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
77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2022 Blender Foundation */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
#include "vk_shader.hh"
|
|
#include "vk_shader_interface.hh"
|
|
#include "vk_vertex_buffer.hh"
|
|
|
|
#include "vk_storage_buffer.hh"
|
|
|
|
namespace blender::gpu {
|
|
|
|
void VKStorageBuffer::update(const void *data)
|
|
{
|
|
if (!buffer_.is_allocated()) {
|
|
allocate();
|
|
}
|
|
buffer_.update(data);
|
|
}
|
|
|
|
void VKStorageBuffer::allocate()
|
|
{
|
|
buffer_.create(size_in_bytes_,
|
|
usage_,
|
|
static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
|
|
VK_BUFFER_USAGE_TRANSFER_DST_BIT));
|
|
debug::object_label(buffer_.vk_handle(), name_);
|
|
}
|
|
|
|
void VKStorageBuffer::bind(int slot)
|
|
{
|
|
VKContext &context = *VKContext::get();
|
|
if (!buffer_.is_allocated()) {
|
|
allocate();
|
|
}
|
|
VKShader *shader = static_cast<VKShader *>(context.shader);
|
|
const VKShaderInterface &shader_interface = shader->interface_get();
|
|
const VKDescriptorSet::Location location = shader_interface.descriptor_set_location(
|
|
shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER, slot);
|
|
shader->pipeline_get().descriptor_set_get().bind(*this, location);
|
|
}
|
|
|
|
void VKStorageBuffer::unbind() {}
|
|
|
|
void VKStorageBuffer::clear(uint32_t clear_value)
|
|
{
|
|
VKContext &context = *VKContext::get();
|
|
if (!buffer_.is_allocated()) {
|
|
allocate();
|
|
}
|
|
buffer_.clear(context, clear_value);
|
|
}
|
|
|
|
void VKStorageBuffer::copy_sub(VertBuf * /*src*/,
|
|
uint /*dst_offset*/,
|
|
uint /*src_offset*/,
|
|
uint /*copy_size*/)
|
|
{
|
|
}
|
|
|
|
void VKStorageBuffer::read(void *data)
|
|
{
|
|
if (!buffer_.is_allocated()) {
|
|
allocate();
|
|
}
|
|
|
|
VKContext &context = *VKContext::get();
|
|
VKCommandBuffer &command_buffer = context.command_buffer_get();
|
|
command_buffer.submit();
|
|
|
|
buffer_.read(data);
|
|
}
|
|
|
|
} // namespace blender::gpu
|