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
50 lines
1.0 KiB
C++
50 lines
1.0 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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#pragma once
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#include "gpu_index_buffer_private.hh"
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#include "vk_bindable_resource.hh"
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#include "vk_buffer.hh"
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namespace blender::gpu {
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class VKIndexBuffer : public IndexBuf, public VKBindableResource {
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VKBuffer buffer_;
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public:
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void upload_data() override;
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void bind_as_ssbo(uint binding) override;
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void bind(VKContext &context);
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void bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type) override;
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void read(uint32_t *data) const override;
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void update_sub(uint start, uint len, const void *data) override;
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VkBuffer vk_handle() const
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{
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return buffer_.vk_handle();
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}
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private:
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void strip_restart_indices() override;
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void allocate();
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void ensure_updated();
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VKBufferWithOffset buffer_with_offset();
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};
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static inline VKIndexBuffer *unwrap(IndexBuf *index_buffer)
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{
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return static_cast<VKIndexBuffer *>(index_buffer);
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}
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} // namespace blender::gpu
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