Dynamic rendering is a Vulkan 1.3 feature. Most platforms have support for them, but there are several legacy platforms that don't support dynamic rendering or have driver bugs that don't allow us to use it. This change will make dynamic rendering optional allowing legacy platforms to use Vulkan. **Limitations** `GPU_LOADACTION_CLEAR` is implemented as clear attachments. Render passes do support load clear, but adding support to it would add complexity as it required multiple pipeline variations to support suspend/resume rendering. It isn't clear when which variation should be used what lead to compiling to many pipelines and branches in the codebase. Using clear attachments doesn't require the complexity for what is expected to be only used by platforms not supported by the GPU vendors. Subpass inputs and dual source blending are not supported as Subpass inputs can alter the exact binding location of attachments. Fixing this would add code complexity that is not used. Ref: #129063 **Current state**  Pull Request: https://projects.blender.org/blender/blender/pulls/129062
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 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_descriptor_pools.hh"
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#include "vk_backend.hh"
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#include "vk_device.hh"
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namespace blender::gpu {
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VKDescriptorPools::VKDescriptorPools() {}
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VKDescriptorPools::~VKDescriptorPools()
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{
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const VKDevice &device = VKBackend::get().device;
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for (const VkDescriptorPool vk_descriptor_pool : pools_) {
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vkDestroyDescriptorPool(device.vk_handle(), vk_descriptor_pool, nullptr);
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}
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}
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void VKDescriptorPools::init(const VKDevice &device)
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{
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BLI_assert(pools_.is_empty());
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add_new_pool(device);
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}
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void VKDescriptorPools::reset()
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{
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const VKDevice &device = VKBackend::get().device;
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for (const VkDescriptorPool vk_descriptor_pool : pools_) {
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vkResetDescriptorPool(device.vk_handle(), vk_descriptor_pool, 0);
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}
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active_pool_index_ = 0;
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}
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void VKDescriptorPools::add_new_pool(const VKDevice &device)
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{
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Vector<VkDescriptorPoolSize> pool_sizes = {
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{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, POOL_SIZE_STORAGE_BUFFER},
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{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, POOL_SIZE_STORAGE_IMAGE},
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{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, POOL_SIZE_COMBINED_IMAGE_SAMPLER},
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{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, POOL_SIZE_UNIFORM_BUFFER},
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{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, POOL_SIZE_UNIFORM_TEXEL_BUFFER},
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{VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, POOL_SIZE_INPUT_ATTACHMENT}};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = POOL_SIZE_DESCRIPTOR_SETS;
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pool_info.poolSizeCount = pool_sizes.size();
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pool_info.pPoolSizes = pool_sizes.data();
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VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
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VkResult result = vkCreateDescriptorPool(
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device.vk_handle(), &pool_info, nullptr, &descriptor_pool);
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UNUSED_VARS(result);
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pools_.append(descriptor_pool);
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}
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VkDescriptorPool VKDescriptorPools::active_pool_get()
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{
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BLI_assert(!pools_.is_empty());
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return pools_[active_pool_index_];
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}
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void VKDescriptorPools::activate_next_pool()
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{
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BLI_assert(!is_last_pool_active());
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active_pool_index_ += 1;
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}
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void VKDescriptorPools::activate_last_pool()
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{
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active_pool_index_ = pools_.size() - 1;
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}
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bool VKDescriptorPools::is_last_pool_active()
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{
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return active_pool_index_ == pools_.size() - 1;
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}
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VkDescriptorSet VKDescriptorPools::allocate(const VkDescriptorSetLayout descriptor_set_layout)
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{
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BLI_assert(descriptor_set_layout != VK_NULL_HANDLE);
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const VKDevice &device = VKBackend::get().device;
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VkDescriptorSetAllocateInfo allocate_info = {};
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VkDescriptorPool pool = active_pool_get();
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allocate_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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allocate_info.descriptorPool = pool;
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allocate_info.descriptorSetCount = 1;
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allocate_info.pSetLayouts = &descriptor_set_layout;
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VkDescriptorSet vk_descriptor_set = VK_NULL_HANDLE;
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VkResult result = vkAllocateDescriptorSets(
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device.vk_handle(), &allocate_info, &vk_descriptor_set);
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if (ELEM(result, VK_ERROR_OUT_OF_POOL_MEMORY, VK_ERROR_FRAGMENTED_POOL)) {
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if (is_last_pool_active()) {
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add_new_pool(device);
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activate_last_pool();
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}
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else {
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activate_next_pool();
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}
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return allocate(descriptor_set_layout);
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}
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return vk_descriptor_set;
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}
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} // namespace blender::gpu
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