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
75 lines
1.8 KiB
C++
75 lines
1.8 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_command_buffer.hh"
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#include "vk_backend.hh"
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namespace blender::gpu {
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VKCommandBuffer::~VKCommandBuffer()
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{
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free();
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}
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void VKCommandBuffer::free()
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{
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if (vk_command_buffer_ != VK_NULL_HANDLE) {
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VKDevice &device = VKBackend::get().device_get();
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vkFreeCommandBuffers(device.device_get(), vk_command_pool_, 1, &vk_command_buffer_);
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vk_command_buffer_ = VK_NULL_HANDLE;
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}
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vk_command_pool_ = VK_NULL_HANDLE;
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}
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bool VKCommandBuffer::is_initialized() const
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{
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return vk_command_buffer_ != VK_NULL_HANDLE;
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}
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void VKCommandBuffer::init(const VkCommandPool vk_command_pool,
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const VkCommandBuffer vk_command_buffer)
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{
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if (is_initialized()) {
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return;
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}
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vk_command_pool_ = vk_command_pool;
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vk_command_buffer_ = vk_command_buffer;
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state.stage = Stage::Initial;
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}
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void VKCommandBuffer::begin_recording()
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{
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if (is_in_stage(Stage::Submitted)) {
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stage_transfer(Stage::Submitted, Stage::Executed);
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}
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if (is_in_stage(Stage::Executed)) {
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vkResetCommandBuffer(vk_command_buffer_, 0);
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stage_transfer(Stage::Executed, Stage::Initial);
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}
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VkCommandBufferBeginInfo begin_info = {};
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begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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vkBeginCommandBuffer(vk_command_buffer_, &begin_info);
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stage_transfer(Stage::Initial, Stage::Recording);
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state.recorded_command_counts = 0;
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}
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void VKCommandBuffer::end_recording()
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{
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vkEndCommandBuffer(vk_command_buffer_);
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stage_transfer(Stage::Recording, Stage::BetweenRecordingAndSubmitting);
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}
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void VKCommandBuffer::commands_submitted()
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{
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stage_transfer(Stage::BetweenRecordingAndSubmitting, Stage::Submitted);
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}
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} // namespace blender::gpu
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