Files
test/source/blender/gpu/vulkan/vk_context.cc
Jeroen Bakker 89daa19f57 Vulkan: Device statistics
This PR adds device statistics which can be printed to the console.
By default nothing is printed, but developer can choose to enable
it during development.

Pull Request: https://projects.blender.org/blender/blender/pulls/124150
2024-07-04 13:47:54 +02:00

356 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_context.hh"
#include "vk_debug.hh"
#include "vk_backend.hh"
#include "vk_framebuffer.hh"
#include "vk_immediate.hh"
#include "vk_memory.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
#include "vk_texture.hh"
#include "GHOST_C-api.h"
namespace blender::gpu {
VKContext::VKContext(void *ghost_window,
void *ghost_context,
render_graph::VKResourceStateTracker &resources)
: render_graph(std::make_unique<render_graph::VKCommandBufferWrapper>(), resources)
{
ghost_window_ = ghost_window;
ghost_context_ = ghost_context;
state_manager = new VKStateManager();
imm = new VKImmediate();
/* For off-screen contexts. Default frame-buffer is empty. */
VKFrameBuffer *framebuffer = new VKFrameBuffer("back_left");
back_left = framebuffer;
active_fb = framebuffer;
compiler = new ShaderCompilerGeneric();
}
VKContext::~VKContext()
{
if (surface_texture_) {
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
render_graph.free_data();
VKBackend::get().device.context_unregister(*this);
delete imm;
imm = nullptr;
delete compiler;
}
void VKContext::sync_backbuffer()
{
if (ghost_context_) {
VKDevice &device = VKBackend::get().device;
if (!is_init_) {
is_init_ = true;
descriptor_pools_.init(device);
device.init_dummy_buffer(*this);
}
descriptor_pools_.reset();
}
if (ghost_window_) {
GHOST_VulkanSwapChainData swap_chain_data = {};
GHOST_GetVulkanSwapChainFormat((GHOST_WindowHandle)ghost_window_, &swap_chain_data);
const bool reset_framebuffer = swap_chain_format_ != swap_chain_data.format ||
vk_extent_.width != swap_chain_data.extent.width ||
vk_extent_.height != swap_chain_data.extent.height;
if (reset_framebuffer) {
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
if (surface_texture_) {
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
surface_texture_ = GPU_texture_create_2d("back-left",
swap_chain_data.extent.width,
swap_chain_data.extent.height,
1,
to_gpu_format(swap_chain_data.format),
GPU_TEXTURE_USAGE_ATTACHMENT,
nullptr);
back_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
GPU_ATTACHMENT_TEXTURE(surface_texture_));
back_left->bind(false);
swap_chain_format_ = swap_chain_data.format;
vk_extent_ = swap_chain_data.extent;
}
}
}
void VKContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
is_active_ = true;
sync_backbuffer();
immActivate();
}
void VKContext::deactivate()
{
/* Draw manager draws in a different context than the rest of the UI. Although run from the
* same thread. Commands inside the render-graph need to be submitted into the device queue. */
flush_render_graph();
immDeactivate();
is_active_ = false;
}
void VKContext::begin_frame() {}
void VKContext::end_frame() {}
void VKContext::flush() {}
void VKContext::flush_render_graph()
{
if (has_active_framebuffer()) {
VKFrameBuffer &framebuffer = *active_framebuffer_get();
if (framebuffer.is_rendering()) {
framebuffer.rendering_end(*this);
}
}
render_graph.submit();
}
void VKContext::finish() {}
void VKContext::memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb)
{
const VKDevice &device = VKBackend::get().device;
device.memory_statistics_get(r_total_mem_kb, r_free_mem_kb);
}
/* -------------------------------------------------------------------- */
/** \name State manager
* \{ */
VKStateManager &VKContext::state_manager_get() const
{
return *static_cast<VKStateManager *>(state_manager);
}
void VKContext::debug_unbind_all_ubo()
{
state_manager_get().uniform_buffer_unbind_all();
};
void VKContext::debug_unbind_all_ssbo()
{
state_manager_get().storage_buffer_unbind_all();
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame-buffer
* \{ */
void VKContext::activate_framebuffer(VKFrameBuffer &framebuffer)
{
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
BLI_assert(active_fb == nullptr);
active_fb = &framebuffer;
framebuffer.update_size();
framebuffer.update_srgb();
framebuffer.rendering_reset();
}
VKFrameBuffer *VKContext::active_framebuffer_get() const
{
return unwrap(active_fb);
}
bool VKContext::has_active_framebuffer() const
{
return active_framebuffer_get() != nullptr;
}
void VKContext::deactivate_framebuffer()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
BLI_assert(framebuffer != nullptr);
framebuffer->rendering_end(*this);
active_fb = nullptr;
}
void VKContext::rendering_end()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
if (framebuffer) {
framebuffer->rendering_end(*this);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pipeline
* \{ */
void VKContext::update_pipeline_data(GPUPrimType primitive,
VKVertexAttributeObject &vao,
render_graph::VKPipelineData &r_pipeline_data)
{
VKShader &vk_shader = unwrap(*shader);
BLI_assert(vk_shader.is_graphics_shader());
VKFrameBuffer &framebuffer = *active_framebuffer_get();
update_pipeline_data(
vk_shader,
vk_shader.ensure_and_get_graphics_pipeline(primitive, vao, state_manager_get(), framebuffer),
r_pipeline_data);
}
void VKContext::update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data)
{
VKShader &vk_shader = unwrap(*shader);
BLI_assert(vk_shader.is_compute_shader());
update_pipeline_data(vk_shader, vk_shader.ensure_and_get_compute_pipeline(), r_pipeline_data);
}
void VKContext::update_pipeline_data(VKShader &vk_shader,
VkPipeline vk_pipeline,
render_graph::VKPipelineData &r_pipeline_data)
{
r_pipeline_data.vk_pipeline_layout = vk_shader.vk_pipeline_layout;
r_pipeline_data.vk_pipeline = vk_pipeline;
/* Update push constants. */
r_pipeline_data.push_constants_data = nullptr;
r_pipeline_data.push_constants_size = 0;
const VKPushConstants::Layout &push_constants_layout =
vk_shader.interface_get().push_constants_layout_get();
vk_shader.push_constants.update(*this);
if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::PUSH_CONSTANTS) {
r_pipeline_data.push_constants_size = push_constants_layout.size_in_bytes();
r_pipeline_data.push_constants_data = vk_shader.push_constants.data();
}
/* When using the push constant fallback we need to add a read access dependency to the uniform
* buffer after the buffer has been updated.
* NOTE: this alters the context instance variable `access_info_` which isn't clear from the API.
*/
if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::UNIFORM_BUFFER) {
access_info_.buffers.append(
{vk_shader.push_constants.uniform_buffer_get()->vk_handle(), VK_ACCESS_UNIFORM_READ_BIT});
}
/* Update descriptor set. */
r_pipeline_data.vk_descriptor_set = VK_NULL_HANDLE;
if (vk_shader.has_descriptor_set()) {
descriptor_set_.update(*this);
r_pipeline_data.vk_descriptor_set = descriptor_set_get().active_descriptor_set()->vk_handle();
}
}
render_graph::VKResourceAccessInfo &VKContext::update_and_get_access_info()
{
access_info_.reset();
state_manager_get().apply_bindings(*this, access_info_);
return access_info_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Graphics pipeline
* \{ */
void VKContext::swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *swap_chain_data)
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_pre_handler(*swap_chain_data);
}
void VKContext::swap_buffers_post_callback()
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_post_handler();
}
void VKContext::swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &swap_chain_data)
{
VKFrameBuffer &framebuffer = *unwrap(back_left);
VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
render_graph::VKBlitImageNode::CreateInfo blit_image = {};
blit_image.src_image = color_attachment->vk_image_handle();
blit_image.dst_image = swap_chain_data.image;
blit_image.filter = VK_FILTER_NEAREST;
VkImageBlit &region = blit_image.region;
region.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
region.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.dstOffsets[0] = {0, 0, 0};
region.dstOffsets[1] = {
int32_t(swap_chain_data.extent.width), int32_t(swap_chain_data.extent.height), 1};
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
/* Swap chain commands are CPU synchronized at this moment, allowing to temporary add the swap
* chain image as device resources. When we move towards GPU swap chain synchronization we need
* to keep track of the swap chain image between frames. */
VKDevice &device = VKBackend::get().device;
device.resources.add_image(swap_chain_data.image,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
render_graph::ResourceOwner::SWAP_CHAIN,
"SwapchainImage");
framebuffer.rendering_end(*this);
render_graph.add_node(blit_image);
render_graph.submit_for_present(swap_chain_data.image);
device.resources.remove_image(swap_chain_data.image);
#if 0
device.debug_print();
#endif
device.destroy_discarded_resources();
}
void VKContext::swap_buffers_post_handler()
{
sync_backbuffer();
}
/** \} */
} // namespace blender::gpu