Files
test/source/blender/gpu/vulkan/vk_shader_interface.cc
Jeroen Bakker 3f6e2ea915 Vulkan: Shader interface access mask
When building the resource access used when adding dispatch/draw commands
to the render graph, the access mask is required. This PR stores the
access mask in the shader interface. When binding the resources referenced
by the state manager, the resource access info struct is populated with
the access flags.

In the near future the resource access info will be passed when adding
a dispatch/draw node to the render graph to generate the links.

Pull Request: https://projects.blender.org/blender/blender/pulls/120908
2024-04-22 20:47:30 +02:00

350 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_shader_interface.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
namespace blender::gpu {
void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
{
static char PUSH_CONSTANTS_FALLBACK_NAME[] = "push_constants_fallback";
static size_t PUSH_CONSTANTS_FALLBACK_NAME_LEN = strlen(PUSH_CONSTANTS_FALLBACK_NAME);
using namespace blender::gpu::shader;
shader_builtins_ = info.builtins_;
attr_len_ = info.vertex_inputs_.size();
uniform_len_ = info.push_constants_.size();
constant_len_ = info.specialization_constants_.size();
ssbo_len_ = 0;
ubo_len_ = 0;
image_offset_ = -1;
int image_max_binding = -1;
Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info.pass_resources_);
all_resources.extend(info.batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::IMAGE:
uniform_len_++;
image_max_binding = max_ii(image_max_binding, res.slot);
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
image_offset_ = max_ii(image_offset_, res.slot);
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
ubo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
ssbo_len_++;
break;
}
}
/* Reserve 1 uniform buffer for push constants fallback. */
size_t names_size = info.interface_names_size_;
const VKDevice &device = VKBackend::get().device_get();
const VKPushConstants::StorageType push_constants_storage_type =
VKPushConstants::Layout::determine_storage_type(info, device);
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
ubo_len_++;
names_size += PUSH_CONSTANTS_FALLBACK_NAME_LEN + 1;
}
/* Make sure that the image slots don't overlap with other sampler or image slots. */
image_offset_++;
if (image_offset_ != 0 && image_offset_ <= image_max_binding) {
image_offset_ = image_max_binding + 1;
}
int32_t input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_ + constant_len_;
inputs_ = static_cast<ShaderInput *>(
MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__));
ShaderInput *input = inputs_;
name_buffer_ = (char *)MEM_mallocN(names_size, "name_buffer");
uint32_t name_buffer_offset = 0;
/* Attributes */
for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
input->location = input->binding = attr.index;
if (input->location != -1) {
enabled_attr_mask_ |= (1 << input->location);
/* Used in `GPU_shader_get_attribute_info`. */
attr_types_[input->location] = uint8_t(attr.type);
}
input++;
}
/* Uniform blocks */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
copy_input_name(input, res.uniformbuf.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
}
/* Add push constant when using uniform buffer as fallback. */
int32_t push_constants_fallback_location = -1;
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
copy_input_name(input, PUSH_CONSTANTS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
input->location = input->binding = -1;
input++;
}
/* Images, Samplers and buffers. */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot + image_offset_;
input++;
}
}
/* Push constants. */
int32_t push_constant_location = 1024;
for (const ShaderCreateInfo::PushConst &push_constant : info.push_constants_) {
copy_input_name(input, push_constant.name, name_buffer_, name_buffer_offset);
input->location = push_constant_location++;
input->binding = -1;
input++;
}
/* Storage buffers */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
input->location = input->binding = res.slot;
input++;
}
}
/* Constants */
int constant_id = 0;
for (const ShaderCreateInfo::SpecializationConstant &constant : info.specialization_constants_) {
copy_input_name(input, constant.name, name_buffer_, name_buffer_offset);
input->location = constant_id++;
input++;
}
sort_inputs();
/* Builtin Uniforms */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
builtins_[u] = (uni != nullptr) ? uni->location : -1;
}
/* Builtin Uniforms Blocks */
for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
}
/* Determine the descriptor set locations after the inputs have been sorted. */
/* Note: input_tot_len is sometimes more than we need. */
const uint32_t resources_len = input_tot_len;
/* Initialize the descriptor set layout. */
init_descriptor_set_layout_info(info, resources_len, all_resources, push_constants_storage_type);
/* Update the descriptor set locations, bind types and access masks. */
descriptor_set_locations_ = Array<VKDescriptorSet::Location>(resources_len);
descriptor_set_locations_.fill(-1);
descriptor_set_bind_types_ = Array<shader::ShaderCreateInfo::Resource::BindType>(resources_len);
descriptor_set_bind_types_.fill(shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER);
access_masks_ = Array<VkAccessFlags>(resources_len);
access_masks_.fill(VK_ACCESS_NONE);
uint32_t descriptor_set_location = 0;
for (ShaderCreateInfo::Resource &res : all_resources) {
const ShaderInput *input = shader_input_get(res);
BLI_assert(input);
descriptor_set_location_update(input, descriptor_set_location++, res.bind_type, res);
}
/* Post initializing push constants. */
/* Determine the binding location of push constants fallback buffer. */
int32_t push_constant_descriptor_set_location = -1;
if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
push_constant_descriptor_set_location = descriptor_set_location++;
const ShaderInput *push_constant_input = ubo_get(PUSH_CONSTANTS_FALLBACK_NAME);
descriptor_set_location_update(push_constant_input,
push_constants_fallback_location,
shader::ShaderCreateInfo::Resource::UNIFORM_BUFFER,
std::nullopt);
}
push_constants_layout_.init(
info, *this, push_constants_storage_type, push_constant_descriptor_set_location);
}
static int32_t shader_input_index(const ShaderInput *shader_inputs,
const ShaderInput *shader_input)
{
int32_t index = (shader_input - shader_inputs);
return index;
}
void VKShaderInterface::descriptor_set_location_update(
const ShaderInput *shader_input,
const VKDescriptorSet::Location location,
const shader::ShaderCreateInfo::Resource::BindType bind_type,
std::optional<const shader::ShaderCreateInfo::Resource> resource)
{
BLI_assert_msg(resource.has_value() ||
bind_type == shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER,
"Incorrect parameters, when no resource is given, it must be the uniform buffer "
"for storing push constants.");
BLI_assert_msg(!resource.has_value() || resource->bind_type == bind_type,
"Incorrect parameter, bind types do not match.");
int32_t index = shader_input_index(inputs_, shader_input);
BLI_assert(descriptor_set_locations_[index].binding == -1);
descriptor_set_locations_[index] = location;
descriptor_set_bind_types_[index] = bind_type;
VkAccessFlags vk_access_flags = VK_ACCESS_NONE;
if (resource.has_value()) {
switch (resource->bind_type) {
case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
vk_access_flags |= VK_ACCESS_UNIFORM_READ_BIT;
break;
case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
if (bool(resource->storagebuf.qualifiers & shader::Qualifier::READ) == true) {
vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
}
if (bool(resource->storagebuf.qualifiers & shader::Qualifier::WRITE) == true) {
vk_access_flags |= VK_ACCESS_SHADER_WRITE_BIT;
}
break;
case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
break;
};
}
else if (bind_type == shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
access_masks_[index] = VK_ACCESS_UNIFORM_READ_BIT;
}
access_masks_[index] = vk_access_flags;
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const ShaderInput *shader_input) const
{
int32_t index = shader_input_index(inputs_, shader_input);
return descriptor_set_locations_[index];
}
const shader::ShaderCreateInfo::Resource::BindType VKShaderInterface::descriptor_set_bind_type(
const ShaderInput *shader_input) const
{
int32_t index = shader_input_index(inputs_, shader_input);
return descriptor_set_bind_types_[index];
}
const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
const shader::ShaderCreateInfo::Resource &resource) const
{
const ShaderInput *shader_input = shader_input_get(resource);
BLI_assert(shader_input);
return descriptor_set_location(shader_input);
}
const std::optional<VKDescriptorSet::Location> VKShaderInterface::descriptor_set_location(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
const ShaderInput *shader_input = shader_input_get(bind_type, binding);
if (shader_input == nullptr) {
return std::nullopt;
}
if (descriptor_set_bind_type(shader_input) != bind_type) {
return std::nullopt;
}
return descriptor_set_location(shader_input);
}
const VkAccessFlags VKShaderInterface::access_mask(const ShaderInput *shader_input) const
{
int32_t index = shader_input_index(inputs_, shader_input);
return access_masks_[index];
}
const VkAccessFlags VKShaderInterface::access_mask(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
const ShaderInput *shader_input = shader_input_get(bind_type, binding);
if (shader_input == nullptr) {
return VK_ACCESS_NONE;
}
if (descriptor_set_bind_type(shader_input) != bind_type) {
return VK_ACCESS_NONE;
}
return access_mask(shader_input);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource &resource) const
{
return shader_input_get(resource.bind_type, resource.slot);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
switch (bind_type) {
case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
/* Not really nice, but the binding namespace between OpenGL and Vulkan don't match. To fix
* this we need to check if one of both cases return a binding.
* TODO: we might want to introduce a different API to fix this. */
return texture_get((binding >= image_offset_) ? binding : binding + image_offset_);
case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
return texture_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
return ssbo_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
return ubo_get(binding);
}
return nullptr;
}
void VKShaderInterface::init_descriptor_set_layout_info(
const shader::ShaderCreateInfo &info,
int64_t resources_len,
Span<shader::ShaderCreateInfo::Resource> all_resources,
VKPushConstants::StorageType push_constants_storage)
{
BLI_assert(descriptor_set_layout_info_.bindings.is_empty());
descriptor_set_layout_info_.bindings.reserve(resources_len);
descriptor_set_layout_info_.vk_shader_stage_flags =
info.compute_source_.is_empty() && info.compute_source_generated.empty() ?
VK_SHADER_STAGE_ALL_GRAPHICS :
VK_SHADER_STAGE_COMPUTE_BIT;
for (const shader::ShaderCreateInfo::Resource &res : all_resources) {
descriptor_set_layout_info_.bindings.append(to_vk_descriptor_type(res));
}
if (push_constants_storage == VKPushConstants::StorageType::UNIFORM_BUFFER) {
descriptor_set_layout_info_.bindings.append(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
}
}
} // namespace blender::gpu