Files
test/source/blender/gpu/vulkan/vk_storage_buffer.cc
Jeroen Bakker d09d93febf Vulkan: Store Vertex, Index and Storage Buffers on Device Memory
Currently all buffer types were stored in host memory, which is visible to the GPU as well.
This is typically slow as the data would be transferred over the PCI bus when used.

Most of the time Index and Vertex buffers are written once and read many times so it makes
more sense to locate them on the GPU. Storage buffers typically require quick access as they
are created for shading/compute purposes.

This PR will try to store vertex buffers, index buffers and storage buffers on device memory
to improve the performance.

Uniform buffers are still located on host memory as they can be uploaded during binding process.
This can (will) reset the graphics pipeline triggering draw calls using unattached resources.

In future this could be optimized further as in:
* using different pools for allocating specific buffers, with a fallback when buffers cannot be
  stored on the GPU anymore.
* store uniform buffers in device memory

Pull Request: https://projects.blender.org/blender/blender/pulls/115343
2023-11-24 13:52:48 +01:00

119 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_staging_buffer.hh"
#include "vk_state_manager.hh"
#include "vk_vertex_buffer.hh"
#include "vk_storage_buffer.hh"
namespace blender::gpu {
VKStorageBuffer::VKStorageBuffer(int size, GPUUsageType usage, const char *name)
: StorageBuf(size, name), usage_(usage)
{
}
void VKStorageBuffer::update(const void *data)
{
VKContext &context = *VKContext::get();
ensure_allocated();
VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::HostToDevice);
staging_buffer.host_buffer_get().update(data);
staging_buffer.copy_to_device(context);
}
void VKStorageBuffer::ensure_allocated()
{
if (!buffer_.is_allocated()) {
allocate();
}
}
void VKStorageBuffer::allocate()
{
const bool is_host_visible = false;
buffer_.create(size_in_bytes_,
usage_,
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
is_host_visible);
debug::object_label(buffer_.vk_handle(), name_);
}
void VKStorageBuffer::bind(int slot)
{
VKContext &context = *VKContext::get();
context.state_manager_get().storage_buffer_bind(*this, slot);
}
void VKStorageBuffer::bind(int slot,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState /*sampler_state*/)
{
VKContext &context = *VKContext::get();
VKShader *shader = static_cast<VKShader *>(context.shader);
ensure_allocated();
const VKShaderInterface &shader_interface = shader->interface_get();
const std::optional<VKDescriptorSet::Location> location =
shader_interface.descriptor_set_location(bind_type, slot);
if (location) {
VKDescriptorSetTracker &descriptor_set = context.descriptor_set_get();
descriptor_set.bind(*this, *location);
}
}
void VKStorageBuffer::unbind()
{
unbind_from_active_context();
}
void VKStorageBuffer::clear(uint32_t clear_value)
{
ensure_allocated();
VKContext &context = *VKContext::get();
buffer_.clear(context, clear_value);
}
void VKStorageBuffer::copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size)
{
ensure_allocated();
VKVertexBuffer &src_vertex_buffer = *unwrap(src);
src_vertex_buffer.upload();
VkBufferCopy region = {};
region.srcOffset = src_offset;
region.dstOffset = dst_offset;
region.size = copy_size;
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.copy(buffer_, src_vertex_buffer.vk_handle(), Span<VkBufferCopy>(&region, 1));
context.flush();
}
void VKStorageBuffer::async_flush_to_host()
{
GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
}
void VKStorageBuffer::read(void *data)
{
ensure_allocated();
VKContext &context = *VKContext::get();
context.flush();
VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::DeviceToHost);
staging_buffer.copy_from_device(context);
staging_buffer.host_buffer_get().read(data);
}
} // namespace blender::gpu