EEVEE can bind layers of a texture that is also used as an attachment. When binding the image layout of these specific layers can be different that the image layout of the whole image. This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and wanderer scenes can be rendered without any synchronization issue reported by the Vulkan validation layers. Design task: #124214 When beginning to render the attachments are being evaluated. If there is an arrayed texture (with multiple layers) the individual layers of that texture can be tracked during until the rendering is ended. When the same texture is bound to a shader it will be a different layer (otherwise there is a feedback loop, which isn't allowed). The bound layers will typically need a different layout the transition to the new layout is executed and recorded. When the rendering ends, the layers are transitioned back to the layout the texture is expected in. It can happen that a layer is used multiple times during the same rendering. In that case the rendering should be suspended to perform the transition. Image layout transitions are not allowed during rendering. There is one place where a layer needs to be transited multiple times that is when EEVEE wants to extract the thickness from the shadow. The thickness is stored inside the gbuffer_normal which is also used as an attachment. Eval then samples the thickness from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled. Pull Request: https://projects.blender.org/blender/blender/pulls/124407
353 lines
10 KiB
C++
353 lines
10 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 "vk_context.hh"
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#include "vk_debug.hh"
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#include "vk_backend.hh"
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#include "vk_framebuffer.hh"
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#include "vk_immediate.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_state_manager.hh"
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#include "vk_texture.hh"
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#include "GHOST_C-api.h"
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namespace blender::gpu {
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VKContext::VKContext(void *ghost_window,
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void *ghost_context,
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render_graph::VKRenderGraph &render_graph)
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: render_graph(render_graph)
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{
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ghost_window_ = ghost_window;
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ghost_context_ = ghost_context;
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state_manager = new VKStateManager();
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imm = new VKImmediate();
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/* For off-screen contexts. Default frame-buffer is empty. */
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VKFrameBuffer *framebuffer = new VKFrameBuffer("back_left");
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back_left = framebuffer;
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active_fb = framebuffer;
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compiler = new ShaderCompilerGeneric();
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}
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VKContext::~VKContext()
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{
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if (surface_texture_) {
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GPU_texture_free(surface_texture_);
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surface_texture_ = nullptr;
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}
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VKBackend::get().device.context_unregister(*this);
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delete imm;
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imm = nullptr;
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delete compiler;
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}
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void VKContext::sync_backbuffer()
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{
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if (ghost_context_) {
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VKDevice &device = VKBackend::get().device;
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if (!is_init_) {
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is_init_ = true;
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descriptor_pools_.init(device);
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device.init_dummy_buffer(*this);
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}
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descriptor_pools_.reset();
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}
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if (ghost_window_) {
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GHOST_VulkanSwapChainData swap_chain_data = {};
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GHOST_GetVulkanSwapChainFormat((GHOST_WindowHandle)ghost_window_, &swap_chain_data);
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const bool reset_framebuffer = swap_chain_format_ != swap_chain_data.format ||
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vk_extent_.width != swap_chain_data.extent.width ||
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vk_extent_.height != swap_chain_data.extent.height;
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if (reset_framebuffer) {
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if (has_active_framebuffer()) {
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deactivate_framebuffer();
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}
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if (surface_texture_) {
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GPU_texture_free(surface_texture_);
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surface_texture_ = nullptr;
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}
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surface_texture_ = GPU_texture_create_2d("back-left",
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swap_chain_data.extent.width,
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swap_chain_data.extent.height,
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1,
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to_gpu_format(swap_chain_data.format),
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GPU_TEXTURE_USAGE_ATTACHMENT,
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nullptr);
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back_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
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GPU_ATTACHMENT_TEXTURE(surface_texture_));
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back_left->bind(false);
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swap_chain_format_ = swap_chain_data.format;
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vk_extent_ = swap_chain_data.extent;
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}
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}
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}
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void VKContext::activate()
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{
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/* Make sure no other context is already bound to this thread. */
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BLI_assert(is_active_ == false);
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is_active_ = true;
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sync_backbuffer();
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immActivate();
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}
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void VKContext::deactivate()
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{
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immDeactivate();
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is_active_ = false;
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}
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void VKContext::begin_frame() {}
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void VKContext::end_frame() {}
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void VKContext::flush() {}
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void VKContext::flush_render_graph()
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{
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if (has_active_framebuffer()) {
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VKFrameBuffer &framebuffer = *active_framebuffer_get();
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if (framebuffer.is_rendering()) {
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framebuffer.rendering_end(*this);
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}
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}
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render_graph.submit();
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}
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void VKContext::finish() {}
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void VKContext::memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb)
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{
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const VKDevice &device = VKBackend::get().device;
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device.memory_statistics_get(r_total_mem_kb, r_free_mem_kb);
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}
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/* -------------------------------------------------------------------- */
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/** \name State manager
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* \{ */
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VKStateManager &VKContext::state_manager_get() const
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{
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return *static_cast<VKStateManager *>(state_manager);
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}
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void VKContext::debug_unbind_all_ubo()
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{
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state_manager_get().uniform_buffer_unbind_all();
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};
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void VKContext::debug_unbind_all_ssbo()
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{
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state_manager_get().storage_buffer_unbind_all();
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Frame-buffer
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* \{ */
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void VKContext::activate_framebuffer(VKFrameBuffer &framebuffer)
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{
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if (has_active_framebuffer()) {
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deactivate_framebuffer();
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}
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BLI_assert(active_fb == nullptr);
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active_fb = &framebuffer;
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framebuffer.update_size();
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framebuffer.update_srgb();
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framebuffer.rendering_reset();
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}
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VKFrameBuffer *VKContext::active_framebuffer_get() const
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{
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return unwrap(active_fb);
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}
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bool VKContext::has_active_framebuffer() const
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{
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return active_framebuffer_get() != nullptr;
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}
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void VKContext::deactivate_framebuffer()
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{
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VKFrameBuffer *framebuffer = active_framebuffer_get();
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BLI_assert(framebuffer != nullptr);
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framebuffer->rendering_end(*this);
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active_fb = nullptr;
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}
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void VKContext::rendering_end()
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{
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VKFrameBuffer *framebuffer = active_framebuffer_get();
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if (framebuffer) {
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framebuffer->rendering_end(*this);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Pipeline
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* \{ */
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void VKContext::update_pipeline_data(GPUPrimType primitive,
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VKVertexAttributeObject &vao,
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render_graph::VKPipelineData &r_pipeline_data)
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{
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VKShader &vk_shader = unwrap(*shader);
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BLI_assert(vk_shader.is_graphics_shader());
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VKFrameBuffer &framebuffer = *active_framebuffer_get();
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update_pipeline_data(
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vk_shader,
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vk_shader.ensure_and_get_graphics_pipeline(primitive, vao, state_manager_get(), framebuffer),
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r_pipeline_data);
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}
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void VKContext::update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data)
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{
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VKShader &vk_shader = unwrap(*shader);
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BLI_assert(vk_shader.is_compute_shader());
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update_pipeline_data(vk_shader, vk_shader.ensure_and_get_compute_pipeline(), r_pipeline_data);
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}
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void VKContext::update_pipeline_data(VKShader &vk_shader,
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VkPipeline vk_pipeline,
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render_graph::VKPipelineData &r_pipeline_data)
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{
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r_pipeline_data.vk_pipeline_layout = vk_shader.vk_pipeline_layout;
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r_pipeline_data.vk_pipeline = vk_pipeline;
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/* Update push constants. */
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r_pipeline_data.push_constants_data = nullptr;
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r_pipeline_data.push_constants_size = 0;
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const VKPushConstants::Layout &push_constants_layout =
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vk_shader.interface_get().push_constants_layout_get();
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vk_shader.push_constants.update(*this);
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if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::PUSH_CONSTANTS) {
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r_pipeline_data.push_constants_size = push_constants_layout.size_in_bytes();
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r_pipeline_data.push_constants_data = vk_shader.push_constants.data();
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}
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/* When using the push constant fallback we need to add a read access dependency to the uniform
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* buffer after the buffer has been updated.
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* NOTE: this alters the context instance variable `access_info_` which isn't clear from the API.
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*/
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if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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access_info_.buffers.append(
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{vk_shader.push_constants.uniform_buffer_get()->vk_handle(), VK_ACCESS_UNIFORM_READ_BIT});
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}
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/* Update descriptor set. */
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r_pipeline_data.vk_descriptor_set = VK_NULL_HANDLE;
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if (vk_shader.has_descriptor_set()) {
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descriptor_set_.update(*this);
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r_pipeline_data.vk_descriptor_set = descriptor_set_get().active_descriptor_set()->vk_handle();
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}
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}
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render_graph::VKResourceAccessInfo &VKContext::update_and_get_access_info()
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{
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access_info_.reset();
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state_manager_get().apply_bindings(*this, access_info_);
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return access_info_;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Graphics pipeline
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* \{ */
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void VKContext::swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *swap_chain_data)
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{
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VKContext *context = VKContext::get();
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BLI_assert(context);
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context->swap_buffers_pre_handler(*swap_chain_data);
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}
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void VKContext::swap_buffers_post_callback()
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{
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VKContext *context = VKContext::get();
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BLI_assert(context);
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context->swap_buffers_post_handler();
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}
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void VKContext::swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &swap_chain_data)
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{
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VKFrameBuffer &framebuffer = *unwrap(back_left);
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VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
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render_graph::VKBlitImageNode::CreateInfo blit_image = {};
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blit_image.src_image = color_attachment->vk_image_handle();
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blit_image.dst_image = swap_chain_data.image;
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blit_image.filter = VK_FILTER_NEAREST;
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VkImageBlit ®ion = blit_image.region;
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region.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
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region.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
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region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.srcSubresource.mipLevel = 0;
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region.srcSubresource.baseArrayLayer = 0;
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region.srcSubresource.layerCount = 1;
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region.dstOffsets[0] = {0, 0, 0};
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region.dstOffsets[1] = {
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int32_t(swap_chain_data.extent.width), int32_t(swap_chain_data.extent.height), 1};
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region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.dstSubresource.mipLevel = 0;
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region.dstSubresource.baseArrayLayer = 0;
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region.dstSubresource.layerCount = 1;
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/* Swap chain commands are CPU synchronized at this moment, allowing to temporary add the swap
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* chain image as device resources. When we move towards GPU swap chain synchronization we need
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* to keep track of the swap chain image between frames. */
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VKDevice &device = VKBackend::get().device;
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device.resources.add_image(swap_chain_data.image,
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1,
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VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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render_graph::ResourceOwner::SWAP_CHAIN,
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"SwapchainImage");
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framebuffer.rendering_end(*this);
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render_graph.add_node(blit_image);
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render_graph.submit_for_present(swap_chain_data.image);
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device.resources.remove_image(swap_chain_data.image);
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#if 0
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device.debug_print();
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#endif
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device.destroy_discarded_resources();
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}
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void VKContext::swap_buffers_post_handler()
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{
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sync_backbuffer();
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}
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/** \} */
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} // namespace blender::gpu
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