Files
test2/source/blender/gpu/vulkan/vk_vertex_attribute_object.cc
Jeroen Bakker 725b5027fb Vulkan: Refactor immediate mode
Immediate mode uses the old 'resource tracker' which has been replaced
by swap chain resource pools. This PR optimizes immediate mode buffers
by utilizing resource pools.

Pull Request: https://projects.blender.org/blender/blender/pulls/128188
2024-09-26 16:01:30 +02:00

349 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "vk_vertex_attribute_object.hh"
#include "vk_batch.hh"
#include "vk_context.hh"
#include "vk_immediate.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_vertex_buffer.hh"
#include "BLI_bit_vector.hh"
#include "BLI_math_vector_types.hh"
namespace blender::gpu {
VKVertexAttributeObject::VKVertexAttributeObject()
{
clear();
}
void VKVertexAttributeObject::clear()
{
is_valid = false;
info.pNext = nullptr;
bindings.clear();
attributes.clear();
vbos.clear();
buffers.clear();
}
VKVertexAttributeObject &VKVertexAttributeObject::operator=(const VKVertexAttributeObject &other)
{
if (this == &other) {
return *this;
}
is_valid = other.is_valid;
info = other.info;
bindings.clear();
bindings.extend(other.bindings);
attributes.clear();
attributes.extend(other.attributes);
vbos.clear();
vbos.extend(other.vbos);
buffers.clear();
buffers.extend(other.buffers);
return *this;
}
/* -------------------------------------------------------------------- */
/** \name Bind resources
* \{ */
void VKVertexAttributeObject::bind(
render_graph::VKVertexBufferBindings &r_vertex_buffer_bindings) const
{
BitVector visited_bindings(bindings.size());
const VKBuffer &dummy = VKBackend::get().device.dummy_buffer;
for (VkVertexInputAttributeDescription attribute : attributes) {
if (visited_bindings[attribute.binding]) {
continue;
}
visited_bindings[attribute.binding].set(true);
VkBuffer buffer = dummy.vk_handle();
VkDeviceSize offset = 0;
if (attribute.binding < buffers.size()) {
buffer = buffers[attribute.binding].buffer;
offset = buffers[attribute.binding].offset;
}
r_vertex_buffer_bindings.buffer[attribute.binding] = buffer;
r_vertex_buffer_bindings.offset[attribute.binding] = offset;
r_vertex_buffer_bindings.buffer_count = max_ii(r_vertex_buffer_bindings.buffer_count,
attribute.binding + 1);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Update bindings
* \{ */
void VKVertexAttributeObject::update_bindings(const VKContext &context, VKBatch &batch)
{
clear();
const VKShaderInterface &interface = unwrap(context.shader)->interface_get();
AttributeMask occupied_attributes = 0;
for (int v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) {
VKVertexBuffer *vbo = batch.instance_buffer_get(v);
if (vbo) {
vbo->device_format_ensure();
update_bindings(vbo->device_format_get(),
vbo,
nullptr,
vbo->vertex_len,
interface,
occupied_attributes,
true);
}
}
for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
VKVertexBuffer *vbo = batch.vertex_buffer_get(v);
if (vbo) {
vbo->device_format_ensure();
update_bindings(vbo->device_format_get(),
vbo,
nullptr,
vbo->vertex_len,
interface,
occupied_attributes,
false);
}
}
if (occupied_attributes != interface.enabled_attr_mask_) {
fill_unused_bindings(interface, occupied_attributes);
}
is_valid = true;
}
/* Determine the number of binding location the given attribute uses. */
static uint32_t to_binding_location_len(const GPUVertAttr &attribute)
{
return ceil_division(attribute.comp_len, 4u);
}
/* Determine the number of binding location the given type uses. */
static uint32_t to_binding_location_len(const shader::Type type)
{
switch (type) {
case shader::Type::FLOAT:
case shader::Type::VEC2:
case shader::Type::VEC3:
case shader::Type::VEC4:
case shader::Type::UINT:
case shader::Type::UVEC2:
case shader::Type::UVEC3:
case shader::Type::UVEC4:
case shader::Type::INT:
case shader::Type::IVEC2:
case shader::Type::IVEC3:
case shader::Type::IVEC4:
case shader::Type::BOOL:
case shader::Type::VEC3_101010I2:
case shader::Type::UCHAR:
case shader::Type::UCHAR2:
case shader::Type::UCHAR3:
case shader::Type::UCHAR4:
case shader::Type::CHAR:
case shader::Type::CHAR2:
case shader::Type::CHAR3:
case shader::Type::CHAR4:
case shader::Type::SHORT:
case shader::Type::SHORT2:
case shader::Type::SHORT3:
case shader::Type::SHORT4:
case shader::Type::USHORT:
case shader::Type::USHORT2:
case shader::Type::USHORT3:
case shader::Type::USHORT4:
return 1;
case shader::Type::MAT3:
return 3;
case shader::Type::MAT4:
return 4;
}
return 1;
}
void VKVertexAttributeObject::fill_unused_bindings(const VKShaderInterface &interface,
const AttributeMask occupied_attributes)
{
for (int location : IndexRange(16)) {
AttributeMask location_mask = 1 << location;
/* Skip occupied slots */
if (occupied_attributes & location_mask) {
continue;
}
/* Skip slots that are not used by the vertex shader. */
if ((interface.enabled_attr_mask_ & location_mask) == 0) {
continue;
}
/* Use dummy binding. */
shader::Type attribute_type = interface.get_attribute_type(location);
const uint32_t num_locations = to_binding_location_len(attribute_type);
for (const uint32_t location_offset : IndexRange(num_locations)) {
const uint32_t binding = bindings.size();
VkVertexInputAttributeDescription attribute_description = {};
attribute_description.binding = binding;
attribute_description.location = location + location_offset;
attribute_description.offset = 0;
attribute_description.format = to_vk_format(attribute_type);
attributes.append(attribute_description);
VkVertexInputBindingDescription vk_binding_descriptor = {};
vk_binding_descriptor.binding = binding;
vk_binding_descriptor.stride = 0;
vk_binding_descriptor.inputRate = VK_VERTEX_INPUT_RATE_INSTANCE;
bindings.append(vk_binding_descriptor);
}
}
}
void VKVertexAttributeObject::update_bindings(VKImmediate &immediate)
{
clear();
const VKShaderInterface &interface = unwrap(unwrap(immediate.shader))->interface_get();
AttributeMask occupied_attributes = 0;
VKBufferWithOffset immediate_buffer = immediate.active_buffer();
update_bindings(immediate.vertex_format_converter.device_format_get(),
nullptr,
&immediate_buffer,
immediate.vertex_len,
interface,
occupied_attributes,
false);
is_valid = true;
BLI_assert(interface.enabled_attr_mask_ == occupied_attributes);
}
void VKVertexAttributeObject::update_bindings(const GPUVertFormat &vertex_format,
VKVertexBuffer *vertex_buffer,
VKBufferWithOffset *immediate_vertex_buffer,
const int64_t vertex_len,
const VKShaderInterface &interface,
AttributeMask &r_occupied_attributes,
const bool use_instancing)
{
BLI_assert(vertex_buffer || immediate_vertex_buffer);
BLI_assert(!(vertex_buffer && immediate_vertex_buffer));
if (vertex_format.attr_len <= 0) {
return;
}
/* Interleaved offset is added to the buffer binding. Attribute offsets are hardware
* restricted (ref: VUID-VkVertexInputAttributeDescription-offset-00622). */
uint32_t buffer_offset = 0;
uint32_t attribute_offset = 0;
uint32_t stride = vertex_format.stride;
bool add_vbo = false;
for (uint32_t attribute_index = 0; attribute_index < vertex_format.attr_len; attribute_index++) {
const GPUVertAttr &attribute = vertex_format.attrs[attribute_index];
if (vertex_format.deinterleaved) {
buffer_offset += ((attribute_index == 0) ? 0 :
vertex_format.attrs[attribute_index - 1].size) *
vertex_len;
stride = attribute.size;
}
else {
attribute_offset = attribute.offset;
}
for (uint32_t name_index = 0; name_index < attribute.name_len; name_index++) {
const char *name = GPU_vertformat_attr_name_get(&vertex_format, &attribute, name_index);
const ShaderInput *shader_input = interface.attr_get(name);
if (shader_input == nullptr || shader_input->location == -1) {
continue;
}
/* Don't overwrite attributes that are already occupied. */
AttributeMask attribute_mask = 1 << shader_input->location;
if (r_occupied_attributes & attribute_mask) {
continue;
}
r_occupied_attributes |= attribute_mask;
const uint32_t num_locations = to_binding_location_len(attribute);
for (const uint32_t location_offset : IndexRange(num_locations)) {
const uint32_t binding = bindings.size();
VkVertexInputAttributeDescription attribute_description = {};
attribute_description.binding = binding;
attribute_description.location = shader_input->location + location_offset;
attribute_description.offset = attribute_offset + location_offset * sizeof(float4);
attribute_description.format = to_vk_format(
static_cast<GPUVertCompType>(attribute.comp_type),
attribute.size,
static_cast<GPUVertFetchMode>(attribute.fetch_mode));
attributes.append(attribute_description);
VkVertexInputBindingDescription vk_binding_descriptor = {};
vk_binding_descriptor.binding = binding;
vk_binding_descriptor.stride = stride;
vk_binding_descriptor.inputRate = use_instancing ? VK_VERTEX_INPUT_RATE_INSTANCE :
VK_VERTEX_INPUT_RATE_VERTEX;
bindings.append(vk_binding_descriptor);
if (vertex_buffer) {
add_vbo = true;
vertex_buffer->upload();
buffers.append({vertex_buffer->vk_handle(), buffer_offset});
}
if (immediate_vertex_buffer) {
buffers.append(*immediate_vertex_buffer);
}
}
}
}
if (add_vbo) {
BLI_assert(vertex_buffer != nullptr);
vbos.append(vertex_buffer);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debugging
* \{ */
void VKVertexAttributeObject::debug_print() const
{
std::cout << __FILE__ << "::" << __func__ << "\n";
BitVector visited_bindings(bindings.size());
for (VkVertexInputAttributeDescription attribute : attributes) {
std::cout << " - attribute(binding=" << attribute.binding
<< ", location=" << attribute.location << ")";
if (visited_bindings[attribute.binding]) {
std::cout << " WARNING: Already bound\n";
continue;
}
visited_bindings[attribute.binding].set(true);
if (attribute.binding < vbos.size()) {
std::cout << " Attach to Buffer\n";
}
else {
std::cout << " WARNING: Attach to dummy\n";
}
}
}
/** \} */
} // namespace blender::gpu