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
297 lines
8.4 KiB
C++
297 lines
8.4 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)
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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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}
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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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}
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void VKContext::sync_backbuffer()
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{
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if (ghost_context_) {
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VKDevice &device = VKBackend::get().device_;
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if (!command_buffers_.is_initialized()) {
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command_buffers_.init(device);
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descriptor_pools_.init(device);
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device.init_dummy_buffer(*this);
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device.init_dummy_color_attachment();
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}
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descriptor_pools_.reset();
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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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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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}
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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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{
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VKDevice &device = VKBackend::get().device_get();
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device.destroy_discarded_resources();
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}
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void VKContext::flush()
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{
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command_buffers_.submit();
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}
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void VKContext::finish()
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{
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command_buffers_.submit();
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}
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void VKContext::memory_statistics_get(int * /*total_mem*/, int * /*free_mem*/) {}
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/* -------------------------------------------------------------------- */
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/** \name State manager
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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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/** \} */
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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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command_buffers_get().begin_render_pass(framebuffer);
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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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command_buffers_get().end_render_pass(*framebuffer);
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active_fb = nullptr;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Compute pipeline
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* \{ */
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void VKContext::bind_compute_pipeline()
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{
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VKShader *shader = unwrap(this->shader);
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BLI_assert(shader);
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VKPipeline &pipeline = shader->pipeline_get();
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pipeline.bind(*this, VK_PIPELINE_BIND_POINT_COMPUTE);
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pipeline.update_push_constants(*this);
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if (shader->has_descriptor_set()) {
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descriptor_set_.bind(*this, shader->vk_pipeline_layout_get(), VK_PIPELINE_BIND_POINT_COMPUTE);
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}
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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::bind_graphics_pipeline(const GPUPrimType prim_type,
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const VKVertexAttributeObject &vertex_attribute_object)
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{
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VKShader *shader = unwrap(this->shader);
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BLI_assert(shader);
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BLI_assert_msg(
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prim_type != GPU_PRIM_POINTS || shader->interface_get().is_point_shader(),
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"GPU_PRIM_POINTS is used with a shader that doesn't set point size before "
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"drawing fragments. Calling code should be adapted to use a shader that sets the "
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"gl_PointSize before entering the fragment stage. For example `GPU_SHADER_3D_POINT_*`.");
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shader->update_graphics_pipeline(*this, prim_type, vertex_attribute_object);
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VKPipeline &pipeline = shader->pipeline_get();
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pipeline.bind(*this, VK_PIPELINE_BIND_POINT_GRAPHICS);
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pipeline.update_push_constants(*this);
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if (shader->has_descriptor_set()) {
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descriptor_set_.bind(*this, shader->vk_pipeline_layout_get(), VK_PIPELINE_BIND_POINT_GRAPHICS);
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}
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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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/*
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* Ensure no graphics/compute commands are scheduled. They could use the back buffer, which
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* layout is altered here.
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*/
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command_buffers_get().submit();
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VKFrameBuffer &framebuffer = *unwrap(back_left);
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VKTexture wrapper("display_texture");
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wrapper.init(swap_chain_data.image,
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VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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to_gpu_format(swap_chain_data.format));
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wrapper.layout_ensure(*this, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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framebuffer.color_attachment_layout_ensure(*this, 0, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
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VkImageBlit image_blit = {};
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image_blit.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
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image_blit.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
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image_blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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image_blit.srcSubresource.mipLevel = 0;
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image_blit.srcSubresource.baseArrayLayer = 0;
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image_blit.srcSubresource.layerCount = 1;
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image_blit.dstOffsets[0] = {0, 0, 0};
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image_blit.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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image_blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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image_blit.dstSubresource.mipLevel = 0;
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image_blit.dstSubresource.baseArrayLayer = 0;
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image_blit.dstSubresource.layerCount = 1;
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command_buffers_get().blit(wrapper,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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*color_attachment,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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Span<VkImageBlit>(&image_blit, 1));
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wrapper.layout_ensure(*this, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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command_buffers_get().submit();
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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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