This PR adds workarounds for platforms that don't support `shaderOutputLayer` or `shaderOutputViewportIndex`. Some NVIDIA laptop GPUs and ARM GPUs don't have those device features. The workaround uses the same approach as OpenGL. A geometry shader is injected to emulate the feature. For testing the workarounds they have also been connected to the `--debug-gpu-force-workarounds` command line argument. Fixes #113475 by implementing #113529 Pull Request: https://projects.blender.org/blender/blender/pulls/113605
234 lines
6.1 KiB
C++
234 lines
6.1 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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#pragma once
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#include "BLI_utility_mixins.hh"
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#include "BLI_vector.hh"
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#include "vk_buffer.hh"
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#include "vk_common.hh"
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#include "vk_debug.hh"
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#include "vk_descriptor_pools.hh"
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#include "vk_sampler.hh"
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namespace blender::gpu {
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class VKBackend;
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struct VKWorkarounds {
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/**
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* Some devices don't support pixel formats that are aligned to 24 and 48 bits.
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* In this case we need to use a different texture format.
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*
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* If set to true we should work around this issue by using a different texture format.
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*/
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bool not_aligned_pixel_formats = false;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceVulkan12Features::shaderOutputViewportIndex enabled.
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*/
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bool shader_output_viewport_index = false;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceVulkan12Features::shaderOutputLayer enabled.
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*/
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bool shader_output_layer = false;
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};
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class VKDevice : public NonCopyable {
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private:
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/** Copies of the handles owned by the GHOST context. */
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VkInstance vk_instance_ = VK_NULL_HANDLE;
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VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
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VkDevice vk_device_ = VK_NULL_HANDLE;
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uint32_t vk_queue_family_ = 0;
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VkQueue vk_queue_ = VK_NULL_HANDLE;
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VkCommandPool vk_command_pool_ = VK_NULL_HANDLE;
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/* Dummy sampler for now. */
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VKSampler sampler_;
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/**
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* Available Contexts for this device.
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*
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* Device keeps track of each contexts. When buffers/images are freed they need to be removed
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* from all contexts state managers.
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*
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* The contexts inside this list aren't owned by the VKDevice. Caller of `GPU_context_create`
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* holds the ownership.
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*/
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Vector<std::reference_wrapper<VKContext>> contexts_;
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/** Allocator used for texture and buffers and other resources. */
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VmaAllocator mem_allocator_ = VK_NULL_HANDLE;
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VKDescriptorPools descriptor_pools_;
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/** Limits of the device linked to this context. */
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VkPhysicalDeviceProperties vk_physical_device_properties_ = {};
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/** Features support. */
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VkPhysicalDeviceFeatures vk_physical_device_features_ = {};
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VkPhysicalDeviceVulkan11Features vk_physical_device_vulkan_11_features_ = {};
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VkPhysicalDeviceVulkan12Features vk_physical_device_vulkan_12_features_ = {};
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/** Functions of vk_ext_debugutils for this device/instance. */
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debug::VKDebuggingTools debugging_tools_;
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/* Workarounds */
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VKWorkarounds workarounds_;
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/** Buffer to bind to unbound resource locations. */
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VKBuffer dummy_buffer_;
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std::optional<std::reference_wrapper<VKTexture>> dummy_color_attachment_;
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Vector<std::pair<VkImage, VmaAllocation>> discarded_images_;
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Vector<std::pair<VkBuffer, VmaAllocation>> discarded_buffers_;
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Vector<VkRenderPass> discarded_render_passes_;
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Vector<VkFramebuffer> discarded_frame_buffers_;
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Vector<VkImageView> discarded_image_views_;
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public:
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VkPhysicalDevice physical_device_get() const
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{
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return vk_physical_device_;
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}
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const VkPhysicalDeviceProperties &physical_device_properties_get() const
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{
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return vk_physical_device_properties_;
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}
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const VkPhysicalDeviceFeatures &physical_device_features_get() const
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{
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return vk_physical_device_features_;
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}
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const VkPhysicalDeviceVulkan11Features &physical_device_vulkan_11_features_get() const
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{
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return vk_physical_device_vulkan_11_features_;
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}
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const VkPhysicalDeviceVulkan12Features &physical_device_vulkan_12_features_get() const
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{
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return vk_physical_device_vulkan_12_features_;
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}
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VkInstance instance_get() const
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{
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return vk_instance_;
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};
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VkDevice device_get() const
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{
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return vk_device_;
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}
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VkQueue queue_get() const
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{
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return vk_queue_;
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}
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VKDescriptorPools &descriptor_pools_get()
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{
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return descriptor_pools_;
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}
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const uint32_t *queue_family_ptr_get() const
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{
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return &vk_queue_family_;
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}
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VmaAllocator mem_allocator_get() const
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{
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return mem_allocator_;
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}
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debug::VKDebuggingTools &debugging_tools_get()
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{
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return debugging_tools_;
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}
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const debug::VKDebuggingTools &debugging_tools_get() const
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{
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return debugging_tools_;
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}
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const VKSampler &sampler_get() const
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{
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return sampler_;
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}
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const VkCommandPool vk_command_pool_get() const
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{
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return vk_command_pool_;
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}
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bool is_initialized() const;
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void init(void *ghost_context);
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/**
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* Initialize a dummy buffer that can be bound for missing attributes.
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*
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* Dummy buffer can only be initialized after the command buffer of the context is retrieved.
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*/
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void init_dummy_buffer(VKContext &context);
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void init_dummy_color_attachment();
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void deinit();
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eGPUDeviceType device_type() const;
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eGPUDriverType driver_type() const;
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std::string vendor_name() const;
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std::string driver_version() const;
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const VKWorkarounds &workarounds_get() const
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{
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return workarounds_;
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}
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/* -------------------------------------------------------------------- */
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/** \name Resource management
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* \{ */
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void context_register(VKContext &context);
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void context_unregister(VKContext &context);
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const Vector<std::reference_wrapper<VKContext>> &contexts_get() const;
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const VKBuffer &dummy_buffer_get() const
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{
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return dummy_buffer_;
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}
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VKTexture &dummy_color_attachment_get() const
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{
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BLI_assert(dummy_color_attachment_.has_value());
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return (*dummy_color_attachment_).get();
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}
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void discard_image(VkImage vk_image, VmaAllocation vma_allocation);
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void discard_image_view(VkImageView vk_image_view);
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void discard_buffer(VkBuffer vk_buffer, VmaAllocation vma_allocation);
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void discard_render_pass(VkRenderPass vk_render_pass);
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void discard_frame_buffer(VkFramebuffer vk_framebuffer);
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void destroy_discarded_resources();
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/** \} */
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private:
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void init_physical_device_properties();
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void init_physical_device_features();
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void init_debug_callbacks();
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void init_memory_allocator();
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void init_command_pools();
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void init_descriptor_pools();
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/* During initialization the backend requires access to update the workarounds. */
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friend VKBackend;
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};
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} // namespace blender::gpu
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