Files
test2/source/blender/gpu/vulkan/vk_device.hh
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

159 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "vk_common.hh"
#include "vk_debug.hh"
#include "vk_descriptor_pools.hh"
#include "vk_sampler.hh"
namespace blender::gpu {
class VKBackend;
struct VKWorkarounds {
/**
* Some devices don't support pixel formats that are aligned to 24 and 48 bits.
* In this case we need to use a different texture format.
*
* If set to true we should work around this issue by using a different texture format.
*/
bool not_aligned_pixel_formats = false;
};
class VKDevice : public NonCopyable {
private:
/** Copies of the handles owned by the GHOST context. */
VkInstance vk_instance_ = VK_NULL_HANDLE;
VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
VkDevice vk_device_ = VK_NULL_HANDLE;
uint32_t vk_queue_family_ = 0;
VkQueue vk_queue_ = VK_NULL_HANDLE;
/* Dummy sampler for now. */
VKSampler sampler_;
/**
* Available Contexts for this device.
*
* Device keeps track of each contexts. When buffers/images are freed they need to be removed
* from all contexts state managers.
*
* The contexts inside this list aren't owned by the VKDevice. Caller of `GPU_context_create`
* holds the ownership.
*/
Vector<std::reference_wrapper<VKContext>> contexts_;
/** Allocator used for texture and buffers and other resources. */
VmaAllocator mem_allocator_ = VK_NULL_HANDLE;
VKDescriptorPools descriptor_pools_;
/** Limits of the device linked to this context. */
VkPhysicalDeviceProperties vk_physical_device_properties_ = {};
/** Functions of vk_ext_debugutils for this device/instance. */
debug::VKDebuggingTools debugging_tools_;
/* Workarounds */
VKWorkarounds workarounds_;
public:
VkPhysicalDevice physical_device_get() const
{
return vk_physical_device_;
}
const VkPhysicalDeviceProperties &physical_device_properties_get() const
{
return vk_physical_device_properties_;
}
VkInstance instance_get() const
{
return vk_instance_;
};
VkDevice device_get() const
{
return vk_device_;
}
VkQueue queue_get() const
{
return vk_queue_;
}
VKDescriptorPools &descriptor_pools_get()
{
return descriptor_pools_;
}
const uint32_t *queue_family_ptr_get() const
{
return &vk_queue_family_;
}
VmaAllocator mem_allocator_get() const
{
return mem_allocator_;
}
debug::VKDebuggingTools &debugging_tools_get()
{
return debugging_tools_;
}
const debug::VKDebuggingTools &debugging_tools_get() const
{
return debugging_tools_;
}
const VKSampler &sampler_get() const
{
return sampler_;
}
bool is_initialized() const;
void init(void *ghost_context);
void deinit();
eGPUDeviceType device_type() const;
eGPUDriverType driver_type() const;
std::string vendor_name() const;
std::string driver_version() const;
const VKWorkarounds &workarounds_get() const
{
return workarounds_;
}
/* -------------------------------------------------------------------- */
/** \name Resource management
* \{ */
void context_register(VKContext &context);
void context_unregister(VKContext &context);
const Vector<std::reference_wrapper<VKContext>> &contexts_get() const;
/** \} */
private:
void init_physical_device_properties();
void init_debug_callbacks();
void init_memory_allocator();
void init_descriptor_pools();
/* During initialization the backend requires access to update the workarounds. */
friend VKBackend;
};
} // namespace blender::gpu