This will add support for `VK_KHR_dynamic_rendering_local_read` when supported. The extension allows reading from an attachment that has been written to by a previous command. Per platform optimizations still need to happen in future changes. Change will be limited to Qualcomm devices (in a future commit). On Qualcomm devices this provides an uplift of 16% when using shader_balls.blend Pull Request: https://projects.blender.org/blender/blender/pulls/131053
375 lines
11 KiB
C++
375 lines
11 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 "render_graph/vk_render_graph.hh"
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#include "render_graph/vk_resource_state_tracker.hh"
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#include "vk_buffer.hh"
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#include "vk_common.hh"
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#include "vk_debug.hh"
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#include "vk_descriptor_pools.hh"
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#include "vk_descriptor_set_layouts.hh"
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#include "vk_pipeline_pool.hh"
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#include "vk_resource_pool.hh"
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#include "vk_samplers.hh"
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namespace blender::gpu {
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class VKBackend;
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/* TODO: Split into VKWorkarounds and VKExtensions to remove the negating when an extension isn't
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* supported. */
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struct VKWorkarounds {
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/**
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* Some devices don't support pixel formats that are aligned to 24 and 48 bits.
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* In this case we need to use a different texture format.
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*
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* If set to true we should work around this issue by using a different texture format.
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*/
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bool not_aligned_pixel_formats = false;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceVulkan12Features::shaderOutputViewportIndex enabled.
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*/
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bool shader_output_viewport_index = false;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceVulkan12Features::shaderOutputLayer enabled.
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*/
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bool shader_output_layer = false;
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struct {
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/**
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* Is the workaround enabled for devices that don't support using VK_FORMAT_R8G8B8_* as vertex
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* buffer.
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*/
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bool r8g8b8 = false;
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} vertex_formats;
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/**
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* Is the workaround for devices that don't support
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* #VkPhysicalDeviceFragmentShaderBarycentricFeaturesKHR::fragmentShaderBarycentric enabled.
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* If set to true, the backend would inject a geometry shader to produce barycentric coordinates.
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*/
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bool fragment_shader_barycentric = false;
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/**
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* Is the workarounds for devices that don't support VK_KHR_dynamic_rendering enabled.
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*/
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bool dynamic_rendering = false;
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/**
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* Is the workarounds for devices that don't support VK_KHR_dynamic_rendering_local_read enabled.
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*/
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bool dynamic_rendering_local_read = false;
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/**
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* Is the workarounds for devices that don't support VK_EXT_dynamic_rendering_unused_attachments
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* enabled.
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*/
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bool dynamic_rendering_unused_attachments = false;
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/**
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* Is the workarounds for devices that don't support Logic Ops enabled.
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*/
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bool logic_ops = false;
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};
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/**
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* Shared resources between contexts that run in the same thread.
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*/
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class VKThreadData : public NonCopyable, NonMovable {
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static constexpr uint32_t resource_pools_count = 3;
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public:
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/** Thread ID this instance belongs to. */
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pthread_t thread_id;
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/**
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* Index of the active resource pool. Is in sync with the active swap chain image or cycled when
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* rendering.
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*
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* NOTE: Initialized to `UINT32_MAX` to detect first change.
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*/
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uint32_t resource_pool_index = UINT32_MAX;
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std::array<VKResourcePool, resource_pools_count> resource_pools;
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/**
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* The current rendering depth.
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*
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* GPU_rendering_begin can be called multiple times forming a hierarchy. The same resource pool
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* should be used for the whole hierarchy. rendering_depth is increased for every
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* GPU_rendering_begin and decreased when GPU_rendering_end is called. Resources pools are cycled
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* when the rendering_depth set to 0.
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*/
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int32_t rendering_depth = 0;
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VKThreadData(VKDevice &device, pthread_t thread_id);
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void deinit(VKDevice &device);
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/**
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* Get the active resource pool.
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*/
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VKResourcePool &resource_pool_get()
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{
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if (resource_pool_index >= resource_pools.size()) {
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return resource_pools[0];
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}
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return resource_pools[resource_pool_index];
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}
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/** Activate the next resource pool. */
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void resource_pool_next()
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{
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if (resource_pool_index == UINT32_MAX) {
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resource_pool_index = 1;
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}
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else {
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resource_pool_index = (resource_pool_index + 1) % resource_pools_count;
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}
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}
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};
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class VKDevice : public NonCopyable {
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private:
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/** Copies of the handles owned by the GHOST context. */
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VkInstance vk_instance_ = VK_NULL_HANDLE;
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VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
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VkDevice vk_device_ = VK_NULL_HANDLE;
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uint32_t vk_queue_family_ = 0;
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VkQueue vk_queue_ = VK_NULL_HANDLE;
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std::mutex *queue_mutex_ = nullptr;
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VKSamplers samplers_;
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VKDescriptorSetLayouts descriptor_set_layouts_;
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/**
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* Available Contexts for this device.
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*
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* Device keeps track of each contexts. When buffers/images are freed they need to be removed
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* from all contexts state managers.
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*
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* The contexts inside this list aren't owned by the VKDevice. Caller of `GPU_context_create`
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* holds the ownership.
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*/
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Vector<std::reference_wrapper<VKContext>> contexts_;
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/** Allocator used for texture and buffers and other resources. */
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VmaAllocator mem_allocator_ = VK_NULL_HANDLE;
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/** Limits of the device linked to this context. */
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VkPhysicalDeviceProperties vk_physical_device_properties_ = {};
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VkPhysicalDeviceDriverProperties vk_physical_device_driver_properties_ = {};
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VkPhysicalDeviceMemoryProperties vk_physical_device_memory_properties_ = {};
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/** Features support. */
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VkPhysicalDeviceFeatures vk_physical_device_features_ = {};
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VkPhysicalDeviceVulkan11Features vk_physical_device_vulkan_11_features_ = {};
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VkPhysicalDeviceVulkan12Features vk_physical_device_vulkan_12_features_ = {};
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Array<VkExtensionProperties> device_extensions_;
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/** Functions of vk_ext_debugutils for this device/instance. */
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debug::VKDebuggingTools debugging_tools_;
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/* Workarounds */
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VKWorkarounds workarounds_;
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std::string glsl_patch_;
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Vector<VKThreadData *> thread_data_;
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public:
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render_graph::VKResourceStateTracker resources;
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VKDiscardPool orphaned_data;
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VKPipelinePool pipelines;
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/** Buffer to bind to unbound resource locations. */
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VKBuffer dummy_buffer;
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/**
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* This struct contains the functions pointer to extension provided functions.
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*/
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struct {
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/* Extension: VK_KHR_dynamic_rendering */
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PFN_vkCmdBeginRendering vkCmdBeginRendering = nullptr;
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PFN_vkCmdEndRendering vkCmdEndRendering = nullptr;
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/* Extension: VK_EXT_debug_utils */
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PFN_vkCmdBeginDebugUtilsLabelEXT vkCmdBeginDebugUtilsLabel = nullptr;
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PFN_vkCmdEndDebugUtilsLabelEXT vkCmdEndDebugUtilsLabel = nullptr;
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PFN_vkSetDebugUtilsObjectNameEXT vkSetDebugUtilsObjectName = nullptr;
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PFN_vkCreateDebugUtilsMessengerEXT vkCreateDebugUtilsMessenger = nullptr;
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PFN_vkDestroyDebugUtilsMessengerEXT vkDestroyDebugUtilsMessenger = nullptr;
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} functions;
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const char *extension_name_get(int index) const
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{
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return device_extensions_[index].extensionName;
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}
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VkPhysicalDevice physical_device_get() const
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{
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return vk_physical_device_;
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}
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const VkPhysicalDeviceProperties &physical_device_properties_get() const
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{
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return vk_physical_device_properties_;
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}
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const VkPhysicalDeviceFeatures &physical_device_features_get() const
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{
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return vk_physical_device_features_;
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}
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const VkPhysicalDeviceVulkan11Features &physical_device_vulkan_11_features_get() const
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{
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return vk_physical_device_vulkan_11_features_;
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}
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const VkPhysicalDeviceVulkan12Features &physical_device_vulkan_12_features_get() const
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{
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return vk_physical_device_vulkan_12_features_;
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}
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VkInstance instance_get() const
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{
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return vk_instance_;
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};
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VkDevice vk_handle() const
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{
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return vk_device_;
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}
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VkQueue queue_get() const
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{
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return vk_queue_;
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}
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std::mutex &queue_mutex_get()
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{
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return *queue_mutex_;
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}
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const uint32_t queue_family_get() const
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{
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return vk_queue_family_;
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}
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VmaAllocator mem_allocator_get() const
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{
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return mem_allocator_;
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}
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VKDescriptorSetLayouts &descriptor_set_layouts_get()
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{
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return descriptor_set_layouts_;
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}
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debug::VKDebuggingTools &debugging_tools_get()
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{
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return debugging_tools_;
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}
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const debug::VKDebuggingTools &debugging_tools_get() const
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{
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return debugging_tools_;
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}
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const VKSamplers &samplers() const
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{
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return samplers_;
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}
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bool is_initialized() const;
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void init(void *ghost_context);
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void reinit();
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void deinit();
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eGPUDeviceType device_type() const;
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eGPUDriverType driver_type() const;
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std::string vendor_name() const;
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std::string driver_version() const;
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/**
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* Check if a specific extension is supported by the device.
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*
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* This should be called from vk_backend to set the correct capabilities and workarounds needed
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* for this device.
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*/
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bool supports_extension(const char *extension_name) const;
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const VKWorkarounds &workarounds_get() const
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{
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return workarounds_;
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}
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const char *glsl_patch_get() const;
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void init_glsl_patch();
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/* -------------------------------------------------------------------- */
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/** \name Resource management
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* \{ */
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/**
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* Get or create current thread data.
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*/
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VKThreadData ¤t_thread_data();
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/**
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* Get the discard pool for the current thread.
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*
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* When the active thread has a context a discard pool associated to the thread is returned.
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* When there is no context the orphan discard pool is returned.
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*
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* A thread with a context can have multiple discard pools. One for each swap-chain image.
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* A thread without a context is most likely a discarded resource triggered during dependency
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* graph update. A dependency graph update from the viewport during playback or editing;
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* or a dependency graph update when rendering.
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* These can happen from a different thread which will don't have a context at all.
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* \param thread_safe: Caller thread already owns the resources mutex and is safe to run this
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* function without trying to reacquire resources mutex making a deadlock.
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*/
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VKDiscardPool &discard_pool_for_current_thread(bool thread_safe = false);
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void context_register(VKContext &context);
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void context_unregister(VKContext &context);
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Span<std::reference_wrapper<VKContext>> contexts_get() const;
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void memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb) const;
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static void debug_print(std::ostream &os, const VKDiscardPool &discard_pool);
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void debug_print();
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void free_command_pool_buffers(VkCommandPool vk_command_pool);
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/** \} */
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private:
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void init_physical_device_properties();
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void init_physical_device_memory_properties();
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void init_physical_device_features();
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void init_physical_device_extensions();
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void init_debug_callbacks();
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void init_memory_allocator();
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/**
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* Initialize the functions struct with extension specific function pointer.
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*/
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void init_functions();
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/**
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* Initialize a dummy buffer that can be bound for missing attributes.
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*/
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void init_dummy_buffer();
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/* During initialization the backend requires access to update the workarounds. */
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friend VKBackend;
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};
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} // namespace blender::gpu
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