Files
test2/source/blender/gpu/vulkan/vk_shader_interface.cc
Jeroen Bakker f428fd8229 Vulkan: Share Device Between Contexts
Previous GHOST_ContextVK would create a logical device for each
context. Blender uses multiple contexts at the same time and wasn't able
to share resources between them as the logical device where different.

This patch will create a single logical device and share them between
multiple contexts. This allows sharing memory/shaders between contexts
and make sure that all memory allocations are freed from the device it
was allocated from.

Some allocations in Blender are freed when there isn't a context, this
was failing in the previous implementation. We didn't noticed it before
as we didn't test multiple contexts.

This patch also moves device specific data structures from VKContext to
VKDevice like the descriptor pools, debug layers etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/107606
2023-05-04 10:06:48 +02:00

230 lines
8.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation */
/** \file
* \ingroup gpu
*/
#include "vk_shader_interface.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
namespace blender::gpu {
void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
{
static char PUSH_CONSTANTS_FALLBACK_NAME[] = "push_constants_fallback";
static size_t PUSH_CONSTANTS_FALLBACK_NAME_LEN = strlen(PUSH_CONSTANTS_FALLBACK_NAME);
using namespace blender::gpu::shader;
attr_len_ = info.vertex_inputs_.size();
uniform_len_ = info.push_constants_.size();
ssbo_len_ = 0;
ubo_len_ = 0;
image_offset_ = -1;
Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info.pass_resources_);
all_resources.extend(info.batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::IMAGE:
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
image_offset_ = max_ii(image_offset_, res.slot);
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
ubo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
ssbo_len_++;
break;
}
}
/* Reserve 1 uniform buffer for push constants fallback. */
size_t names_size = info.interface_names_size_;
const VKDevice &device = VKBackend::get().device_get();
const VKPushConstants::StorageType push_constants_storage_type =
VKPushConstants::Layout::determine_storage_type(info, device.physical_device_limits_get());
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
ubo_len_++;
names_size += PUSH_CONSTANTS_FALLBACK_NAME_LEN + 1;
}
/* Make sure that the image slots don't overlap with the sampler slots. */
image_offset_++;
int32_t input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_;
inputs_ = static_cast<ShaderInput *>(
MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__));
ShaderInput *input = inputs_;
name_buffer_ = (char *)MEM_mallocN(names_size, "name_buffer");
uint32_t name_buffer_offset = 0;
/* Attributes */
for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
input->location = input->binding = attr.index;
if (input->location != -1) {
enabled_attr_mask_ |= (1 << input->location);
/* Used in `GPU_shader_get_attribute_info`. */
attr_types_[input->location] = uint8_t(attr.type);
}
input++;
}
/* Uniform blocks */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
}
/* Add push constant when using uniform buffer as fallback. */
int32_t push_constants_fallback_location = -1;
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
copy_input_name(input, PUSH_CONSTANTS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
input->location = input->binding = -1;
input++;
}
/* Images, Samplers and buffers. */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot + image_offset_;
input++;
}
}
/* Push constants. */
int32_t push_constant_location = 1024;
for (const ShaderCreateInfo::PushConst &push_constant : info.push_constants_) {
copy_input_name(input, push_constant.name, name_buffer_, name_buffer_offset);
input->location = push_constant_location++;
input->binding = -1;
input++;
}
/* Storage buffers */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
}
sort_inputs();
/* Builtin Uniforms */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
builtins_[u] = (uni != nullptr) ? uni->location : -1;
}
/* Builtin Uniforms Blocks */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
}
/* Determine the descriptor set locations after the inputs have been sorted. */
/* Note: input_tot_len is sometimes more than we need. */
const uint32_t resources_len = input_tot_len;
descriptor_set_locations_ = Array<VKDescriptorSet::Location>(resources_len);
uint32_t descriptor_set_location = 0;
for (ShaderCreateInfo::Resource &res : all_resources) {
const ShaderInput *input = shader_input_get(res);
descriptor_set_location_update(input, descriptor_set_location++);
}
/* Post initializing push constants. */
/* Determine the binding location of push constants fallback buffer. */
int32_t push_constant_descriptor_set_location = -1;
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
push_constant_descriptor_set_location = descriptor_set_location++;
const ShaderInput *push_constant_input = ubo_get(PUSH_CONSTANTS_FALLBACK_NAME);
descriptor_set_location_update(push_constant_input, push_constants_fallback_location);
}
push_constants_layout_.init(
info, *this, push_constants_storage_type, push_constant_descriptor_set_location);
}
static int32_t shader_input_index(const ShaderInput *shader_inputs,
const ShaderInput *shader_input)
{
int32_t index = (shader_input - shader_inputs);
return index;
}
void VKShaderInterface::descriptor_set_location_update(const ShaderInput *shader_input,
const VKDescriptorSet::Location location)
{
int32_t index = shader_input_index(inputs_, shader_input);
descriptor_set_locations_[index] = location;
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const ShaderInput *shader_input) const
{
int32_t index = shader_input_index(inputs_, shader_input);
return descriptor_set_locations_[index];
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const shader::ShaderCreateInfo::Resource &resource) const
{
const ShaderInput *shader_input = shader_input_get(resource);
BLI_assert(shader_input);
return descriptor_set_location(shader_input);
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
const ShaderInput *shader_input = shader_input_get(bind_type, binding);
BLI_assert(shader_input);
return descriptor_set_location(shader_input);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource &resource) const
{
return shader_input_get(resource.bind_type, resource.slot);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
switch (bind_type) {
case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
return texture_get(binding + image_offset_);
case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
return texture_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
return ssbo_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
return ubo_get(binding);
}
return nullptr;
}
} // namespace blender::gpu