Files
test2/source/blender/gpu/vulkan/vk_uniform_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
1.1 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utility_mixins.hh"
#include "gpu_uniform_buffer_private.hh"
#include "vk_bindable_resource.hh"
#include "vk_buffer.hh"
namespace blender::gpu {
class VKUniformBuffer : public UniformBuf, public VKBindableResource, NonCopyable {
VKBuffer buffer_;
public:
VKUniformBuffer(int size, const char *name) : UniformBuf(size, name) {}
void update(const void *data) override;
void clear_to_zero() override;
void bind(int slot) override;
void bind_as_ssbo(int slot) override;
/**
* Unbind uniform buffer from active context.
*/
void unbind() override;
VkBuffer vk_handle() const
{
return buffer_.vk_handle();
}
size_t size_in_bytes() const
{
return size_in_bytes_;
}
/* Bindable resource */
void bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type) override;
private:
void allocate();
};
BLI_INLINE UniformBuf *wrap(VKUniformBuffer *uniform_buffer)
{
return static_cast<UniformBuf *>(uniform_buffer);
}
} // namespace blender::gpu