Files
test2/source/blender/gpu/vulkan/vk_backend.hh
Jason Fielder 81f9df606a Fix #130700: Release Metal resources after each frame when rendering Python animations.
Rendering animations from Python scripts via `bpy.ops.render.opengl()`
did not trigger any of the notifications in the Metal back-end to
indicate a frame had been rendered and that the associated resources
could be released. This adds a call to GPU_render_step() after each
render. For the original asset in the bug report this reduces the high
memory watermark from 30gb to 13gb for 500 frames. 13gb is likely
still too high and therefore it is likely there are additional leaks
that need to be addressed so this should only be considered a partial
fix.

Authored by Apple: James McCarthy

Co-authored-by: James McCarthy <jamesmccarthy@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/131085
2024-12-12 20:30:18 +01:00

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2.8 KiB
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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_backend.hh"
#ifdef WITH_RENDERDOC
# include "renderdoc_api.hh"
#endif
#include "vk_common.hh"
#include "vk_device.hh"
#include "vk_shader_compiler.hh"
namespace blender::gpu {
class VKContext;
class VKDescriptorSet;
class VKDescriptorSetTracker;
class VKBackend : public GPUBackend {
private:
#ifdef WITH_RENDERDOC
renderdoc::api::Renderdoc renderdoc_api_;
#endif
public:
VKShaderCompiler shader_compiler;
/* Global instance to device handles. */
VKDevice device;
VKBackend()
{
platform_init();
}
virtual ~VKBackend()
{
VKBackend::platform_exit();
}
/**
* Does the running platform contain any device that meets the minimum requirements to start the
* Vulkan backend.
*
* Function is used to validate that a Blender UI can be started. It calls vulkan API commands
* directly to ensure no parts of Blender needs to be initialized.
*/
static bool is_supported();
void delete_resources() override;
void samplers_update() override;
void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override;
void compute_dispatch_indirect(StorageBuf *indirect_buf) override;
Context *context_alloc(void *ghost_window, void *ghost_context) override;
Batch *batch_alloc() override;
Fence *fence_alloc() override;
FrameBuffer *framebuffer_alloc(const char *name) override;
IndexBuf *indexbuf_alloc() override;
PixelBuffer *pixelbuf_alloc(size_t size) override;
QueryPool *querypool_alloc() override;
Shader *shader_alloc(const char *name) override;
Texture *texture_alloc(const char *name) override;
UniformBuf *uniformbuf_alloc(size_t size, const char *name) override;
StorageBuf *storagebuf_alloc(size_t size, GPUUsageType usage, const char *name) override;
VertBuf *vertbuf_alloc() override;
void shader_cache_dir_clear_old() override
{
VKShaderCompiler::cache_dir_clear_old();
}
/* Render Frame Coordination --
* Used for performing per-frame actions globally */
void render_begin() override;
void render_end() override;
void render_step(bool /*force_resource_release*/) override;
bool debug_capture_begin(const char *title);
void debug_capture_end();
static VKBackend &get()
{
return *static_cast<VKBackend *>(GPUBackend::get());
}
static void platform_init(const VKDevice &device);
static void capabilities_init(VKDevice &device);
private:
static void detect_workarounds(VKDevice &device);
static void platform_init();
static void platform_exit();
/* These classes are allowed to modify the global device. */
friend class VKContext;
friend class VKDescriptorSet;
friend class VKDescriptorSetTracker;
};
} // namespace blender::gpu