Fixes several validation errors when using VMA. - Always enable buffer device address in VMA as it is already a Blender requirement. - Add host access hints when host access is needed. Pull Request: https://projects.blender.org/blender/blender/pulls/146312
111 lines
2.7 KiB
C++
111 lines
2.7 KiB
C++
/* SPDX-FileCopyrightText: 2022 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_uniform_buffer.hh"
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#include "vk_context.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_staging_buffer.hh"
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#include "vk_state_manager.hh"
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#include "CLG_log.h"
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static CLG_LogRef LOG = {"gpu.vulkan"};
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namespace blender::gpu {
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void VKUniformBuffer::update(const void *data)
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{
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if (!buffer_.is_allocated()) {
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allocate();
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}
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if (data) {
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void *data_copy = MEM_mallocN(size_in_bytes_, __func__);
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memcpy(data_copy, data, size_in_bytes_);
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VKContext &context = *VKContext::get();
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buffer_.update_render_graph(context, data_copy);
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data_uploaded_ = true;
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}
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}
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void VKUniformBuffer::allocate()
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{
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buffer_.create(size_in_bytes_,
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT,
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0.8f);
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debug::object_label(buffer_.vk_handle(), name_);
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}
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void VKUniformBuffer::clear_to_zero()
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{
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if (!buffer_.is_allocated()) {
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allocate();
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}
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VKContext &context = *VKContext::get();
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buffer_.clear(context, 0);
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data_uploaded_ = true;
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}
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void VKUniformBuffer::ensure_updated()
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{
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if (!buffer_.is_allocated()) {
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allocate();
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if (!buffer_.is_allocated()) {
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CLOG_ERROR(&LOG,
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"Unable to allocate uniform buffer [%s]. Most likely an out of memory issue.",
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name_);
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return;
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}
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}
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/* Upload attached data, during bind time. */
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if (data_) {
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if (!data_uploaded_ && buffer_.is_mapped()) {
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buffer_.update_immediately(data_);
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MEM_freeN(data_);
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data_ = nullptr;
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}
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else {
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VKContext &context = *VKContext::get();
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buffer_.update_render_graph(context, std::move(data_));
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data_ = nullptr;
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}
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data_uploaded_ = true;
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}
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}
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void VKUniformBuffer::bind(int slot)
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{
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VKContext &context = *VKContext::get();
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context.state_manager_get().uniform_buffer_bind(this, slot);
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}
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void VKUniformBuffer::bind_as_ssbo(int slot)
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{
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VKContext &context = *VKContext::get();
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context.state_manager_get().storage_buffer_bind(
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BindSpaceStorageBuffers::Type::UniformBuffer, this, slot);
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}
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void VKUniformBuffer::unbind()
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{
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const VKContext *context = VKContext::get();
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if (context != nullptr) {
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VKStateManager &state_manager = context->state_manager_get();
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state_manager.uniform_buffer_unbind(this);
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state_manager.storage_buffer_unbind(this);
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}
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}
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} // namespace blender::gpu
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