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test/source/blender/gpu/vulkan/vk_resource_tracker.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

187 lines
4.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "vk_common.hh"
namespace blender::gpu {
class VKContext;
class VKCommandBuffer;
/**
* In vulkan multiple commands can be in flight simultaneously.
*
* These commands can share the same resources like descriptor sets
* or push constants. When between commands these resources are updated
* a new version of these resources should be created.
*
* When a resource is updated it should check the submission id of the
* command buffer. If it is different, then the resource can be reused.
* If the submission id is the same a new version of the resource to now
* intervene with other commands that uses the resource.
*
* VKSubmissionID is the identifier to keep track if a new submission is
* being recorded.
*/
struct VKSubmissionID {
private:
int64_t id_ = -1;
public:
VKSubmissionID() = default;
private:
/**
* Reset the submission id.
*
* This should only be called during initialization of the command buffer.
* As it leads to undesired behavior after resources are already tracking
* the submission id.
*/
void reset()
{
id_ = 0;
}
/**
* Change the submission id.
*
* Is called when submitting a command buffer to the queue. In this case resource
* known that the next time it is used that it can free its sub resources used by
* the previous submission.
*/
void next()
{
id_++;
}
public:
const VKSubmissionID &operator=(const VKSubmissionID &other)
{
id_ = other.id_;
return *this;
}
bool operator==(const VKSubmissionID &other)
{
return id_ == other.id_;
}
bool operator!=(const VKSubmissionID &other)
{
return id_ != other.id_;
}
friend class VKCommandBuffer;
};
/**
* Submission tracker keeps track of the last known submission id of the
* command buffer.
*/
class VKSubmissionTracker {
VKSubmissionID last_known_id_;
public:
/**
* Check if the submission_id has changed since the last time it was called
* on this VKSubmissionTracker.
*/
bool is_changed(VKContext &context);
};
/**
* VKResourceTracker will keep track of resources.
*/
template<typename Resource> class VKResourceTracker : NonCopyable {
VKSubmissionTracker submission_tracker_;
Vector<std::unique_ptr<Resource>> tracked_resources_;
protected:
VKResourceTracker<Resource>() = default;
VKResourceTracker<Resource>(VKResourceTracker<Resource> &&other)
: submission_tracker_(other.submission_tracker_),
tracked_resources_(std::move(other.tracked_resources_))
{
}
VKResourceTracker<Resource> &operator=(VKResourceTracker<Resource> &&other)
{
submission_tracker_ = other.submission_tracker_;
tracked_resources_ = std::move(other.tracked_resources_);
return *this;
}
virtual ~VKResourceTracker()
{
free_tracked_resources();
}
/**
* Get a resource what can be used by the resource tracker.
*
* When a different submission was detected all previous resources
* will be freed and a new resource will be returned.
*
* When still in the same submission and we need to update the resource
* (is_dirty=true) then a new resource will be returned. Otherwise
* the previous used resource will be used.
*
* When no resources exists, a new resource will be created.
*
* The resource given back is owned by this resource tracker. And
* the resource should not be stored outside this class as it might
* be destroyed when the next submission is detected.
*/
std::unique_ptr<Resource> &tracked_resource_for(VKContext &context, const bool is_dirty)
{
if (submission_tracker_.is_changed(context)) {
free_tracked_resources();
tracked_resources_.append(create_resource(context));
}
else if (is_dirty || tracked_resources_.is_empty()) {
tracked_resources_.append(create_resource(context));
}
return active_resource();
}
/**
* Callback to create a new resource. Can be called by the `tracked_resource_for` method.
*/
virtual std::unique_ptr<Resource> create_resource(VKContext &context) = 0;
/**
* Does this instance have an active resource.
*/
bool has_active_resource()
{
return !tracked_resources_.is_empty();
}
/**
* Return the active resource of the tracker.
*/
std::unique_ptr<Resource> &active_resource()
{
BLI_assert(!tracked_resources_.is_empty());
return tracked_resources_.last();
}
private:
void free_tracked_resources()
{
tracked_resources_.clear();
}
};
} // namespace blender::gpu