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