Previous GHOST_ContextVK would create a logical device for each context. Blender uses multiple contexts at the same time and wasn't able to share resources between them as the logical device where different. This patch will create a single logical device and share them between multiple contexts. This allows sharing memory/shaders between contexts and make sure that all memory allocations are freed from the device it was allocated from. Some allocations in Blender are freed when there isn't a context, this was failing in the previous implementation. We didn't noticed it before as we didn't test multiple contexts. This patch also moves device specific data structures from VKContext to VKDevice like the descriptor pools, debug layers etc. Pull Request: https://projects.blender.org/blender/blender/pulls/107606
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2023 Blender Foundation */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_pipeline.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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#include "vk_memory.hh"
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namespace blender::gpu {
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VKPipeline::VKPipeline(VkPipeline vk_pipeline,
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VkDescriptorSetLayout vk_descriptor_set_layout,
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VKPushConstants &&push_constants)
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: vk_pipeline_(vk_pipeline),
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descriptor_set_(vk_descriptor_set_layout),
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push_constants_(std::move(push_constants))
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{
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}
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VKPipeline::~VKPipeline()
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{
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VK_ALLOCATION_CALLBACKS
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const VKDevice &device = VKBackend::get().device_get();
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if (vk_pipeline_ != VK_NULL_HANDLE) {
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vkDestroyPipeline(device.device_get(), vk_pipeline_, vk_allocation_callbacks);
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}
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}
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VKPipeline VKPipeline::create_compute_pipeline(
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VkShaderModule compute_module,
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VkDescriptorSetLayout &descriptor_set_layout,
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VkPipelineLayout &pipeline_layout,
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const VKPushConstants::Layout &push_constants_layout)
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{
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VK_ALLOCATION_CALLBACKS
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const VKDevice &device = VKBackend::get().device_get();
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VkComputePipelineCreateInfo pipeline_info = {};
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pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
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pipeline_info.flags = 0;
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pipeline_info.stage = {};
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pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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pipeline_info.stage.flags = 0;
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pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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pipeline_info.stage.module = compute_module;
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pipeline_info.layout = pipeline_layout;
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pipeline_info.stage.pName = "main";
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VkPipeline vk_pipeline;
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if (vkCreateComputePipelines(device.device_get(),
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nullptr,
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1,
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&pipeline_info,
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vk_allocation_callbacks,
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&vk_pipeline) != VK_SUCCESS)
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{
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return VKPipeline();
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}
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VKPushConstants push_constants(&push_constants_layout);
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return VKPipeline(vk_pipeline, descriptor_set_layout, std::move(push_constants));
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}
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VkPipeline VKPipeline::vk_handle() const
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{
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return vk_pipeline_;
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}
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bool VKPipeline::is_valid() const
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{
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return vk_pipeline_ != VK_NULL_HANDLE;
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}
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} // namespace blender::gpu
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