Extract vendor, driver and device information from the physical device properties. Note that driver version is implementation dependent and might fail as it is unclear which driver is being used. An open source driver could store the driver version in a different way than a closed source driver. But as it is not clear which driver version is being used it might extract the incorrect version. To solve this issue we check if the extracted version makes sense depending on the version schema of the driver and if they don't match we use another approach. Pull Request: https://projects.blender.org/blender/blender/pulls/107872
208 lines
5.2 KiB
C++
208 lines
5.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation */
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/** \file
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* \ingroup gpu
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*/
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#include "gpu_capabilities_private.hh"
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#include "gpu_platform_private.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_drawlist.hh"
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#include "vk_fence.hh"
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#include "vk_framebuffer.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pixel_buffer.hh"
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#include "vk_query.hh"
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#include "vk_shader.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_uniform_buffer.hh"
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#include "vk_vertex_buffer.hh"
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#include "vk_backend.hh"
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namespace blender::gpu {
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static eGPUOSType determine_os_type()
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{
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#ifdef _WIN32
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return GPU_OS_WIN;
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#elif defined(__APPLE__)
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return GPU_OS_MAC;
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#else
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return GPU_OS_UNIX;
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#endif
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}
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void VKBackend::platform_init()
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{
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GPG.init(GPU_DEVICE_ANY,
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determine_os_type(),
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GPU_DRIVER_ANY,
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GPU_SUPPORT_LEVEL_SUPPORTED,
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GPU_BACKEND_VULKAN,
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"",
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"",
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"");
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}
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void VKBackend::platform_init(const VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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eGPUDeviceType device_type = device.device_type();
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eGPUOSType os = determine_os_type();
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eGPUDriverType driver = GPU_DRIVER_ANY;
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eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
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std::string vendor_name = device.vendor_name();
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std::string driver_version = device.driver_version();
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GPG.init(device_type,
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os,
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driver,
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support_level,
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GPU_BACKEND_VULKAN,
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vendor_name.c_str(),
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properties.deviceName,
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driver_version.c_str());
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}
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void VKBackend::platform_exit()
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{
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GPG.clear();
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}
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void VKBackend::delete_resources()
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{
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if (device_.is_initialized()) {
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device_.deinit();
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}
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}
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void VKBackend::samplers_update() {}
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void VKBackend::compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
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{
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VKContext &context = *VKContext::get();
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context.bind_compute_pipeline();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void VKBackend::compute_dispatch_indirect(StorageBuf * /*indirect_buf*/) {}
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Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context)
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{
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return new VKContext(ghost_window, ghost_context);
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}
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Batch *VKBackend::batch_alloc()
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{
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return new VKBatch();
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}
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DrawList *VKBackend::drawlist_alloc(int /*list_length*/)
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{
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return new VKDrawList();
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}
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Fence *VKBackend::fence_alloc()
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{
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return new VKFence();
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}
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FrameBuffer *VKBackend::framebuffer_alloc(const char *name)
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{
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return new VKFrameBuffer(name);
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}
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IndexBuf *VKBackend::indexbuf_alloc()
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{
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return new VKIndexBuffer();
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}
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PixelBuffer *VKBackend::pixelbuf_alloc(uint size)
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{
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return new VKPixelBuffer(size);
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}
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QueryPool *VKBackend::querypool_alloc()
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{
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return new VKQueryPool();
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}
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Shader *VKBackend::shader_alloc(const char *name)
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{
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return new VKShader(name);
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}
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Texture *VKBackend::texture_alloc(const char *name)
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{
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return new VKTexture(name);
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}
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UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name)
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{
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return new VKUniformBuffer(size, name);
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}
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StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType usage, const char *name)
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{
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return new VKStorageBuffer(size, usage, name);
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}
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VertBuf *VKBackend::vertbuf_alloc()
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{
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return new VKVertexBuffer();
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}
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void VKBackend::render_begin() {}
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void VKBackend::render_end() {}
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void VKBackend::render_step() {}
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shaderc::Compiler &VKBackend::get_shaderc_compiler()
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{
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return shaderc_compiler_;
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}
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void VKBackend::capabilities_init(const VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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const VkPhysicalDeviceLimits &limits = properties.limits;
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/* Reset all capabilities from previous context. */
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GCaps = {};
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GCaps.compute_shader_support = true;
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GCaps.shader_storage_buffer_objects_support = true;
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GCaps.shader_image_load_store_support = true;
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GCaps.max_texture_size = max_ii(limits.maxImageDimension1D, limits.maxImageDimension2D);
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GCaps.max_texture_3d_size = limits.maxImageDimension3D;
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GCaps.max_texture_layers = limits.maxImageArrayLayers;
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GCaps.max_textures = limits.maxDescriptorSetSampledImages;
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GCaps.max_textures_vert = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_geom = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_frag = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_samplers = limits.maxSamplerAllocationCount;
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for (int i = 0; i < 3; i++) {
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GCaps.max_work_group_count[i] = limits.maxComputeWorkGroupCount[i];
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GCaps.max_work_group_size[i] = limits.maxComputeWorkGroupSize[i];
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}
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GCaps.max_uniforms_vert = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_uniforms_frag = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_batch_indices = limits.maxDrawIndirectCount;
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GCaps.max_batch_vertices = limits.maxDrawIndexedIndexValue;
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GCaps.max_vertex_attribs = limits.maxVertexInputAttributes;
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GCaps.max_varying_floats = limits.maxVertexOutputComponents;
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GCaps.max_shader_storage_buffer_bindings = limits.maxPerStageDescriptorStorageBuffers;
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GCaps.max_compute_shader_storage_blocks = limits.maxPerStageDescriptorStorageBuffers;
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}
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} // namespace blender::gpu
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