Files
test2/source/blender/gpu/vulkan/vk_storage_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

59 lines
1.2 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_texture.h"
#include "gpu_storage_buffer_private.hh"
#include "gpu_vertex_buffer_private.hh"
#include "vk_bindable_resource.hh"
#include "vk_buffer.hh"
namespace blender::gpu {
class VertBuf;
class VKStorageBuffer : public StorageBuf, public VKBindableResource {
GPUUsageType usage_;
VKBuffer buffer_;
public:
VKStorageBuffer(int size, GPUUsageType usage, const char *name);
void update(const void *data) override;
void bind(int slot) override;
void bind(int slot, shader::ShaderCreateInfo::Resource::BindType bind_type) override;
void unbind() override;
void clear(uint32_t clear_value) override;
void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
void read(void *data) override;
VkBuffer vk_handle() const
{
return buffer_.vk_handle();
}
int64_t size_in_bytes() const
{
return buffer_.size_in_bytes();
}
void ensure_allocated();
private:
void allocate();
};
BLI_INLINE VKStorageBuffer *unwrap(StorageBuf *storage_buffer)
{
return static_cast<VKStorageBuffer *>(storage_buffer);
}
} // namespace blender::gpu