Files
test/source/blender/gpu/vulkan/vk_command_buffer.cc
Jeroen Bakker bee3f645d8 Vulkan: Rewrite GHOST_ContextVK
This is a rewrite of GHOST_ContextVK to align with Metal backend as described
in #111389 - solution 3 with the adaptation that GHOST is still responsible
for presenting the swap chain image and a post callback is still needed in
case the swapchain is recreated.

This PR also includes some smaller improvements in stability.

Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/

* Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK
* VKFramebuffer doesn't contain a swap chain image.
* Swapchain images can only be used as a blit destination or present source.
  Not as an attachment.
* GHOST_ContextVK::swapBuffers would call a callback with the image the
  GPU module needs to blit the results to.
* Clearing of depth/stencil attachments when no depth write state is set.
* Enable VK_KHR_maintenance4 to relax the stage interface mapping.
* Removes most vulkan validation warnings/errors.
* Detection of frame buffer changes that needs to be applied before
  performing a command requiring render pass (draw/clear attachment)

**Benefits**

* Late retrieval of a swap chain image results in better overall performance as
  Blender doesn't need to wait until the image is presented on the screen.
* Easier API and clearer state (transitions)
* More control over Image layouts and command buffer states. (Better alignment with
  Vulkan API)

Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00

439 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_command_buffer.hh"
#include "vk_buffer.hh"
#include "vk_context.hh"
#include "vk_device.hh"
#include "vk_framebuffer.hh"
#include "vk_index_buffer.hh"
#include "vk_memory.hh"
#include "vk_pipeline.hh"
#include "vk_storage_buffer.hh"
#include "vk_texture.hh"
#include "vk_vertex_buffer.hh"
#include "BLI_assert.h"
namespace blender::gpu {
VKCommandBuffer::~VKCommandBuffer()
{
if (vk_device_ != VK_NULL_HANDLE) {
VK_ALLOCATION_CALLBACKS;
vkDestroyFence(vk_device_, vk_fence_, vk_allocation_callbacks);
vk_fence_ = VK_NULL_HANDLE;
}
}
bool VKCommandBuffer::is_initialized() const
{
return vk_command_buffer_ != VK_NULL_HANDLE;
}
void VKCommandBuffer::init(const VKDevice &device)
{
if (is_initialized()) {
return;
}
vk_device_ = device.device_get();
vk_queue_ = device.queue_get();
/* When a the last GHOST context is destroyed the device is deallocate. A moment later the GPU
* context is destroyed. The first step is to activate it. Activating would retrieve the device
* from GHOST which in that case is a #VK_NULL_HANDLE. */
if (vk_device_ == VK_NULL_HANDLE) {
return;
}
VkCommandBufferAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
alloc_info.commandPool = device.vk_command_pool_get();
alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
alloc_info.commandBufferCount = 1;
vkAllocateCommandBuffers(vk_device_, &alloc_info, &vk_command_buffer_);
submission_id_.reset();
state.stage = Stage::Initial;
if (vk_fence_ == VK_NULL_HANDLE) {
VK_ALLOCATION_CALLBACKS;
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
vkCreateFence(vk_device_, &fenceInfo, vk_allocation_callbacks, &vk_fence_);
}
else {
vkResetFences(vk_device_, 1, &vk_fence_);
}
}
void VKCommandBuffer::begin_recording()
{
ensure_no_active_framebuffer();
if (is_in_stage(Stage::Submitted)) {
vkWaitForFences(vk_device_, 1, &vk_fence_, VK_TRUE, FenceTimeout);
vkResetFences(vk_device_, 1, &vk_fence_);
stage_transfer(Stage::Submitted, Stage::Executed);
}
if (is_in_stage(Stage::Executed)) {
vkResetCommandBuffer(vk_command_buffer_, 0);
stage_transfer(Stage::Executed, Stage::Initial);
}
VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vkBeginCommandBuffer(vk_command_buffer_, &begin_info);
stage_transfer(Stage::Initial, Stage::Recording);
}
void VKCommandBuffer::end_recording()
{
ensure_no_active_framebuffer();
vkEndCommandBuffer(vk_command_buffer_);
stage_transfer(Stage::Recording, Stage::BetweenRecordingAndSubmitting);
}
void VKCommandBuffer::bind(const VKPipeline &pipeline, VkPipelineBindPoint bind_point)
{
vkCmdBindPipeline(vk_command_buffer_, bind_point, pipeline.vk_handle());
}
void VKCommandBuffer::bind(const VKDescriptorSet &descriptor_set,
const VkPipelineLayout vk_pipeline_layout,
VkPipelineBindPoint bind_point)
{
VkDescriptorSet vk_descriptor_set = descriptor_set.vk_handle();
vkCmdBindDescriptorSets(
vk_command_buffer_, bind_point, vk_pipeline_layout, 0, 1, &vk_descriptor_set, 0, 0);
}
void VKCommandBuffer::bind(const uint32_t binding,
const VKVertexBuffer &vertex_buffer,
const VkDeviceSize offset)
{
bind(binding, vertex_buffer.vk_handle(), offset);
}
void VKCommandBuffer::bind(const uint32_t binding, const VKBufferWithOffset &vertex_buffer)
{
bind(binding, vertex_buffer.buffer.vk_handle(), vertex_buffer.offset);
}
void VKCommandBuffer::bind(const uint32_t binding,
const VkBuffer &vk_vertex_buffer,
const VkDeviceSize offset)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdBindVertexBuffers(vk_command_buffer_, binding, 1, &vk_vertex_buffer, &offset);
}
void VKCommandBuffer::bind(const VKBufferWithOffset &index_buffer, VkIndexType index_type)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdBindIndexBuffer(
vk_command_buffer_, index_buffer.buffer.vk_handle(), index_buffer.offset, index_type);
}
void VKCommandBuffer::begin_render_pass(VKFrameBuffer &framebuffer)
{
validate_framebuffer_not_exists();
state.framebuffer_ = &framebuffer;
}
void VKCommandBuffer::end_render_pass(const VKFrameBuffer &framebuffer)
{
UNUSED_VARS_NDEBUG(framebuffer);
BLI_assert(state.framebuffer_ == nullptr || state.framebuffer_ == &framebuffer);
ensure_no_active_framebuffer();
state.framebuffer_ = nullptr;
}
void VKCommandBuffer::push_constants(const VKPushConstants &push_constants,
const VkPipelineLayout vk_pipeline_layout,
const VkShaderStageFlags vk_shader_stages)
{
BLI_assert(push_constants.layout_get().storage_type_get() ==
VKPushConstants::StorageType::PUSH_CONSTANTS);
vkCmdPushConstants(vk_command_buffer_,
vk_pipeline_layout,
vk_shader_stages,
push_constants.offset(),
push_constants.layout_get().size_in_bytes(),
push_constants.data());
}
void VKCommandBuffer::fill(VKBuffer &buffer, uint32_t clear_data)
{
ensure_no_active_framebuffer();
vkCmdFillBuffer(vk_command_buffer_, buffer.vk_handle(), 0, buffer.size_in_bytes(), clear_data);
}
void VKCommandBuffer::copy(VKBuffer &dst_buffer,
VKTexture &src_texture,
Span<VkBufferImageCopy> regions)
{
ensure_no_active_framebuffer();
vkCmdCopyImageToBuffer(vk_command_buffer_,
src_texture.vk_image_handle(),
src_texture.current_layout_get(),
dst_buffer.vk_handle(),
regions.size(),
regions.data());
}
void VKCommandBuffer::copy(VKTexture &dst_texture,
VKBuffer &src_buffer,
Span<VkBufferImageCopy> regions)
{
ensure_no_active_framebuffer();
vkCmdCopyBufferToImage(vk_command_buffer_,
src_buffer.vk_handle(),
dst_texture.vk_image_handle(),
dst_texture.current_layout_get(),
regions.size(),
regions.data());
}
void VKCommandBuffer::copy(VKTexture &dst_texture,
VKTexture &src_texture,
Span<VkImageCopy> regions)
{
ensure_no_active_framebuffer();
vkCmdCopyImage(vk_command_buffer_,
src_texture.vk_image_handle(),
src_texture.current_layout_get(),
dst_texture.vk_image_handle(),
dst_texture.current_layout_get(),
regions.size(),
regions.data());
}
void VKCommandBuffer::blit(VKTexture &dst_texture,
VKTexture &src_texture,
Span<VkImageBlit> regions)
{
blit(dst_texture,
dst_texture.current_layout_get(),
src_texture,
src_texture.current_layout_get(),
regions);
}
void VKCommandBuffer::blit(VKTexture &dst_texture,
VkImageLayout dst_layout,
VKTexture &src_texture,
VkImageLayout src_layout,
Span<VkImageBlit> regions)
{
ensure_no_active_framebuffer();
vkCmdBlitImage(vk_command_buffer_,
src_texture.vk_image_handle(),
src_layout,
dst_texture.vk_image_handle(),
dst_layout,
regions.size(),
regions.data(),
VK_FILTER_NEAREST);
}
void VKCommandBuffer::clear(VkImage vk_image,
VkImageLayout vk_image_layout,
const VkClearColorValue &vk_clear_color,
Span<VkImageSubresourceRange> ranges)
{
ensure_no_active_framebuffer();
vkCmdClearColorImage(vk_command_buffer_,
vk_image,
vk_image_layout,
&vk_clear_color,
ranges.size(),
ranges.data());
}
void VKCommandBuffer::clear(VkImage vk_image,
VkImageLayout vk_image_layout,
const VkClearDepthStencilValue &vk_clear_value,
Span<VkImageSubresourceRange> ranges)
{
ensure_no_active_framebuffer();
vkCmdClearDepthStencilImage(vk_command_buffer_,
vk_image,
vk_image_layout,
&vk_clear_value,
ranges.size(),
ranges.data());
}
void VKCommandBuffer::clear(Span<VkClearAttachment> attachments, Span<VkClearRect> areas)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdClearAttachments(
vk_command_buffer_, attachments.size(), attachments.data(), areas.size(), areas.data());
}
void VKCommandBuffer::draw(int v_first, int v_count, int i_first, int i_count)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdDraw(vk_command_buffer_, v_count, i_count, v_first, i_first);
state.draw_counts++;
}
void VKCommandBuffer::draw_indexed(
int index_count, int instance_count, int first_index, int vertex_offset, int first_instance)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdDrawIndexed(
vk_command_buffer_, index_count, instance_count, first_index, vertex_offset, first_instance);
state.draw_counts++;
}
void VKCommandBuffer::draw_indirect(const VKStorageBuffer &buffer,
VkDeviceSize offset,
uint32_t draw_count,
uint32_t stride)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdDrawIndirect(vk_command_buffer_, buffer.vk_handle(), offset, draw_count, stride);
state.draw_counts++;
}
void VKCommandBuffer::draw_indexed_indirect(const VKStorageBuffer &buffer,
VkDeviceSize offset,
uint32_t draw_count,
uint32_t stride)
{
validate_framebuffer_exists();
ensure_active_framebuffer();
vkCmdDrawIndexedIndirect(vk_command_buffer_, buffer.vk_handle(), offset, draw_count, stride);
state.draw_counts++;
}
void VKCommandBuffer::pipeline_barrier(VkPipelineStageFlags source_stages,
VkPipelineStageFlags destination_stages)
{
if (state.framebuffer_) {
ensure_active_framebuffer();
}
vkCmdPipelineBarrier(vk_command_buffer_,
source_stages,
destination_stages,
0,
0,
nullptr,
0,
nullptr,
0,
nullptr);
}
void VKCommandBuffer::pipeline_barrier(Span<VkImageMemoryBarrier> image_memory_barriers)
{
ensure_no_active_framebuffer();
vkCmdPipelineBarrier(vk_command_buffer_,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_DEPENDENCY_BY_REGION_BIT,
0,
nullptr,
0,
nullptr,
image_memory_barriers.size(),
image_memory_barriers.data());
}
void VKCommandBuffer::dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
{
ensure_no_active_framebuffer();
vkCmdDispatch(vk_command_buffer_, groups_x_len, groups_y_len, groups_z_len);
}
void VKCommandBuffer::dispatch(VKStorageBuffer &command_buffer)
{
ensure_no_active_framebuffer();
vkCmdDispatchIndirect(vk_command_buffer_, command_buffer.vk_handle(), 0);
}
void VKCommandBuffer::submit()
{
ensure_no_active_framebuffer();
end_recording();
submit_commands();
begin_recording();
}
void VKCommandBuffer::submit_commands()
{
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &vk_command_buffer_;
vkQueueSubmit(vk_queue_, 1, &submit_info, vk_fence_);
submission_id_.next();
stage_transfer(Stage::BetweenRecordingAndSubmitting, Stage::Submitted);
}
/* -------------------------------------------------------------------- */
/** \name FrameBuffer/RenderPass state tracking
* \{ */
void VKCommandBuffer::validate_framebuffer_not_exists()
{
BLI_assert_msg(state.framebuffer_ == nullptr && state.framebuffer_active_ == false,
"State error: expected no framebuffer being tracked.");
}
void VKCommandBuffer::validate_framebuffer_exists()
{
BLI_assert_msg(state.framebuffer_, "State error: expected framebuffer being tracked.");
}
void VKCommandBuffer::ensure_no_active_framebuffer()
{
state.checks_++;
if (state.framebuffer_ && state.framebuffer_active_) {
vkCmdEndRenderPass(vk_command_buffer_);
state.framebuffer_active_ = false;
state.switches_++;
}
}
void VKCommandBuffer::ensure_active_framebuffer()
{
BLI_assert(state.framebuffer_);
state.checks_++;
if (!state.framebuffer_active_) {
VkRenderPassBeginInfo render_pass_begin_info = {};
render_pass_begin_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
state.framebuffer_->vk_render_pass_ensure();
render_pass_begin_info.renderPass = state.framebuffer_->vk_render_pass_get();
render_pass_begin_info.framebuffer = state.framebuffer_->vk_framebuffer_get();
render_pass_begin_info.renderArea = state.framebuffer_->vk_render_areas_get()[0];
/* We don't use clear ops, but vulkan wants to have at least one. */
VkClearValue clear_value = {};
render_pass_begin_info.clearValueCount = 1;
render_pass_begin_info.pClearValues = &clear_value;
vkCmdBeginRenderPass(vk_command_buffer_, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
state.framebuffer_active_ = true;
state.switches_++;
}
}
/** \} */
} // namespace blender::gpu