tornavis/source/blender/gpu/vulkan/vk_resource_tracker.hh

187 lines
4.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "vk_common.hh"
namespace blender::gpu {
class VKContext;
class VKCommandBuffer;
/**
* In vulkan multiple commands can be in flight simultaneously.
*
* These commands can share the same resources like descriptor sets
* or push constants. When between commands these resources are updated
* a new version of these resources should be created.
*
* When a resource is updated it should check the submission id of the
* command buffer. If it is different, then the resource can be reused.
* If the submission id is the same a new version of the resource to now
* intervene with other commands that uses the resource.
*
* VKSubmissionID is the identifier to keep track if a new submission is
* being recorded.
*/
struct VKSubmissionID {
private:
int64_t id_ = -1;
public:
VKSubmissionID() = default;
private:
/**
* Reset the submission id.
*
* This should only be called during initialization of the command buffer.
* As it leads to undesired behavior after resources are already tracking
* the submission id.
*/
void reset()
{
id_ = 0;
}
/**
* Change the submission id.
*
* Is called when submitting a command buffer to the queue. In this case resource
* known that the next time it is used that it can free its sub resources used by
* the previous submission.
*/
void next()
{
id_++;
}
public:
const VKSubmissionID &operator=(const VKSubmissionID &other)
{
id_ = other.id_;
return *this;
}
bool operator==(const VKSubmissionID &other)
{
return id_ == other.id_;
}
bool operator!=(const VKSubmissionID &other)
{
return id_ != other.id_;
}
friend class VKCommandBuffer;
};
/**
* Submission tracker keeps track of the last known submission id of the
* command buffer.
*/
class VKSubmissionTracker {
VKSubmissionID last_known_id_;
public:
/**
* Check if the submission_id has changed since the last time it was called
* on this VKSubmissionTracker.
*/
bool is_changed(VKContext &context);
};
/**
* VKResourceTracker will keep track of resources.
*/
template<typename Resource> class VKResourceTracker : NonCopyable {
VKSubmissionTracker submission_tracker_;
Vector<std::unique_ptr<Resource>> tracked_resources_;
protected:
VKResourceTracker<Resource>() = default;
VKResourceTracker<Resource>(VKResourceTracker<Resource> &&other)
: submission_tracker_(other.submission_tracker_),
tracked_resources_(std::move(other.tracked_resources_))
{
}
VKResourceTracker<Resource> &operator=(VKResourceTracker<Resource> &&other)
{
submission_tracker_ = other.submission_tracker_;
tracked_resources_ = std::move(other.tracked_resources_);
return *this;
}
virtual ~VKResourceTracker()
{
free_tracked_resources();
}
/**
* Get a resource what can be used by the resource tracker.
*
* When a different submission was detected all previous resources
* will be freed and a new resource will be returned.
*
* When still in the same submission and we need to update the resource
* (is_dirty=true) then a new resource will be returned. Otherwise
* the previous used resource will be used.
*
* When no resources exists, a new resource will be created.
*
* The resource given back is owned by this resource tracker. And
* the resource should not be stored outside this class as it might
* be destroyed when the next submission is detected.
*/
std::unique_ptr<Resource> &tracked_resource_for(VKContext &context, const bool is_dirty)
{
if (submission_tracker_.is_changed(context)) {
free_tracked_resources();
tracked_resources_.append(create_resource(context));
}
else if (is_dirty || tracked_resources_.is_empty()) {
tracked_resources_.append(create_resource(context));
}
return active_resource();
}
/**
* Callback to create a new resource. Can be called by the `tracked_resource_for` method.
*/
virtual std::unique_ptr<Resource> create_resource(VKContext &context) = 0;
/**
* Does this instance have an active resource.
*/
bool has_active_resource()
{
return !tracked_resources_.is_empty();
}
/**
* Return the active resource of the tracker.
*/
std::unique_ptr<Resource> &active_resource()
{
BLI_assert(!tracked_resources_.is_empty());
return tracked_resources_.last();
}
private:
void free_tracked_resources()
{
tracked_resources_.clear();
}
};
} // namespace blender::gpu