Files
test/source/blender/gpu/vulkan/vk_framebuffer.cc
Jeroen Bakker f35b0373d6 Vulkan: Separate DataTransfer, Compute, Graphics Commands
Goal is to reduce the number of command buffer flushes by tracking what is
happening in the different command queues. This is an initial step towards
advanced queue-ing strategies.

The new (intermediate) strategy records commands to different command
buffers based on what they do. There is a command buffer for data transfers,
compute pipelines and graphics pipelines.

When a compute command is recorded it ensures that all graphic commands
are finished. When a graphic command is recorded it ensures all compute
commands are finished. When a graphic or compute command is scheduled
all recorded data transfer commands are scheduled as well.

Some improvements are expected as multiple compute and data transfers
commands can now be scheduled at the same time and don't need to unbind
and rebind render passes. Especially when using EEVEE-Next which is
compute centric the performance change is visible for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/114104
2023-10-30 14:21:14 +01:00

649 lines
23 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_framebuffer.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "vk_memory.hh"
#include "vk_state_manager.hh"
#include "vk_texture.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
VKFrameBuffer::VKFrameBuffer(const char *name) : FrameBuffer(name)
{
size_set(1, 1);
srgb_ = false;
enabled_srgb_ = false;
}
VKFrameBuffer::~VKFrameBuffer()
{
render_pass_free();
}
/** \} */
void VKFrameBuffer::bind(bool enabled_srgb)
{
VKContext &context = *VKContext::get();
/* Updating attachments can issue pipeline barriers, this should be done outside the render pass.
* When done inside a render pass there should be a self-dependency between sub-passes on the
* active render pass. As the active render pass isn't aware of the new render pass (and should
* not) it is better to deactivate it before updating the attachments. For more information check
* `VkSubpassDependency`. */
if (context.has_active_framebuffer()) {
context.deactivate_framebuffer();
}
context.activate_framebuffer(*this);
enabled_srgb_ = enabled_srgb;
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
}
Array<VkViewport, 16> VKFrameBuffer::vk_viewports_get() const
{
Array<VkViewport, 16> viewports(this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1);
int index = 0;
for (VkViewport &viewport : viewports) {
viewport.x = viewport_[index][0];
viewport.y = viewport_[index][1];
viewport.width = viewport_[index][2];
viewport.height = viewport_[index][3];
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
index++;
}
return viewports;
}
Array<VkRect2D, 16> VKFrameBuffer::vk_render_areas_get() const
{
Array<VkRect2D, 16> render_areas(this->multi_viewport_ ? GPU_MAX_VIEWPORTS : 1);
for (VkRect2D &render_area : render_areas) {
if (scissor_test_get()) {
int scissor_rect[4];
scissor_get(scissor_rect);
render_area.offset.x = clamp_i(scissor_rect[0], 0, width_);
render_area.offset.y = clamp_i(scissor_rect[1], 0, height_);
render_area.extent.width = clamp_i(scissor_rect[2], 1, width_ - scissor_rect[0]);
render_area.extent.height = clamp_i(scissor_rect[3], 1, height_ - scissor_rect[1]);
}
else {
render_area.offset.x = 0;
render_area.offset.y = 0;
render_area.extent.width = width_;
render_area.extent.height = height_;
}
}
return render_areas;
}
bool VKFrameBuffer::check(char /*err_out*/[256])
{
return true;
}
void VKFrameBuffer::build_clear_attachments_depth_stencil(
const eGPUFrameBufferBits buffers,
float clear_depth,
uint32_t clear_stencil,
Vector<VkClearAttachment> &r_attachments) const
{
VkClearAttachment clear_attachment = {};
clear_attachment.aspectMask = (buffers & GPU_DEPTH_BIT ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) |
(buffers & GPU_STENCIL_BIT ? VK_IMAGE_ASPECT_STENCIL_BIT : 0);
clear_attachment.clearValue.depthStencil.depth = clear_depth;
clear_attachment.clearValue.depthStencil.stencil = clear_stencil;
r_attachments.append(clear_attachment);
}
void VKFrameBuffer::build_clear_attachments_color(const float (*clear_colors)[4],
const bool multi_clear_colors,
Vector<VkClearAttachment> &r_attachments) const
{
int color_index = 0;
for (int color_slot = 0; color_slot < GPU_FB_MAX_COLOR_ATTACHMENT; color_slot++) {
const GPUAttachment &attachment = attachments_[GPU_FB_COLOR_ATTACHMENT0 + color_slot];
if (attachment.tex == nullptr) {
continue;
}
VkClearAttachment clear_attachment = {};
clear_attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clear_attachment.colorAttachment = color_slot;
eGPUDataFormat data_format = to_data_format(GPU_texture_format(attachment.tex));
clear_attachment.clearValue.color = to_vk_clear_color_value(data_format,
&clear_colors[color_index]);
r_attachments.append(clear_attachment);
color_index += multi_clear_colors ? 1 : 0;
}
}
/* -------------------------------------------------------------------- */
/** \name Clear
* \{ */
void VKFrameBuffer::clear(const Vector<VkClearAttachment> &attachments) const
{
if (attachments.is_empty()) {
return;
}
VkClearRect clear_rect = {};
clear_rect.rect = vk_render_areas_get()[0];
clear_rect.baseArrayLayer = 0;
clear_rect.layerCount = 1;
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.clear(attachments, Span<VkClearRect>(&clear_rect, 1));
}
void VKFrameBuffer::clear(const eGPUFrameBufferBits buffers,
const float clear_color[4],
float clear_depth,
uint clear_stencil)
{
Vector<VkClearAttachment> attachments;
if (buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
VKContext &context = *VKContext::get();
/* Clearing depth via vkCmdClearAttachments requires a render pass with write depth enabled.
* When not enabled, clearing should be done via texture directly. */
if (context.state_manager_get().state.write_mask & GPU_WRITE_DEPTH) {
build_clear_attachments_depth_stencil(buffers, clear_depth, clear_stencil, attachments);
}
else {
VKTexture *depth_texture = unwrap(unwrap(depth_tex()));
if (depth_texture != nullptr) {
if (G.debug & G_DEBUG_GPU) {
std::cout
<< "PERFORMANCE: impact clearing depth texture in render pass that doesn't allow "
"depth writes.\n";
}
depth_attachment_layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
depth_texture->clear_depth_stencil(buffers, clear_depth, clear_stencil);
}
}
}
if (buffers & GPU_COLOR_BIT) {
float clear_color_single[4];
copy_v4_v4(clear_color_single, clear_color);
build_clear_attachments_color(&clear_color_single, false, attachments);
}
if (!attachments.is_empty()) {
clear(attachments);
}
}
void VKFrameBuffer::clear_multi(const float (*clear_color)[4])
{
Vector<VkClearAttachment> attachments;
build_clear_attachments_color(clear_color, true, attachments);
clear(attachments);
}
void VKFrameBuffer::clear_attachment(GPUAttachmentType /*type*/,
eGPUDataFormat /*data_format*/,
const void * /*clear_value*/)
{
/* Clearing of a single attachment was added to implement `clear_multi` in OpenGL. As
* `clear_multi` is supported in Vulkan it isn't needed to implement this method.
*/
BLI_assert_unreachable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Load/Store operations
* \{ */
void VKFrameBuffer::attachment_set_loadstore_op(GPUAttachmentType /*type*/, GPULoadStore /*ls*/)
{
NOT_YET_IMPLEMENTED;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sub-pass transition
* \{ */
void VKFrameBuffer::subpass_transition(const GPUAttachmentState /*depth_attachment_state*/,
Span<GPUAttachmentState> /*color_attachment_states*/)
{
NOT_YET_IMPLEMENTED;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Read back
* \{ */
void VKFrameBuffer::read(eGPUFrameBufferBits plane,
eGPUDataFormat format,
const int area[4],
int /*channel_len*/,
int slot,
void *r_data)
{
VKContext &context = *VKContext::get();
VKTexture *texture = nullptr;
switch (plane) {
case GPU_COLOR_BIT:
color_attachment_layout_ensure(context, slot, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
texture = unwrap(unwrap(color_tex(slot)));
break;
case GPU_DEPTH_BIT:
depth_attachment_layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
texture = unwrap(unwrap(depth_tex()));
break;
default:
BLI_assert_unreachable();
return;
}
BLI_assert_msg(texture,
"Trying to read back texture from framebuffer, but no texture is available in "
"requested slot.");
texture->read_sub(0, format, area, r_data);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Blit operations
* \{ */
static void blit_aspect(VKCommandBuffers &command_buffer,
VKTexture &dst_texture,
VKTexture &src_texture,
int dst_offset_x,
int dst_offset_y,
VkImageAspectFlagBits image_aspect)
{
/* Prefer texture copy, as some platforms don't support using D32_SFLOAT_S8_UINT to be used as
* a blit destination. */
if (dst_offset_x == 0 && dst_offset_y == 0 &&
dst_texture.format_get() == src_texture.format_get() &&
src_texture.width_get() == dst_texture.width_get() &&
src_texture.height_get() == dst_texture.height_get())
{
src_texture.copy_to(dst_texture, image_aspect);
return;
}
VkImageBlit image_blit = {};
image_blit.srcSubresource.aspectMask = image_aspect;
image_blit.srcSubresource.mipLevel = 0;
image_blit.srcSubresource.baseArrayLayer = 0;
image_blit.srcSubresource.layerCount = 1;
image_blit.srcOffsets[0].x = 0;
image_blit.srcOffsets[0].y = 0;
image_blit.srcOffsets[0].z = 0;
image_blit.srcOffsets[1].x = src_texture.width_get();
image_blit.srcOffsets[1].y = src_texture.height_get();
image_blit.srcOffsets[1].z = 1;
image_blit.dstSubresource.aspectMask = image_aspect;
image_blit.dstSubresource.mipLevel = 0;
image_blit.dstSubresource.baseArrayLayer = 0;
image_blit.dstSubresource.layerCount = 1;
image_blit.dstOffsets[0].x = min_ii(dst_offset_x, dst_texture.width_get());
image_blit.dstOffsets[0].y = min_ii(dst_offset_y, dst_texture.height_get());
image_blit.dstOffsets[0].z = 0;
image_blit.dstOffsets[1].x = min_ii(dst_offset_x + src_texture.width_get(),
dst_texture.width_get());
image_blit.dstOffsets[1].y = min_ii(dst_offset_y + src_texture.height_get(),
dst_texture.height_get());
image_blit.dstOffsets[1].z = 1;
command_buffer.blit(dst_texture, src_texture, Span<VkImageBlit>(&image_blit, 1));
}
void VKFrameBuffer::blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y)
{
BLI_assert(dst);
BLI_assert_msg(ELEM(planes, GPU_COLOR_BIT, GPU_DEPTH_BIT),
"VKFrameBuffer::blit_to only supports a single color or depth aspect.");
UNUSED_VARS_NDEBUG(planes);
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
if (!context.has_active_framebuffer()) {
BLI_assert_unreachable();
return;
}
VKFrameBuffer &dst_framebuffer = *unwrap(dst);
if (planes & GPU_COLOR_BIT) {
const GPUAttachment &src_attachment = attachments_[GPU_FB_COLOR_ATTACHMENT0 + src_slot];
const GPUAttachment &dst_attachment =
dst_framebuffer.attachments_[GPU_FB_COLOR_ATTACHMENT0 + dst_slot];
if (src_attachment.tex && dst_attachment.tex) {
VKTexture &src_texture = *unwrap(unwrap(src_attachment.tex));
VKTexture &dst_texture = *unwrap(unwrap(dst_attachment.tex));
color_attachment_layout_ensure(context, src_slot, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
dst_framebuffer.color_attachment_layout_ensure(
context, dst_slot, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
blit_aspect(command_buffers,
dst_texture,
src_texture,
dst_offset_x,
dst_offset_y,
VK_IMAGE_ASPECT_COLOR_BIT);
}
}
if (planes & GPU_DEPTH_BIT) {
/* Retrieve source texture. */
const GPUAttachment &src_attachment = attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex ?
attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT] :
attachments_[GPU_FB_DEPTH_ATTACHMENT];
const GPUAttachment &dst_attachment =
dst_framebuffer.attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex ?
dst_framebuffer.attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT] :
dst_framebuffer.attachments_[GPU_FB_DEPTH_ATTACHMENT];
if (src_attachment.tex && dst_attachment.tex) {
VKTexture &src_texture = *unwrap(unwrap(src_attachment.tex));
VKTexture &dst_texture = *unwrap(unwrap(dst_attachment.tex));
depth_attachment_layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
dst_framebuffer.depth_attachment_layout_ensure(context,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
blit_aspect(command_buffers,
dst_texture,
src_texture,
dst_offset_x,
dst_offset_y,
VK_IMAGE_ASPECT_DEPTH_BIT);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Update attachments
* \{ */
void VKFrameBuffer::vk_render_pass_ensure()
{
if (!dirty_attachments_) {
return;
}
render_pass_free();
render_pass_create();
dirty_attachments_ = false;
}
void VKFrameBuffer::render_pass_create()
{
BLI_assert(vk_render_pass_ == VK_NULL_HANDLE);
BLI_assert(vk_framebuffer_ == VK_NULL_HANDLE);
VK_ALLOCATION_CALLBACKS
/* Track first attachment for size. */
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
std::array<VkImageView, GPU_FB_MAX_ATTACHMENT> image_views;
std::array<VkAttachmentReference, GPU_FB_MAX_ATTACHMENT> attachment_references;
image_views_.clear();
bool has_depth_attachment = false;
bool found_attachment = false;
const VKImageView &dummy_attachment =
VKBackend::get().device_get().dummy_color_attachment_get().image_view_get();
int depth_location = -1;
for (int type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; type--) {
GPUAttachment &attachment = attachments_[type];
if (attachment.tex == nullptr && !found_attachment) {
/* Move the depth texture to the next binding point after all color textures. The binding
* location of the color textures should be kept in sync between ShaderCreateInfos and the
* framebuffer attachments. The depth buffer should be the last slot. */
depth_location = max_ii(type - GPU_FB_COLOR_ATTACHMENT0, 0);
continue;
}
found_attachment |= attachment.tex != nullptr;
/* Keep the first attachment to the first color attachment, or to the depth buffer when there
* is no color attachment. */
if (attachment.tex != nullptr &&
(first_attachment == GPU_FB_MAX_ATTACHMENT || type >= GPU_FB_COLOR_ATTACHMENT0))
{
first_attachment = static_cast<GPUAttachmentType>(type);
}
int attachment_location = type >= GPU_FB_COLOR_ATTACHMENT0 ? type - GPU_FB_COLOR_ATTACHMENT0 :
depth_location;
const bool is_depth_attachment = ELEM(
type, GPU_FB_DEPTH_ATTACHMENT, GPU_FB_DEPTH_STENCIL_ATTACHMENT);
if (attachment.tex) {
BLI_assert_msg(!is_depth_attachment || !has_depth_attachment,
"There can only be one depth/stencil attachment.");
has_depth_attachment |= is_depth_attachment;
/* Ensure texture is allocated to ensure the image view. */
VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
const bool use_stencil = false;
const bool use_srgb = srgb_ && enabled_srgb_;
image_views_.append(VKImageView(texture,
eImageViewUsage::Attachment,
IndexRange(max_ii(attachment.layer, 0), 1),
IndexRange(attachment.mip, 1),
use_stencil,
use_srgb,
name_));
const VKImageView &image_view = image_views_.last();
image_views[attachment_location] = image_view.vk_handle();
VkAttachmentDescription &attachment_description =
attachment_descriptions[attachment_location];
attachment_description.flags = 0;
attachment_description.format = image_view.vk_format();
attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.initialLayout = texture.current_layout_get();
attachment_description.finalLayout = texture.current_layout_get();
/* Create the attachment reference. */
VkAttachmentReference &attachment_reference = attachment_references[attachment_location];
attachment_reference.attachment = attachment_location;
attachment_reference.layout = is_depth_attachment ?
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL :
VK_IMAGE_LAYOUT_GENERAL;
}
else if (!is_depth_attachment) {
image_views[attachment_location] = dummy_attachment.vk_handle();
VkAttachmentDescription &attachment_description =
attachment_descriptions[attachment_location];
attachment_description.flags = 0;
attachment_description.format = VK_FORMAT_R32_SFLOAT;
attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_description.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
attachment_description.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
VkAttachmentReference &attachment_reference = attachment_references[attachment_location];
attachment_reference.attachment = VK_ATTACHMENT_UNUSED;
attachment_reference.layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
}
/* Update the size, viewport & scissor based on the first attachment. */
if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attachment = attachments_[first_attachment];
BLI_assert(attachment.tex);
int size[3];
GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
size_set(size[0], size[1]);
}
else {
/* A frame-buffer should at least be 1 by 1. */
this->size_set(1, 1);
}
viewport_reset();
scissor_reset();
/* Create render pass. */
const int attachment_len = has_depth_attachment ? depth_location + 1 : depth_location;
const int color_attachment_len = depth_location;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = color_attachment_len;
subpass.pColorAttachments = attachment_references.data();
if (has_depth_attachment) {
subpass.pDepthStencilAttachment = &attachment_references[depth_location];
}
VkRenderPassCreateInfo render_pass_info = {};
render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
render_pass_info.attachmentCount = attachment_len;
render_pass_info.pAttachments = attachment_descriptions.data();
render_pass_info.subpassCount = 1;
render_pass_info.pSubpasses = &subpass;
const VKDevice &device = VKBackend::get().device_get();
vkCreateRenderPass(
device.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
/* We might want to split frame-buffer and render pass. */
VkFramebufferCreateInfo framebuffer_create_info = {};
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebuffer_create_info.renderPass = vk_render_pass_;
framebuffer_create_info.attachmentCount = attachment_len;
framebuffer_create_info.pAttachments = image_views.data();
framebuffer_create_info.width = width_;
framebuffer_create_info.height = height_;
framebuffer_create_info.layers = 1;
vkCreateFramebuffer(
device.device_get(), &framebuffer_create_info, vk_allocation_callbacks, &vk_framebuffer_);
}
void VKFrameBuffer::render_pass_free()
{
if (vk_render_pass_ == VK_NULL_HANDLE) {
return;
}
VKDevice &device = VKBackend::get().device_get();
if (device.is_initialized()) {
device.discard_render_pass(vk_render_pass_);
device.discard_frame_buffer(vk_framebuffer_);
}
image_views_.clear();
vk_render_pass_ = VK_NULL_HANDLE;
vk_framebuffer_ = VK_NULL_HANDLE;
}
void VKFrameBuffer::color_attachment_layout_ensure(VKContext &context,
int color_attachment,
VkImageLayout requested_layout)
{
VKTexture *color_texture = unwrap(unwrap(color_tex(color_attachment)));
if (color_texture == nullptr) {
return;
}
if (color_texture->current_layout_get() == requested_layout) {
return;
}
color_texture->layout_ensure(context, requested_layout);
dirty_attachments_ = true;
}
void VKFrameBuffer::depth_attachment_layout_ensure(VKContext &context,
VkImageLayout requested_layout)
{
VKTexture *depth_texture = unwrap(unwrap(depth_tex()));
if (depth_texture == nullptr) {
return;
}
if (depth_texture->current_layout_get() == requested_layout) {
return;
}
depth_texture->layout_ensure(context, requested_layout);
dirty_attachments_ = true;
}
void VKFrameBuffer::update_size()
{
if (!dirty_attachments_) {
return;
}
for (int i = 0; i < GPU_FB_MAX_ATTACHMENT; i++) {
GPUAttachment &attachment = attachments_[i];
if (attachment.tex) {
int size[3];
GPU_texture_get_mipmap_size(attachment.tex, attachment.mip, size);
size_set(size[0], size[1]);
return;
}
}
size_set(1, 1);
}
void VKFrameBuffer::update_srgb()
{
for (int i : IndexRange(GPU_FB_MAX_COLOR_ATTACHMENT)) {
VKTexture *texture = unwrap(unwrap(color_tex(i)));
if (texture) {
srgb_ = (texture->format_flag_get() & GPU_FORMAT_SRGB) != 0;
return;
}
}
}
int VKFrameBuffer::color_attachments_resource_size() const
{
int size = 0;
for (int color_slot : IndexRange(GPU_FB_MAX_COLOR_ATTACHMENT)) {
if (color_tex(color_slot) != nullptr) {
size = max_ii(color_slot + 1, size);
}
}
return size;
}
/** \} */
} // namespace blender::gpu