Descriptor pools were never discarded, leading to out of memory issues when running for a long time. This PR discards used descriptor pool when the render graph is submitted to the device. - Detected that to descriptor sets could be uploaded multiple times however once was always empty. - When render graph is flushed all descriptor pools are discarded. - Improved debugging of discard pools. Pull Request: https://projects.blender.org/blender/blender/pulls/137521
150 lines
5.2 KiB
C++
150 lines
5.2 KiB
C++
/* SPDX-FileCopyrightText: 2023 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 "BLI_utility_mixins.hh"
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#include "BLI_vector.hh"
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#include "gpu_shader_private.hh"
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#include "render_graph/vk_resource_access_info.hh"
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#include "vk_buffer.hh"
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#include "vk_common.hh"
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#include "vk_resource_tracker.hh"
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#include "vk_uniform_buffer.hh"
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namespace blender::gpu {
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struct VKResourceBinding;
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class VKStateManager;
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class VKDevice;
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class VKPushConstants;
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class VKShader;
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/**
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* In vulkan shader resources (images and buffers) are grouped in descriptor sets.
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*
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* The resources inside a descriptor set can be updated and bound per set.
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*
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* Currently Blender only supports a single descriptor set per shader, but it is planned to be able
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* to use 2 descriptor sets per shader. One for each #blender::gpu::shader::Frequency.
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*/
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class VKDescriptorSet : NonCopyable {
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public:
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/**
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* Binding location of a resource in a descriptor set.
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*
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* Locations and bindings are used for different reasons. In the Vulkan backend we use
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* ShaderInput.location to store the descriptor set + the resource binding inside the descriptor
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* set. To ease the development the VKDescriptorSet::Location will be used to hide this
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* confusion.
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*
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* NOTE: [future development] When supporting multiple descriptor sets the encoding/decoding can
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* be centralized here. Location will then also contain the descriptor set index.
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*/
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struct Location {
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friend class VKDescriptorSetTracker;
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friend class VKShaderInterface;
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friend struct VKResourceBinding;
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private:
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/**
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* References to a binding in the descriptor set.
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*/
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uint32_t binding;
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Location(uint32_t binding) : binding(binding) {}
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public:
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Location() = default;
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bool operator==(const Location &other) const
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{
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return binding == other.binding;
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}
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operator uint32_t() const
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{
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return binding;
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}
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};
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};
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class VKDescriptorSetTracker {
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friend class VKDescriptorSet;
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Vector<VkBufferView> vk_buffer_views_;
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Vector<VkDescriptorBufferInfo> vk_descriptor_buffer_infos_;
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Vector<VkDescriptorImageInfo> vk_descriptor_image_infos_;
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Vector<VkWriteDescriptorSet> vk_write_descriptor_sets_;
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/* Last used layout to identify changes. */
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VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
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public:
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VkDescriptorSet vk_descriptor_set = VK_NULL_HANDLE;
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VKDescriptorSetTracker() {}
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/**
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* Update the descriptor set. Reuses previous descriptor set when no changes are detected. This
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* improves performance when working with large grease pencil scenes.
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*/
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void update_descriptor_set(VKContext &context,
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render_graph::VKResourceAccessInfo &resource_access_info);
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/**
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* Upload all descriptor sets to the device.
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*
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* NOTE: Caller should discard the associated descriptor pools. (VKDescriptorPools::discard)
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*/
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void upload_descriptor_sets();
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private:
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void bind_shader_resources(const VKDevice &device,
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const VKStateManager &state_manager,
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VKShader &shader,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_image_resource(const VKStateManager &state_manager,
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const VKResourceBinding &resource_binding,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_texture_resource(const VKDevice &device,
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const VKStateManager &state_manager,
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const VKResourceBinding &resource_binding,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_storage_buffer_resource(const VKStateManager &state_manager,
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const VKResourceBinding &resource_binding,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_uniform_buffer_resource(const VKStateManager &state_manager,
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const VKResourceBinding &resource_binding,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_input_attachment_resource(const VKDevice &device,
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const VKStateManager &state_manager,
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const VKResourceBinding &resource_binding,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_push_constants(VKPushConstants &push_constants,
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render_graph::VKResourceAccessInfo &access_info);
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void bind_texel_buffer(VkBufferView vk_buffer_view, VKDescriptorSet::Location location);
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void bind_buffer(VkDescriptorType vk_descriptor_type,
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VkBuffer vk_buffer,
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VkDeviceSize buffer_offset,
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VkDeviceSize size_in_bytes,
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VKDescriptorSet::Location location);
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void bind_image(VkDescriptorType vk_descriptor_type,
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VkSampler vk_sampler,
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VkImageView vk_image_view,
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VkImageLayout vk_image_layout,
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VKDescriptorSet::Location location);
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};
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} // namespace blender::gpu
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