Descriptor sets/pools are known to be troublesome as it doesn't match how GPUs work, or how application want to work, adding more complexity than needed. This results is quite an overhead allocating and deallocating descriptor sets. This PR will use descriptor buffers when they are available. Most platforms support descriptor buffers. When not available descriptor pools/sets will be used. Although this is a feature I would like to land it in 4.5 due to the API changes. This makes it easier to fix issues when 4.5 is released. The feature can easily be disabled by setting the feature to false if it has to many problems. Pull Request: https://projects.blender.org/blender/blender/pulls/138266
68 lines
1.4 KiB
C++
68 lines
1.4 KiB
C++
/* SPDX-FileCopyrightText: 2022 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 "GPU_texture.hh"
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#include "GPU_vertex_buffer.hh"
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#include "gpu_storage_buffer_private.hh"
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#include "vk_buffer.hh"
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#include "vk_staging_buffer.hh"
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namespace blender::gpu {
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class VertBuf;
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class VKStorageBuffer : public StorageBuf {
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GPUUsageType usage_;
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VKBuffer buffer_;
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/** Staging buffer that is used when doing an async read-back. */
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VKStagingBuffer *async_read_buffer_ = nullptr;
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public:
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VKStorageBuffer(size_t size, GPUUsageType usage, const char *name);
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~VKStorageBuffer();
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void update(const void *data) override;
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void bind(int slot) override;
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void unbind() override;
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void clear(uint32_t clear_value) override;
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void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
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void read(void *data) override;
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void async_flush_to_host() override;
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void sync_as_indirect_buffer() override{/* No-Op. */};
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VkBuffer vk_handle() const
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{
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return buffer_.vk_handle();
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}
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inline VkDeviceAddress device_address_get() const
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{
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return buffer_.device_address_get();
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}
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int64_t size_in_bytes() const
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{
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return buffer_.size_in_bytes();
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}
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void ensure_allocated();
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private:
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void allocate();
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};
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BLI_INLINE VKStorageBuffer *unwrap(StorageBuf *storage_buffer)
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{
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return static_cast<VKStorageBuffer *>(storage_buffer);
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}
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} // namespace blender::gpu
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