Until now the Vulkan backend supported a single pre-configured sampler. This PR realizes creation, caching and freeing of samplers based on what is required by the state manager. The implementation is similar to OpenGL or Metal. This fixes many issues including: - Textures in workbench and eevee use the correct extend and filtering - Custom icons render correctly - Depth sampling issues - Removes artifacts using EEVEE world shader, lighting and indirect lighting. Pull Request: https://projects.blender.org/blender/blender/pulls/114827
241 lines
6.2 KiB
C++
241 lines
6.2 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 "BLI_utility_mixins.hh"
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#include "BLI_vector.hh"
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#include "vk_buffer.hh"
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#include "vk_common.hh"
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#include "vk_debug.hh"
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#include "vk_descriptor_pools.hh"
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#include "vk_samplers.hh"
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namespace blender::gpu {
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class VKBackend;
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struct VKWorkarounds {
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/**
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* Some devices don't support pixel formats that are aligned to 24 and 48 bits.
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* In this case we need to use a different texture format.
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*
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* If set to true we should work around this issue by using a different texture format.
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*/
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bool not_aligned_pixel_formats = false;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceVulkan12Features::shaderOutputViewportIndex enabled.
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*/
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bool shader_output_viewport_index = false;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceVulkan12Features::shaderOutputLayer enabled.
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*/
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bool shader_output_layer = false;
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struct {
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/**
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* Is the workaround enabled for devices that don't support using VK_FORMAT_R8G8B8_* as vertex
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* buffer.
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*/
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bool r8g8b8 = false;
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} vertex_formats;
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};
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class VKDevice : public NonCopyable {
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private:
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/** Copies of the handles owned by the GHOST context. */
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VkInstance vk_instance_ = VK_NULL_HANDLE;
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VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
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VkDevice vk_device_ = VK_NULL_HANDLE;
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uint32_t vk_queue_family_ = 0;
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VkQueue vk_queue_ = VK_NULL_HANDLE;
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VkCommandPool vk_command_pool_ = VK_NULL_HANDLE;
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VKSamplers samplers_;
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/**
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* Available Contexts for this device.
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*
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* Device keeps track of each contexts. When buffers/images are freed they need to be removed
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* from all contexts state managers.
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*
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* The contexts inside this list aren't owned by the VKDevice. Caller of `GPU_context_create`
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* holds the ownership.
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*/
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Vector<std::reference_wrapper<VKContext>> contexts_;
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/** Allocator used for texture and buffers and other resources. */
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VmaAllocator mem_allocator_ = VK_NULL_HANDLE;
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VKDescriptorPools descriptor_pools_;
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/** Limits of the device linked to this context. */
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VkPhysicalDeviceProperties vk_physical_device_properties_ = {};
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/** Features support. */
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VkPhysicalDeviceFeatures vk_physical_device_features_ = {};
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VkPhysicalDeviceVulkan11Features vk_physical_device_vulkan_11_features_ = {};
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VkPhysicalDeviceVulkan12Features vk_physical_device_vulkan_12_features_ = {};
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/** Functions of vk_ext_debugutils for this device/instance. */
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debug::VKDebuggingTools debugging_tools_;
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/* Workarounds */
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VKWorkarounds workarounds_;
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/** Buffer to bind to unbound resource locations. */
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VKBuffer dummy_buffer_;
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std::optional<std::reference_wrapper<VKTexture>> dummy_color_attachment_;
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Vector<std::pair<VkImage, VmaAllocation>> discarded_images_;
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Vector<std::pair<VkBuffer, VmaAllocation>> discarded_buffers_;
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Vector<VkRenderPass> discarded_render_passes_;
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Vector<VkFramebuffer> discarded_frame_buffers_;
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Vector<VkImageView> discarded_image_views_;
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public:
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VkPhysicalDevice physical_device_get() const
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{
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return vk_physical_device_;
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}
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const VkPhysicalDeviceProperties &physical_device_properties_get() const
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{
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return vk_physical_device_properties_;
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}
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const VkPhysicalDeviceFeatures &physical_device_features_get() const
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{
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return vk_physical_device_features_;
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}
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const VkPhysicalDeviceVulkan11Features &physical_device_vulkan_11_features_get() const
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{
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return vk_physical_device_vulkan_11_features_;
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}
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const VkPhysicalDeviceVulkan12Features &physical_device_vulkan_12_features_get() const
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{
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return vk_physical_device_vulkan_12_features_;
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}
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VkInstance instance_get() const
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{
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return vk_instance_;
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};
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VkDevice device_get() const
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{
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return vk_device_;
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}
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VkQueue queue_get() const
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{
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return vk_queue_;
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}
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VKDescriptorPools &descriptor_pools_get()
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{
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return descriptor_pools_;
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}
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const uint32_t *queue_family_ptr_get() const
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{
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return &vk_queue_family_;
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}
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VmaAllocator mem_allocator_get() const
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{
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return mem_allocator_;
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}
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debug::VKDebuggingTools &debugging_tools_get()
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{
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return debugging_tools_;
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}
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const debug::VKDebuggingTools &debugging_tools_get() const
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{
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return debugging_tools_;
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}
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VKSamplers &samplers()
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{
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return samplers_;
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}
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const VkCommandPool vk_command_pool_get() const
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{
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return vk_command_pool_;
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}
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bool is_initialized() const;
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void init(void *ghost_context);
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/**
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* Initialize a dummy buffer that can be bound for missing attributes.
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*
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* Dummy buffer can only be initialized after the command buffer of the context is retrieved.
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*/
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void init_dummy_buffer(VKContext &context);
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void init_dummy_color_attachment();
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void deinit();
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eGPUDeviceType device_type() const;
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eGPUDriverType driver_type() const;
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std::string vendor_name() const;
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std::string driver_version() const;
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const VKWorkarounds &workarounds_get() const
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{
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return workarounds_;
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}
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/* -------------------------------------------------------------------- */
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/** \name Resource management
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* \{ */
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void context_register(VKContext &context);
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void context_unregister(VKContext &context);
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const Vector<std::reference_wrapper<VKContext>> &contexts_get() const;
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const VKBuffer &dummy_buffer_get() const
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{
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return dummy_buffer_;
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}
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VKTexture &dummy_color_attachment_get() const
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{
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BLI_assert(dummy_color_attachment_.has_value());
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return (*dummy_color_attachment_).get();
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}
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void discard_image(VkImage vk_image, VmaAllocation vma_allocation);
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void discard_image_view(VkImageView vk_image_view);
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void discard_buffer(VkBuffer vk_buffer, VmaAllocation vma_allocation);
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void discard_render_pass(VkRenderPass vk_render_pass);
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void discard_frame_buffer(VkFramebuffer vk_framebuffer);
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void destroy_discarded_resources();
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/** \} */
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private:
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void init_physical_device_properties();
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void init_physical_device_features();
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void init_debug_callbacks();
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void init_memory_allocator();
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void init_command_pools();
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void init_descriptor_pools();
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/* During initialization the backend requires access to update the workarounds. */
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friend VKBackend;
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};
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} // namespace blender::gpu
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