Files
test2/source/blender/gpu/vulkan/vk_context.hh
Jeroen Bakker d35cd15e12 Fix #128608: Vulkan: Sync issues when sharing context between threads
Resources are shared, when running multiple contexts on the same thread.
Cycles uses the same context on multiple threads and expected same resources.

This change will introduce a single render graph per context and an updated
resource management. Render graphs are not shared anymore; Resource pools
are still shared, but garbage collection depends on the thread and if
background rendering is used.

Pull Request: https://projects.blender.org/blender/blender/pulls/128983
2024-10-14 15:42:46 +02:00

124 lines
3.5 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "GHOST_Types.h"
#include "render_graph/vk_render_graph.hh"
#include "vk_common.hh"
#include "vk_debug.hh"
#include "vk_descriptor_pools.hh"
#include "vk_resource_pool.hh"
namespace blender::gpu {
class VKFrameBuffer;
class VKVertexAttributeObject;
class VKBatch;
class VKStateManager;
class VKShader;
class VKThreadData;
class VKContext : public Context, NonCopyable {
private:
VkExtent2D vk_extent_ = {};
VkFormat swap_chain_format_ = {};
GPUTexture *surface_texture_ = nullptr;
void *ghost_context_;
/* Reusable data. Stored inside context to limit reallocations. */
render_graph::VKResourceAccessInfo access_info_ = {};
std::optional<std::reference_wrapper<VKThreadData>> thread_data_;
public:
render_graph::VKRenderGraph render_graph;
VKContext(void *ghost_window,
void *ghost_context,
render_graph::VKResourceStateTracker &resources);
virtual ~VKContext();
void activate() override;
void deactivate() override;
void begin_frame() override;
void end_frame() override;
void flush() override;
void flush_render_graph();
void finish() override;
void memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb) override;
void debug_group_begin(const char *, int) override;
void debug_group_end() override;
bool debug_capture_begin(const char *title) override;
void debug_capture_end() override;
void *debug_capture_scope_create(const char *name) override;
bool debug_capture_scope_begin(void *scope) override;
void debug_capture_scope_end(void *scope) override;
void debug_unbind_all_ubo() override;
void debug_unbind_all_ssbo() override;
bool has_active_framebuffer() const;
void activate_framebuffer(VKFrameBuffer &framebuffer);
void deactivate_framebuffer();
VKFrameBuffer *active_framebuffer_get() const;
/**
* Ensure that the active framebuffer isn't rendering.
*
* Between `vkCmdBeginRendering` and `vkCmdEndRendering` the framebuffer is rendering. Dispatch
* and transfer commands cannot be called between these commands. They can call this method to
* ensure that the framebuffer is outside these calls.
*/
void rendering_end();
render_graph::VKResourceAccessInfo &reset_and_get_access_info();
/**
* Update the give shader data with the current state of the context.
*/
void update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data);
void update_pipeline_data(GPUPrimType primitive,
VKVertexAttributeObject &vao,
render_graph::VKPipelineData &r_pipeline_data);
void sync_backbuffer();
static VKContext *get()
{
return static_cast<VKContext *>(Context::get());
}
VKDescriptorPools &descriptor_pools_get();
VKDescriptorSetTracker &descriptor_set_get();
VKStateManager &state_manager_get() const;
static void swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *data);
static void swap_buffers_post_callback();
private:
void swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &data);
void swap_buffers_post_handler();
void update_pipeline_data(VKShader &shader,
VkPipeline vk_pipeline,
render_graph::VKPipelineData &r_pipeline_data);
};
BLI_INLINE bool operator==(const VKContext &a, const VKContext &b)
{
return static_cast<const void *>(&a) == static_cast<const void *>(&b);
}
} // namespace blender::gpu