Multiple previous changes made resource pools obsolete. Resource pools were used to keep track of resources when the frame is rendered. Multiple frames can be rendered at the same time and resources could overlap. This has been replaced (not this commit) to be part of the render graph and when an submission has completed the resources are recycled. Continuation of: https://projects.blender.org/blender/blender/pulls/145408 Pull Request: https://projects.blender.org/blender/blender/pulls/145511
176 lines
5.2 KiB
C++
176 lines
5.2 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_utildefines.h"
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#include "gpu_context_private.hh"
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#include "GHOST_Types.h"
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#include "render_graph/vk_render_graph.hh"
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#include "vk_common.hh"
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#include "vk_debug.hh"
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#include "vk_descriptor_pools.hh"
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#include "vk_resource_pool.hh"
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namespace blender::gpu {
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class VKFrameBuffer;
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class VKVertexAttributeObject;
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class VKBatch;
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class VKStateManager;
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class VKShader;
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class VKThreadData;
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class VKDevice;
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enum RenderGraphFlushFlags {
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NONE = 0,
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RENEW_RENDER_GRAPH = 1 << 0,
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SUBMIT = 1 << 1,
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WAIT_FOR_COMPLETION = 1 << 2,
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};
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ENUM_OPERATORS(RenderGraphFlushFlags, RenderGraphFlushFlags::WAIT_FOR_COMPLETION);
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class VKContext : public Context, NonCopyable {
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friend class VKDevice;
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private:
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VkExtent2D vk_extent_ = {};
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VkSurfaceFormatKHR swap_chain_format_ = {};
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gpu::Texture *surface_texture_ = nullptr;
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void *ghost_context_;
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/* Reusable data. Stored inside context to limit reallocations. */
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render_graph::VKResourceAccessInfo access_info_ = {};
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std::optional<std::reference_wrapper<VKThreadData>> thread_data_;
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std::optional<std::reference_wrapper<render_graph::VKRenderGraph>> render_graph_;
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/* Active shader specialization constants state. */
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shader::SpecializationConstants constants_state_;
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/* Debug scope timings. Adapted form GLContext::TimeQuery.
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* Only supports CPU timings for now. */
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struct ScopeTimings {
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using Clock = std::chrono::steady_clock;
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using TimePoint = Clock::time_point;
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using Nanoseconds = std::chrono::nanoseconds;
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std::string name;
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bool finished;
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TimePoint cpu_start, cpu_end;
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};
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Vector<ScopeTimings> scope_timings;
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void process_frame_timings();
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public:
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VKDiscardPool discard_pool;
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const render_graph::VKRenderGraph &render_graph() const
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{
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return render_graph_.value().get();
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}
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render_graph::VKRenderGraph &render_graph()
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{
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return render_graph_.value().get();
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}
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VKContext(void *ghost_window, void *ghost_context);
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virtual ~VKContext();
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void activate() override;
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void deactivate() override;
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void begin_frame() override;
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void end_frame() override;
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void flush() override;
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TimelineValue flush_render_graph(
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RenderGraphFlushFlags flags,
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VkPipelineStageFlags wait_dst_stage_mask = VK_PIPELINE_STAGE_NONE,
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VkSemaphore wait_semaphore = VK_NULL_HANDLE,
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VkSemaphore signal_semaphore = VK_NULL_HANDLE,
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VkFence signal_fence = VK_NULL_HANDLE);
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void finish() override;
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void memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb) override;
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void debug_group_begin(const char *, int) override;
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void debug_group_end() override;
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bool debug_capture_begin(const char *title) override;
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void debug_capture_end() override;
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void *debug_capture_scope_create(const char *name) override;
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bool debug_capture_scope_begin(void *scope) override;
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void debug_capture_scope_end(void *scope) override;
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void debug_unbind_all_ubo() override;
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void debug_unbind_all_ssbo() override;
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bool has_active_framebuffer() const;
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void activate_framebuffer(VKFrameBuffer &framebuffer);
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void deactivate_framebuffer();
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VKFrameBuffer *active_framebuffer_get() const;
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/**
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* Ensure that the active framebuffer isn't rendering.
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*
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* Between `vkCmdBeginRendering` and `vkCmdEndRendering` the framebuffer is rendering. Dispatch
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* and transfer commands cannot be called between these commands. They can call this method to
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* ensure that the framebuffer is outside these calls.
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*/
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void rendering_end();
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render_graph::VKResourceAccessInfo &reset_and_get_access_info();
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/**
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* Update the give shader data with the current state of the context.
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*/
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void update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data);
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void update_pipeline_data(GPUPrimType primitive,
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VKVertexAttributeObject &vao,
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render_graph::VKPipelineData &r_pipeline_data);
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void sync_backbuffer();
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static VKContext *get()
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{
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return static_cast<VKContext *>(Context::get());
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}
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VKDescriptorPools &descriptor_pools_get();
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VKDescriptorSetTracker &descriptor_set_get();
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VKStateManager &state_manager_get() const;
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static void swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *data);
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static void swap_buffers_post_callback();
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static void openxr_acquire_framebuffer_image_callback(GHOST_VulkanOpenXRData *data);
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static void openxr_release_framebuffer_image_callback(GHOST_VulkanOpenXRData *data);
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void specialization_constants_set(const shader::SpecializationConstants *constants_state);
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private:
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void swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &data);
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void swap_buffers_post_handler();
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void openxr_acquire_framebuffer_image_handler(GHOST_VulkanOpenXRData &data);
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void openxr_release_framebuffer_image_handler(GHOST_VulkanOpenXRData &data);
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void update_pipeline_data(VKShader &shader,
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VkPipeline vk_pipeline,
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render_graph::VKPipelineData &r_pipeline_data);
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};
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BLI_INLINE bool operator==(const VKContext &a, const VKContext &b)
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{
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return static_cast<const void *>(&a) == static_cast<const void *>(&b);
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}
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} // namespace blender::gpu
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