Draw Manager visibility compute shader triggered a read-after-write hazard. This root cause was that the incorrect access was read from the shader interface. It was set to none, skipping the needed pipeline barrier. Pull Request: https://projects.blender.org/blender/blender/pulls/123839
107 lines
2.9 KiB
C++
107 lines
2.9 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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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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VKContext &context = *VKContext::get();
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if (buffer_.is_mapped()) {
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buffer_.update(data);
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}
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else {
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VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::HostToDevice);
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staging_buffer.host_buffer_get().update(data);
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staging_buffer.copy_to_device(context);
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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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GPU_USAGE_STATIC,
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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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false);
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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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}
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void VKUniformBuffer::add_to_descriptor_set(AddToDescriptorSetContext &data,
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int binding,
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shader::ShaderCreateInfo::Resource::BindType bind_type,
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const GPUSamplerState /*sampler_state*/)
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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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/* Upload attached data, during bind time. */
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if (data_) {
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update(data_);
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MEM_SAFE_FREE(data_);
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}
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const std::optional<VKDescriptorSet::Location> location =
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data.shader_interface.descriptor_set_location(bind_type, binding);
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if (location) {
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if (bind_type == shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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data.descriptor_set.bind(*this, *location);
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}
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else {
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data.descriptor_set.bind_as_ssbo(*this, *location);
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}
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render_graph::VKBufferAccess buffer_access = {};
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buffer_access.vk_buffer = buffer_.vk_handle();
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buffer_access.vk_access_flags = data.shader_interface.access_mask(bind_type, binding);
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data.resource_access_info.buffers.append(buffer_access);
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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(*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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