When rendering in background there is no swap chain in play and resources would never be collected. Resulting in out of resources and crashes. This PR is an initial fix what cycles resource pools every time a layer has been rendered. It counts the render hierarchy (GPU_rendering_begin/end) to identify if the background render is completed and if so would cycle to the next resource pool. Pull Request: https://projects.blender.org/blender/blender/pulls/126819
373 lines
11 KiB
C++
373 lines
11 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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#include "vk_context.hh"
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#include "vk_debug.hh"
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#include "vk_backend.hh"
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#include "vk_framebuffer.hh"
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#include "vk_immediate.hh"
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#include "vk_memory.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_state_manager.hh"
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#include "vk_texture.hh"
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#include "GHOST_C-api.h"
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namespace blender::gpu {
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VKContext::VKContext(void *ghost_window, void *ghost_context, VKThreadData &thread_data)
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: thread_data_(thread_data), render_graph(thread_data_.render_graph)
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{
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ghost_window_ = ghost_window;
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ghost_context_ = ghost_context;
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state_manager = new VKStateManager();
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imm = new VKImmediate();
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/* For off-screen contexts. Default frame-buffer is empty. */
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VKFrameBuffer *framebuffer = new VKFrameBuffer("back_left");
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back_left = framebuffer;
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active_fb = framebuffer;
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compiler = new ShaderCompilerGeneric();
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}
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VKContext::~VKContext()
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{
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if (surface_texture_) {
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GPU_texture_free(surface_texture_);
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surface_texture_ = nullptr;
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}
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VKBackend::get().device.context_unregister(*this);
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delete imm;
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imm = nullptr;
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delete compiler;
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}
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void VKContext::sync_backbuffer()
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{
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VKDevice &device = VKBackend::get().device;
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if (ghost_context_) {
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if (!is_init_) {
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is_init_ = true;
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device.init_dummy_buffer(*this);
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}
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}
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if (ghost_window_) {
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GHOST_VulkanSwapChainData swap_chain_data = {};
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GHOST_GetVulkanSwapChainFormat((GHOST_WindowHandle)ghost_window_, &swap_chain_data);
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if (assign_if_different(thread_data_.resource_pool_index, swap_chain_data.swap_chain_index)) {
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thread_data_.resource_pool_index = swap_chain_data.swap_chain_index;
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VKResourcePool &resource_pool = thread_data_.resource_pool_get();
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resource_pool.discard_pool.destroy_discarded_resources(device);
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resource_pool.reset();
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resource_pool.discard_pool.move_data(device.orphaned_data);
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}
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const bool reset_framebuffer = swap_chain_format_ != swap_chain_data.format ||
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vk_extent_.width != swap_chain_data.extent.width ||
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vk_extent_.height != swap_chain_data.extent.height;
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if (reset_framebuffer) {
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if (has_active_framebuffer()) {
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deactivate_framebuffer();
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}
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if (surface_texture_) {
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GPU_texture_free(surface_texture_);
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surface_texture_ = nullptr;
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}
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surface_texture_ = GPU_texture_create_2d("back-left",
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swap_chain_data.extent.width,
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swap_chain_data.extent.height,
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1,
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to_gpu_format(swap_chain_data.format),
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GPU_TEXTURE_USAGE_ATTACHMENT,
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nullptr);
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back_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
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GPU_ATTACHMENT_TEXTURE(surface_texture_));
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back_left->bind(false);
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swap_chain_format_ = swap_chain_data.format;
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vk_extent_ = swap_chain_data.extent;
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}
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}
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#if 0
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else (is_background) {
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discard all orphaned data
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}
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#endif
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}
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void VKContext::activate()
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{
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/* Make sure no other context is already bound to this thread. */
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BLI_assert(is_active_ == false);
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is_active_ = true;
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sync_backbuffer();
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immActivate();
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}
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void VKContext::deactivate()
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{
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immDeactivate();
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is_active_ = false;
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}
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void VKContext::begin_frame() {}
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void VKContext::end_frame() {}
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void VKContext::flush() {}
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void VKContext::flush_render_graph()
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{
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if (has_active_framebuffer()) {
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VKFrameBuffer &framebuffer = *active_framebuffer_get();
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if (framebuffer.is_rendering()) {
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framebuffer.rendering_end(*this);
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}
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}
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render_graph.submit();
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}
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void VKContext::finish() {}
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void VKContext::memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb)
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{
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const VKDevice &device = VKBackend::get().device;
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device.memory_statistics_get(r_total_mem_kb, r_free_mem_kb);
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}
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/* -------------------------------------------------------------------- */
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/** \name State manager
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* \{ */
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VKDescriptorPools &VKContext::descriptor_pools_get()
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{
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return thread_data_.resource_pool_get().descriptor_pools;
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}
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VKDescriptorSetTracker &VKContext::descriptor_set_get()
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{
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return thread_data_.resource_pool_get().descriptor_set;
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}
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VKStateManager &VKContext::state_manager_get() const
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{
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return *static_cast<VKStateManager *>(state_manager);
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}
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void VKContext::debug_unbind_all_ubo()
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{
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state_manager_get().uniform_buffer_unbind_all();
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};
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void VKContext::debug_unbind_all_ssbo()
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{
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state_manager_get().storage_buffer_unbind_all();
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Frame-buffer
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* \{ */
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void VKContext::activate_framebuffer(VKFrameBuffer &framebuffer)
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{
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if (has_active_framebuffer()) {
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deactivate_framebuffer();
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}
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BLI_assert(active_fb == nullptr);
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active_fb = &framebuffer;
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framebuffer.update_size();
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framebuffer.update_srgb();
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framebuffer.rendering_reset();
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}
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VKFrameBuffer *VKContext::active_framebuffer_get() const
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{
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return unwrap(active_fb);
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}
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bool VKContext::has_active_framebuffer() const
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{
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return active_framebuffer_get() != nullptr;
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}
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void VKContext::deactivate_framebuffer()
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{
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VKFrameBuffer *framebuffer = active_framebuffer_get();
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BLI_assert(framebuffer != nullptr);
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if (framebuffer->is_rendering()) {
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framebuffer->rendering_end(*this);
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}
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active_fb = nullptr;
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}
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void VKContext::rendering_end()
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{
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VKFrameBuffer *framebuffer = active_framebuffer_get();
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if (framebuffer) {
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framebuffer->rendering_end(*this);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Pipeline
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* \{ */
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void VKContext::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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{
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VKShader &vk_shader = unwrap(*shader);
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BLI_assert(vk_shader.is_graphics_shader());
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VKFrameBuffer &framebuffer = *active_framebuffer_get();
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update_pipeline_data(
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vk_shader,
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vk_shader.ensure_and_get_graphics_pipeline(primitive, vao, state_manager_get(), framebuffer),
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r_pipeline_data);
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}
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void VKContext::update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data)
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{
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VKShader &vk_shader = unwrap(*shader);
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BLI_assert(vk_shader.is_compute_shader());
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update_pipeline_data(vk_shader, vk_shader.ensure_and_get_compute_pipeline(), r_pipeline_data);
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}
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void VKContext::update_pipeline_data(VKShader &vk_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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r_pipeline_data.vk_pipeline_layout = vk_shader.vk_pipeline_layout;
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r_pipeline_data.vk_pipeline = vk_pipeline;
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/* Update push constants. */
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r_pipeline_data.push_constants_data = nullptr;
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r_pipeline_data.push_constants_size = 0;
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const VKPushConstants::Layout &push_constants_layout =
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vk_shader.interface_get().push_constants_layout_get();
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vk_shader.push_constants.update(*this);
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if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::PUSH_CONSTANTS) {
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r_pipeline_data.push_constants_size = push_constants_layout.size_in_bytes();
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r_pipeline_data.push_constants_data = vk_shader.push_constants.data();
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}
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/* When using the push constant fallback we need to add a read access dependency to the uniform
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* buffer after the buffer has been updated.
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* NOTE: this alters the context instance variable `access_info_` which isn't clear from the API.
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*/
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if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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access_info_.buffers.append(
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{vk_shader.push_constants.uniform_buffer_get()->vk_handle(), VK_ACCESS_UNIFORM_READ_BIT});
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}
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/* Update descriptor set. */
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r_pipeline_data.vk_descriptor_set = VK_NULL_HANDLE;
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if (vk_shader.has_descriptor_set()) {
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VKDescriptorSetTracker &descriptor_set = descriptor_set_get();
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descriptor_set.update(*this);
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r_pipeline_data.vk_descriptor_set = descriptor_set.active_descriptor_set()->vk_handle();
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}
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}
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render_graph::VKResourceAccessInfo &VKContext::update_and_get_access_info()
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{
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access_info_.reset();
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state_manager_get().apply_bindings(*this, access_info_);
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return access_info_;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Graphics pipeline
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* \{ */
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void VKContext::swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *swap_chain_data)
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{
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VKContext *context = VKContext::get();
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BLI_assert(context);
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context->swap_buffers_pre_handler(*swap_chain_data);
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}
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void VKContext::swap_buffers_post_callback()
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{
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VKContext *context = VKContext::get();
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BLI_assert(context);
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context->swap_buffers_post_handler();
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}
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void VKContext::swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &swap_chain_data)
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{
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VKFrameBuffer &framebuffer = *unwrap(back_left);
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VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
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render_graph::VKBlitImageNode::CreateInfo blit_image = {};
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blit_image.src_image = color_attachment->vk_image_handle();
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blit_image.dst_image = swap_chain_data.image;
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blit_image.filter = VK_FILTER_NEAREST;
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VkImageBlit ®ion = blit_image.region;
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region.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
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region.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
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region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.srcSubresource.mipLevel = 0;
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region.srcSubresource.baseArrayLayer = 0;
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region.srcSubresource.layerCount = 1;
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region.dstOffsets[0] = {0, 0, 0};
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region.dstOffsets[1] = {
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int32_t(swap_chain_data.extent.width), int32_t(swap_chain_data.extent.height), 1};
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region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.dstSubresource.mipLevel = 0;
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region.dstSubresource.baseArrayLayer = 0;
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region.dstSubresource.layerCount = 1;
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/* Swap chain commands are CPU synchronized at this moment, allowing to temporary add the swap
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* chain image as device resources. When we move towards GPU swap chain synchronization we need
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* to keep track of the swap chain image between frames. */
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VKDevice &device = VKBackend::get().device;
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device.resources.add_image(swap_chain_data.image,
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1,
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VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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render_graph::ResourceOwner::SWAP_CHAIN,
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"SwapchainImage");
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framebuffer.rendering_end(*this);
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render_graph.add_node(blit_image);
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render_graph.submit_for_present(swap_chain_data.image);
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device.resources.remove_image(swap_chain_data.image);
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#if 0
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device.debug_print();
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#endif
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}
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void VKContext::swap_buffers_post_handler()
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{
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sync_backbuffer();
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}
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/** \} */
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} // namespace blender::gpu
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