In Blender a context should not be shared between threads. In Vulkan a command pool must not be shared between threads. In the current implementation the command pool are stored on device level and could therefore be shared between multiple context which made the implementation not matching these rules. This PR moves the command pool from device to command buffers where it would not conflict between other contexts. This PR doesn't make the Vulkan backend fully multithreaded. The access to the queue is still missing. Pull Request: https://projects.blender.org/blender/blender/pulls/114977
209 lines
8.1 KiB
C++
209 lines
8.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 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_pipeline.hh"
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#include "vk_backend.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_framebuffer.hh"
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#include "vk_memory.hh"
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#include "vk_state_manager.hh"
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#include "vk_vertex_attribute_object.hh"
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namespace blender::gpu {
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VKPipeline::VKPipeline(VKPushConstants &&push_constants)
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: active_vk_pipeline_(VK_NULL_HANDLE), push_constants_(std::move(push_constants))
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{
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}
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VKPipeline::VKPipeline(VkPipeline vk_pipeline, VKPushConstants &&push_constants)
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: active_vk_pipeline_(vk_pipeline), push_constants_(std::move(push_constants))
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{
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vk_pipelines_.append(vk_pipeline);
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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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for (VkPipeline vk_pipeline : vk_pipelines_) {
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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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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, std::move(push_constants));
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}
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VKPipeline VKPipeline::create_graphics_pipeline(
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const VKPushConstants::Layout &push_constants_layout)
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{
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VKPushConstants push_constants(&push_constants_layout);
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return VKPipeline(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 active_vk_pipeline_;
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}
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bool VKPipeline::is_valid() const
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{
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return active_vk_pipeline_ != VK_NULL_HANDLE;
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}
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void VKPipeline::finalize(VKContext &context,
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VkShaderModule vertex_module,
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VkShaderModule geometry_module,
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VkShaderModule fragment_module,
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VkPipelineLayout &pipeline_layout,
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const GPUPrimType prim_type,
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const VKVertexAttributeObject &vertex_attribute_object)
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{
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BLI_assert(vertex_module != VK_NULL_HANDLE);
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VK_ALLOCATION_CALLBACKS
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Vector<VkPipelineShaderStageCreateInfo> pipeline_stages;
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VkPipelineShaderStageCreateInfo vertex_stage_info = {};
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vertex_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertex_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertex_stage_info.module = vertex_module;
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vertex_stage_info.pName = "main";
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pipeline_stages.append(vertex_stage_info);
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if (geometry_module != VK_NULL_HANDLE) {
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VkPipelineShaderStageCreateInfo geometry_stage_info = {};
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geometry_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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geometry_stage_info.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
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geometry_stage_info.module = geometry_module;
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geometry_stage_info.pName = "main";
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pipeline_stages.append(geometry_stage_info);
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}
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if (fragment_module != VK_NULL_HANDLE) {
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VkPipelineShaderStageCreateInfo fragment_stage_info = {};
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fragment_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragment_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragment_stage_info.module = fragment_module;
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fragment_stage_info.pName = "main";
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pipeline_stages.append(fragment_stage_info);
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}
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VKFrameBuffer &framebuffer = *context.active_framebuffer_get();
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framebuffer.vk_render_pass_ensure();
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VkGraphicsPipelineCreateInfo pipeline_create_info = {};
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pipeline_create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipeline_create_info.stageCount = pipeline_stages.size();
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pipeline_create_info.pStages = pipeline_stages.data();
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pipeline_create_info.layout = pipeline_layout;
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pipeline_create_info.renderPass = framebuffer.vk_render_pass_get();
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pipeline_create_info.subpass = 0;
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/* Vertex input state. */
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VkPipelineVertexInputStateCreateInfo vertex_input_state = {};
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vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertex_input_state.vertexBindingDescriptionCount = vertex_attribute_object.bindings.size();
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vertex_input_state.pVertexBindingDescriptions = vertex_attribute_object.bindings.data();
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vertex_input_state.vertexAttributeDescriptionCount = vertex_attribute_object.attributes.size();
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vertex_input_state.pVertexAttributeDescriptions = vertex_attribute_object.attributes.data();
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pipeline_create_info.pVertexInputState = &vertex_input_state;
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/* Input assembly state. */
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VkPipelineInputAssemblyStateCreateInfo pipeline_input_assembly = {};
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pipeline_input_assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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pipeline_input_assembly.topology = to_vk_primitive_topology(prim_type);
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pipeline_input_assembly.primitiveRestartEnable =
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ELEM(prim_type, GPU_PRIM_TRIS, GPU_PRIM_LINES, GPU_PRIM_POINTS, GPU_PRIM_LINES_ADJ) ?
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VK_FALSE :
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VK_TRUE;
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pipeline_create_info.pInputAssemblyState = &pipeline_input_assembly;
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/* Viewport state. */
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VkPipelineViewportStateCreateInfo viewport_state = {};
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viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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Array<VkViewport, 16> viewports = framebuffer.vk_viewports_get();
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viewport_state.pViewports = &viewports[0];
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viewport_state.viewportCount = viewports.size();
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Array<VkRect2D, 16> scissors = framebuffer.vk_render_areas_get();
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viewport_state.pScissors = &scissors[0];
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viewport_state.scissorCount = scissors.size();
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pipeline_create_info.pViewportState = &viewport_state;
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/* Multi-sample state. */
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VkPipelineMultisampleStateCreateInfo multisample_state = {};
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multisample_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisample_state.minSampleShading = 1.0f;
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pipeline_create_info.pMultisampleState = &multisample_state;
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/* States from the state manager. */
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VKPipelineStateManager &state_manager = state_manager_get();
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state_manager.finalize_color_blend_state(framebuffer);
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pipeline_create_info.pColorBlendState = &state_manager.pipeline_color_blend_state;
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pipeline_create_info.pRasterizationState = &state_manager.rasterization_state;
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pipeline_create_info.pDepthStencilState = &state_manager.depth_stencil_state;
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const VKDevice &device = VKBackend::get().device_get();
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vkCreateGraphicsPipelines(device.device_get(),
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VK_NULL_HANDLE,
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1,
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&pipeline_create_info,
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vk_allocation_callbacks,
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&active_vk_pipeline_);
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/* TODO: we should cache several pipeline instances and detect pipelines we can reuse. This might
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* also be done using a VkPipelineCache. For now we just destroy any available pipeline so it
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* won't be overwritten by the newly created one. */
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vk_pipelines_.append(active_vk_pipeline_);
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debug::object_label(active_vk_pipeline_, "GraphicsPipeline");
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}
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void VKPipeline::bind(VKContext &context, VkPipelineBindPoint vk_pipeline_bind_point)
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{
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.bind(*this, vk_pipeline_bind_point);
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}
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void VKPipeline::update_push_constants(VKContext &context)
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{
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push_constants_.update(context);
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}
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} // namespace blender::gpu
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