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
190 lines
5.0 KiB
C++
190 lines
5.0 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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#include "MEM_guardedalloc.h"
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#include "vk_data_conversion.hh"
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#include "vk_memory.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_state_manager.hh"
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#include "vk_vertex_buffer.hh"
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namespace blender::gpu {
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VKVertexBuffer::~VKVertexBuffer()
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{
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release_data();
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}
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void VKVertexBuffer::bind_as_ssbo(uint binding)
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{
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VKContext &context = *VKContext::get();
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VKStateManager &state_manager = context.state_manager_get();
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state_manager.storage_buffer_bind(*this, binding);
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}
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void VKVertexBuffer::bind_as_texture(uint binding)
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{
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VKContext &context = *VKContext::get();
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VKStateManager &state_manager = context.state_manager_get();
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state_manager.texel_buffer_bind(*this, binding);
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}
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void VKVertexBuffer::bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type)
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{
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VKContext &context = *VKContext::get();
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const std::optional<VKDescriptorSet::Location> location =
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shader_interface.descriptor_set_location(bind_type, binding);
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if (!location) {
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return;
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}
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upload_data();
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if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER &&
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vk_buffer_view_ == VK_NULL_HANDLE)
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{
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VkBufferViewCreateInfo buffer_view_info = {};
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eGPUTextureFormat texture_format = to_texture_format(&format);
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buffer_view_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
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buffer_view_info.buffer = buffer_.vk_handle();
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buffer_view_info.format = to_vk_format(texture_format);
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buffer_view_info.range = buffer_.size_in_bytes();
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VK_ALLOCATION_CALLBACKS;
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const VKDevice &device = VKBackend::get().device_get();
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vkCreateBufferView(
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device.device_get(), &buffer_view_info, vk_allocation_callbacks, &vk_buffer_view_);
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}
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/* TODO: Check if we can move this check inside the descriptor set. */
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VKDescriptorSetTracker &descriptor_set = shader->pipeline_get().descriptor_set_get();
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if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER) {
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descriptor_set.bind(*this, *location);
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}
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else {
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descriptor_set.bind_as_ssbo(*this, *location);
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}
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}
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void VKVertexBuffer::wrap_handle(uint64_t /*handle*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKVertexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKVertexBuffer::read(void *data) const
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{
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.submit();
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buffer_.read(data);
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}
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void VKVertexBuffer::acquire_data()
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{
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if (usage_ == GPU_USAGE_DEVICE_ONLY) {
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return;
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}
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/* Discard previous data if any. */
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/* TODO: Use mapped memory. */
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MEM_SAFE_FREE(data);
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data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
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}
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void VKVertexBuffer::resize_data()
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{
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if (usage_ == GPU_USAGE_DEVICE_ONLY) {
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return;
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}
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data = (uchar *)MEM_reallocN(data, sizeof(uchar) * this->size_alloc_get());
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}
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void VKVertexBuffer::release_data()
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{
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if (vk_buffer_view_ != VK_NULL_HANDLE) {
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const VKDevice &device = VKBackend::get().device_get();
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VK_ALLOCATION_CALLBACKS;
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vkDestroyBufferView(device.device_get(), vk_buffer_view_, vk_allocation_callbacks);
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vk_buffer_view_ = VK_NULL_HANDLE;
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}
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MEM_SAFE_FREE(data);
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}
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static bool inplace_conversion_supported(const GPUUsageType &usage)
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{
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return ELEM(usage, GPU_USAGE_STATIC, GPU_USAGE_STREAM);
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}
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void *VKVertexBuffer::convert() const
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{
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void *out_data = data;
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if (!inplace_conversion_supported(usage_)) {
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out_data = MEM_dupallocN(out_data);
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}
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BLI_assert(format.deinterleaved);
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convert_in_place(out_data, format, vertex_len);
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return out_data;
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}
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void VKVertexBuffer::upload_data()
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{
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if (!buffer_.is_allocated()) {
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allocate();
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}
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if (!ELEM(usage_, GPU_USAGE_STATIC, GPU_USAGE_STREAM, GPU_USAGE_DYNAMIC)) {
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return;
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}
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if (flag & GPU_VERTBUF_DATA_DIRTY) {
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void *data_to_upload = data;
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if (conversion_needed(format)) {
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data_to_upload = convert();
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}
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buffer_.update(data_to_upload);
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if (data_to_upload != data) {
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MEM_SAFE_FREE(data_to_upload);
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}
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if (usage_ == GPU_USAGE_STATIC) {
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MEM_SAFE_FREE(data);
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}
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flag &= ~GPU_VERTBUF_DATA_DIRTY;
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flag |= GPU_VERTBUF_DATA_UPLOADED;
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}
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}
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void VKVertexBuffer::duplicate_data(VertBuf * /*dst*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKVertexBuffer::allocate()
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{
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buffer_.create(size_alloc_get(),
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usage_,
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static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT));
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debug::object_label(buffer_.vk_handle(), "VertexBuffer");
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}
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} // namespace blender::gpu
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