Files
test2/source/blender/gpu/vulkan/vk_resource_pool.cc
Jeroen Bakker 8326285c2d Fix #138775: Vulkan: Separate discard pile for rendering
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
2025-05-13 13:15:46 +02:00

185 lines
6.0 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_resource_pool.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
namespace blender::gpu {
void VKResourcePool::init(VKDevice &device)
{
descriptor_pools.init(device);
}
void VKResourcePool::deinit(VKDevice &device)
{
immediate.deinit(device);
}
void VKResourcePool::reset()
{
immediate.reset();
}
void VKDiscardPool::deinit(VKDevice &device)
{
destroy_discarded_resources(device, true);
}
void VKDiscardPool::move_data(VKDiscardPool &src_pool, TimelineValue timeline)
{
std::scoped_lock mutex(mutex_);
src_pool.buffer_views_.update_timeline(timeline);
src_pool.buffers_.update_timeline(timeline);
src_pool.image_views_.update_timeline(timeline);
src_pool.images_.update_timeline(timeline);
src_pool.shader_modules_.update_timeline(timeline);
src_pool.pipelines_.update_timeline(timeline);
src_pool.pipeline_layouts_.update_timeline(timeline);
src_pool.framebuffers_.update_timeline(timeline);
src_pool.render_passes_.update_timeline(timeline);
src_pool.descriptor_pools_.update_timeline(timeline);
buffer_views_.extend(std::move(src_pool.buffer_views_));
buffers_.extend(std::move(src_pool.buffers_));
image_views_.extend(std::move(src_pool.image_views_));
images_.extend(std::move(src_pool.images_));
shader_modules_.extend(std::move(src_pool.shader_modules_));
pipelines_.extend(std::move(src_pool.pipelines_));
pipeline_layouts_.extend(std::move(src_pool.pipeline_layouts_));
framebuffers_.extend(std::move(src_pool.framebuffers_));
render_passes_.extend(std::move(src_pool.render_passes_));
descriptor_pools_.extend(std::move(src_pool.descriptor_pools_));
}
void VKDiscardPool::discard_image(VkImage vk_image, VmaAllocation vma_allocation)
{
std::scoped_lock mutex(mutex_);
images_.append_timeline(timeline_, std::pair(vk_image, vma_allocation));
}
void VKDiscardPool::discard_image_view(VkImageView vk_image_view)
{
std::scoped_lock mutex(mutex_);
image_views_.append_timeline(timeline_, vk_image_view);
}
void VKDiscardPool::discard_buffer(VkBuffer vk_buffer, VmaAllocation vma_allocation)
{
std::scoped_lock mutex(mutex_);
buffers_.append_timeline(timeline_, std::pair(vk_buffer, vma_allocation));
}
void VKDiscardPool::discard_buffer_view(VkBufferView vk_buffer_view)
{
std::scoped_lock mutex(mutex_);
buffer_views_.append_timeline(timeline_, vk_buffer_view);
}
void VKDiscardPool::discard_shader_module(VkShaderModule vk_shader_module)
{
std::scoped_lock mutex(mutex_);
shader_modules_.append_timeline(timeline_, vk_shader_module);
}
void VKDiscardPool::discard_pipeline(VkPipeline vk_pipeline)
{
std::scoped_lock mutex(mutex_);
pipelines_.append_timeline(timeline_, vk_pipeline);
}
void VKDiscardPool::discard_pipeline_layout(VkPipelineLayout vk_pipeline_layout)
{
std::scoped_lock mutex(mutex_);
pipeline_layouts_.append_timeline(timeline_, vk_pipeline_layout);
}
void VKDiscardPool::discard_framebuffer(VkFramebuffer vk_framebuffer)
{
std::scoped_lock mutex(mutex_);
framebuffers_.append_timeline(timeline_, vk_framebuffer);
}
void VKDiscardPool::discard_render_pass(VkRenderPass vk_render_pass)
{
std::scoped_lock mutex(mutex_);
render_passes_.append_timeline(timeline_, vk_render_pass);
}
void VKDiscardPool::discard_descriptor_pool(VkDescriptorPool vk_descriptor_pool)
{
std::scoped_lock mutex(mutex_);
descriptor_pools_.append_timeline(timeline_, vk_descriptor_pool);
}
void VKDiscardPool::destroy_discarded_resources(VKDevice &device, bool force)
{
std::scoped_lock mutex(mutex_);
TimelineValue current_timeline = force ? UINT64_MAX : device.submission_finished_timeline_get();
image_views_.remove_old(current_timeline, [&](VkImageView vk_image_view) {
vkDestroyImageView(device.vk_handle(), vk_image_view, nullptr);
});
images_.remove_old(current_timeline, [&](std::pair<VkImage, VmaAllocation> image_allocation) {
device.resources.remove_image(image_allocation.first);
vmaDestroyImage(device.mem_allocator_get(), image_allocation.first, image_allocation.second);
});
buffer_views_.remove_old(current_timeline, [&](VkBufferView vk_buffer_view) {
vkDestroyBufferView(device.vk_handle(), vk_buffer_view, nullptr);
});
buffers_.remove_old(current_timeline, [&](std::pair<VkBuffer, VmaAllocation> buffer_allocation) {
device.resources.remove_buffer(buffer_allocation.first);
vmaDestroyBuffer(
device.mem_allocator_get(), buffer_allocation.first, buffer_allocation.second);
});
pipelines_.remove_old(current_timeline, [&](VkPipeline vk_pipeline) {
vkDestroyPipeline(device.vk_handle(), vk_pipeline, nullptr);
});
pipeline_layouts_.remove_old(current_timeline, [&](VkPipelineLayout vk_pipeline_layout) {
vkDestroyPipelineLayout(device.vk_handle(), vk_pipeline_layout, nullptr);
});
shader_modules_.remove_old(current_timeline, [&](VkShaderModule vk_shader_module) {
vkDestroyShaderModule(device.vk_handle(), vk_shader_module, nullptr);
});
framebuffers_.remove_old(current_timeline, [&](VkFramebuffer vk_framebuffer) {
vkDestroyFramebuffer(device.vk_handle(), vk_framebuffer, nullptr);
});
render_passes_.remove_old(current_timeline, [&](VkRenderPass vk_render_pass) {
vkDestroyRenderPass(device.vk_handle(), vk_render_pass, nullptr);
});
// TODO: Introduce reuse_old as the allocations can all be reused by resetting the pool.
descriptor_pools_.remove_old(current_timeline, [&](VkDescriptorPool vk_descriptor_pool) {
vkResetDescriptorPool(device.vk_handle(), vk_descriptor_pool, 0);
vkDestroyDescriptorPool(device.vk_handle(), vk_descriptor_pool, nullptr);
});
}
VKDiscardPool &VKDiscardPool::discard_pool_get()
{
VKContext *context = VKContext::get();
if (context != nullptr) {
return context->discard_pool;
}
VKDevice &device = VKBackend::get().device;
if (G.is_rendering) {
return device.orphaned_data_render;
}
else {
return device.orphaned_data;
}
}
} // namespace blender::gpu