Goal is to reduce the number of command buffer flushes by tracking what is happening in the different command queues. This is an initial step towards advanced queue-ing strategies. The new (intermediate) strategy records commands to different command buffers based on what they do. There is a command buffer for data transfers, compute pipelines and graphics pipelines. When a compute command is recorded it ensures that all graphic commands are finished. When a graphic command is recorded it ensures all compute commands are finished. When a graphic or compute command is scheduled all recorded data transfer commands are scheduled as well. Some improvements are expected as multiple compute and data transfers commands can now be scheduled at the same time and don't need to unbind and rebind render passes. Especially when using EEVEE-Next which is compute centric the performance change is visible for the user. Pull Request: https://projects.blender.org/blender/blender/pulls/114104
104 lines
2.5 KiB
C++
104 lines
2.5 KiB
C++
/* SPDX-FileCopyrightText: 2022 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_index_buffer.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_state_manager.hh"
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namespace blender::gpu {
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void VKIndexBuffer::ensure_updated()
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{
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if (is_subrange_) {
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src_->upload_data();
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return;
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}
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if (!buffer_.is_allocated()) {
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allocate();
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}
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if (data_ != nullptr) {
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buffer_.update(data_);
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MEM_SAFE_FREE(data_);
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}
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}
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void VKIndexBuffer::upload_data()
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{
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ensure_updated();
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}
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void VKIndexBuffer::bind(VKContext &context)
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{
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context.command_buffers_get().bind(buffer_with_offset(), to_vk_index_type(index_type_));
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}
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void VKIndexBuffer::bind_as_ssbo(uint binding)
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{
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VKContext::get()->state_manager_get().storage_buffer_bind(*this, binding);
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}
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void VKIndexBuffer::bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type)
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{
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BLI_assert(bind_type == shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER);
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ensure_updated();
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VKContext &context = *VKContext::get();
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const std::optional<VKDescriptorSet::Location> location =
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shader_interface.descriptor_set_location(bind_type, binding);
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if (location) {
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shader->pipeline_get().descriptor_set_get().bind_as_ssbo(*this, *location);
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}
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}
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void VKIndexBuffer::read(uint32_t *data) const
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{
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VKContext &context = *VKContext::get();
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context.flush();
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buffer_.read(data);
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}
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void VKIndexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
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{
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NOT_YET_IMPLEMENTED
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}
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void VKIndexBuffer::strip_restart_indices()
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{
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NOT_YET_IMPLEMENTED
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}
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void VKIndexBuffer::allocate()
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{
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GPUUsageType usage = data_ == nullptr ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_STATIC;
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buffer_.create(size_get(),
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usage,
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static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT));
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debug::object_label(buffer_.vk_handle(), "IndexBuffer");
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}
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VKBufferWithOffset VKIndexBuffer::buffer_with_offset()
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{
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VKIndexBuffer *src = unwrap(src_);
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VKBufferWithOffset result{is_subrange_ ? src->buffer_ : buffer_, index_start_};
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BLI_assert_msg(is_subrange_ || result.offset == 0,
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"According to design index_start should always be zero when index buffer isn't "
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"a subrange");
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return result;
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}
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} // namespace blender::gpu
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