Files
test/source/blender/gpu/vulkan/vk_batch.cc
Josh Belanich 5cb2b04c5c Fix #130914: Vulkan memory leak while resizing view-port
This PR implements dynamic viewport state for the Vulkan gpu backend.
By doing so, it fixes #130914.

The following high-level changes were made:

1. The pipeline pool no longer uses the viewport and scissor
    states to identify graphics pipelines, only the number of viewports
    and the number of scissors. Graphics pipelines are configured with
    dynamic viewport and scissor states upon construction.
2. The desired viewport and scissor configurations for drawing are set
    in the data of the draw nodes in the render graph.
3. The draw nodes use these viewport and scissors settings in
    `build_commands`. If the viewport and scissor settings have changed
    between nodes, then vkCmdSetViewport and vkCmdSetScissor commands
    are sent to the command buffer.
4. Tests are updated to verify that set_viewport and set_scissor commands
   are executed the correct number of times. (Also note that I needed to
   #136987 in order to avoid skipping some Vulkan tests).

See the attached screencast for verification. The number of graphics pipelines
no longer grow when resizing the viewport.

Pull Request: https://projects.blender.org/blender/blender/pulls/137002
2025-04-07 17:26:13 +02:00

161 lines
5.7 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_batch.hh"
#include "render_graph/nodes/vk_pipeline_data.hh"
#include "vk_context.hh"
#include "vk_framebuffer.hh"
#include "vk_index_buffer.hh"
#include "vk_state_manager.hh"
#include "vk_storage_buffer.hh"
#include "vk_vertex_attribute_object.hh"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
void VKBatch::draw(int vertex_first, int vertex_count, int instance_first, int instance_count)
{
VKContext &context = *VKContext::get();
render_graph::VKResourceAccessInfo &resource_access_info = context.reset_and_get_access_info();
VKVertexAttributeObject vao;
vao.update_bindings(context, *this);
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
/* Upload geometry */
if (draw_indexed) {
index_buffer->upload_data();
}
context.active_framebuffer_get()->rendering_ensure(context);
if (draw_indexed) {
render_graph::VKDrawIndexedNode::CreateInfo draw_indexed(resource_access_info);
draw_indexed.node_data.index_count = vertex_count;
draw_indexed.node_data.instance_count = instance_count;
draw_indexed.node_data.first_index = vertex_first;
draw_indexed.node_data.vertex_offset = index_buffer->index_start_get();
draw_indexed.node_data.first_instance = instance_first;
context.active_framebuffer_get()->vk_viewports_append(
draw_indexed.node_data.viewport_data.viewports);
context.active_framebuffer_get()->vk_render_areas_append(
draw_indexed.node_data.viewport_data.scissors);
draw_indexed.node_data.index_buffer.buffer = index_buffer->vk_handle();
draw_indexed.node_data.index_buffer.index_type = index_buffer->vk_index_type();
vao.bind(draw_indexed.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw_indexed.node_data.pipeline_data);
context.render_graph().add_node(draw_indexed);
}
else {
render_graph::VKDrawNode::CreateInfo draw(resource_access_info);
draw.node_data.vertex_count = vertex_count;
draw.node_data.instance_count = instance_count;
draw.node_data.first_vertex = vertex_first;
draw.node_data.first_instance = instance_first;
context.active_framebuffer_get()->vk_viewports_append(draw.node_data.viewport_data.viewports);
context.active_framebuffer_get()->vk_render_areas_append(
draw.node_data.viewport_data.scissors);
vao.bind(draw.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw.node_data.pipeline_data);
context.render_graph().add_node(draw);
}
}
void VKBatch::draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset)
{
multi_draw_indirect(indirect_buf, 1, offset, 0);
}
void VKBatch::multi_draw_indirect(GPUStorageBuf *indirect_buf,
const int count,
const intptr_t offset,
const intptr_t stride)
{
VKStorageBuffer &indirect_buffer = *unwrap(unwrap(indirect_buf));
multi_draw_indirect(indirect_buffer.vk_handle(), count, offset, stride);
}
void VKBatch::multi_draw_indirect(const VkBuffer indirect_buffer,
const int count,
const intptr_t offset,
const intptr_t stride)
{
VKContext &context = *VKContext::get();
render_graph::VKResourceAccessInfo &resource_access_info = context.reset_and_get_access_info();
VKVertexAttributeObject vao;
vao.update_bindings(context, *this);
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
/* Upload geometry */
if (draw_indexed) {
index_buffer->upload_data();
}
context.active_framebuffer_get()->rendering_ensure(context);
if (draw_indexed) {
render_graph::VKDrawIndexedIndirectNode::CreateInfo draw_indexed_indirect(
resource_access_info);
draw_indexed_indirect.node_data.indirect_buffer = indirect_buffer;
draw_indexed_indirect.node_data.offset = offset;
draw_indexed_indirect.node_data.draw_count = count;
draw_indexed_indirect.node_data.stride = stride;
context.active_framebuffer_get()->vk_viewports_append(
draw_indexed_indirect.node_data.viewport_data.viewports);
context.active_framebuffer_get()->vk_render_areas_append(
draw_indexed_indirect.node_data.viewport_data.scissors);
draw_indexed_indirect.node_data.index_buffer.buffer = index_buffer->vk_handle();
draw_indexed_indirect.node_data.index_buffer.index_type = index_buffer->vk_index_type();
vao.bind(draw_indexed_indirect.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw_indexed_indirect.node_data.pipeline_data);
context.render_graph().add_node(draw_indexed_indirect);
}
else {
render_graph::VKDrawIndirectNode::CreateInfo draw(resource_access_info);
draw.node_data.indirect_buffer = indirect_buffer;
draw.node_data.offset = offset;
draw.node_data.draw_count = count;
draw.node_data.stride = stride;
context.active_framebuffer_get()->vk_viewports_append(draw.node_data.viewport_data.viewports);
context.active_framebuffer_get()->vk_render_areas_append(
draw.node_data.viewport_data.scissors);
vao.bind(draw.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw.node_data.pipeline_data);
context.render_graph().add_node(draw);
}
}
VKVertexBuffer *VKBatch::vertex_buffer_get(int index)
{
return unwrap(verts_(index));
}
VKVertexBuffer *VKBatch::instance_buffer_get(int index)
{
return unwrap(inst_(index));
}
VKIndexBuffer *VKBatch::index_buffer_get()
{
return unwrap(unwrap(elem));
}
} // namespace blender::gpu