Currently `VkCommandBuffer` are allocated with `vkAllocateCommandBuffers`, however when the commands are submitted pointer are just reset, these leaks are visible with just play back animations. This frees commands buffers resolving the leaks. Ref: #127225 Although related we should check the result as there could be more causes. Pull Request: https://projects.blender.org/blender/blender/pulls/130203
89 lines
2.8 KiB
C++
89 lines
2.8 KiB
C++
/* SPDX-FileCopyrightText: 2024 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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#pragma once
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#include "vk_common.hh"
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#include "vk_descriptor_pools.hh"
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#include "vk_immediate.hh"
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namespace blender::gpu {
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class VKDevice;
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/**
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* Pool of resources that are discarded, but can still be in used and cannot be destroyed.
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*
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* When GPU resources are deleted (`GPU_*_delete`) the GPU handles are kept inside a discard pool.
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* When we are sure that the resource isn't used on the GPU anymore we can safely destroy it.
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*
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* When preparing the next frame, the previous frame can still be rendered. Resources that needs to
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* be destroyed can only be when the previous frame has been completed and being displayed on the
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* screen.
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*/
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class VKDiscardPool {
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friend class VKDevice;
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private:
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Vector<std::pair<VkImage, VmaAllocation>> images_;
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Vector<std::pair<VkBuffer, VmaAllocation>> buffers_;
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Vector<VkImageView> image_views_;
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Vector<VkShaderModule> shader_modules_;
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Vector<VkPipelineLayout> pipeline_layouts_;
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Vector<VkRenderPass> render_passes_;
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Vector<VkFramebuffer> framebuffers_;
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Map<VkCommandPool, Vector<VkCommandBuffer>> command_buffers_;
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std::mutex mutex_;
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/**
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* Free command buffers generated from `vk_command_pool`.
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*
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* Command buffers are freed in `destroy_discarded_resources`, however if a `vk_command_pool` is
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* going to be destroyed, commands buffers generated from this command pool needs to be freed at
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* forehand.
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*/
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void free_command_pool_buffers(VkCommandPool vk_command_pool, VKDevice &device);
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public:
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void deinit(VKDevice &device);
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void discard_image(VkImage vk_image, VmaAllocation vma_allocation);
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void discard_command_buffer(VkCommandBuffer vk_command_buffer, VkCommandPool vk_command_pool);
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void discard_image_view(VkImageView vk_image_view);
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void discard_buffer(VkBuffer vk_buffer, VmaAllocation vma_allocation);
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void discard_shader_module(VkShaderModule vk_shader_module);
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void discard_pipeline_layout(VkPipelineLayout vk_pipeline_layout);
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void discard_framebuffer(VkFramebuffer vk_framebuffer);
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void discard_render_pass(VkRenderPass vk_render_pass);
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/**
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* Move discarded resources from src_pool into this.
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*
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* GPU resources that are discarded from the dependency graph are stored in the device orphaned
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* data. When a swap chain context list is made active the orphaned data can be merged into a
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* swap chain discard pool.
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*/
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void move_data(VKDiscardPool &src_pool);
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void destroy_discarded_resources(VKDevice &device);
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};
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class VKResourcePool {
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public:
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VKDescriptorPools descriptor_pools;
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VKDescriptorSetTracker descriptor_set;
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VKDiscardPool discard_pool;
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VKImmediate immediate;
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void init(VKDevice &device);
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void deinit(VKDevice &device);
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void reset();
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};
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} // namespace blender::gpu
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