The current Vulkan resource management has some issues as context that are not active can still use resources that are freed via another context. When this happens incorrect data can be read on the GPU and even crash Blender. When trying to bind something that now contains other memory pointers. This change introduces that contexts are tracked via the device. Context will be registered/unregistered with the device instance. Unbinding of resources must pass the device and the device will check all registered contexts. Binding of resources will happen via the active context only. On user perspective this now allowes: - Opening/switching files - Switching workspaces - Switching render engines Pull Request: https://projects.blender.org/blender/blender/pulls/108968
248 lines
6.3 KiB
C++
248 lines
6.3 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Foundation
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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 "GHOST_C-api.h"
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#include "gpu_capabilities_private.hh"
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#include "gpu_platform_private.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_drawlist.hh"
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#include "vk_fence.hh"
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#include "vk_framebuffer.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pixel_buffer.hh"
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#include "vk_query.hh"
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#include "vk_shader.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_texture.hh"
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#include "vk_uniform_buffer.hh"
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#include "vk_vertex_buffer.hh"
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#include "vk_backend.hh"
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namespace blender::gpu {
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static eGPUOSType determine_os_type()
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{
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#ifdef _WIN32
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return GPU_OS_WIN;
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#elif defined(__APPLE__)
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return GPU_OS_MAC;
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#else
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return GPU_OS_UNIX;
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#endif
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}
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void VKBackend::platform_init()
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{
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GPG.init(GPU_DEVICE_ANY,
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determine_os_type(),
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GPU_DRIVER_ANY,
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GPU_SUPPORT_LEVEL_SUPPORTED,
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GPU_BACKEND_VULKAN,
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"",
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"",
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"");
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}
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void VKBackend::platform_init(const VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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eGPUDeviceType device_type = device.device_type();
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eGPUOSType os = determine_os_type();
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eGPUDriverType driver = GPU_DRIVER_ANY;
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eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
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std::string vendor_name = device.vendor_name();
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std::string driver_version = device.driver_version();
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GPG.init(device_type,
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os,
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driver,
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support_level,
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GPU_BACKEND_VULKAN,
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vendor_name.c_str(),
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properties.deviceName,
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driver_version.c_str());
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}
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void VKBackend::detect_workarounds(VKDevice &device)
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{
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VKWorkarounds workarounds;
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/* AMD GPUs don't support texture formats that use are aligned to 24 or 48 bits. */
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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workarounds.not_aligned_pixel_formats = true;
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}
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device.workarounds_ = workarounds;
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}
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void VKBackend::platform_exit()
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{
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GPG.clear();
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}
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void VKBackend::delete_resources()
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{
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if (device_.is_initialized()) {
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device_.deinit();
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}
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}
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void VKBackend::samplers_update() {}
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void VKBackend::compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
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{
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VKContext &context = *VKContext::get();
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context.state_manager_get().apply_bindings();
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context.bind_compute_pipeline();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void VKBackend::compute_dispatch_indirect(StorageBuf *indirect_buf)
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{
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BLI_assert(indirect_buf);
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VKContext &context = *VKContext::get();
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context.state_manager_get().apply_bindings();
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context.bind_compute_pipeline();
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VKStorageBuffer &indirect_buffer = *unwrap(indirect_buf);
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.dispatch(indirect_buffer);
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}
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Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context)
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{
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if (ghost_window) {
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BLI_assert(ghost_context == nullptr);
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ghost_context = GHOST_GetDrawingContext((GHOST_WindowHandle)ghost_window);
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}
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BLI_assert(ghost_context != nullptr);
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if (!device_.is_initialized()) {
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device_.init(ghost_context);
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}
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VKContext *context = new VKContext(ghost_window, ghost_context);
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device_.context_register(*context);
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return context;
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}
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Batch *VKBackend::batch_alloc()
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{
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return new VKBatch();
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}
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DrawList *VKBackend::drawlist_alloc(int /*list_length*/)
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{
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return new VKDrawList();
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}
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Fence *VKBackend::fence_alloc()
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{
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return new VKFence();
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}
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FrameBuffer *VKBackend::framebuffer_alloc(const char *name)
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{
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return new VKFrameBuffer(name);
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}
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IndexBuf *VKBackend::indexbuf_alloc()
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{
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return new VKIndexBuffer();
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}
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PixelBuffer *VKBackend::pixelbuf_alloc(uint size)
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{
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return new VKPixelBuffer(size);
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}
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QueryPool *VKBackend::querypool_alloc()
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{
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return new VKQueryPool();
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}
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Shader *VKBackend::shader_alloc(const char *name)
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{
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return new VKShader(name);
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}
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Texture *VKBackend::texture_alloc(const char *name)
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{
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return new VKTexture(name);
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}
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UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name)
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{
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return new VKUniformBuffer(size, name);
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}
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StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType usage, const char *name)
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{
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return new VKStorageBuffer(size, usage, name);
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}
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VertBuf *VKBackend::vertbuf_alloc()
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{
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return new VKVertexBuffer();
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}
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void VKBackend::render_begin() {}
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void VKBackend::render_end() {}
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void VKBackend::render_step() {}
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shaderc::Compiler &VKBackend::get_shaderc_compiler()
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{
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return shaderc_compiler_;
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}
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void VKBackend::capabilities_init(VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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const VkPhysicalDeviceLimits &limits = properties.limits;
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/* Reset all capabilities from previous context. */
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GCaps = {};
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GCaps.compute_shader_support = true;
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GCaps.shader_storage_buffer_objects_support = true;
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GCaps.shader_image_load_store_support = true;
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GCaps.max_texture_size = max_ii(limits.maxImageDimension1D, limits.maxImageDimension2D);
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GCaps.max_texture_3d_size = limits.maxImageDimension3D;
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GCaps.max_texture_layers = limits.maxImageArrayLayers;
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GCaps.max_textures = limits.maxDescriptorSetSampledImages;
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GCaps.max_textures_vert = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_geom = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_frag = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_samplers = limits.maxSamplerAllocationCount;
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for (int i = 0; i < 3; i++) {
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GCaps.max_work_group_count[i] = limits.maxComputeWorkGroupCount[i];
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GCaps.max_work_group_size[i] = limits.maxComputeWorkGroupSize[i];
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}
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GCaps.max_uniforms_vert = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_uniforms_frag = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_batch_indices = limits.maxDrawIndirectCount;
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GCaps.max_batch_vertices = limits.maxDrawIndexedIndexValue;
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GCaps.max_vertex_attribs = limits.maxVertexInputAttributes;
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GCaps.max_varying_floats = limits.maxVertexOutputComponents;
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GCaps.max_shader_storage_buffer_bindings = limits.maxPerStageDescriptorStorageBuffers;
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GCaps.max_compute_shader_storage_blocks = limits.maxPerStageDescriptorStorageBuffers;
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detect_workarounds(device);
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}
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} // namespace blender::gpu
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