VkBufferViews could be used after they were freed. The reason is that they were not managed by the discard pool. Detected when looking in failing render tests (pointcloud_motion.blend). This part of the API is used by motion blur in EEVEE. Fixes the next render tests - `eevee_next_motion_blur_vulkan` - `eevee_next_pointcloud_vulkan` - `eevee_next_hair_vulkan` Related: #133546 Pull Request: https://projects.blender.org/blender/blender/pulls/133856
139 lines
4.1 KiB
C++
139 lines
4.1 KiB
C++
/* SPDX-FileCopyrightText: 2024 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 "vk_common.hh"
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#include "vk_descriptor_pools.hh"
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#include "vk_immediate.hh"
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namespace blender::gpu {
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class VKDevice;
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class VKDiscardPool;
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template<typename Item> class TimelineResources : Vector<std::pair<TimelineValue, Item>> {
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friend class VKDiscardPool;
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public:
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void append_timeline(TimelineValue timeline, Item item)
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{
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BLI_assert_msg(this->is_empty() || this->last().first <= timeline,
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"Timeline must be added in order");
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this->append(std::pair(timeline, item));
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}
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void update_timeline(TimelineValue timeline)
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{
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for (std::pair<TimelineValue, Item> &pair : *this) {
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pair.first = timeline;
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}
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}
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int64_t size() const
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{
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return static_cast<const Vector<std::pair<TimelineValue, Item>> &>(*this).size();
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}
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bool is_empty() const
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{
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return static_cast<const Vector<std::pair<TimelineValue, Item>> &>(*this).is_empty();
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}
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/**
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* Remove all items that are used in a timeline before or equal to the current_timeline.
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*/
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template<typename Deleter> void remove_old(TimelineValue current_timeline, Deleter deleter)
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{
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int64_t first_index_to_keep = 0;
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for (std::pair<TimelineValue, Item> &item : *this) {
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if (item.first > current_timeline) {
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break;
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}
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deleter(item.second);
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first_index_to_keep++;
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}
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if (first_index_to_keep > 0) {
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this->remove(0, first_index_to_keep);
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}
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}
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};
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/**
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* Pool of resources that are discarded, but can still be in used and cannot be destroyed.
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*
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* When GPU resources are deleted (`GPU_*_delete`) the GPU handles are kept inside a discard pool.
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* When we are sure that the resource isn't used on the GPU anymore we can safely destroy it.
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*
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* When preparing the next frame, the previous frame can still be rendered. Resources that needs to
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* be destroyed can only be when the previous frame has been completed and being displayed on the
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* screen.
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*/
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class VKDiscardPool {
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friend class VKDevice;
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private:
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TimelineResources<std::pair<VkImage, VmaAllocation>> images_;
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TimelineResources<std::pair<VkBuffer, VmaAllocation>> buffers_;
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TimelineResources<VkImageView> image_views_;
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TimelineResources<VkBufferView> buffer_views_;
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TimelineResources<VkShaderModule> shader_modules_;
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TimelineResources<VkPipelineLayout> pipeline_layouts_;
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TimelineResources<VkRenderPass> render_passes_;
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TimelineResources<VkFramebuffer> framebuffers_;
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std::mutex mutex_;
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TimelineValue timeline_ = UINT64_MAX;
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public:
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void deinit(VKDevice &device);
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void discard_image(VkImage vk_image, VmaAllocation vma_allocation);
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void discard_image_view(VkImageView vk_image_view);
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void discard_buffer(VkBuffer vk_buffer, VmaAllocation vma_allocation);
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void discard_buffer_view(VkBufferView vk_buffer_view);
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void discard_shader_module(VkShaderModule vk_shader_module);
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void discard_pipeline_layout(VkPipelineLayout vk_pipeline_layout);
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void discard_framebuffer(VkFramebuffer vk_framebuffer);
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void discard_render_pass(VkRenderPass vk_render_pass);
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/**
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* Move discarded resources from src_pool into this.
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*
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* GPU resources that are discarded from the dependency graph are stored in the device orphaned
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* data. When a swap chain context list is made active the orphaned data can be merged into a
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* swap chain discard pool.
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*
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* All moved items will receive a new timeline.
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*/
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void move_data(VKDiscardPool &src_pool, TimelineValue timeline);
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void destroy_discarded_resources(VKDevice &device, bool force = false);
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/**
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* Returns the discard pool for the current thread.
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*
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* When active thread has a context it uses the context discard pool.
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* Otherwise the device discard pool is used.
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*/
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static VKDiscardPool &discard_pool_get();
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};
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class VKResourcePool {
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public:
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VKDescriptorPools descriptor_pools;
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VKDescriptorSetTracker descriptor_set;
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VKImmediate immediate;
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void init(VKDevice &device);
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void deinit(VKDevice &device);
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void reset();
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};
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} // namespace blender::gpu
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