A couple of memory leak fixes for the vulkan backend. We increment the submission_id on render_graphs upon reset. This triggers cleanup of anything tracked as a VKResourceTracker. Notably uniform buffers created for push constant fallbacks. This fixes a memory leak that was accumulating VKUniformBuffers every frame without cleaning them up. Reset resource pools when a swapchain image is presented. This ends up calling vkResetDescriptorPool, freeing up descriptor set resources. This fixes a memory leak that was accumulate descriptor sets and pools over time without freeing them. Pull Request: https://projects.blender.org/blender/blender/pulls/137305
107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
/* SPDX-FileCopyrightText: 2024 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_render_graph.hh"
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#include "gpu_backend.hh"
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#include <sstream>
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namespace blender::gpu::render_graph {
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VKRenderGraph::VKRenderGraph(VKResourceStateTracker &resources) : resources_(resources)
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{
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submission_id.reset();
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}
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void VKRenderGraph::reset()
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{
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submission_id.next();
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links_.clear();
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for (VKRenderGraphNode &node : nodes_) {
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node.free_data(storage_);
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}
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nodes_.clear();
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storage_.reset();
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debug_.node_group_map.clear();
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debug_.used_groups.clear();
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debug_.group_stack.clear();
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debug_.groups.clear();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Debug
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* \{ */
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void VKRenderGraph::debug_group_begin(const char *name, const ColorTheme4f &color)
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{
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ColorTheme4f useColor = color;
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if ((color == blender::gpu::debug::GPU_DEBUG_GROUP_COLOR_DEFAULT) &&
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(debug_.group_stack.size() > 0))
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{
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useColor = debug_.groups[debug_.group_stack.last()].color;
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}
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DebugGroupNameID name_id = debug_.groups.index_of_or_add({std::string(name), useColor});
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debug_.group_stack.append(name_id);
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debug_.group_used = false;
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}
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void VKRenderGraph::debug_group_end()
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{
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debug_.group_stack.pop_last();
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debug_.group_used = false;
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}
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void VKRenderGraph::debug_print(NodeHandle node_handle) const
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{
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std::ostream &os = std::cout;
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os << "NODE:\n";
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const VKRenderGraphNode &node = nodes_[node_handle];
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os << " type:" << node.type << "\n";
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const VKRenderGraphNodeLinks &links = links_[node_handle];
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os << " inputs:\n";
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for (const VKRenderGraphLink &link : links.inputs) {
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os << " ";
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link.debug_print(os, resources_);
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os << "\n";
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}
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os << " outputs:\n";
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for (const VKRenderGraphLink &link : links.outputs) {
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os << " ";
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link.debug_print(os, resources_);
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os << "\n";
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}
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}
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std::string VKRenderGraph::full_debug_group(NodeHandle node_handle) const
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{
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if ((G.debug & G_DEBUG_GPU) == 0) {
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return std::string();
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}
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DebugGroupID debug_group = debug_.node_group_map[node_handle];
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if (debug_group == -1) {
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return std::string();
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}
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std::stringstream ss;
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for (const VKRenderGraph::DebugGroupNameID &name_id : debug_.used_groups[debug_group]) {
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ss << "/" << debug_.groups[name_id].name;
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}
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return ss.str();
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}
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/** \} */
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} // namespace blender::gpu::render_graph
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