Files
test2/source/blender/gpu/vulkan/vk_context.hh
Clément Foucault caac241c84 GPU: Make Shader Specialization Constant API Thread Safe
This allows multiple threads to request different specializations without
locking usage of all specialized shaders program when a new specialization
is being compiled.

The specialization constants are bundled in a structure that is being
passed to the `Shader::bind()` method. The structure is owned by the
calling thread and only used by the `Shader::bind()`.
Only querying for the specialized shader (Map lookup) is locking the shader
usage.

The variant compilation is now also locking and ensured that
multiple thread trying to compile the same variant will never result
in race condition.

Note that this removes the `is_dirty` optimization. This can be added
back if this becomes a bottleneck in the future. Otherwise, the
performance impact is not noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/136991
2025-05-19 17:42:55 +02:00

161 lines
4.8 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;
class VKDevice;
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 {
friend class VKDevice;
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_;
/* Active shader specialization constants state. */
shader::SpecializationConstants constants_state_;
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;
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);
void specialization_constants_set(const shader::SpecializationConstants *constants_state);
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