This PR hooks up the vulkan backend with the render graph for drawing. It can run Blender better than the previous implementation so we also flipped it to be the default implementation. **Some highlights** - Adds support for framebuffer load/store operations - Adds support for framebuffer subpass transitions - Fixes workbench shadows - Performance is just below OpenGL performance when comparing fps. But the screen feels more fluent when using complex scenes. - Current performance is without doing any optimizations so will improve in the future. - EEVEE will not crash but has artifacts and many parts that require more work. **Related to** - #121648 - #118330 **Known Limitation** - Similar to previous implementation resources can be freed when still in use crashing Blender. This is typically the case when playing back an animation or updating a material icon. **Next steps** - Remove old implementation - Get EEVEE to work - Fix double resource freeing - Improve performance by identifying hotspots and change them Pull Request: https://projects.blender.org/blender/blender/pulls/121787
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors All rights reserved.
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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 "render_graph/vk_render_graph.hh"
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#include "vk_buffer.hh"
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#include "vk_common.hh"
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#include "BLI_vector.hh"
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#pragma once
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namespace blender::gpu {
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class VKVertexBuffer;
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class VKContext;
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class VKBatch;
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class VKShaderInterface;
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class VKImmediate;
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using AttributeMask = uint16_t;
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// TODO: VKVertexAttributeObject should not contain any reference to VBO's. This should make the
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// API be compatible with both VKBatch and VKImmediate.
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// TODO: In steam of storing the bindings/attributes we should add a data structure that can store
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// them. Building the bindings/attributes should be done inside VKPipelinePool.
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class VKVertexAttributeObject {
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public:
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bool is_valid = false;
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VkPipelineVertexInputStateCreateInfo info = {
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VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, NULL};
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Vector<VkVertexInputBindingDescription> bindings;
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Vector<VkVertexInputAttributeDescription> attributes;
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/* Used for batches. */
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Vector<VKVertexBuffer *> vbos;
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/* Used for immediate mode. */
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Vector<VKBufferWithOffset> buffers;
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VKVertexAttributeObject();
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void clear();
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void bind(VKContext &context);
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void bind(render_graph::VKVertexBufferBindings &r_vertex_buffer_bindings) const;
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/** Copy assignment operator. */
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VKVertexAttributeObject &operator=(const VKVertexAttributeObject &other);
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void update_bindings(const VKContext &context, VKBatch &batch);
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void update_bindings(VKImmediate &immediate);
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/**
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* Ensure that all Vertex Buffers are uploaded to the GPU.
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*
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* This is a separate step as uploading could flush the graphics pipeline making the state
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* inconsistent.
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*/
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void ensure_vbos_uploaded() const;
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void debug_print() const;
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private:
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/** Update unused bindings with a dummy binding. */
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void fill_unused_bindings(const VKShaderInterface &interface,
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const AttributeMask occupied_attributes);
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void update_bindings(const GPUVertFormat &vertex_format,
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VKVertexBuffer *vertex_buffer,
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VKBufferWithOffset *immediate_vertex_buffer,
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const int64_t vertex_len,
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const VKShaderInterface &interface,
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AttributeMask &r_occupied_attributes,
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const bool use_instancing);
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void bind_vbos(VKContext &context);
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void bind_buffers(VKContext &context);
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};
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} // namespace blender::gpu
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