Files
test2/source/blender/gpu/vulkan/vk_buffer.hh
Jeroen Bakker 42c3f35780 Vulkan: Swap to system memory for device local memory
This PR will swap device local memory to system ram. It relies on
VK_EXT_external_memory and VK_EXT_pageable_device_local_memory
extensions to be supported by the system.

Most platforms support these extensions.

Pull Request: https://projects.blender.org/blender/blender/pulls/144422
2025-08-12 11:51:40 +02:00

162 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "BLI_utility_mixins.hh"
#include "vk_common.hh"
namespace blender::gpu {
class VKContext;
class VKDevice;
/**
* Class for handing vulkan buffers (allocation/updating/binding).
*/
class VKBuffer : public NonCopyable {
size_t size_in_bytes_ = 0;
size_t alloc_size_in_bytes_ = 0;
VkBuffer vk_buffer_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
VkMemoryPropertyFlags vk_memory_property_flags_;
TimelineValue async_timeline_ = 0;
/** Has a previous allocation failed. Will skip reallocations. */
bool allocation_failed_ = false;
/* Pointer to the virtually mapped memory. */
void *mapped_memory_ = nullptr;
VkDeviceAddress vk_device_address = 0;
public:
VKBuffer() = default;
virtual ~VKBuffer();
/** Has this buffer been allocated? */
bool is_allocated() const;
/**
* Allocate the buffer.
*/
bool create(size_t size,
VkBufferUsageFlags buffer_usage,
VkMemoryPropertyFlags required_flags,
VkMemoryPropertyFlags preferred_flags,
VmaAllocationCreateFlags vma_allocation_flags,
float priority,
bool export_memory = false);
void clear(VKContext &context, uint32_t clear_value);
void update_immediately(const void *data) const;
void update_sub_immediately(size_t start_offset, size_t data_size, const void *data) const;
/**
* Update the buffer as part of the render graph evaluation. The ownership of data will be
* transferred to the render graph and should have been allocated using guarded alloc.
*/
void update_render_graph(VKContext &context, void *data) const;
void flush() const;
/**
* Read the buffer (synchronously).
*/
void read(VKContext &context, void *data) const;
/**
* Start a async read-back.
*/
void async_flush_to_host(VKContext &context);
/**
* Wait until the async read back is finished and fill the given data with the content of the
* buffer.
*
* Will start a new async read-back when there is no read back in progress.
*/
void read_async(VKContext &context, void *data);
/**
* Free the buffer.
*
* Discards the buffer so it can be destroyed safely later. Buffers can still be used when
* rendering so we can only destroy them after the rendering is completed.
*/
bool free();
/**
* Destroy the buffer immediately.
*/
void free_immediately(VKDevice &device);
int64_t size_in_bytes() const
{
return size_in_bytes_;
}
VkBuffer vk_handle() const
{
return vk_buffer_;
}
/**
* Get the reference to the mapped memory.
*
* Can only be called when the buffer is (still) mapped.
*/
void *mapped_memory_get() const;
VkDeviceAddress device_address_get() const
{
return vk_device_address;
}
/**
* Is this buffer mapped (visible on host)
*/
bool is_mapped() const;
/**
* Get allocated device memory.
*/
VkDeviceMemory export_memory_get(size_t &memory_size);
private:
/** Check if this buffer is mapped. */
bool map();
void unmap();
};
inline void *VKBuffer::mapped_memory_get() const
{
BLI_assert_msg(this->is_mapped(), "Cannot access a non-mapped buffer.");
return mapped_memory_;
}
inline bool VKBuffer::is_mapped() const
{
return mapped_memory_ != nullptr;
}
inline bool VKBuffer::is_allocated() const
{
return allocation_ != VK_NULL_HANDLE;
}
/**
* Helper struct to enable buffers to be bound with an offset.
*
* Used for de-interleaved vertex input buffers and immediate mode buffers.
*/
struct VKBufferWithOffset {
const VkBuffer buffer;
VkDeviceSize offset;
};
} // namespace blender::gpu