Files
test/source/blender/gpu/vulkan/vk_shader.hh
Jeroen Bakker 164fb68386 Vulkan: Render graph direct compute
This PR adds support for compute shaders to render graph. Only direct dispatch
is supported. indirect dispatch will be added in a future PR.

This change enables the next test cases to be supported when using render graphs

- `GPUVulkanTest.push_constants*`
- `GPUVulkanTest.shader_compute_*`
- `GPUVulkanTest.buffer_texture`
- `GPUVulkanTest.specialization_constants_compute`
- `GPUVulkanTest.compute_direct`

```
[==========] 95 tests from 2 test suites ran. (24059 ms total)
[  PASSED  ] 95 tests.
```

Specialization constants are supported when using the render graph. This should conclude
the conversion the prototype of the render graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/120963
2024-04-23 15:43:32 +02:00

159 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_shader_private.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "vk_pipeline.hh"
#include "BLI_string_ref.hh"
namespace blender::gpu {
class VKShaderInterface;
class VKShader : public Shader {
private:
VKContext *context_ = nullptr;
VkShaderModule vertex_module_ = VK_NULL_HANDLE;
VkShaderModule geometry_module_ = VK_NULL_HANDLE;
VkShaderModule fragment_module_ = VK_NULL_HANDLE;
VkShaderModule compute_module_ = VK_NULL_HANDLE;
bool compilation_failed_ = false;
/**
* Not owning handle to the descriptor layout.
* The handle is owned by `VKDescriptorSetLayouts` of the device.
*/
VkDescriptorSetLayout vk_descriptor_set_layout_ = VK_NULL_HANDLE;
VkPipelineLayout vk_pipeline_layout_ = VK_NULL_HANDLE;
/* deprecated `when use_render_graph=true`. In that case use vk_pipeline_ */
VKPipeline pipeline_;
/**
* Last created VkPipeline handle. This handle is used as template when building a variation of
* the shader. In case for compute shaders without specialization constants this handle is also
* used as an early exit. In this case there is only 1 variation.
*/
VkPipeline vk_pipeline_ = VK_NULL_HANDLE;
public:
VKPushConstants push_constants;
VKShader(const char *name);
virtual ~VKShader();
void init(const shader::ShaderCreateInfo & /*info*/) override {}
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
void warm_cache(int limit) override;
void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) override;
bool transform_feedback_enable(VertBuf *) override;
void transform_feedback_disable() override;
void bind() override;
void unbind() override;
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
/* Unused: SSBO vertex fetch draw parameters. */
bool get_uses_ssbo_vertex_fetch() const override
{
return false;
}
int get_ssbo_vertex_fetch_output_num_verts() const override
{
return 0;
}
/* DEPRECATED: Kept only because of BGL API. */
int program_handle_get() const override;
VkPipeline ensure_and_get_compute_pipeline();
VKPipeline &pipeline_get();
VkPipelineLayout vk_pipeline_layout_get() const
{
return vk_pipeline_layout_;
}
const VKShaderInterface &interface_get() const;
void update_graphics_pipeline(VKContext &context,
const GPUPrimType prim_type,
const VKVertexAttributeObject &vertex_attribute_object);
bool is_graphics_shader() const
{
return !is_compute_shader();
}
bool is_compute_shader() const
{
return compute_module_ != VK_NULL_HANDLE;
}
/**
* Some shaders don't have a descriptor set and should not bind any descriptor set to the
* pipeline. This function can be used to determine if a descriptor set can be bound when this
* shader or one of its pipelines are active.
*/
bool has_descriptor_set() const
{
return vk_descriptor_set_layout_ != VK_NULL_HANDLE;
}
VkDescriptorSetLayout vk_descriptor_set_layout_get() const
{
return vk_descriptor_set_layout_;
}
private:
Vector<uint32_t> compile_glsl_to_spirv(Span<const char *> sources, shaderc_shader_kind kind);
void build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module);
void build_shader_module(MutableSpan<const char *> sources,
shaderc_shader_kind stage,
VkShaderModule *r_shader_module);
bool finalize_descriptor_set_layouts(VKDevice &vk_device,
const VKShaderInterface &shader_interface);
bool finalize_pipeline_layout(VkDevice vk_device, const VKShaderInterface &shader_interface);
/**
* \brief features available on newer implementation such as native barycentric coordinates
* and layered rendering, necessitate a geometry shader to work on older hardware.
*/
std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
};
static inline VKShader &unwrap(Shader &shader)
{
return static_cast<VKShader &>(shader);
}
static inline VKShader *unwrap(Shader *shader)
{
return static_cast<VKShader *>(shader);
}
} // namespace blender::gpu