Files
test/source/blender/gpu/vulkan/vk_buffer.hh
Jeroen Bakker 0faba244a5 Fix: Vulkan: Async readback of storage buffers
The vulkan backend was implemented with async in mind, however the one place
where Blender uses for async was implemented blocking. This PR splits the
readback into flushing the command and waiting for readback.

**Performance**

Improvement of animation playback performance of shader balls.blend is around 10%.
Shader balls.blend frame: 1-100, 10 x animation playback

| Branch               | Total time | Average time |
| -------------------- | ---------- | ------------ |
| blender-v4.4-release | 26851 ms   | 2685 ms      |
| This PR              | 23675 ms   | 2367 ms      |

Pull Request: https://projects.blender.org/blender/blender/pulls/134227
2025-02-17 08:58:06 +01:00

128 lines
2.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "BLI_utility_mixins.hh"
#include "vk_common.hh"
namespace blender::gpu {
class VKContext;
class VKDevice;
/**
* Class for handing vulkan buffers (allocation/updating/binding).
*/
class VKBuffer : public NonCopyable {
size_t size_in_bytes_ = 0;
VkBuffer vk_buffer_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
VkMemoryPropertyFlags vk_memory_property_flags_;
TimelineValue async_timeline_ = 0;
/* Pointer to the virtually mapped memory. */
void *mapped_memory_ = nullptr;
public:
VKBuffer() = default;
virtual ~VKBuffer();
/** Has this buffer been allocated? */
bool is_allocated() const;
/**
* Allocate the buffer.
*/
bool create(size_t size,
VkBufferUsageFlags buffer_usage,
VkMemoryPropertyFlags required_flags,
VkMemoryPropertyFlags preferred_flags,
VmaAllocationCreateFlags vma_allocation_flags);
void clear(VKContext &context, uint32_t clear_value);
void update_immediately(const void *data) const;
/**
* Update the buffer as part of the render graph evaluation. The ownership of data will be
* transferred to the render graph and should have been allocated using guarded alloc.
*/
void update_render_graph(VKContext &context, void *data) const;
void flush() const;
/**
* Read the buffer (synchronously).
*/
void read(VKContext &context, void *data) const;
/**
* Start a async read-back.
*/
void async_flush_to_host(VKContext &context);
/**
* Wait until the async read back is finished and fill the given data with the content of the
* buffer.
*
* Will start a new async read-back when there is no read back in progress.
*/
void read_async(VKContext &context, void *data);
/**
* Free the buffer.
*
* Discards the buffer so it can be destroyed safely later. Buffers can still be used when
* rendering so we can only destroy them after the rendering is completed.
*/
bool free();
/**
* Destroy the buffer immediately.
*/
void free_immediately(VKDevice &device);
int64_t size_in_bytes() const
{
return size_in_bytes_;
}
VkBuffer vk_handle() const
{
return vk_buffer_;
}
/**
* Get the reference to the mapped memory.
*
* Can only be called when the buffer is (still) mapped.
*/
void *mapped_memory_get() const;
/**
* Is this buffer mapped (visible on host)
*/
bool is_mapped() const;
private:
/** Check if this buffer is mapped. */
bool map();
void unmap();
};
/**
* Helper struct to enable buffers to be bound with an offset.
*
* Used for de-interleaved vertex input buffers and immediate mode buffers.
*/
struct VKBufferWithOffset {
const VkBuffer buffer;
VkDeviceSize offset;
};
} // namespace blender::gpu