Files
test2/source/blender/gpu/vulkan/vk_device.cc
Jeroen Bakker d84a64900f Vulkan: Device Context Resource Management
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
2023-06-15 08:14:37 +02:00

210 lines
5.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_device.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "vk_memory.hh"
#include "vk_state_manager.hh"
#include "vk_storage_buffer.hh"
#include "vk_texture.hh"
#include "vk_vertex_buffer.hh"
#include "GHOST_C-api.h"
namespace blender::gpu {
void VKDevice::deinit()
{
sampler_.free();
vmaDestroyAllocator(mem_allocator_);
mem_allocator_ = VK_NULL_HANDLE;
debugging_tools_.deinit(vk_instance_);
vk_instance_ = VK_NULL_HANDLE;
vk_physical_device_ = VK_NULL_HANDLE;
vk_device_ = VK_NULL_HANDLE;
vk_queue_family_ = 0;
vk_queue_ = VK_NULL_HANDLE;
vk_physical_device_properties_ = {};
}
bool VKDevice::is_initialized() const
{
return vk_device_ != VK_NULL_HANDLE;
}
void VKDevice::init(void *ghost_context)
{
BLI_assert(!is_initialized());
GHOST_GetVulkanHandles((GHOST_ContextHandle)ghost_context,
&vk_instance_,
&vk_physical_device_,
&vk_device_,
&vk_queue_family_,
&vk_queue_);
init_physical_device_properties();
VKBackend::platform_init(*this);
VKBackend::capabilities_init(*this);
init_debug_callbacks();
init_memory_allocator();
init_descriptor_pools();
sampler_.create();
debug::object_label(device_get(), "LogicalDevice");
debug::object_label(queue_get(), "GenericQueue");
}
void VKDevice::init_debug_callbacks()
{
debugging_tools_.init(vk_instance_);
}
void VKDevice::init_physical_device_properties()
{
BLI_assert(vk_physical_device_ != VK_NULL_HANDLE);
vkGetPhysicalDeviceProperties(vk_physical_device_, &vk_physical_device_properties_);
}
void VKDevice::init_memory_allocator()
{
VK_ALLOCATION_CALLBACKS;
VmaAllocatorCreateInfo info = {};
info.vulkanApiVersion = VK_API_VERSION_1_2;
info.physicalDevice = vk_physical_device_;
info.device = vk_device_;
info.instance = vk_instance_;
info.pAllocationCallbacks = vk_allocation_callbacks;
vmaCreateAllocator(&info, &mem_allocator_);
}
void VKDevice::init_descriptor_pools()
{
descriptor_pools_.init(vk_device_);
}
/* -------------------------------------------------------------------- */
/** \name Platform/driver/device information
* \{ */
constexpr int32_t PCI_ID_NVIDIA = 0x10de;
constexpr int32_t PCI_ID_INTEL = 0x8086;
constexpr int32_t PCI_ID_AMD = 0x1002;
constexpr int32_t PCI_ID_ATI = 0x1022;
eGPUDeviceType VKDevice::device_type() const
{
/* According to the vulkan specifications:
*
* If the vendor has a PCI vendor ID, the low 16 bits of vendorID must contain that PCI vendor
* ID, and the remaining bits must be set to zero. Otherwise, the value returned must be a valid
* Khronos vendor ID.
*/
switch (vk_physical_device_properties_.vendorID) {
case PCI_ID_NVIDIA:
return GPU_DEVICE_NVIDIA;
case PCI_ID_INTEL:
return GPU_DEVICE_INTEL;
case PCI_ID_AMD:
case PCI_ID_ATI:
return GPU_DEVICE_ATI;
default:
break;
}
return GPU_DEVICE_UNKNOWN;
}
eGPUDriverType VKDevice::driver_type() const
{
/* It is unclear how to determine the driver type, but it is required to extract the correct
* driver version. */
return GPU_DRIVER_ANY;
}
std::string VKDevice::vendor_name() const
{
/* Below 0x10000 are the PCI vendor IDs (https://pcisig.com/membership/member-companies) */
if (vk_physical_device_properties_.vendorID < 0x10000) {
switch (vk_physical_device_properties_.vendorID) {
case 0x1022:
return "Advanced Micro Devices";
case 0x10DE:
return "NVIDIA Corporation";
case 0x8086:
return "Intel Corporation";
default:
return std::to_string(vk_physical_device_properties_.vendorID);
}
}
else {
/* above 0x10000 should be vkVendorIDs
* NOTE: When debug_messaging landed we can use something similar to
* vk::to_string(vk::VendorId(properties.vendorID));
*/
return std::to_string(vk_physical_device_properties_.vendorID);
}
}
std::string VKDevice::driver_version() const
{
/*
* NOTE: this depends on the driver type and is currently incorrect. Idea is to use a default per
* OS.
*/
const uint32_t driver_version = vk_physical_device_properties_.driverVersion;
switch (vk_physical_device_properties_.vendorID) {
case PCI_ID_NVIDIA:
return std::to_string((driver_version >> 22) & 0x3FF) + "." +
std::to_string((driver_version >> 14) & 0xFF) + "." +
std::to_string((driver_version >> 6) & 0xFF) + "." +
std::to_string(driver_version & 0x3F);
case PCI_ID_INTEL: {
const uint32_t major = VK_VERSION_MAJOR(driver_version);
/* When using Mesa driver we should use VK_VERSION_*. */
if (major > 30) {
return std::to_string((driver_version >> 14) & 0x3FFFF) + "." +
std::to_string((driver_version & 0x3FFF));
}
break;
}
default:
break;
}
return std::to_string(VK_VERSION_MAJOR(driver_version)) + "." +
std::to_string(VK_VERSION_MINOR(driver_version)) + "." +
std::to_string(VK_VERSION_PATCH(driver_version));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Resource management
* \{ */
void VKDevice::context_register(VKContext &context)
{
contexts_.append(std::reference_wrapper(context));
}
void VKDevice::context_unregister(VKContext &context)
{
contexts_.remove(contexts_.first_index_of(std::reference_wrapper(context)));
}
const Vector<std::reference_wrapper<VKContext>> &VKDevice::contexts_get() const
{
return contexts_;
};
/** \} */
} // namespace blender::gpu