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