Files
test2/source/blender/gpu/vulkan/vk_immediate.cc
Josh Belanich 5cb2b04c5c Fix #130914: Vulkan memory leak while resizing view-port
This PR implements dynamic viewport state for the Vulkan gpu backend.
By doing so, it fixes #130914.

The following high-level changes were made:

1. The pipeline pool no longer uses the viewport and scissor
    states to identify graphics pipelines, only the number of viewports
    and the number of scissors. Graphics pipelines are configured with
    dynamic viewport and scissor states upon construction.
2. The desired viewport and scissor configurations for drawing are set
    in the data of the draw nodes in the render graph.
3. The draw nodes use these viewport and scissors settings in
    `build_commands`. If the viewport and scissor settings have changed
    between nodes, then vkCmdSetViewport and vkCmdSetScissor commands
    are sent to the command buffer.
4. Tests are updated to verify that set_viewport and set_scissor commands
   are executed the correct number of times. (Also note that I needed to
   #136987 in order to avoid skipping some Vulkan tests).

See the attached screencast for verification. The number of graphics pipelines
no longer grow when resizing the viewport.

Pull Request: https://projects.blender.org/blender/blender/pulls/137002
2025-04-07 17:26:13 +02:00

208 lines
7.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Mimics old style OpenGL immediate mode drawing.
*/
#include "GPU_capabilities.hh"
#include "GPU_matrix.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "vk_data_conversion.hh"
#include "vk_framebuffer.hh"
#include "vk_immediate.hh"
#include "vk_state_manager.hh"
#include "CLG_log.h"
namespace blender::gpu {
static CLG_LogRef LOG = {"gpu.vulkan"};
VKImmediate::VKImmediate() {}
VKImmediate::~VKImmediate()
{
BLI_assert_msg(recycling_buffers_.is_empty(),
"VKImmediate::deinit must be called before destruction.");
BLI_assert_msg(active_buffers_.is_empty(),
"VKImmediate::deinit must be called before destruction");
}
void VKImmediate::deinit(VKDevice &device)
{
while (!recycling_buffers_.is_empty()) {
std::unique_ptr<VKBuffer> buffer = recycling_buffers_.pop_last();
buffer->free_immediately(device);
buffer.release();
}
while (!active_buffers_.is_empty()) {
std::unique_ptr<VKBuffer> buffer = active_buffers_.pop_last();
buffer->free_immediately(device);
buffer.release();
}
}
uchar *VKImmediate::begin()
{
const VKDevice &device = VKBackend::get().device;
const VKWorkarounds &workarounds = device.workarounds_get();
vertex_format_converter.init(&vertex_format, workarounds);
uint add_vertex = prim_type == GPU_PRIM_LINE_LOOP ? 1 : 0;
const size_t bytes_needed = vertex_buffer_size(&vertex_format_converter.device_format_get(),
vertex_len + add_vertex);
size_t offset_alignment = GPU_storage_buffer_alignment();
VKBuffer &buffer = ensure_space(bytes_needed, offset_alignment);
/* Apply alignment when allocating new sub buffer, to reduce signed/unsigned data conversion
* later on. */
buffer_offset_ += offset_alignment - 1;
buffer_offset_ &= ~(offset_alignment - 1);
BLI_assert((buffer_offset_ & (offset_alignment - 1)) == 0);
current_subbuffer_len_ = bytes_needed;
uchar *data = static_cast<uchar *>(buffer.mapped_memory_get());
return data + buffer_offset_;
}
void VKImmediate::end()
{
BLI_assert_msg(prim_type != GPU_PRIM_NONE, "Illegal state: not between an immBegin/End pair.");
if (vertex_idx == 0) {
return;
}
if (vertex_format_converter.needs_conversion()) {
/* Determine the start of the subbuffer. The `vertex_data` attribute changes when new vertices
* are loaded.
*/
uchar *data = static_cast<uchar *>(active_buffers_.last()->mapped_memory_get()) +
buffer_offset_;
vertex_format_converter.convert(data, data, vertex_idx);
}
if (prim_type == GPU_PRIM_LINE_LOOP) {
uchar *first_vertex_ptr = static_cast<uchar *>(active_buffers_.last()->mapped_memory_get()) +
buffer_offset_;
size_t vertex_stride = current_subbuffer_len_ / (vertex_len + 1);
uchar *last_vertex_ptr = first_vertex_ptr + vertex_stride * vertex_len;
memcpy(last_vertex_ptr, first_vertex_ptr, vertex_stride);
prim_type = GPU_PRIM_LINE_STRIP;
vertex_idx += 1;
}
VKContext &context = *VKContext::get();
BLI_assert(context.shader == unwrap(shader));
Shader &shader = *unwrap(this->shader);
if (shader.is_polyline) {
VKBuffer *buffer = active_buffers_.last().get();
VKStateManager &state_manager = context.state_manager_get();
state_manager.storage_buffer_bind(BindSpaceStorageBuffers::Type::Buffer,
buffer,
GPU_SSBO_POLYLINE_POS_BUF_SLOT,
buffer_offset_);
state_manager.storage_buffer_bind(BindSpaceStorageBuffers::Type::Buffer,
buffer,
GPU_SSBO_POLYLINE_COL_BUF_SLOT,
buffer_offset_);
/* Not used. Satisfy the binding. */
state_manager.storage_buffer_bind(
BindSpaceStorageBuffers::Type::Buffer, buffer, GPU_SSBO_INDEX_BUF_SLOT, buffer_offset_);
this->polyline_draw_workaround(0);
}
else {
GPU_matrix_bind(wrap(context.shader));
render_graph::VKResourceAccessInfo &resource_access_info = context.reset_and_get_access_info();
vertex_attributes_.update_bindings(*this);
context.active_framebuffer_get()->rendering_ensure(context);
render_graph::VKDrawNode::CreateInfo draw(resource_access_info);
draw.node_data.vertex_count = vertex_idx;
draw.node_data.instance_count = 1;
draw.node_data.first_vertex = 0;
draw.node_data.first_instance = 0;
context.active_framebuffer_get()->vk_viewports_append(draw.node_data.viewport_data.viewports);
context.active_framebuffer_get()->vk_render_areas_append(
draw.node_data.viewport_data.scissors);
vertex_attributes_.bind(draw.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vertex_attributes_, draw.node_data.pipeline_data);
context.render_graph().add_node(draw);
}
buffer_offset_ += current_subbuffer_len_;
current_subbuffer_len_ = 0;
vertex_format_converter.reset();
}
VKBufferWithOffset VKImmediate::active_buffer() const
{
VKBufferWithOffset result = {active_buffers_.last()->vk_handle(), buffer_offset_};
return result;
}
VkDeviceSize VKImmediate::buffer_bytes_free()
{
return active_buffers_.last()->size_in_bytes() - buffer_offset_;
}
static VkDeviceSize new_buffer_size(VkDeviceSize sub_buffer_size)
{
return max_ulul(sub_buffer_size, DEFAULT_INTERNAL_BUFFER_SIZE);
}
VKBuffer &VKImmediate::ensure_space(VkDeviceSize bytes_needed, VkDeviceSize offset_alignment)
{
VkDeviceSize bytes_required = bytes_needed + offset_alignment;
/* Last used buffer still has space. */
if (!active_buffers_.is_empty() && buffer_bytes_free() >= bytes_required) {
return *active_buffers_.last();
}
/* Recycle a previous buffer. */
if (!recycling_buffers_.is_empty() &&
recycling_buffers_.last()->size_in_bytes() >= bytes_required)
{
CLOG_INFO(&LOG, 2, "Activating recycled buffer");
buffer_offset_ = 0;
active_buffers_.append(recycling_buffers_.pop_last());
return *active_buffers_.last();
}
/* Offset alignment isn't needed when creating buffers as it is managed by VMA. */
VkDeviceSize alloc_size = new_buffer_size(bytes_needed);
CLOG_INFO(&LOG, 2, "Allocate buffer (size=%d)", int(alloc_size));
buffer_offset_ = 0;
active_buffers_.append(std::make_unique<VKBuffer>());
VKBuffer &result = *active_buffers_.last();
result.create(alloc_size,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
VMA_ALLOCATION_CREATE_MAPPED_BIT |
VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT);
debug::object_label(result.vk_handle(), "Immediate");
return result;
}
void VKImmediate::reset()
{
if (!recycling_buffers_.is_empty()) {
CLOG_INFO(&LOG, 2, "Discarding %d unused buffers", int(recycling_buffers_.size()));
}
recycling_buffers_.clear();
recycling_buffers_ = std::move(active_buffers_);
}
} // namespace blender::gpu