Files
test/source/blender/gpu/vulkan/vk_context.cc
Jeroen Bakker 782e2e5f9a Vulkan: Make Command Pool, Descriptor Sets Context Specific
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
2023-11-16 15:03:47 +01:00

297 lines
8.4 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_context.hh"
#include "vk_debug.hh"
#include "vk_backend.hh"
#include "vk_framebuffer.hh"
#include "vk_immediate.hh"
#include "vk_memory.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
#include "vk_texture.hh"
#include "GHOST_C-api.h"
namespace blender::gpu {
VKContext::VKContext(void *ghost_window, void *ghost_context)
{
ghost_window_ = ghost_window;
ghost_context_ = ghost_context;
state_manager = new VKStateManager();
imm = new VKImmediate();
/* For off-screen contexts. Default frame-buffer is empty. */
VKFrameBuffer *framebuffer = new VKFrameBuffer("back_left");
back_left = framebuffer;
active_fb = framebuffer;
}
VKContext::~VKContext()
{
if (surface_texture_) {
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
VKBackend::get().device_.context_unregister(*this);
delete imm;
imm = nullptr;
}
void VKContext::sync_backbuffer()
{
if (ghost_context_) {
VKDevice &device = VKBackend::get().device_;
if (!command_buffers_.is_initialized()) {
command_buffers_.init(device);
descriptor_pools_.init(device);
device.init_dummy_buffer(*this);
device.init_dummy_color_attachment();
}
descriptor_pools_.reset();
}
if (ghost_window_) {
GHOST_VulkanSwapChainData swap_chain_data = {};
GHOST_GetVulkanSwapChainFormat((GHOST_WindowHandle)ghost_window_, &swap_chain_data);
const bool reset_framebuffer = swap_chain_format_ != swap_chain_data.format ||
vk_extent_.width != swap_chain_data.extent.width ||
vk_extent_.height != swap_chain_data.extent.height;
if (reset_framebuffer) {
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
if (surface_texture_) {
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
surface_texture_ = GPU_texture_create_2d("back-left",
swap_chain_data.extent.width,
swap_chain_data.extent.height,
1,
to_gpu_format(swap_chain_data.format),
GPU_TEXTURE_USAGE_ATTACHMENT,
nullptr);
back_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
GPU_ATTACHMENT_TEXTURE(surface_texture_));
back_left->bind(false);
swap_chain_format_ = swap_chain_data.format;
vk_extent_ = swap_chain_data.extent;
}
}
}
void VKContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
is_active_ = true;
sync_backbuffer();
immActivate();
}
void VKContext::deactivate()
{
immDeactivate();
is_active_ = false;
}
void VKContext::begin_frame() {}
void VKContext::end_frame()
{
VKDevice &device = VKBackend::get().device_get();
device.destroy_discarded_resources();
}
void VKContext::flush()
{
command_buffers_.submit();
}
void VKContext::finish()
{
command_buffers_.submit();
}
void VKContext::memory_statistics_get(int * /*total_mem*/, int * /*free_mem*/) {}
/* -------------------------------------------------------------------- */
/** \name State manager
* \{ */
VKStateManager &VKContext::state_manager_get() const
{
return *static_cast<VKStateManager *>(state_manager);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame-buffer
* \{ */
void VKContext::activate_framebuffer(VKFrameBuffer &framebuffer)
{
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
BLI_assert(active_fb == nullptr);
active_fb = &framebuffer;
framebuffer.update_size();
framebuffer.update_srgb();
command_buffers_get().begin_render_pass(framebuffer);
}
VKFrameBuffer *VKContext::active_framebuffer_get() const
{
return unwrap(active_fb);
}
bool VKContext::has_active_framebuffer() const
{
return active_framebuffer_get() != nullptr;
}
void VKContext::deactivate_framebuffer()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
BLI_assert(framebuffer != nullptr);
command_buffers_get().end_render_pass(*framebuffer);
active_fb = nullptr;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Compute pipeline
* \{ */
void VKContext::bind_compute_pipeline()
{
VKShader *shader = unwrap(this->shader);
BLI_assert(shader);
VKPipeline &pipeline = shader->pipeline_get();
pipeline.bind(*this, VK_PIPELINE_BIND_POINT_COMPUTE);
pipeline.update_push_constants(*this);
if (shader->has_descriptor_set()) {
descriptor_set_.bind(*this, shader->vk_pipeline_layout_get(), VK_PIPELINE_BIND_POINT_COMPUTE);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Graphics pipeline
* \{ */
void VKContext::bind_graphics_pipeline(const GPUPrimType prim_type,
const VKVertexAttributeObject &vertex_attribute_object)
{
VKShader *shader = unwrap(this->shader);
BLI_assert(shader);
BLI_assert_msg(
prim_type != GPU_PRIM_POINTS || shader->interface_get().is_point_shader(),
"GPU_PRIM_POINTS is used with a shader that doesn't set point size before "
"drawing fragments. Calling code should be adapted to use a shader that sets the "
"gl_PointSize before entering the fragment stage. For example `GPU_SHADER_3D_POINT_*`.");
shader->update_graphics_pipeline(*this, prim_type, vertex_attribute_object);
VKPipeline &pipeline = shader->pipeline_get();
pipeline.bind(*this, VK_PIPELINE_BIND_POINT_GRAPHICS);
pipeline.update_push_constants(*this);
if (shader->has_descriptor_set()) {
descriptor_set_.bind(*this, shader->vk_pipeline_layout_get(), VK_PIPELINE_BIND_POINT_GRAPHICS);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Graphics pipeline
* \{ */
void VKContext::swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *swap_chain_data)
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_pre_handler(*swap_chain_data);
}
void VKContext::swap_buffers_post_callback()
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_post_handler();
}
void VKContext::swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &swap_chain_data)
{
/*
* Ensure no graphics/compute commands are scheduled. They could use the back buffer, which
* layout is altered here.
*/
command_buffers_get().submit();
VKFrameBuffer &framebuffer = *unwrap(back_left);
VKTexture wrapper("display_texture");
wrapper.init(swap_chain_data.image,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
to_gpu_format(swap_chain_data.format));
wrapper.layout_ensure(*this, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
framebuffer.color_attachment_layout_ensure(*this, 0, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
VkImageBlit image_blit = {};
image_blit.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
image_blit.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
image_blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
image_blit.srcSubresource.mipLevel = 0;
image_blit.srcSubresource.baseArrayLayer = 0;
image_blit.srcSubresource.layerCount = 1;
image_blit.dstOffsets[0] = {0, 0, 0};
image_blit.dstOffsets[1] = {
int32_t(swap_chain_data.extent.width), int32_t(swap_chain_data.extent.height), 1};
image_blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
image_blit.dstSubresource.mipLevel = 0;
image_blit.dstSubresource.baseArrayLayer = 0;
image_blit.dstSubresource.layerCount = 1;
command_buffers_get().blit(wrapper,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
*color_attachment,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
Span<VkImageBlit>(&image_blit, 1));
wrapper.layout_ensure(*this, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
command_buffers_get().submit();
}
void VKContext::swap_buffers_post_handler()
{
sync_backbuffer();
}
/** \} */
} // namespace blender::gpu