Files
test2/source/blender/gpu/vulkan/vk_context.cc
Jeroen Bakker d35cd15e12 Fix #128608: Vulkan: Sync issues when sharing context between threads
Resources are shared, when running multiple contexts on the same thread.
Cycles uses the same context on multiple threads and expected same resources.

This change will introduce a single render graph per context and an updated
resource management. Render graphs are not shared anymore; Resource pools
are still shared, but garbage collection depends on the thread and if
background rendering is used.

Pull Request: https://projects.blender.org/blender/blender/pulls/128983
2024-10-14 15:42:46 +02:00

367 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_context.hh"
#include "vk_debug.hh"
#include "vk_backend.hh"
#include "vk_framebuffer.hh"
#include "vk_immediate.hh"
#include "vk_memory.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
#include "vk_texture.hh"
#include "GHOST_C-api.h"
namespace blender::gpu {
VKContext::VKContext(void *ghost_window,
void *ghost_context,
render_graph::VKResourceStateTracker &resources)
: render_graph(std::make_unique<render_graph::VKCommandBufferWrapper>(), resources)
{
ghost_window_ = ghost_window;
ghost_context_ = ghost_context;
state_manager = new VKStateManager();
back_left = new VKFrameBuffer("back_left");
front_left = new VKFrameBuffer("front_left");
active_fb = back_left;
compiler = &VKBackend::get().shader_compiler;
}
VKContext::~VKContext()
{
if (surface_texture_) {
back_left->attachment_remove(GPU_FB_COLOR_ATTACHMENT0);
front_left->attachment_remove(GPU_FB_COLOR_ATTACHMENT0);
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
VKBackend::get().device.context_unregister(*this);
imm = nullptr;
compiler = nullptr;
}
void VKContext::sync_backbuffer()
{
VKDevice &device = VKBackend::get().device;
if (ghost_window_) {
GHOST_VulkanSwapChainData swap_chain_data = {};
GHOST_GetVulkanSwapChainFormat((GHOST_WindowHandle)ghost_window_, &swap_chain_data);
VKThreadData &thread_data = thread_data_.value().get();
if (assign_if_different(thread_data.resource_pool_index, swap_chain_data.swap_chain_index)) {
VKResourcePool &resource_pool = thread_data.resource_pool_get();
imm = &resource_pool.immediate;
resource_pool.discard_pool.destroy_discarded_resources(device);
resource_pool.reset();
resource_pool.discard_pool.move_data(device.orphaned_data);
}
const bool reset_framebuffer = swap_chain_format_ != swap_chain_data.format ||
vk_extent_.width != swap_chain_data.extent.width ||
vk_extent_.height != swap_chain_data.extent.height;
if (reset_framebuffer) {
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
if (surface_texture_) {
GPU_texture_free(surface_texture_);
surface_texture_ = nullptr;
}
surface_texture_ = GPU_texture_create_2d("back-left",
swap_chain_data.extent.width,
swap_chain_data.extent.height,
1,
to_gpu_format(swap_chain_data.format),
GPU_TEXTURE_USAGE_ATTACHMENT,
nullptr);
back_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
GPU_ATTACHMENT_TEXTURE(surface_texture_));
front_left->attachment_set(GPU_FB_COLOR_ATTACHMENT0,
GPU_ATTACHMENT_TEXTURE(surface_texture_));
back_left->bind(false);
swap_chain_format_ = swap_chain_data.format;
vk_extent_ = swap_chain_data.extent;
}
}
#if 0
else (is_background) {
discard all orphaned data
}
#endif
}
void VKContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
VKDevice &device = VKBackend::get().device;
VKThreadData &thread_data = device.current_thread_data();
thread_data_ = std::reference_wrapper<VKThreadData>(thread_data);
imm = &thread_data.resource_pool_get().immediate;
is_active_ = true;
sync_backbuffer();
immActivate();
}
void VKContext::deactivate()
{
flush_render_graph();
immDeactivate();
imm = nullptr;
thread_data_.reset();
is_active_ = false;
}
void VKContext::begin_frame() {}
void VKContext::end_frame() {}
void VKContext::flush() {}
void VKContext::flush_render_graph()
{
if (has_active_framebuffer()) {
VKFrameBuffer &framebuffer = *active_framebuffer_get();
if (framebuffer.is_rendering()) {
framebuffer.rendering_end(*this);
}
}
descriptor_set_get().upload_descriptor_sets();
render_graph.submit();
}
void VKContext::finish() {}
void VKContext::memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb)
{
const VKDevice &device = VKBackend::get().device;
device.memory_statistics_get(r_total_mem_kb, r_free_mem_kb);
}
/* -------------------------------------------------------------------- */
/** \name State manager
* \{ */
VKDescriptorPools &VKContext::descriptor_pools_get()
{
return thread_data_.value().get().resource_pool_get().descriptor_pools;
}
VKDescriptorSetTracker &VKContext::descriptor_set_get()
{
return thread_data_.value().get().resource_pool_get().descriptor_set;
}
VKStateManager &VKContext::state_manager_get() const
{
return *static_cast<VKStateManager *>(state_manager);
}
void VKContext::debug_unbind_all_ubo()
{
state_manager_get().uniform_buffer_unbind_all();
};
void VKContext::debug_unbind_all_ssbo()
{
state_manager_get().storage_buffer_unbind_all();
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame-buffer
* \{ */
void VKContext::activate_framebuffer(VKFrameBuffer &framebuffer)
{
if (has_active_framebuffer()) {
deactivate_framebuffer();
}
BLI_assert(active_fb == nullptr);
active_fb = &framebuffer;
framebuffer.update_size();
framebuffer.update_srgb();
framebuffer.rendering_reset();
}
VKFrameBuffer *VKContext::active_framebuffer_get() const
{
return unwrap(active_fb);
}
bool VKContext::has_active_framebuffer() const
{
return active_framebuffer_get() != nullptr;
}
void VKContext::deactivate_framebuffer()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
BLI_assert(framebuffer != nullptr);
if (framebuffer->is_rendering()) {
framebuffer->rendering_end(*this);
}
active_fb = nullptr;
}
void VKContext::rendering_end()
{
VKFrameBuffer *framebuffer = active_framebuffer_get();
if (framebuffer) {
framebuffer->rendering_end(*this);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pipeline
* \{ */
void VKContext::update_pipeline_data(GPUPrimType primitive,
VKVertexAttributeObject &vao,
render_graph::VKPipelineData &r_pipeline_data)
{
VKShader &vk_shader = unwrap(*shader);
VKFrameBuffer &framebuffer = *active_framebuffer_get();
update_pipeline_data(
vk_shader,
vk_shader.ensure_and_get_graphics_pipeline(primitive, vao, state_manager_get(), framebuffer),
r_pipeline_data);
}
void VKContext::update_pipeline_data(render_graph::VKPipelineData &r_pipeline_data)
{
VKShader &vk_shader = unwrap(*shader);
update_pipeline_data(vk_shader, vk_shader.ensure_and_get_compute_pipeline(), r_pipeline_data);
}
void VKContext::update_pipeline_data(VKShader &vk_shader,
VkPipeline vk_pipeline,
render_graph::VKPipelineData &r_pipeline_data)
{
r_pipeline_data.vk_pipeline_layout = vk_shader.vk_pipeline_layout;
r_pipeline_data.vk_pipeline = vk_pipeline;
/* Update push constants. */
r_pipeline_data.push_constants_data = nullptr;
r_pipeline_data.push_constants_size = 0;
const VKPushConstants::Layout &push_constants_layout =
vk_shader.interface_get().push_constants_layout_get();
if (push_constants_layout.storage_type_get() == VKPushConstants::StorageType::PUSH_CONSTANTS) {
r_pipeline_data.push_constants_size = push_constants_layout.size_in_bytes();
r_pipeline_data.push_constants_data = vk_shader.push_constants.data();
}
/* Update descriptor set. */
r_pipeline_data.vk_descriptor_set = VK_NULL_HANDLE;
if (vk_shader.has_descriptor_set()) {
VKDescriptorSetTracker &descriptor_set = descriptor_set_get();
descriptor_set.update_descriptor_set(*this, access_info_);
r_pipeline_data.vk_descriptor_set = descriptor_set.vk_descriptor_set;
}
}
render_graph::VKResourceAccessInfo &VKContext::reset_and_get_access_info()
{
access_info_.reset();
return access_info_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Graphics pipeline
* \{ */
void VKContext::swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *swap_chain_data)
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_pre_handler(*swap_chain_data);
}
void VKContext::swap_buffers_post_callback()
{
VKContext *context = VKContext::get();
BLI_assert(context);
context->swap_buffers_post_handler();
}
void VKContext::swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &swap_chain_data)
{
VKFrameBuffer &framebuffer = *unwrap(back_left);
VKTexture *color_attachment = unwrap(unwrap(framebuffer.color_tex(0)));
render_graph::VKBlitImageNode::CreateInfo blit_image = {};
blit_image.src_image = color_attachment->vk_image_handle();
blit_image.dst_image = swap_chain_data.image;
blit_image.filter = VK_FILTER_NEAREST;
VkImageBlit &region = blit_image.region;
region.srcOffsets[0] = {0, color_attachment->height_get() - 1, 0};
region.srcOffsets[1] = {color_attachment->width_get(), 0, 1};
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.dstOffsets[0] = {0, 0, 0};
region.dstOffsets[1] = {
int32_t(swap_chain_data.extent.width), int32_t(swap_chain_data.extent.height), 1};
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
/* Swap chain commands are CPU synchronized at this moment, allowing to temporary add the swap
* chain image as device resources. When we move towards GPU swap chain synchronization we need
* to keep track of the swap chain image between frames. */
VKDevice &device = VKBackend::get().device;
device.resources.add_image(swap_chain_data.image,
1,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
render_graph::ResourceOwner::SWAP_CHAIN,
"SwapchainImage");
framebuffer.rendering_end(*this);
render_graph.add_node(blit_image);
descriptor_set_get().upload_descriptor_sets();
render_graph.submit_for_present(swap_chain_data.image);
device.resources.remove_image(swap_chain_data.image);
#if 0
device.debug_print();
#endif
}
void VKContext::swap_buffers_post_handler()
{
sync_backbuffer();
}
/** \} */
} // namespace blender::gpu