Files
test2/source/blender/gpu/vulkan/vk_index_buffer.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

105 lines
2.6 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_index_buffer.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
namespace blender::gpu {
void VKIndexBuffer::ensure_updated()
{
if (is_subrange_) {
src_->upload_data();
return;
}
if (!buffer_.is_allocated()) {
allocate();
}
if (data_ != nullptr) {
buffer_.update(data_);
MEM_SAFE_FREE(data_);
}
}
void VKIndexBuffer::upload_data()
{
ensure_updated();
}
void VKIndexBuffer::bind(VKContext &context)
{
context.command_buffer_get().bind(buffer_with_offset(), to_vk_index_type(index_type_));
}
void VKIndexBuffer::bind_as_ssbo(uint binding)
{
VKContext::get()->state_manager_get().storage_buffer_bind(*this, binding);
}
void VKIndexBuffer::bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type)
{
BLI_assert(bind_type == shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER);
ensure_updated();
VKContext &context = *VKContext::get();
VKShader *shader = static_cast<VKShader *>(context.shader);
const VKShaderInterface &shader_interface = shader->interface_get();
const std::optional<VKDescriptorSet::Location> location =
shader_interface.descriptor_set_location(bind_type, binding);
if (location) {
shader->pipeline_get().descriptor_set_get().bind_as_ssbo(*this, *location);
}
}
void VKIndexBuffer::read(uint32_t *data) const
{
VKContext &context = *VKContext::get();
VKCommandBuffer &command_buffer = context.command_buffer_get();
command_buffer.submit();
buffer_.read(data);
}
void VKIndexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
{
NOT_YET_IMPLEMENTED
}
void VKIndexBuffer::strip_restart_indices()
{
NOT_YET_IMPLEMENTED
}
void VKIndexBuffer::allocate()
{
GPUUsageType usage = data_ == nullptr ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_STATIC;
buffer_.create(size_get(),
usage,
static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT));
debug::object_label(buffer_.vk_handle(), "IndexBuffer");
}
VKBufferWithOffset VKIndexBuffer::buffer_with_offset()
{
VKIndexBuffer *src = unwrap(src_);
VKBufferWithOffset result{is_subrange_ ? src->buffer_ : buffer_, index_start_};
BLI_assert_msg(is_subrange_ || result.offset == 0,
"According to design index_start should always be zero when index buffer isn't "
"a subrange");
return result;
}
} // namespace blender::gpu