This PR uses renderdoc for frame capturing when enabled. It enabled an easier workflow for frame capturing. - Capture GPU API calls from test cases - Capture GPU API calls from background threads - Capture GPU API calls from background rendering. Renderdoc is an important GPU debugger used by the Eevee/ Viewport module. Previously we needed to change code in order to record background rendering, that could on its own lead to other side-effects. The integration with renderdoc can be enabled using `WITH_RENDERDOC=On` compiler option. `GPU_debug_capture_begin` and `GPU_debug_capture_end` can be added to the section of the code you want to debug. When running Blender inside renderdoc this part will automatically be captured. All GPU test cases are now guarded by these calls. In order to capture the test cases you need to start the test cases from renderdoc and the captured GPU API calls will appear where each capture is a single test case. Pull Request: blender/blender#105921
124 lines
3.2 KiB
C++
124 lines
3.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_context.hh"
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#include "vk_backend.hh"
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#include "vk_framebuffer.hh"
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#include "vk_memory.hh"
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#include "vk_state_manager.hh"
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#include "GHOST_C-api.h"
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namespace blender::gpu {
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VKContext::VKContext(void *ghost_window, void *ghost_context)
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{
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VK_ALLOCATION_CALLBACKS;
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ghost_window_ = ghost_window;
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if (ghost_window) {
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ghost_context = GHOST_GetDrawingContext((GHOST_WindowHandle)ghost_window);
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}
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ghost_context_ = ghost_context;
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GHOST_GetVulkanHandles((GHOST_ContextHandle)ghost_context,
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&vk_instance_,
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&vk_physical_device_,
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&vk_device_,
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&vk_queue_family_,
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&vk_queue_);
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init_physical_device_limits();
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/* Initialize the memory allocator. */
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VmaAllocatorCreateInfo info = {};
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/* Should use same vulkan version as GHOST (1.2), but set to 1.0 as 1.2 requires
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* correct extensions and functions to be found by VMA, which isn't working as expected and
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* requires more research. To continue development we lower the API to version 1.0. */
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info.vulkanApiVersion = VK_API_VERSION_1_0;
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info.physicalDevice = vk_physical_device_;
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info.device = vk_device_;
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info.instance = vk_instance_;
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info.pAllocationCallbacks = vk_allocation_callbacks;
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vmaCreateAllocator(&info, &mem_allocator_);
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descriptor_pools_.init(vk_device_);
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state_manager = new VKStateManager();
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VKBackend::capabilities_init(*this);
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/* For off-screen contexts. Default frame-buffer is empty. */
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active_fb = back_left = new VKFrameBuffer("back_left");
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}
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VKContext::~VKContext()
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{
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vmaDestroyAllocator(mem_allocator_);
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}
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void VKContext::init_physical_device_limits()
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{
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BLI_assert(vk_physical_device_ != VK_NULL_HANDLE);
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VkPhysicalDeviceProperties properties = {};
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vkGetPhysicalDeviceProperties(vk_physical_device_, &properties);
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vk_physical_device_limits_ = properties.limits;
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}
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void VKContext::activate()
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{
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if (ghost_window_) {
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VkImage image; /* TODO will be used for reading later... */
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VkFramebuffer framebuffer;
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VkRenderPass render_pass;
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VkExtent2D extent;
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uint32_t fb_id;
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GHOST_GetVulkanBackbuffer(
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(GHOST_WindowHandle)ghost_window_, &image, &framebuffer, &render_pass, &extent, &fb_id);
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/* Recreate the gpu::VKFrameBuffer wrapper after every swap. */
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delete back_left;
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back_left = new VKFrameBuffer("back_left", framebuffer, render_pass, extent);
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active_fb = back_left;
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}
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}
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void VKContext::deactivate()
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{
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}
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void VKContext::begin_frame()
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{
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VkCommandBuffer command_buffer = VK_NULL_HANDLE;
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GHOST_GetVulkanCommandBuffer(static_cast<GHOST_ContextHandle>(ghost_context_), &command_buffer);
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command_buffer_.init(vk_device_, vk_queue_, command_buffer);
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command_buffer_.begin_recording();
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descriptor_pools_.reset();
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}
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void VKContext::end_frame()
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{
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command_buffer_.end_recording();
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}
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void VKContext::flush()
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{
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command_buffer_.submit();
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}
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void VKContext::finish()
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{
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command_buffer_.submit();
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}
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void VKContext::memory_statistics_get(int * /*total_mem*/, int * /*free_mem*/)
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{
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}
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} // namespace blender::gpu
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