Files
test/source/blender/gpu/vulkan/vk_vertex_buffer.cc
Hans Goudey 79416a8b96 Refactor: GPU: Simplify access to vertex buffer data
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/123338
2024-06-18 21:10:45 +02:00

219 lines
6.1 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "vk_data_conversion.hh"
#include "vk_memory.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_staging_buffer.hh"
#include "vk_state_manager.hh"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
VKVertexBuffer::~VKVertexBuffer()
{
release_data();
}
void VKVertexBuffer::bind_as_ssbo(uint binding)
{
VKContext &context = *VKContext::get();
VKStateManager &state_manager = context.state_manager_get();
state_manager.storage_buffer_bind(*this, binding);
}
void VKVertexBuffer::bind_as_texture(uint binding)
{
VKContext &context = *VKContext::get();
VKStateManager &state_manager = context.state_manager_get();
state_manager.texel_buffer_bind(*this, binding);
}
void VKVertexBuffer::add_to_descriptor_set(AddToDescriptorSetContext &data,
int binding,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState /*sampler_state*/)
{
const std::optional<VKDescriptorSet::Location> location =
data.shader_interface.descriptor_set_location(bind_type, binding);
if (!location) {
return;
}
upload_data();
if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER &&
vk_buffer_view_ == VK_NULL_HANDLE)
{
VkBufferViewCreateInfo buffer_view_info = {};
eGPUTextureFormat texture_format = to_texture_format(&format);
buffer_view_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
buffer_view_info.buffer = buffer_.vk_handle();
buffer_view_info.format = to_vk_format(texture_format);
buffer_view_info.range = buffer_.size_in_bytes();
VK_ALLOCATION_CALLBACKS;
const VKDevice &device = VKBackend::get().device_get();
vkCreateBufferView(
device.device_get(), &buffer_view_info, vk_allocation_callbacks, &vk_buffer_view_);
}
/* TODO: Check if we can move this check inside the descriptor set. */
if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER) {
data.descriptor_set.bind(*this, *location);
}
else {
data.descriptor_set.bind_as_ssbo(*this, *location);
}
render_graph::VKBufferAccess buffer_access = {};
buffer_access.vk_buffer = buffer_.vk_handle();
buffer_access.vk_access_flags = data.shader_interface.access_mask(bind_type, *location);
data.resource_access_info.buffers.append(buffer_access);
}
void VKVertexBuffer::wrap_handle(uint64_t /*handle*/)
{
NOT_YET_IMPLEMENTED
}
void VKVertexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
{
NOT_YET_IMPLEMENTED
}
void VKVertexBuffer::read(void *data) const
{
VKContext &context = *VKContext::get();
if (buffer_.is_mapped()) {
buffer_.read(context, data);
return;
}
VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::DeviceToHost);
staging_buffer.copy_from_device(context);
staging_buffer.host_buffer_get().read(context, data);
}
void VKVertexBuffer::acquire_data()
{
if (usage_ == GPU_USAGE_DEVICE_ONLY) {
return;
}
/* Discard previous data if any. */
/* TODO: Use mapped memory. */
MEM_SAFE_FREE(data_);
data_ = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
}
void VKVertexBuffer::resize_data()
{
if (usage_ == GPU_USAGE_DEVICE_ONLY) {
return;
}
data_ = (uchar *)MEM_reallocN(data_, sizeof(uchar) * this->size_alloc_get());
}
void VKVertexBuffer::release_data()
{
if (vk_buffer_view_ != VK_NULL_HANDLE) {
const VKDevice &device = VKBackend::get().device_get();
VK_ALLOCATION_CALLBACKS;
vkDestroyBufferView(device.device_get(), vk_buffer_view_, vk_allocation_callbacks);
vk_buffer_view_ = VK_NULL_HANDLE;
}
MEM_SAFE_FREE(data_);
}
void VKVertexBuffer::upload_data_direct(const VKBuffer &host_buffer)
{
device_format_ensure();
if (vertex_format_converter.needs_conversion()) {
if (G.debug & G_DEBUG_GPU) {
std::cout << "PERFORMANCE: Vertex buffer requires conversion.\n";
}
vertex_format_converter.convert(host_buffer.mapped_memory_get(), data_, vertex_len);
host_buffer.flush();
}
else {
host_buffer.update(data_);
}
}
void VKVertexBuffer::upload_data_via_staging_buffer(VKContext &context)
{
VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::HostToDevice);
upload_data_direct(staging_buffer.host_buffer_get());
staging_buffer.copy_to_device(context);
}
void VKVertexBuffer::upload_data()
{
if (!buffer_.is_allocated()) {
allocate();
}
if (!ELEM(usage_, GPU_USAGE_STATIC, GPU_USAGE_STREAM, GPU_USAGE_DYNAMIC)) {
return;
}
if (flag & GPU_VERTBUF_DATA_DIRTY) {
device_format_ensure();
if (buffer_.is_mapped()) {
upload_data_direct(buffer_);
}
else {
VKContext &context = *VKContext::get();
upload_data_via_staging_buffer(context);
}
if (usage_ == GPU_USAGE_STATIC) {
MEM_SAFE_FREE(data_);
}
flag &= ~GPU_VERTBUF_DATA_DIRTY;
flag |= GPU_VERTBUF_DATA_UPLOADED;
}
}
void VKVertexBuffer::duplicate_data(VertBuf * /*dst*/)
{
NOT_YET_IMPLEMENTED
}
void VKVertexBuffer::device_format_ensure()
{
if (!vertex_format_converter.is_initialized()) {
const VKWorkarounds &workarounds = VKBackend::get().device_get().workarounds_get();
vertex_format_converter.init(&format, workarounds);
}
}
const GPUVertFormat &VKVertexBuffer::device_format_get() const
{
return vertex_format_converter.device_format_get();
}
void VKVertexBuffer::allocate()
{
VkBufferUsageFlags vk_buffer_usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT;
buffer_.create(size_alloc_get(), GPU_USAGE_STATIC, vk_buffer_usage, false);
debug::object_label(buffer_.vk_handle(), "VertexBuffer");
}
} // namespace blender::gpu