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

50 lines
1.0 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_index_buffer_private.hh"
#include "vk_bindable_resource.hh"
#include "vk_buffer.hh"
namespace blender::gpu {
class VKIndexBuffer : public IndexBuf, public VKBindableResource {
VKBuffer buffer_;
public:
void upload_data() override;
void bind_as_ssbo(uint binding) override;
void bind(VKContext &context);
void bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type) override;
void read(uint32_t *data) const override;
void update_sub(uint start, uint len, const void *data) override;
VkBuffer vk_handle() const
{
return buffer_.vk_handle();
}
private:
void strip_restart_indices() override;
void allocate();
void ensure_updated();
VKBufferWithOffset buffer_with_offset();
};
static inline VKIndexBuffer *unwrap(IndexBuf *index_buffer)
{
return static_cast<VKIndexBuffer *>(index_buffer);
}
} // namespace blender::gpu