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blender-archive/source/blender/gpu/vulkan/vk_command_buffer.cc
Jeroen Bakker aa69ec7f80 Vulkan: Clearing Framebuffer + Scissors
This PR adds support for clearing framebuffers and scissor testing.
Tweaks had to be made to VKTexture to keep track of its layout
on the device. Based on the actual call the layout can switch
to a more optimum layout.

For example during upload of a texture the texture will be converted
to a transfer destination optimized layout. When reading from the
texture it will be converted to a transfer source optimized layout.

The order of the attachments in the framebuffer follows the next rules

- When only color attachments are there the color attachments will
  be placed in the slot they are defined. This way it will match
  the ShaderCreateInfo binding location.
- When a stencil/depth attachment is added it will be placed
  right after the color attachments. When there isn't a color
  attachment it will be the first attachment.

Pull Request: blender/blender#106044
2023-03-28 11:51:32 +02:00

214 lines
7.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_command_buffer.hh"
#include "vk_buffer.hh"
#include "vk_context.hh"
#include "vk_framebuffer.hh"
#include "vk_memory.hh"
#include "vk_pipeline.hh"
#include "vk_texture.hh"
#include "BLI_assert.h"
namespace blender::gpu {
VKCommandBuffer::~VKCommandBuffer()
{
if (vk_device_ != VK_NULL_HANDLE) {
VK_ALLOCATION_CALLBACKS;
vkDestroyFence(vk_device_, vk_fence_, vk_allocation_callbacks);
vk_fence_ = VK_NULL_HANDLE;
}
}
void VKCommandBuffer::init(const VkDevice vk_device,
const VkQueue vk_queue,
VkCommandBuffer vk_command_buffer)
{
vk_device_ = vk_device;
vk_queue_ = vk_queue;
vk_command_buffer_ = vk_command_buffer;
submission_id_.reset();
if (vk_fence_ == VK_NULL_HANDLE) {
VK_ALLOCATION_CALLBACKS;
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
vkCreateFence(vk_device_, &fenceInfo, vk_allocation_callbacks, &vk_fence_);
}
}
void VKCommandBuffer::begin_recording()
{
vkWaitForFences(vk_device_, 1, &vk_fence_, VK_TRUE, UINT64_MAX);
vkResetFences(vk_device_, 1, &vk_fence_);
vkResetCommandBuffer(vk_command_buffer_, 0);
VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vkBeginCommandBuffer(vk_command_buffer_, &begin_info);
}
void VKCommandBuffer::end_recording()
{
vkEndCommandBuffer(vk_command_buffer_);
}
void VKCommandBuffer::bind(const VKPipeline &pipeline, VkPipelineBindPoint bind_point)
{
vkCmdBindPipeline(vk_command_buffer_, bind_point, pipeline.vk_handle());
}
void VKCommandBuffer::bind(const VKDescriptorSet &descriptor_set,
const VkPipelineLayout vk_pipeline_layout,
VkPipelineBindPoint bind_point)
{
VkDescriptorSet vk_descriptor_set = descriptor_set.vk_handle();
vkCmdBindDescriptorSets(
vk_command_buffer_, bind_point, vk_pipeline_layout, 0, 1, &vk_descriptor_set, 0, 0);
}
void VKCommandBuffer::begin_render_pass(const VKFrameBuffer &framebuffer)
{
VkRenderPassBeginInfo render_pass_begin_info = {};
render_pass_begin_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
render_pass_begin_info.renderPass = framebuffer.vk_render_pass_get();
render_pass_begin_info.framebuffer = framebuffer.vk_framebuffer_get();
render_pass_begin_info.renderArea = framebuffer.vk_render_area_get();
vkCmdBeginRenderPass(vk_command_buffer_, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
}
void VKCommandBuffer::end_render_pass(const VKFrameBuffer & /*framebuffer*/)
{
vkCmdEndRenderPass(vk_command_buffer_);
}
void VKCommandBuffer::push_constants(const VKPushConstants &push_constants,
const VkPipelineLayout vk_pipeline_layout,
const VkShaderStageFlags vk_shader_stages)
{
BLI_assert(push_constants.layout_get().storage_type_get() ==
VKPushConstants::StorageType::PUSH_CONSTANTS);
vkCmdPushConstants(vk_command_buffer_,
vk_pipeline_layout,
vk_shader_stages,
push_constants.offset(),
push_constants.layout_get().size_in_bytes(),
push_constants.data());
}
void VKCommandBuffer::fill(VKBuffer &buffer, uint32_t clear_data)
{
vkCmdFillBuffer(vk_command_buffer_, buffer.vk_handle(), 0, buffer.size_in_bytes(), clear_data);
}
void VKCommandBuffer::copy(VKBuffer &dst_buffer,
VKTexture &src_texture,
Span<VkBufferImageCopy> regions)
{
vkCmdCopyImageToBuffer(vk_command_buffer_,
src_texture.vk_image_handle(),
src_texture.current_layout_get(),
dst_buffer.vk_handle(),
regions.size(),
regions.data());
}
void VKCommandBuffer::copy(VKTexture &dst_texture,
VKBuffer &src_buffer,
Span<VkBufferImageCopy> regions)
{
vkCmdCopyBufferToImage(vk_command_buffer_,
src_buffer.vk_handle(),
dst_texture.vk_image_handle(),
dst_texture.current_layout_get(),
regions.size(),
regions.data());
}
void VKCommandBuffer::clear(VkImage vk_image,
VkImageLayout vk_image_layout,
const VkClearColorValue &vk_clear_color,
Span<VkImageSubresourceRange> ranges)
{
vkCmdClearColorImage(vk_command_buffer_,
vk_image,
vk_image_layout,
&vk_clear_color,
ranges.size(),
ranges.data());
}
void VKCommandBuffer::clear(Span<VkClearAttachment> attachments, Span<VkClearRect> areas)
{
vkCmdClearAttachments(
vk_command_buffer_, attachments.size(), attachments.data(), areas.size(), areas.data());
}
void VKCommandBuffer::pipeline_barrier(VkPipelineStageFlags source_stages,
VkPipelineStageFlags destination_stages)
{
vkCmdPipelineBarrier(vk_command_buffer_,
source_stages,
destination_stages,
0,
0,
nullptr,
0,
nullptr,
0,
nullptr);
}
void VKCommandBuffer::pipeline_barrier(Span<VkImageMemoryBarrier> image_memory_barriers)
{
vkCmdPipelineBarrier(vk_command_buffer_,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_DEPENDENCY_BY_REGION_BIT,
0,
nullptr,
0,
nullptr,
image_memory_barriers.size(),
image_memory_barriers.data());
}
void VKCommandBuffer::dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
{
vkCmdDispatch(vk_command_buffer_, groups_x_len, groups_y_len, groups_z_len);
}
void VKCommandBuffer::submit()
{
end_recording();
encode_recorded_commands();
submit_encoded_commands();
begin_recording();
}
void VKCommandBuffer::encode_recorded_commands()
{
/* Intentionally not implemented. For the graphics pipeline we want to extract the
* resources and its usages so we can encode multiple commands in the same command buffer with
* the correct synchronizations. */
}
void VKCommandBuffer::submit_encoded_commands()
{
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &vk_command_buffer_;
vkQueueSubmit(vk_queue_, 1, &submit_info, vk_fence_);
submission_id_.next();
}
} // namespace blender::gpu