When using motion blur GPU materials and its resources can be freed when still in use. This fix adds a workaround to store these resources temporarily in a render discard pile. When rendering is finished (or between frames) the resources are moved to the regular discard pile. Pull Request: https://projects.blender.org/blender/blender/pulls/138809
185 lines
6.0 KiB
C++
185 lines
6.0 KiB
C++
/* SPDX-FileCopyrightText: 2024 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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#include "vk_resource_pool.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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namespace blender::gpu {
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void VKResourcePool::init(VKDevice &device)
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{
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descriptor_pools.init(device);
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}
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void VKResourcePool::deinit(VKDevice &device)
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{
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immediate.deinit(device);
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}
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void VKResourcePool::reset()
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{
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immediate.reset();
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}
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void VKDiscardPool::deinit(VKDevice &device)
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{
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destroy_discarded_resources(device, true);
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}
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void VKDiscardPool::move_data(VKDiscardPool &src_pool, TimelineValue timeline)
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{
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std::scoped_lock mutex(mutex_);
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src_pool.buffer_views_.update_timeline(timeline);
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src_pool.buffers_.update_timeline(timeline);
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src_pool.image_views_.update_timeline(timeline);
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src_pool.images_.update_timeline(timeline);
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src_pool.shader_modules_.update_timeline(timeline);
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src_pool.pipelines_.update_timeline(timeline);
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src_pool.pipeline_layouts_.update_timeline(timeline);
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src_pool.framebuffers_.update_timeline(timeline);
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src_pool.render_passes_.update_timeline(timeline);
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src_pool.descriptor_pools_.update_timeline(timeline);
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buffer_views_.extend(std::move(src_pool.buffer_views_));
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buffers_.extend(std::move(src_pool.buffers_));
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image_views_.extend(std::move(src_pool.image_views_));
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images_.extend(std::move(src_pool.images_));
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shader_modules_.extend(std::move(src_pool.shader_modules_));
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pipelines_.extend(std::move(src_pool.pipelines_));
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pipeline_layouts_.extend(std::move(src_pool.pipeline_layouts_));
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framebuffers_.extend(std::move(src_pool.framebuffers_));
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render_passes_.extend(std::move(src_pool.render_passes_));
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descriptor_pools_.extend(std::move(src_pool.descriptor_pools_));
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}
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void VKDiscardPool::discard_image(VkImage vk_image, VmaAllocation vma_allocation)
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{
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std::scoped_lock mutex(mutex_);
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images_.append_timeline(timeline_, std::pair(vk_image, vma_allocation));
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}
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void VKDiscardPool::discard_image_view(VkImageView vk_image_view)
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{
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std::scoped_lock mutex(mutex_);
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image_views_.append_timeline(timeline_, vk_image_view);
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}
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void VKDiscardPool::discard_buffer(VkBuffer vk_buffer, VmaAllocation vma_allocation)
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{
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std::scoped_lock mutex(mutex_);
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buffers_.append_timeline(timeline_, std::pair(vk_buffer, vma_allocation));
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}
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void VKDiscardPool::discard_buffer_view(VkBufferView vk_buffer_view)
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{
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std::scoped_lock mutex(mutex_);
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buffer_views_.append_timeline(timeline_, vk_buffer_view);
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}
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void VKDiscardPool::discard_shader_module(VkShaderModule vk_shader_module)
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{
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std::scoped_lock mutex(mutex_);
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shader_modules_.append_timeline(timeline_, vk_shader_module);
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}
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void VKDiscardPool::discard_pipeline(VkPipeline vk_pipeline)
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{
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std::scoped_lock mutex(mutex_);
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pipelines_.append_timeline(timeline_, vk_pipeline);
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}
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void VKDiscardPool::discard_pipeline_layout(VkPipelineLayout vk_pipeline_layout)
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{
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std::scoped_lock mutex(mutex_);
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pipeline_layouts_.append_timeline(timeline_, vk_pipeline_layout);
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}
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void VKDiscardPool::discard_framebuffer(VkFramebuffer vk_framebuffer)
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{
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std::scoped_lock mutex(mutex_);
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framebuffers_.append_timeline(timeline_, vk_framebuffer);
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}
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void VKDiscardPool::discard_render_pass(VkRenderPass vk_render_pass)
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{
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std::scoped_lock mutex(mutex_);
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render_passes_.append_timeline(timeline_, vk_render_pass);
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}
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void VKDiscardPool::discard_descriptor_pool(VkDescriptorPool vk_descriptor_pool)
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{
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std::scoped_lock mutex(mutex_);
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descriptor_pools_.append_timeline(timeline_, vk_descriptor_pool);
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}
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void VKDiscardPool::destroy_discarded_resources(VKDevice &device, bool force)
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{
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std::scoped_lock mutex(mutex_);
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TimelineValue current_timeline = force ? UINT64_MAX : device.submission_finished_timeline_get();
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image_views_.remove_old(current_timeline, [&](VkImageView vk_image_view) {
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vkDestroyImageView(device.vk_handle(), vk_image_view, nullptr);
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});
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images_.remove_old(current_timeline, [&](std::pair<VkImage, VmaAllocation> image_allocation) {
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device.resources.remove_image(image_allocation.first);
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vmaDestroyImage(device.mem_allocator_get(), image_allocation.first, image_allocation.second);
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});
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buffer_views_.remove_old(current_timeline, [&](VkBufferView vk_buffer_view) {
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vkDestroyBufferView(device.vk_handle(), vk_buffer_view, nullptr);
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});
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buffers_.remove_old(current_timeline, [&](std::pair<VkBuffer, VmaAllocation> buffer_allocation) {
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device.resources.remove_buffer(buffer_allocation.first);
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vmaDestroyBuffer(
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device.mem_allocator_get(), buffer_allocation.first, buffer_allocation.second);
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});
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pipelines_.remove_old(current_timeline, [&](VkPipeline vk_pipeline) {
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vkDestroyPipeline(device.vk_handle(), vk_pipeline, nullptr);
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});
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pipeline_layouts_.remove_old(current_timeline, [&](VkPipelineLayout vk_pipeline_layout) {
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vkDestroyPipelineLayout(device.vk_handle(), vk_pipeline_layout, nullptr);
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});
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shader_modules_.remove_old(current_timeline, [&](VkShaderModule vk_shader_module) {
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vkDestroyShaderModule(device.vk_handle(), vk_shader_module, nullptr);
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});
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framebuffers_.remove_old(current_timeline, [&](VkFramebuffer vk_framebuffer) {
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vkDestroyFramebuffer(device.vk_handle(), vk_framebuffer, nullptr);
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});
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render_passes_.remove_old(current_timeline, [&](VkRenderPass vk_render_pass) {
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vkDestroyRenderPass(device.vk_handle(), vk_render_pass, nullptr);
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});
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// TODO: Introduce reuse_old as the allocations can all be reused by resetting the pool.
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descriptor_pools_.remove_old(current_timeline, [&](VkDescriptorPool vk_descriptor_pool) {
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vkResetDescriptorPool(device.vk_handle(), vk_descriptor_pool, 0);
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vkDestroyDescriptorPool(device.vk_handle(), vk_descriptor_pool, nullptr);
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});
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}
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VKDiscardPool &VKDiscardPool::discard_pool_get()
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{
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VKContext *context = VKContext::get();
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if (context != nullptr) {
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return context->discard_pool;
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}
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VKDevice &device = VKBackend::get().device;
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if (G.is_rendering) {
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return device.orphaned_data_render;
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}
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else {
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return device.orphaned_data;
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}
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}
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} // namespace blender::gpu
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