WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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5 changed files with 127 additions and 5 deletions
Showing only changes of commit 25c641a8f6 - Show all commits

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@ -625,8 +625,10 @@ mark_as_advanced(
# Vulkan # Vulkan
option(WITH_VULKAN_BACKEND "Enable Vulkan as graphics backend (only for development)" OFF) option(WITH_VULKAN_BACKEND "Enable Vulkan as graphics backend (only for development)" OFF)
option(WITH_VULKAN_GUARDEDALLOC "Use guardedalloc for host allocations done inside Vulkan (development option)" OFF)
mark_as_advanced( mark_as_advanced(
WITH_VULKAN_BACKEND WITH_VULKAN_BACKEND
WITH_VULKAN_GUARDEDALLOC
) )
# Metal # Metal

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@ -195,6 +195,7 @@ set(VULKAN_SRC
vulkan/vk_fence.cc vulkan/vk_fence.cc
vulkan/vk_framebuffer.cc vulkan/vk_framebuffer.cc
vulkan/vk_index_buffer.cc vulkan/vk_index_buffer.cc
vulkan/vk_memory.cc
vulkan/vk_pixel_buffer.cc vulkan/vk_pixel_buffer.cc
vulkan/vk_query.cc vulkan/vk_query.cc
vulkan/vk_shader.cc vulkan/vk_shader.cc
@ -211,6 +212,7 @@ set(VULKAN_SRC
vulkan/vk_fence.hh vulkan/vk_fence.hh
vulkan/vk_framebuffer.hh vulkan/vk_framebuffer.hh
vulkan/vk_index_buffer.hh vulkan/vk_index_buffer.hh
vulkan/vk_memory.hh
vulkan/vk_pixel_buffer.hh vulkan/vk_pixel_buffer.hh
vulkan/vk_query.hh vulkan/vk_query.hh
vulkan/vk_shader.hh vulkan/vk_shader.hh
@ -303,6 +305,10 @@ if(WITH_VULKAN_BACKEND)
add_definitions(-DWITH_VULKAN_BACKEND) add_definitions(-DWITH_VULKAN_BACKEND)
endif() endif()
if(WITH_VULKAN_GUARDEDALLOC)
add_definitions(-DWITH_VULKAN_GUARDEDALLOC)
endif()
set(MSL_SRC set(MSL_SRC
shaders/metal/mtl_shader_defines.msl shaders/metal/mtl_shader_defines.msl
shaders/metal/mtl_shader_common.msl shaders/metal/mtl_shader_common.msl

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@ -0,0 +1,45 @@
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_memory.hh"
#include "MEM_guardedalloc.h"
namespace blender::gpu {
#ifdef WITH_VULKAN_GUARDEDALLOC
void *vk_memory_allocation(void *user_data,
size_t size,
size_t alignment,
VkSystemAllocationScope /*scope*/)
{
const char *name = static_cast<const char *>(const_cast<const void *>(user_data));
if (alignment) {
return MEM_mallocN_aligned(size, alignment, name);
}
return MEM_mallocN(size, name);
}
void *vk_memory_reallocation(void *user_data,
void *original,
size_t size,
size_t /*alignment*/,
VkSystemAllocationScope /*scope*/)
{
const char *name = static_cast<const char *>(const_cast<const void *>(user_data));
return MEM_reallocN_id(original, size, name);
}
void vk_memory_free(void * /*user_data*/, void *memory)
{
MEM_freeN(memory);
}
#endif
} // namespace blender::gpu

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@ -0,0 +1,64 @@
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#ifdef __APPLE__
# include <MoltenVK/vk_mvk_moltenvk.h>
#else
# include <vulkan/vulkan.h>
#endif
namespace blender::gpu {
/**
* `VK_ALLOCATION_CALLBACKS` initializes allocation callbacks for host allocations.
* The macro creates a local static variable with the name `vk_allocation_callbacks`
* that can be passed to vulkan API functions that expect
* `const VkAllocationCallbacks *pAllocator`.
*
* When Blender is compiled with `WITH_VULKAN_GUARDEDALLOC` this will use
* `MEM_guardedalloc` for host allocations that the driver does on behalf
* of blender. More internal allocations are still being allocated via the
* implemention inside the vulkan device driver.
*
* When `WITH_VULKAN_GUARDEDALLOC=Off` the memory allocation implemented
* in the vulkan device driver is used for both internal and application
* focussed memory operations.
*/
#ifdef WITH_VULKAN_GUARDEDALLOC
void *vk_memory_allocation(void *user_data,
size_t size,
size_t alignment,
VkSystemAllocationScope scope);
void *vk_memory_reallocation(
void *user_data, void *original, size_t size, size_t alignment, VkSystemAllocationScope scope);
void vk_memory_free(void *user_data, void *memory);
constexpr VkAllocationCallbacks vk_allocation_callbacks_init(const char *name)
{
VkAllocationCallbacks callbacks = {};
callbacks.pUserData = const_cast<char *>(name);
callbacks.pfnAllocation = vk_memory_allocation;
callbacks.pfnReallocation = vk_memory_reallocation;
callbacks.pfnFree = vk_memory_free;
callbacks.pfnInternalAllocation = nullptr;
callbacks.pfnInternalFree = nullptr;
return callbacks;
}
# define VK_ALLOCATION_CALLBACKS \
static constexpr const VkAllocationCallbacks vk_allocation_callbacks_ = \
vk_allocation_callbacks_init(__func__); \
static constexpr const VkAllocationCallbacks *vk_allocation_callbacks = &vk_allocation_callbacks_;
#else
# define VK_ALLOCATION_CALLBACKS \
static constexpr const VkAllocationCallbacks *vk_allocation_callbacks = nullptr;
#endif
} // namespace blender::gpu

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@ -8,6 +8,7 @@
#include "vk_shader.hh" #include "vk_shader.hh"
#include "vk_backend.hh" #include "vk_backend.hh"
#include "vk_memory.hh"
#include "vk_shader_log.hh" #include "vk_shader_log.hh"
#include "BLI_string_utils.h" #include "BLI_string_utils.h"
@ -559,6 +560,8 @@ Vector<uint32_t> VKShader::compile_glsl_to_spirv(Span<const char *> sources,
void VKShader::build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module) void VKShader::build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module)
{ {
VK_ALLOCATION_CALLBACKS;
VkShaderModuleCreateInfo create_info = {}; VkShaderModuleCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
create_info.codeSize = spirv_module.size() * sizeof(uint32_t); create_info.codeSize = spirv_module.size() * sizeof(uint32_t);
@ -567,7 +570,7 @@ void VKShader::build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *
VKContext &context = *static_cast<VKContext *>(VKContext::get()); VKContext &context = *static_cast<VKContext *>(VKContext::get());
VkResult result = vkCreateShaderModule( VkResult result = vkCreateShaderModule(
context.device_get(), &create_info, nullptr, r_shader_module); context.device_get(), &create_info, vk_allocation_callbacks, r_shader_module);
if (result != VK_SUCCESS) { if (result != VK_SUCCESS) {
compilation_failed_ = true; compilation_failed_ = true;
*r_shader_module = VK_NULL_HANDLE; *r_shader_module = VK_NULL_HANDLE;
@ -581,21 +584,23 @@ VKShader::VKShader(const char *name) : Shader(name)
VKShader::~VKShader() VKShader::~VKShader()
{ {
VK_ALLOCATION_CALLBACKS
VkDevice device = context_->device_get(); VkDevice device = context_->device_get();
if (vertex_module_ != VK_NULL_HANDLE) { if (vertex_module_ != VK_NULL_HANDLE) {
vkDestroyShaderModule(device, vertex_module_, nullptr); vkDestroyShaderModule(device, vertex_module_, vk_allocation_callbacks);
vertex_module_ = VK_NULL_HANDLE; vertex_module_ = VK_NULL_HANDLE;
} }
if (geometry_module_ != VK_NULL_HANDLE) { if (geometry_module_ != VK_NULL_HANDLE) {
vkDestroyShaderModule(device, geometry_module_, nullptr); vkDestroyShaderModule(device, geometry_module_, vk_allocation_callbacks);
geometry_module_ = VK_NULL_HANDLE; geometry_module_ = VK_NULL_HANDLE;
} }
if (fragment_module_ != VK_NULL_HANDLE) { if (fragment_module_ != VK_NULL_HANDLE) {
vkDestroyShaderModule(device, fragment_module_, nullptr); vkDestroyShaderModule(device, fragment_module_, vk_allocation_callbacks);
fragment_module_ = VK_NULL_HANDLE; fragment_module_ = VK_NULL_HANDLE;
} }
if (compute_module_ != VK_NULL_HANDLE) { if (compute_module_ != VK_NULL_HANDLE) {
vkDestroyShaderModule(device, compute_module_, nullptr); vkDestroyShaderModule(device, compute_module_, vk_allocation_callbacks);
compute_module_ = VK_NULL_HANDLE; compute_module_ = VK_NULL_HANDLE;
} }
} }