Files
test2/source/blender/gpu/vulkan/vk_context.hh
Miguel Pozo a5ed5dc4bf GPU: Support deferred compilation in ShaderCompilerGeneric
Update the `ShaderCompilerGeneric` to support deferred compilation
using the batch compilation API, so we can get rid of
`drw_manager_shader`.
This approach also allows supporting non-blocking compilation
for static shaders.

This shouldn't cause any behavior changes at the moment, since batch
compilation is not yet used when parallel compilation is disabled.

This adds a `GPUWorker` and a `GPUSecondaryContext` as an easy to use
wrapper for managing secondary GPU contexts.

(Part of #133674)
Pull Request: https://projects.blender.org/blender/blender/pulls/136518
2025-04-07 15:26:25 +02:00

155 lines
4.6 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
#include "gpu_context_private.hh"
#include "GHOST_Types.h"
#include "render_graph/vk_render_graph.hh"
#include "vk_common.hh"
#include "vk_debug.hh"
#include "vk_descriptor_pools.hh"
#include "vk_resource_pool.hh"
namespace blender::gpu {
class VKFrameBuffer;
class VKVertexAttributeObject;
class VKBatch;
class VKStateManager;
class VKShader;
class VKThreadData;
enum RenderGraphFlushFlags {
NONE = 0,
RENEW_RENDER_GRAPH = 1 << 0,
SUBMIT = 1 << 1,
WAIT_FOR_COMPLETION = 1 << 2,
};
ENUM_OPERATORS(RenderGraphFlushFlags, RenderGraphFlushFlags::WAIT_FOR_COMPLETION);
class VKContext : public Context, NonCopyable {
private:
VkExtent2D vk_extent_ = {};
VkSurfaceFormatKHR swap_chain_format_ = {};
GPUTexture *surface_texture_ = nullptr;
void *ghost_context_;
/* Reusable data. Stored inside context to limit reallocations. */
render_graph::VKResourceAccessInfo access_info_ = {};
std::optional<std::reference_wrapper<VKThreadData>> thread_data_;
std::optional<std::reference_wrapper<render_graph::VKRenderGraph>> render_graph_;
public:
VKDiscardPool discard_pool;
const render_graph::VKRenderGraph &render_graph() const
{
return render_graph_.value().get();
}
render_graph::VKRenderGraph &render_graph()
{
return render_graph_.value().get();
}
VKContext(void *ghost_window, void *ghost_context);
virtual ~VKContext();
void activate() override;
void deactivate() override;
void begin_frame() override;
void end_frame() override;
void flush() override;
TimelineValue flush_render_graph(
RenderGraphFlushFlags flags,
VkPipelineStageFlags wait_dst_stage_mask = VK_PIPELINE_STAGE_NONE,
VkSemaphore wait_semaphore = VK_NULL_HANDLE,
VkSemaphore signal_semaphore = VK_NULL_HANDLE,
VkFence signal_fence = VK_NULL_HANDLE);
void finish() override;
ShaderCompiler *get_compiler() override;
void memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb) override;
void debug_group_begin(const char *, int) override;
void debug_group_end() override;
bool debug_capture_begin(const char *title) override;
void debug_capture_end() override;
void *debug_capture_scope_create(const char *name) override;
bool debug_capture_scope_begin(void *scope) override;
void debug_capture_scope_end(void *scope) override;
void debug_unbind_all_ubo() override;
void debug_unbind_all_ssbo() override;
bool has_active_framebuffer() const;
void activate_framebuffer(VKFrameBuffer &framebuffer);
void deactivate_framebuffer();
VKFrameBuffer *active_framebuffer_get() const;
/**
* Ensure that the active framebuffer isn't rendering.
*
* Between `vkCmdBeginRendering` and `vkCmdEndRendering` the framebuffer is rendering. Dispatch
* and transfer commands cannot be called between these commands. They can call this method to
* ensure that the framebuffer is outside these calls.
*/
void rendering_end();
render_graph::VKResourceAccessInfo &reset_and_get_access_info();
/**
* Update the give shader data with the current state of the context.
*/
void update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data);
void update_pipeline_data(GPUPrimType primitive,
VKVertexAttributeObject &vao,
render_graph::VKPipelineData &r_pipeline_data);
void sync_backbuffer(bool cycle_resource_pool);
static VKContext *get()
{
return static_cast<VKContext *>(Context::get());
}
VKDescriptorPools &descriptor_pools_get();
VKDescriptorSetTracker &descriptor_set_get();
VKStateManager &state_manager_get() const;
static void swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *data);
static void swap_buffers_post_callback();
static void openxr_acquire_framebuffer_image_callback(GHOST_VulkanOpenXRData *data);
static void openxr_release_framebuffer_image_callback(GHOST_VulkanOpenXRData *data);
private:
void swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &data);
void swap_buffers_post_handler();
void openxr_acquire_framebuffer_image_handler(GHOST_VulkanOpenXRData &data);
void openxr_release_framebuffer_image_handler(GHOST_VulkanOpenXRData &data);
void update_pipeline_data(VKShader &shader,
VkPipeline vk_pipeline,
render_graph::VKPipelineData &r_pipeline_data);
};
BLI_INLINE bool operator==(const VKContext &a, const VKContext &b)
{
return static_cast<const void *>(&a) == static_cast<const void *>(&b);
}
} // namespace blender::gpu