Commit Graph

11 Commits

Author SHA1 Message Date
Brecht Van Lommel
c14e9fc95b Cleanup: Compiler warnings 2024-02-05 12:59:30 +01:00
Jeroen Bakker
958ec9f37f Vulkan: Use Generic Buffer to Store DrawList Commands
Previously a storage buffer was used to store draw list commands as it
matches already existing APIs. Unfortunately StorageBuffers prefers to
be stored on the GPU device and would reduce the benefit of a dynamic
draw list.

This PR replaces the storage buffer with a regular buffer, which keeps
more control where to store the buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/117712
2024-02-01 10:03:47 +01:00
Campbell Barton
2b3c379850 Cleanup: use boolean & nullptr literals 2023-12-17 16:04:44 +11:00
Campbell Barton
4e10a4f635 Cleanup: various C++ updates from C 2023-11-27 10:59:54 +11:00
Jeroen Bakker
ec772ed2f1 Vulkan: Timeline Semaphores
This change adds timeline semaphores to track submissions. The previous
implementation used a fence.

Timeline semaphores can be tracked in more detail as it is an counter.
For each submission the counter can be stored locally and when waiting
for completion the counter can be retrieved again and checked if is
known to be succeeded by a higher value.

The timeline semaphore is stored next to the queue and can also be used
to synchronize between multiple contexts.

Pull Request: https://projects.blender.org/blender/blender/pulls/115357
2023-11-24 15:23:46 +01:00
Jeroen Bakker
d09d93febf Vulkan: Store Vertex, Index and Storage Buffers on Device Memory
Currently all buffer types were stored in host memory, which is visible to the GPU as well.
This is typically slow as the data would be transferred over the PCI bus when used.

Most of the time Index and Vertex buffers are written once and read many times so it makes
more sense to locate them on the GPU. Storage buffers typically require quick access as they
are created for shading/compute purposes.

This PR will try to store vertex buffers, index buffers and storage buffers on device memory
to improve the performance.

Uniform buffers are still located on host memory as they can be uploaded during binding process.
This can (will) reset the graphics pipeline triggering draw calls using unattached resources.

In future this could be optimized further as in:
* using different pools for allocating specific buffers, with a fallback when buffers cannot be
  stored on the GPU anymore.
* store uniform buffers in device memory

Pull Request: https://projects.blender.org/blender/blender/pulls/115343
2023-11-24 13:52:48 +01:00
Jeroen Bakker
d638357d6f Fix: Vulkan Multi Indirect Drawing
Multi indirect drawing would bind an offset index buffer, but
indirect drawing parameters also offset the index buffer so
incorrect geometry was drawn.

Fixes drawing of meshes with multiple materials.

Pull Request: https://projects.blender.org/blender/blender/pulls/115190
2023-11-20 15:48:06 +01:00
Jeroen Bakker
54e1ee3905 Vulkan: Combine Data Transfer and Compute Commands
Currently we keep track of 3 command buffers. Data transfer, compute and
graphics. The reason is that data transfer and compute commands cannot
be recorded in a command buffer that has an active render pass.

This PR simplifies the implementation by combining data transfer and
compute commands as there is no need to separate those in individual
command buffers.

This is in preparation of improving submission performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/115033
2023-11-17 08:27:44 +01:00
Jeroen Bakker
782e2e5f9a Vulkan: Make Command Pool, Descriptor Sets Context Specific
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
2023-11-16 15:03:47 +01:00
Jeroen Bakker
e2215fea35 Vulkan: Specify Pipeline Stages When Adding Barriers
This PR adds support to specify pipeline stages when adding barriers.
This would make it possible more carefully specify barriers.

Pull Request: https://projects.blender.org/blender/blender/pulls/114457
2023-11-03 14:24:39 +01:00
Jeroen Bakker
f35b0373d6 Vulkan: Separate DataTransfer, Compute, Graphics Commands
Goal is to reduce the number of command buffer flushes by tracking what is
happening in the different command queues. This is an initial step towards
advanced queue-ing strategies.

The new (intermediate) strategy records commands to different command
buffers based on what they do. There is a command buffer for data transfers,
compute pipelines and graphics pipelines.

When a compute command is recorded it ensures that all graphic commands
are finished. When a graphic command is recorded it ensures all compute
commands are finished. When a graphic or compute command is scheduled
all recorded data transfer commands are scheduled as well.

Some improvements are expected as multiple compute and data transfers
commands can now be scheduled at the same time and don't need to unbind
and rebind render passes. Especially when using EEVEE-Next which is
compute centric the performance change is visible for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/114104
2023-10-30 14:21:14 +01:00