The current Vulkan resource management has some issues as context that are not active can still use resources that are freed via another context. When this happens incorrect data can be read on the GPU and even crash Blender. When trying to bind something that now contains other memory pointers. This change introduces that contexts are tracked via the device. Context will be registered/unregistered with the device instance. Unbinding of resources must pass the device and the device will check all registered contexts. Binding of resources will happen via the active context only. On user perspective this now allowes: - Opening/switching files - Switching workspaces - Switching render engines Pull Request: https://projects.blender.org/blender/blender/pulls/108968
215 lines
7.1 KiB
C++
215 lines
7.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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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#include "vk_descriptor_set.hh"
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#include "vk_index_buffer.hh"
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#include "vk_sampler.hh"
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#include "vk_shader.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_uniform_buffer.hh"
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#include "vk_vertex_buffer.hh"
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#include "BLI_assert.h"
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namespace blender::gpu {
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VKDescriptorSet::VKDescriptorSet(VKDescriptorSet &&other)
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: vk_descriptor_pool_(other.vk_descriptor_pool_), vk_descriptor_set_(other.vk_descriptor_set_)
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{
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other.mark_freed();
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}
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VKDescriptorSet::~VKDescriptorSet()
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{
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if (vk_descriptor_set_ != VK_NULL_HANDLE) {
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/* Handle should be given back to the pool. */
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VKDevice &device = VKBackend::get().device_;
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device.descriptor_pools_get().free(*this);
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BLI_assert(vk_descriptor_set_ == VK_NULL_HANDLE);
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}
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}
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void VKDescriptorSet::mark_freed()
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{
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vk_descriptor_set_ = VK_NULL_HANDLE;
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vk_descriptor_pool_ = VK_NULL_HANDLE;
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}
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void VKDescriptorSetTracker::bind(VKStorageBuffer &buffer,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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binding.vk_buffer = buffer.vk_handle();
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binding.buffer_size = buffer.size_in_bytes();
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}
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void VKDescriptorSetTracker::bind_as_ssbo(VKVertexBuffer &buffer,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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binding.vk_buffer = buffer.vk_handle();
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binding.buffer_size = buffer.size_used_get();
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}
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void VKDescriptorSetTracker::bind(VKUniformBuffer &buffer,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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binding.vk_buffer = buffer.vk_handle();
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binding.buffer_size = buffer.size_in_bytes();
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}
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void VKDescriptorSetTracker::bind_as_ssbo(VKIndexBuffer &buffer,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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binding.vk_buffer = buffer.vk_handle();
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binding.buffer_size = buffer.size_get();
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}
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void VKDescriptorSetTracker::bind_as_ssbo(VKUniformBuffer &buffer,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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binding.vk_buffer = buffer.vk_handle();
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binding.buffer_size = buffer.size_in_bytes();
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}
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void VKDescriptorSetTracker::image_bind(VKTexture &texture,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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binding.texture = &texture;
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}
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void VKDescriptorSetTracker::bind(VKTexture &texture,
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const VKDescriptorSet::Location location,
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const VKSampler &sampler)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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binding.texture = &texture;
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binding.vk_sampler = sampler.vk_handle();
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}
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void VKDescriptorSetTracker::bind(VKVertexBuffer &vertex_buffer,
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const VKDescriptorSet::Location location)
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{
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Binding &binding = ensure_location(location);
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binding.type = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
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binding.vk_buffer_view = vertex_buffer.vk_buffer_view_get();
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binding.buffer_size = vertex_buffer.size_alloc_get();
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}
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VKDescriptorSetTracker::Binding &VKDescriptorSetTracker::ensure_location(
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const VKDescriptorSet::Location location)
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{
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for (Binding &binding : bindings_) {
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if (binding.location == location) {
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return binding;
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}
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}
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Binding binding = {};
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binding.location = location;
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bindings_.append(binding);
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return bindings_.last();
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}
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void VKDescriptorSetTracker::update(VKContext &context)
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{
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BLI_assert(layout_ != VK_NULL_HANDLE);
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tracked_resource_for(context, !bindings_.is_empty());
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std::unique_ptr<VKDescriptorSet> &descriptor_set = active_descriptor_set();
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VkDescriptorSet vk_descriptor_set = descriptor_set->vk_handle();
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BLI_assert(vk_descriptor_set != VK_NULL_HANDLE);
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Vector<VkDescriptorBufferInfo> buffer_infos;
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buffer_infos.reserve(16);
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Vector<VkWriteDescriptorSet> descriptor_writes;
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for (const Binding &binding : bindings_) {
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if (!binding.is_buffer()) {
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continue;
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}
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VkDescriptorBufferInfo buffer_info = {};
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buffer_info.buffer = binding.vk_buffer;
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buffer_info.range = binding.buffer_size;
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buffer_infos.append(buffer_info);
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VkWriteDescriptorSet write_descriptor = {};
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write_descriptor.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor.dstSet = vk_descriptor_set;
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write_descriptor.dstBinding = binding.location;
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write_descriptor.descriptorCount = 1;
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write_descriptor.descriptorType = binding.type;
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write_descriptor.pBufferInfo = &buffer_infos.last();
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descriptor_writes.append(write_descriptor);
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}
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for (const Binding &binding : bindings_) {
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if (!binding.is_texel_buffer()) {
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continue;
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}
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VkWriteDescriptorSet write_descriptor = {};
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write_descriptor.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor.dstSet = vk_descriptor_set;
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write_descriptor.dstBinding = binding.location;
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write_descriptor.descriptorCount = 1;
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write_descriptor.descriptorType = binding.type;
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write_descriptor.pTexelBufferView = &binding.vk_buffer_view;
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descriptor_writes.append(write_descriptor);
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}
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Vector<VkDescriptorImageInfo> image_infos;
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image_infos.reserve(16);
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for (const Binding &binding : bindings_) {
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if (!binding.is_image()) {
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continue;
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}
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/* TODO: Based on the actual usage we should use
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* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL/VK_IMAGE_LAYOUT_GENERAL. */
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binding.texture->layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
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VkDescriptorImageInfo image_info = {};
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image_info.sampler = binding.vk_sampler;
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image_info.imageView = binding.texture->image_view_get().vk_handle();
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image_info.imageLayout = binding.texture->current_layout_get();
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image_infos.append(image_info);
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VkWriteDescriptorSet write_descriptor = {};
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write_descriptor.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor.dstSet = vk_descriptor_set;
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write_descriptor.dstBinding = binding.location;
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write_descriptor.descriptorCount = 1;
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write_descriptor.descriptorType = binding.type;
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write_descriptor.pImageInfo = &image_infos.last();
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descriptor_writes.append(write_descriptor);
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}
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const VKDevice &device = VKBackend::get().device_get();
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vkUpdateDescriptorSets(
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device.device_get(), descriptor_writes.size(), descriptor_writes.data(), 0, nullptr);
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bindings_.clear();
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}
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std::unique_ptr<VKDescriptorSet> VKDescriptorSetTracker::create_resource(VKContext & /*context*/)
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{
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VKDevice &device = VKBackend::get().device_;
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return device.descriptor_pools_get().allocate(layout_);
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}
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} // namespace blender::gpu
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