Goal is to reduce the number of command buffer flushes by tracking what is happening in the different command queues. This is an initial step towards advanced queue-ing strategies. The new (intermediate) strategy records commands to different command buffers based on what they do. There is a command buffer for data transfers, compute pipelines and graphics pipelines. When a compute command is recorded it ensures that all graphic commands are finished. When a graphic command is recorded it ensures all compute commands are finished. When a graphic or compute command is scheduled all recorded data transfer commands are scheduled as well. Some improvements are expected as multiple compute and data transfers commands can now be scheduled at the same time and don't need to unbind and rebind render passes. Especially when using EEVEE-Next which is compute centric the performance change is visible for the user. Pull Request: https://projects.blender.org/blender/blender/pulls/114104
109 lines
3.0 KiB
C++
109 lines
3.0 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_batch.hh"
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#include "vk_context.hh"
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#include "vk_index_buffer.hh"
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#include "vk_state_manager.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_vertex_attribute_object.hh"
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#include "vk_vertex_buffer.hh"
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namespace blender::gpu {
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void VKBatch::draw_setup()
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{
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/* Currently the pipeline is rebuild on each draw command. Clearing the dirty flag for
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* consistency with the internals of GPU module. */
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flag &= ~GPU_BATCH_DIRTY;
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/* Finalize graphics pipeline */
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VKContext &context = *VKContext::get();
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VKStateManager &state_manager = context.state_manager_get();
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state_manager.apply_state();
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state_manager.apply_bindings();
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VKVertexAttributeObject vao;
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vao.update_bindings(context, *this);
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context.bind_graphics_pipeline(prim_type, vao);
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/* Bind geometry resources. */
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vao.bind(context);
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VKIndexBuffer *index_buffer = index_buffer_get();
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const bool draw_indexed = index_buffer != nullptr;
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if (draw_indexed) {
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index_buffer->upload_data();
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index_buffer->bind(context);
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}
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}
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void VKBatch::draw(int vertex_first, int vertex_count, int instance_first, int instance_count)
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{
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draw_setup();
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VKContext &context = *VKContext::get();
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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VKIndexBuffer *index_buffer = index_buffer_get();
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const bool draw_indexed = index_buffer != nullptr;
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if (draw_indexed) {
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command_buffers.draw_indexed(index_buffer->index_len_get(),
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instance_count,
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index_buffer->index_start_get(),
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vertex_first,
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instance_first);
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}
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else {
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command_buffers.draw(vertex_first, vertex_count, instance_first, instance_count);
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}
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command_buffers.submit();
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}
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void VKBatch::draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset)
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{
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multi_draw_indirect(indirect_buf, 1, offset, 0);
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}
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void VKBatch::multi_draw_indirect(GPUStorageBuf *indirect_buf,
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int count,
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intptr_t offset,
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intptr_t stride)
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{
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draw_setup();
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VKStorageBuffer &indirect_buffer = *unwrap(unwrap(indirect_buf));
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VKContext &context = *VKContext::get();
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const bool draw_indexed = index_buffer_get() != nullptr;
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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if (draw_indexed) {
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command_buffers.draw_indexed_indirect(indirect_buffer, offset, count, stride);
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}
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else {
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command_buffers.draw_indirect(indirect_buffer, offset, count, stride);
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}
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command_buffers.submit();
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}
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VKVertexBuffer *VKBatch::vertex_buffer_get(int index)
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{
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return unwrap(verts_(index));
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}
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VKVertexBuffer *VKBatch::instance_buffer_get(int index)
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{
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return unwrap(inst_(index));
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}
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VKIndexBuffer *VKBatch::index_buffer_get()
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{
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return unwrap(unwrap(elem));
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}
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} // namespace blender::gpu
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