The current Vulkan resource management has some issues as context that are not active can still use resources that are freed via another context. When this happens incorrect data can be read on the GPU and even crash Blender. When trying to bind something that now contains other memory pointers. This change introduces that contexts are tracked via the device. Context will be registered/unregistered with the device instance. Unbinding of resources must pass the device and the device will check all registered contexts. Binding of resources will happen via the active context only. On user perspective this now allowes: - Opening/switching files - Switching workspaces - Switching render engines Pull Request: https://projects.blender.org/blender/blender/pulls/108968
144 lines
3.4 KiB
C++
144 lines
3.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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_state_manager.hh"
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#include "vk_context.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pipeline.hh"
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#include "vk_shader.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 "GPU_capabilities.h"
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namespace blender::gpu {
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void VKStateManager::apply_state()
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{
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VKContext &context = *VKContext::get();
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if (context.shader) {
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VKShader &shader = unwrap(*context.shader);
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VKPipeline &pipeline = shader.pipeline_get();
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pipeline.state_manager_get().set_state(state, mutable_state);
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}
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}
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void VKStateManager::apply_bindings()
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{
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VKContext &context = *VKContext::get();
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if (context.shader) {
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textures_.apply_bindings();
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images_.apply_bindings();
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uniform_buffers_.apply_bindings();
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storage_buffers_.apply_bindings();
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}
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}
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void VKStateManager::force_state()
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{
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VKContext &context = *VKContext::get();
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BLI_assert(context.shader);
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VKShader &shader = unwrap(*context.shader);
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VKPipeline &pipeline = shader.pipeline_get();
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pipeline.state_manager_get().force_state(state, mutable_state);
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}
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void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/)
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{
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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/* TODO: Pipeline barriers should be added. We might be able to extract it from
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* the actual pipeline, later on, but for now we submit the work as barrier. */
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command_buffer.submit();
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}
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void VKStateManager::texture_bind(Texture *tex, GPUSamplerState /*sampler*/, int unit)
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{
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VKTexture *texture = unwrap(tex);
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textures_.bind(unit, *texture);
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}
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void VKStateManager::texture_unbind(Texture *tex)
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{
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VKTexture *texture = unwrap(tex);
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textures_.unbind(*texture);
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}
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void VKStateManager::texture_unbind_all()
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{
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textures_.unbind_all();
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}
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void VKStateManager::image_bind(Texture *tex, int binding)
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{
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VKTexture *texture = unwrap(tex);
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images_.bind(binding, *texture);
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}
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void VKStateManager::image_unbind(Texture *tex)
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{
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VKTexture *texture = unwrap(tex);
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images_.unbind(*texture);
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}
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void VKStateManager::image_unbind_all()
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{
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images_.unbind_all();
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}
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void VKStateManager::uniform_buffer_bind(VKUniformBuffer *uniform_buffer, int slot)
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{
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uniform_buffers_.bind(slot, *uniform_buffer);
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}
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void VKStateManager::uniform_buffer_unbind(VKUniformBuffer *uniform_buffer)
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{
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uniform_buffers_.unbind(*uniform_buffer);
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}
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void VKStateManager::unbind_from_all_namespaces(VKBindableResource &resource)
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{
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uniform_buffers_.unbind(resource);
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storage_buffers_.unbind(resource);
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images_.unbind(resource);
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textures_.unbind(resource);
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}
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void VKStateManager::texel_buffer_bind(VKVertexBuffer &vertex_buffer, int slot)
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{
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textures_.bind(slot, vertex_buffer);
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}
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void VKStateManager::texel_buffer_unbind(VKVertexBuffer &vertex_buffer)
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{
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textures_.unbind(vertex_buffer);
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}
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void VKStateManager::storage_buffer_bind(VKBindableResource &resource, int slot)
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{
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storage_buffers_.bind(slot, resource);
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}
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void VKStateManager::storage_buffer_unbind(VKBindableResource &resource)
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{
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storage_buffers_.unbind(resource);
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}
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void VKStateManager::texture_unpack_row_length_set(uint len)
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{
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texture_unpack_row_length_ = len;
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}
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uint VKStateManager::texture_unpack_row_length_get() const
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{
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return texture_unpack_row_length_;
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}
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} // namespace blender::gpu
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