Files
test2/source/blender/gpu/vulkan/vk_context.cc
Jeroen Bakker 725b5027fb Vulkan: Refactor immediate mode
Immediate mode uses the old 'resource tracker' which has been replaced
by swap chain resource pools. This PR optimizes immediate mode buffers
by utilizing resource pools.

Pull Request: https://projects.blender.org/blender/blender/pulls/128188
2024-09-26 16:01:30 +02:00

358 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_context.hh"
#include "vk_debug.hh"
#include "vk_backend.hh"
#include "vk_framebuffer.hh"
#include "vk_immediate.hh"
#include "vk_memory.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
#include "vk_texture.hh"
#include "GHOST_C-api.h"
namespace blender::gpu {
VKContext::VKContext(void *ghost_window, void *ghost_context, VKThreadData &thread_data)
: thread_data_(thread_data), render_graph(thread_data_.render_graph)
{
ghost_window_ = ghost_window;
ghost_context_ = ghost_context;
state_manager = new VKStateManager();
imm = &thread_data.resource_pool_get().immediate;
back_left = new VKFrameBuffer("back_left");
front_left = new VKFrameBuffer("front_left");
active_fb = back_left;
compiler = &VKBackend::get().shader_compiler;
}
VKContext::~VKContext()
{
if (surface_texture_) {
back_left->attachment_remove(GPU_FB_COLOR_ATTACHMENT0);
front_left->attachment_remove(GPU_FB_COLOR_ATTACHMENT0);
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
VKBackend::get().device.context_unregister(*this);
imm = nullptr;
compiler = nullptr;
}
void VKContext::sync_backbuffer()
{
VKDevice &device = VKBackend::get().device;
if (ghost_window_) {
GHOST_VulkanSwapChainData swap_chain_data = {};
GHOST_GetVulkanSwapChainFormat((GHOST_WindowHandle)ghost_window_, &swap_chain_data);
if (assign_if_different(thread_data_.resource_pool_index, swap_chain_data.swap_chain_index)) {
thread_data_.resource_pool_index = swap_chain_data.swap_chain_index;
VKResourcePool &resource_pool = thread_data_.resource_pool_get();
imm = &resource_pool.immediate;
resource_pool.discard_pool.destroy_discarded_resources(device);
resource_pool.reset();
resource_pool.discard_pool.move_data(device.orphaned_data);
}
const bool reset_framebuffer = swap_chain_format_ != swap_chain_data.format ||
vk_extent_.width != swap_chain_data.extent.width ||
vk_extent_.height != swap_chain_data.extent.height;
if (reset_framebuffer) {
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
if (surface_texture_) {
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
surface_texture_ = GPU_texture_create_2d("back-left",
swap_chain_data.extent.width,
swap_chain_data.extent.height,
1,
to_gpu_format(swap_chain_data.format),
GPU_TEXTURE_USAGE_ATTACHMENT,
nullptr);
back_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
GPU_ATTACHMENT_TEXTURE(surface_texture_));
front_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
GPU_ATTACHMENT_TEXTURE(surface_texture_));
back_left->bind(false);
swap_chain_format_ = swap_chain_data.format;
vk_extent_ = swap_chain_data.extent;
}
}
#if 0
else (is_background) {
discard all orphaned data
}
#endif
}
void VKContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
is_active_ = true;
sync_backbuffer();
immActivate();
}
void VKContext::deactivate()
{
rendering_end();
immDeactivate();
is_active_ = false;
}
void VKContext::begin_frame() {}
void VKContext::end_frame() {}
void VKContext::flush() {}
void VKContext::flush_render_graph()
{
if (has_active_framebuffer()) {
VKFrameBuffer &framebuffer = *active_framebuffer_get();
if (framebuffer.is_rendering()) {
framebuffer.rendering_end(*this);
}
}
descriptor_set_get().upload_descriptor_sets();
render_graph.submit();
}
void VKContext::finish() {}
void VKContext::memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb)
{
const VKDevice &device = VKBackend::get().device;
device.memory_statistics_get(r_total_mem_kb, r_free_mem_kb);
}
/* -------------------------------------------------------------------- */
/** \name State manager
* \{ */
VKDescriptorPools &VKContext::descriptor_pools_get()
{
return thread_data_.resource_pool_get().descriptor_pools;
}
VKDescriptorSetTracker &VKContext::descriptor_set_get()
{
return thread_data_.resource_pool_get().descriptor_set;
}
VKStateManager &VKContext::state_manager_get() const
{
return *static_cast<VKStateManager *>(state_manager);
}
void VKContext::debug_unbind_all_ubo()
{
state_manager_get().uniform_buffer_unbind_all();
};
void VKContext::debug_unbind_all_ssbo()
{
state_manager_get().storage_buffer_unbind_all();
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame-buffer
* \{ */
void VKContext::activate_framebuffer(VKFrameBuffer &framebuffer)
{
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
BLI_assert(active_fb == nullptr);
active_fb = &framebuffer;
framebuffer.update_size();
framebuffer.update_srgb();
framebuffer.rendering_reset();
}
VKFrameBuffer *VKContext::active_framebuffer_get() const
{
return unwrap(active_fb);
}
bool VKContext::has_active_framebuffer() const
{
return active_framebuffer_get() != nullptr;
}
void VKContext::deactivate_framebuffer()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
BLI_assert(framebuffer != nullptr);
if (framebuffer->is_rendering()) {
framebuffer->rendering_end(*this);
}
active_fb = nullptr;
}
void VKContext::rendering_end()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
if (framebuffer) {
framebuffer->rendering_end(*this);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pipeline
* \{ */
void VKContext::update_pipeline_data(GPUPrimType primitive,
VKVertexAttributeObject &vao,
render_graph::VKPipelineData &r_pipeline_data)
{
VKShader &vk_shader = unwrap(*shader);
VKFrameBuffer &framebuffer = *active_framebuffer_get();
update_pipeline_data(
vk_shader,
vk_shader.ensure_and_get_graphics_pipeline(primitive, vao, state_manager_get(), framebuffer),
r_pipeline_data);
}
void VKContext::update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data)
{
VKShader &vk_shader = unwrap(*shader);
update_pipeline_data(vk_shader, vk_shader.ensure_and_get_compute_pipeline(), r_pipeline_data);
}
void VKContext::update_pipeline_data(VKShader &vk_shader,
VkPipeline vk_pipeline,
render_graph::VKPipelineData &r_pipeline_data)
{
r_pipeline_data.vk_pipeline_layout = vk_shader.vk_pipeline_layout;
r_pipeline_data.vk_pipeline = vk_pipeline;
/* Update push constants. */
r_pipeline_data.push_constants_data = nullptr;
r_pipeline_data.push_constants_size = 0;
const VKPushConstants::Layout &push_constants_layout =
vk_shader.interface_get().push_constants_layout_get();
if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::PUSH_CONSTANTS) {
r_pipeline_data.push_constants_size = push_constants_layout.size_in_bytes();
r_pipeline_data.push_constants_data = vk_shader.push_constants.data();
}
/* Update descriptor set. */
r_pipeline_data.vk_descriptor_set = VK_NULL_HANDLE;
if (vk_shader.has_descriptor_set()) {
VKDescriptorSetTracker &descriptor_set = descriptor_set_get();
descriptor_set.update_descriptor_set(*this, access_info_);
r_pipeline_data.vk_descriptor_set = descriptor_set.vk_descriptor_set;
}
}
render_graph::VKResourceAccessInfo &VKContext::reset_and_get_access_info()
{
access_info_.reset();
return access_info_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Graphics pipeline
* \{ */
void VKContext::swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *swap_chain_data)
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_pre_handler(*swap_chain_data);
}
void VKContext::swap_buffers_post_callback()
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_post_handler();
}
void VKContext::swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &swap_chain_data)
{
VKFrameBuffer &framebuffer = *unwrap(back_left);
VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
render_graph::VKBlitImageNode::CreateInfo blit_image = {};
blit_image.src_image = color_attachment->vk_image_handle();
blit_image.dst_image = swap_chain_data.image;
blit_image.filter = VK_FILTER_NEAREST;
VkImageBlit &region = blit_image.region;
region.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
region.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.dstOffsets[0] = {0, 0, 0};
region.dstOffsets[1] = {
int32_t(swap_chain_data.extent.width), int32_t(swap_chain_data.extent.height), 1};
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
/* Swap chain commands are CPU synchronized at this moment, allowing to temporary add the swap
* chain image as device resources. When we move towards GPU swap chain synchronization we need
* to keep track of the swap chain image between frames. */
VKDevice &device = VKBackend::get().device;
device.resources.add_image(swap_chain_data.image,
1,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
render_graph::ResourceOwner::SWAP_CHAIN,
"SwapchainImage");
framebuffer.rendering_end(*this);
render_graph.add_node(blit_image);
descriptor_set_get().upload_descriptor_sets();
render_graph.submit_for_present(swap_chain_data.image);
device.resources.remove_image(swap_chain_data.image);
#if 0
device.debug_print();
#endif
}
void VKContext::swap_buffers_post_handler()
{
sync_backbuffer();
}
/** \} */
} // namespace blender::gpu