk_resource_pool.hh"
#include "vk_samplers.hh"
namespace blender::gpu {
class VKBackend;
struct VKExtensions {
/** Does the device support VkPhysicalDeviceVulkan12Features::shaderOutputViewportIndex. */
bool shader_output_viewport_index = false;
/** Does the device support VkPhysicalDeviceVulkan12Features::shaderOutputLayer. */
bool shader_output_layer = false;
/**
* Does the device support
* VkPhysicalDeviceFragmentShaderBarycentricFeaturesKHR::fragmentShaderBarycentric.
*/
bool fragment_shader_barycentric = false;
/**
* Does the device support VK_KHR_dynamic_rendering enabled.
*/
bool dynamic_rendering = false;
/**
* Does the device support VK_KHR_dynamic_rendering_local_read enabled.
*/
bool dynamic_rendering_local_read = false;
/**
* Does the device support VK_EXT_dynamic_rendering_unused_attachments.
*/
bool dynamic_rendering_unused_attachments = false;
/**
* Does the device support VK_EXT_external_memory_win32/VK_EXT_external_memory_fd
*/
bool external_memory = false;
/**
* Does the device support logic ops.
*/
bool logic_ops = false;
/** Log enabled features and extensions. */
void log() const;
};
/* TODO: Split into VKWorkarounds and VKExtensions to remove the negating when an extension isn't
* supported. */
struct VKWorkarounds {
/**
* Some devices don't support pixel formats that are aligned to 24 and 48 bits.
* In this case we need to use a different texture format.
*
* If set to true we should work around this issue by using a different texture format.
*/
bool not_aligned_pixel_formats = false;
struct {
/**
* Is the workaround enabled for devices that don't support using VK_FORMAT_R8G8B8_* as vertex
* buffer.
*/
bool r8g8b8 = false;
} vertex_formats;
};
/**
* Shared resources between contexts that run in the same thread.
*/
class VKThreadData : public NonCopyable, NonMovable {
/**
* The number of resource pools is aligned to the number of frames
* in flight used by GHOST. Therefore, this constant *must* always
* match GHOST_ContextVK's GHOST_FRAMES_IN_FLIGHT.
*/
static constexpr uint32_t resource_pools_count = 3;
public:
/** Thread ID this instance belongs to. */
pthread_t thread_id;
/**
* Index of the active resource pool. Is in sync with the active swap chain image or cycled when
* rendering.
*
* NOTE: Initialized to `UINT32_MAX` to detect first change.
*/
uint32_t resource_pool_index = UINT32_MAX;
std::array<VKResourcePool, resource_pools_count> resource_pools;
/**
* The current rendering depth.
*
* GPU_rendering_begin can be called multiple times forming a hierarchy. The same resource pool
* should be used for the whole hierarchy. rendering_depth is increased for every
* GPU_rendering_begin and decreased when GPU_rendering_end is called. Resources pools are cycled
* when the rendering_depth set to 0.
*/
int32_t rendering_depth = 0;
VKThreadData(VKDevice &device, pthread_t thread_id);
void deinit(VKDevice &device);
/**
* Get the active resource pool.
*/
VKResourcePool &resource_pool_get()
{
if (resource_pool_index >= resource_pools.size()) {
return resource_pools[0];
}
return resource_pools[resource_pool_index];
}
/** Activate the next resource pool. */
void resource_pool_next()
{
if (resource_pool_index == UINT32_MAX) {
resource_pool_index = 1;
}
else {
resource_pool_index = (resource_pool_index + 1) % resource_pools_count;
}
}
};
class VKDevice : public NonCopyable {
private:
/** Copies of the handles owned by the GHOST context. */
VkInstance vk_instance_ = VK_NULL_HANDLE;
VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
VkDevice vk_device_ = VK_NULL_HANDLE;
uint32_t vk_queue_family_ = 0;
VkQueue vk_queue_ = VK_NULL_HANDLE;
std::mutex *queue_mutex_ = nullptr;
/**
* Lifetime of the device.
*
* Used for de-initialization of the command builder thread.
*/
enum Lifetime {
UNINITIALIZED,
RUNNING,
DEINITIALIZING,
DESTROYED,
};
Lifetime lifetime = Lifetime::UNINITIALIZED;
/**
* Task pool for render graph submission.
*
* Multiple threads in Blender can build a render graph. Building the command buffer for a render
* graph is faster when doing it in serial. Submission pool ensures that only one task is
* building at a time (background_serial).
*/
TaskPool *submission_pool_ = nullptr;
/**
* All created render graphs.
*/
Vector<render_graph::VKRenderGraph *> render_graphs_;
ThreadQueue *submitted_render_graphs_ = nullptr;
ThreadQueue *unused_render_graphs_ = nullptr;
VkSemaphore vk_timeline_semaphore_ = VK_NULL_HANDLE;
std::atomic<uint_least64_t> timeline_value_ = 0;
VKSamplers samplers_;
VKDescriptorSetLayouts descriptor_set_layouts_;
/**
* Available Contexts for this device.
*
* Device keeps track of each contexts. When buffers/images are freed they need to be removed
* from all contexts state managers.
*
* The contexts inside this list aren't owned by the VKDevice. Caller of `GPU_context_create`
* holds the ownership.
*/
Vector<std::reference_wrapper<VKContext>> contexts_;
/** Allocator used for texture and buffers and other resources. */
VmaAllocator mem_allocator_ = VK_NULL_HANDLE;
/** Limits of the device linked to this context. */
VkPhysicalDeviceProperties vk_physical_device_properties_ = {};
VkPhysicalDeviceDriverProperties vk_physical_device_driver_properties_ = {};
VkPhysicalDeviceIDProperties vk_physical_device_id_properties_ = {};
VkPhysicalDeviceMemoryProperties vk_physical_device_memory_properties_ = {};
/** Features support. */
VkPhysicalDeviceFeatures vk_physical_device_features_ = {};
VkPhysicalDeviceVulkan11Features vk_physical_device_vulkan_11_features_ = {};
VkPhysicalDeviceVulkan12Features vk_physical_device_vulkan_12_features_ = {};
Array<VkExtensionProperties> device_extensions_;
/** Functions of vk_ext_debugutils for this device/instance. */
debug::VKDebuggingTools debugging_tools_;
/* Workarounds */
VKWorkarounds workarounds_;
VKExtensions extensions_;
std::string glsl_vert_patch_;
std::string glsl_geom_patch_;
std::string glsl_frag_patch_;
std::string glsl_comp_patch_;
Vector<VKThreadData *> thread_data_;
public:
render_graph::VKResourceStateTracker resources;
VKDiscardPool orphaned_data;
/** Discard pool for resources that could still be used during rendering. */
VKDiscardPool orphaned_data_render;
VKPipelinePool pipelines;
/** Buffer to bind to unbound resource locations. */
VKBuffer dummy_buffer;
/**
* This struct contains the functions pointer to extension provided functions.
*/
struct {
/* Extension: VK_KHR_dynamic_rendering */
PFN_vkCmdBeginRendering vkCmdBeginRendering = nullptr;
PFN_vkCmdEndRendering vkCmdEndRendering = nullptr;
/* Extension: VK_EXT_debug_utils */
PFN_vkCmdBeginDebugUtilsLabelEXT vkCmdBeginDebugUtilsLabel = nullptr;
PFN_vkCmdEndDebugUtilsLabelEXT vkCmdEndDebugUtilsLabel = nullptr;
PFN_vkSetDebugUtilsObjectNameEXT vkSetDebugUtilsObjectName = nullptr;
PFN_vkCreateDebugUtilsMessengerEXT vkCreateDebugUtilsMessenger = nullptr;
PFN_vkDestroyDebugUtilsMessengerEXT vkDestroyDebugUtilsMessenger = nullptr;
/* Extension: VK_KHR_external_memory_fd */
PFN_vkGetMemoryFdKHR vkGetMemoryFd = nullptr;
#ifdef _WIN32
/* Extension: VK_KHR_external_memory_win32 */
PFN_vkGetMemoryWin32HandleKHR vkGetMemoryWin32Handle = nullptr;
#endif
} functions;
struct {
/* NOTE: This attribute needs to be kept alive as it will be read by VMA when allocating from
* `external_memory` pool. */
VkExportMemoryAllocateInfoKHR external_memory_info = {
VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO_KHR};
VmaPool external_memory = VK_NULL_HANDLE;
} vma_pools;
const char *extension_name_get(int index) const
{
return device_extensions_[index].extensionName;
}
VkPhysicalDevice physical_device_get() const
{
return vk_physical_device_;
}
const VkPhysicalDeviceProperties &physical_device_properties_get() const
{
return vk_physical_device_properties_;
}
const VkPhysicalDeviceIDProperties &physical_device_id_properties_get() const
{
return vk_physical_device_id_properties_;
}
const VkPhysicalDeviceFeatures &physical_device_features_get() const
{
return vk_physical_device_features_;
}
const VkPhysicalDeviceVulkan11Features &physical_device_vulkan_11_features_get() const
{
return vk_physical_device_vulkan_11_features_;
}
const VkPhysicalDeviceVulkan12Features &physical_device_vulkan_12_features_get() const
{
return vk_physical_device_vulkan_12_features_;
}
VkInstance instance_get() const
{
return vk_instance_;
};
VkDevice vk_handle() const
{
return vk_device_;
}
uint32_t queue_family_get() const
{
return vk_queue_family_;
}
VmaAllocator mem_allocator_get() const
{
return mem_allocator_;
}
VKDescriptorSetLayouts &descriptor_set_layouts_get()
{
return descriptor_set_layouts_;
}
debug::VKDebuggingTools &debugging_tools_get()
{
return debugging_tools_;
}
const debug::VKDebuggingTools &debugging_tools_get() const
{
return debugging_tools_;
}
const VKSamplers &samplers() const
{
return samplers_;
}
bool is_initialized() const;
void init(void *ghost_context);
void reinit();
void deinit();
eGPUDeviceType device_type() const;
eGPUDriverType driver_type() const;
std::string vendor_name() const;
std::string driver_version() const;
/**
* Check if a specific extension is supported by the device.
*
* This should be called from vk_backend to set the correct capabilities and workarounds needed
* for this device.
*/
bool supports_extension(const char *extension_name) const;
const VKWorkarounds &workarounds_get() const
{
return workarounds_;
}
const VKExtensions &extensions_get() const
{
return extensions_;
}
const char *glsl_vertex_patch_get() const;
const char *glsl_geometry_patch_get() const;
const char *glsl_fragment_patch_get() const;
const char *glsl_compute_patch_get() const;
void init_glsl_patch();
/* -------------------------------------------------------------------- */
/** \name Render graph
* \{ */
static void submission_runner(TaskPool *__restrict pool, void *task_data);
render_graph::VKRenderGraph *render_graph_new();
TimelineValue render_graph_submit(render_graph::VKRenderGraph *render_graph,
VKDiscardPool &context_discard_pool,
bool submit_to_device,
bool wait_for_completion,
VkPipelineStageFlags wait_dst_stage_mask,
VkSemaphore wait_semaphore,
VkSemaphore signal_semaphore,
VkFence signal_fence);
void wait_for_timeline(TimelineValue timeline);
/**
* Retrieve the last finished submission timeline.
*/
TimelineValue submission_finished_timeline_get() const
{
BLI_assert(vk_timeline_semaphore_ != VK_NULL_HANDLE);
TimelineValue current_timeline;
vkGetSemaphoreCounterValue(vk_device_, vk_timeline_semaphore_, &current_timeline);
return current_timeline;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Resource management
* \{ */
/**
* Get or create current thread data.
*/
VKThreadData &current_thread_data();
#if 0
/**
* Get the discard pool for the current thread.
*
* When the active thread has a context a discard pool associated to the thread is returned.
* When there is no context the orphan discard pool is returned.
*
* A thread with a context can have multiple discard pools. One for each swap-chain image.
* A thread without a context is most likely a discarded resource triggered during dependency
* graph update. A dependency graph update from the viewport during playback or editing;
* or a dependency graph update when rendering.
* These can happen from a different thread which will don't have a context at all.
* \param thread_safe: Caller thread already owns the resources mutex and is safe to run this
* function without trying to reacquire resources mutex making a deadlock.
*/
VKDiscardPool &discard_pool_for_current_thread(bool thread_safe = false);
#endif
void context_register(VKContext &context);
void context_unregister(VKContext &context);
Span<std::reference_wrapper<VKContext>> contexts_get() const;
void memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb) const;
static void debug_print(std::ostream &os, const VKDiscardPool &discard_pool);
void debug_print();
/** \} */
private:
void init_physical_device_properties();
void init_physical_device_memory_properties();
void init_physical_device_features();
void init_physical_device_extensions();
void init_debug_callbacks();
void init_memory_allocator();
void init_submission_pool();
void deinit_submission_pool();
/**
* Initialize the functions struct with extension specific function pointer.
*/
void init_functions();
/**
* Initialize a dummy buffer that can be bound for missing attributes.
*/
void init_dummy_buffer();
/* During initialization the backend requires access to update the workarounds. */
friend VKBackend;
};
} // namespace blender::gpu