Previous implementation allows to move VKBuffers, but didn't do a proper std::move. On second thought it is a bad idea to be able to move GPU resources. This PR removes the ability to move the buffer and replace the usages with a unique ptr. Pull Request: https://projects.blender.org/blender/blender/pulls/140103
247 lines
9.2 KiB
C++
247 lines
9.2 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "BLI_utility_mixins.hh"
|
|
#include "BLI_vector.hh"
|
|
|
|
#include "gpu_shader_private.hh"
|
|
|
|
#include "render_graph/nodes/vk_pipeline_data.hh"
|
|
#include "render_graph/vk_resource_access_info.hh"
|
|
#include "vk_buffer.hh"
|
|
#include "vk_common.hh"
|
|
#include "vk_descriptor_set_layouts.hh"
|
|
#include "vk_resource_tracker.hh"
|
|
#include "vk_uniform_buffer.hh"
|
|
|
|
namespace blender::gpu {
|
|
struct VKResourceBinding;
|
|
class VKStateManager;
|
|
class VKDevice;
|
|
class VKPushConstants;
|
|
class VKShader;
|
|
class VKDescriptorSetTracker;
|
|
class VKVertexBuffer;
|
|
|
|
/**
|
|
* In vulkan shader resources (images and buffers) are grouped in descriptor sets.
|
|
*
|
|
* The resources inside a descriptor set can be updated and bound per set.
|
|
*
|
|
* Currently Blender only supports a single descriptor set per shader, but it is planned to be able
|
|
* to use 2 descriptor sets per shader. One for each #blender::gpu::shader::Frequency.
|
|
*/
|
|
class VKDescriptorSet : NonCopyable {
|
|
|
|
public:
|
|
/**
|
|
* Binding location of a resource in a descriptor set.
|
|
*
|
|
* Locations and bindings are used for different reasons. In the Vulkan backend we use
|
|
* ShaderInput.location to store the descriptor set + the resource binding inside the descriptor
|
|
* set. To ease the development the VKDescriptorSet::Location will be used to hide this
|
|
* confusion.
|
|
*
|
|
* NOTE: [future development] When supporting multiple descriptor sets the encoding/decoding can
|
|
* be centralized here. Location will then also contain the descriptor set index.
|
|
*/
|
|
struct Location {
|
|
friend class VKDescriptorSetTracker;
|
|
friend class VKShaderInterface;
|
|
friend struct VKResourceBinding;
|
|
|
|
private:
|
|
/**
|
|
* References to a binding in the descriptor set.
|
|
*/
|
|
uint32_t binding;
|
|
|
|
Location(uint32_t binding) : binding(binding) {}
|
|
|
|
public:
|
|
Location() = default;
|
|
|
|
bool operator==(const Location &other) const
|
|
{
|
|
return binding == other.binding;
|
|
}
|
|
|
|
operator uint32_t() const
|
|
{
|
|
return binding;
|
|
}
|
|
};
|
|
};
|
|
|
|
class VKDescriptorSetUpdator {
|
|
public:
|
|
virtual ~VKDescriptorSetUpdator(){};
|
|
|
|
virtual void allocate_new_descriptor_set(VKDevice &device,
|
|
VKContext &context,
|
|
VKShader &shader,
|
|
VkDescriptorSetLayout vk_descriptor_set_layout,
|
|
render_graph::VKPipelineData &r_pipeline_data) = 0;
|
|
void bind_shader_resources(const VKDevice &device,
|
|
const VKStateManager &state_manager,
|
|
VKShader &shader,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
virtual void upload_descriptor_sets() = 0;
|
|
|
|
private:
|
|
void bind_image_resource(const VKStateManager &state_manager,
|
|
const VKResourceBinding &resource_binding,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
void bind_texture_resource(const VKDevice &device,
|
|
const VKStateManager &state_manager,
|
|
const VKResourceBinding &resource_binding,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
void bind_storage_buffer_resource(const VKStateManager &state_manager,
|
|
const VKResourceBinding &resource_binding,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
void bind_uniform_buffer_resource(const VKStateManager &state_manager,
|
|
const VKResourceBinding &resource_binding,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
void bind_input_attachment_resource(const VKDevice &device,
|
|
const VKStateManager &state_manager,
|
|
const VKResourceBinding &resource_binding,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
|
|
void bind_push_constants(VKPushConstants &push_constants,
|
|
render_graph::VKResourceAccessInfo &access_info);
|
|
|
|
protected:
|
|
virtual void bind_texel_buffer(VKVertexBuffer &vertex_buffer,
|
|
VKDescriptorSet::Location location) = 0;
|
|
virtual void bind_buffer(VkDescriptorType vk_descriptor_type,
|
|
VkBuffer vk_buffer,
|
|
VkDeviceAddress vk_device_address,
|
|
VkDeviceSize buffer_offset,
|
|
VkDeviceSize size_in_bytes,
|
|
VKDescriptorSet::Location location) = 0;
|
|
virtual void bind_image(VkDescriptorType vk_descriptor_type,
|
|
VkSampler vk_sampler,
|
|
VkImageView vk_image_view,
|
|
VkImageLayout vk_image_layout,
|
|
VKDescriptorSet::Location location) = 0;
|
|
};
|
|
|
|
class VKDescriptorSetPoolUpdator : public VKDescriptorSetUpdator {
|
|
public:
|
|
VkDescriptorSet vk_descriptor_set = VK_NULL_HANDLE;
|
|
|
|
void allocate_new_descriptor_set(VKDevice &device,
|
|
VKContext &context,
|
|
VKShader &shader,
|
|
VkDescriptorSetLayout vk_descriptor_set_layout,
|
|
render_graph::VKPipelineData &r_pipeline_data) override;
|
|
|
|
void upload_descriptor_sets() override;
|
|
|
|
protected:
|
|
void bind_texel_buffer(VKVertexBuffer &vertex_buffer,
|
|
VKDescriptorSet::Location location) override;
|
|
void bind_buffer(VkDescriptorType vk_descriptor_type,
|
|
VkBuffer vk_buffer,
|
|
VkDeviceAddress vk_device_address,
|
|
VkDeviceSize buffer_offset,
|
|
VkDeviceSize size_in_bytes,
|
|
VKDescriptorSet::Location location) override;
|
|
void bind_image(VkDescriptorType vk_descriptor_type,
|
|
VkSampler vk_sampler,
|
|
VkImageView vk_image_view,
|
|
VkImageLayout vk_image_layout,
|
|
VKDescriptorSet::Location location) override;
|
|
|
|
private:
|
|
Vector<VkBufferView> vk_buffer_views_;
|
|
Vector<VkDescriptorBufferInfo> vk_descriptor_buffer_infos_;
|
|
Vector<VkDescriptorImageInfo> vk_descriptor_image_infos_;
|
|
Vector<VkWriteDescriptorSet> vk_write_descriptor_sets_;
|
|
};
|
|
|
|
class VKDescriptorBufferUpdator : public VKDescriptorSetUpdator {
|
|
public:
|
|
/* Offset to the beginning of the current descriptor set. */
|
|
VkDeviceSize descriptor_set_head = 0;
|
|
/* Offset to the end (+1) of the current descriptor set. */
|
|
VkDeviceSize descriptor_set_tail = 0;
|
|
/* Current layout of the descriptor set being filled. */
|
|
VKDescriptorBufferLayout layout;
|
|
/* Descriptor buffers */
|
|
Vector<std::unique_ptr<VKBuffer>> buffers;
|
|
|
|
/* Current descriptor buffer handle and offset. */
|
|
VkDeviceAddress descriptor_buffer_device_address = 0;
|
|
uint8_t *descriptor_buffer_data = nullptr;
|
|
VkDeviceSize descriptor_buffer_offset = 0;
|
|
|
|
void allocate_new_descriptor_set(VKDevice &device,
|
|
VKContext &context,
|
|
VKShader &shader,
|
|
VkDescriptorSetLayout vk_descriptor_set_layout,
|
|
render_graph::VKPipelineData &r_pipeline_data) override;
|
|
|
|
void upload_descriptor_sets() override;
|
|
|
|
protected:
|
|
void bind_texel_buffer(VKVertexBuffer &vertex_buffer,
|
|
VKDescriptorSet::Location location) override;
|
|
void bind_buffer(VkDescriptorType vk_descriptor_type,
|
|
VkBuffer vk_buffer,
|
|
VkDeviceAddress vk_device_address,
|
|
VkDeviceSize buffer_offset,
|
|
VkDeviceSize size_in_bytes,
|
|
VKDescriptorSet::Location location) override;
|
|
void bind_image(VkDescriptorType vk_descriptor_type,
|
|
VkSampler vk_sampler,
|
|
VkImageView vk_image_view,
|
|
VkImageLayout vk_image_layout,
|
|
VKDescriptorSet::Location location) override;
|
|
|
|
private:
|
|
inline uint8_t *get_descriptor_binding_ptr(uint32_t binding) const
|
|
{
|
|
return descriptor_buffer_data + descriptor_buffer_offset + layout.binding_offsets[binding];
|
|
}
|
|
};
|
|
|
|
class VKDescriptorSetTracker {
|
|
friend class VKDescriptorSet;
|
|
|
|
/* Last used layout to identify changes. */
|
|
VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
|
|
|
|
public:
|
|
class VKDescriptorBufferUpdator descriptor_buffers;
|
|
class VKDescriptorSetPoolUpdator descriptor_sets;
|
|
|
|
VKDescriptorSetTracker() {}
|
|
|
|
/**
|
|
* Update the descriptor set. Reuses previous descriptor set when no changes are detected. This
|
|
* improves performance when working with large grease pencil scenes.
|
|
*/
|
|
void update_descriptor_set(VKContext &context,
|
|
render_graph::VKResourceAccessInfo &resource_access_info,
|
|
render_graph::VKPipelineData &r_pipeline_data);
|
|
|
|
/**
|
|
* Upload all descriptor sets to the device.
|
|
*
|
|
* NOTE: Caller should discard the associated descriptor pools. (VKDescriptorPools::discard)
|
|
*/
|
|
void upload_descriptor_sets();
|
|
|
|
private:
|
|
};
|
|
|
|
} // namespace blender::gpu
|