Files
test/source/blender/gpu/vulkan/vk_shader_interface.cc
Jeroen Bakker c2695e2dcc Vulkan: Add support for legacy platforms
Dynamic rendering is a Vulkan 1.3 feature. Most platforms have support
for them, but there are several legacy platforms that don't support dynamic
rendering or have driver bugs that don't allow us to use it.

This change will make dynamic rendering optional allowing legacy
platforms to use Vulkan.

**Limitations**

`GPU_LOADACTION_CLEAR` is implemented as clear attachments.
Render passes do support load clear, but adding support to it would
add complexity as it required multiple pipeline variations to support
suspend/resume rendering. It isn't clear when which variation should
be used what lead to compiling to many pipelines and branches in the
codebase. Using clear attachments doesn't require the complexity
for what is expected to be only used by platforms not supported by
the GPU vendors.

Subpass inputs and dual source blending are not supported as
Subpass inputs can alter the exact binding location of attachments.
Fixing this would add code complexity that is not used.

Ref: #129063

**Current state**

![image](/attachments/9ce012e5-2d88-4775-a636-2b74de812826)

Pull Request: https://projects.blender.org/blender/blender/pulls/129062
2024-11-19 16:30:31 +01:00

424 lines
17 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"
#include "vk_state_manager.hh"
namespace blender::gpu {
static VKBindType to_bind_type(shader::ShaderCreateInfo::Resource::BindType bind_type)
{
switch (bind_type) {
case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
return VKBindType::UNIFORM_BUFFER;
case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
return VKBindType::STORAGE_BUFFER;
case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
return VKBindType::SAMPLER;
case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
return VKBindType::IMAGE;
}
BLI_assert_unreachable();
return VKBindType::UNIFORM_BUFFER;
}
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);
static char SUBPASS_FALLBACK_NAME[] = "gpu_subpass_img_0";
static size_t SUBPASS_FALLBACK_NAME_LEN = strlen(SUBPASS_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;
Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info.pass_resources_);
all_resources.extend(info.batch_resources_);
all_resources.extend(info.geometry_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::IMAGE:
case ShaderCreateInfo::Resource::BindType::SAMPLER:
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
ubo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
ssbo_len_++;
break;
}
}
/* Sub-pass inputs are read as samplers.
* In future this can change depending on extensions that will be supported. */
uniform_len_ += info.subpass_inputs_.size();
/* Reserve 1 uniform buffer for push constants fallback. */
size_t names_size = info.interface_names_size_;
const VKDevice &device = VKBackend::get().device;
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;
}
names_size += info.subpass_inputs_.size() * SUBPASS_FALLBACK_NAME_LEN;
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::SubpassIn &subpass_in : info.subpass_inputs_) {
copy_input_name(input, SUBPASS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
input->location = input->binding = subpass_in.index;
input++;
}
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 + BIND_SPACE_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++;
}
}
for (const ShaderCreateInfo::Resource &res : info.geometry_resources_) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
ssbo_attr_mask_ |= (1 << res.slot);
}
else {
BLI_assert_msg(0, "Resource type is not supported for Geometry frequency");
}
}
/* Constants */
int constant_id = 0;
for (const 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. */
resource_bindings_ = Array<VKResourceBinding>(resources_len);
resource_bindings_.fill({});
uint32_t descriptor_set_location = 0;
for (const ShaderCreateInfo::SubpassIn &subpass_in : info.subpass_inputs_) {
const ShaderInput *input = shader_input_get(
shader::ShaderCreateInfo::Resource::BindType::SAMPLER, subpass_in.index);
BLI_assert(STREQ(input_name_get(input), SUBPASS_FALLBACK_NAME));
BLI_assert(input);
descriptor_set_location_update(input,
descriptor_set_location++,
VKBindType::INPUT_ATTACHMENT,
std::nullopt,
VKImageViewArrayed::DONT_CARE);
}
for (ShaderCreateInfo::Resource &res : all_resources) {
const ShaderInput *input = shader_input_get(res);
BLI_assert(input);
VKImageViewArrayed arrayed = VKImageViewArrayed::DONT_CARE;
if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
arrayed = ELEM(res.image.type,
shader::ImageType::FLOAT_1D_ARRAY,
shader::ImageType::FLOAT_2D_ARRAY,
shader::ImageType::FLOAT_CUBE_ARRAY,
shader::ImageType::INT_1D_ARRAY,
shader::ImageType::INT_2D_ARRAY,
shader::ImageType::INT_CUBE_ARRAY,
shader::ImageType::UINT_1D_ARRAY,
shader::ImageType::UINT_2D_ARRAY,
shader::ImageType::UINT_CUBE_ARRAY,
shader::ImageType::UINT_2D_ARRAY_ATOMIC,
shader::ImageType::INT_2D_ARRAY_ATOMIC) ?
VKImageViewArrayed::ARRAYED :
VKImageViewArrayed::NOT_ARRAYED;
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
arrayed = ELEM(res.sampler.type,
shader::ImageType::FLOAT_1D_ARRAY,
shader::ImageType::FLOAT_2D_ARRAY,
shader::ImageType::FLOAT_CUBE_ARRAY,
shader::ImageType::INT_1D_ARRAY,
shader::ImageType::INT_2D_ARRAY,
shader::ImageType::INT_CUBE_ARRAY,
shader::ImageType::UINT_1D_ARRAY,
shader::ImageType::UINT_2D_ARRAY,
shader::ImageType::UINT_CUBE_ARRAY,
shader::ImageType::SHADOW_2D_ARRAY,
shader::ImageType::SHADOW_CUBE_ARRAY,
shader::ImageType::DEPTH_2D_ARRAY,
shader::ImageType::DEPTH_CUBE_ARRAY,
shader::ImageType::UINT_2D_ARRAY_ATOMIC,
shader::ImageType::INT_2D_ARRAY_ATOMIC) ?
VKImageViewArrayed::ARRAYED :
VKImageViewArrayed::NOT_ARRAYED;
}
const VKBindType bind_type = to_bind_type(res.bind_type);
descriptor_set_location_update(input, descriptor_set_location++, bind_type, res, arrayed);
}
/* 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,
VKBindType::UNIFORM_BUFFER,
std::nullopt,
VKImageViewArrayed::DONT_CARE);
}
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 VKBindType bind_type,
std::optional<const shader::ShaderCreateInfo::Resource> resource,
VKImageViewArrayed arrayed)
{
BLI_assert_msg(resource.has_value() ||
ELEM(bind_type, VKBindType::UNIFORM_BUFFER, VKBindType::INPUT_ATTACHMENT),
"Incorrect parameters, when no resource is given, it must be the uniform buffer "
"for storing push constants or input attachment for subpass inputs.");
BLI_assert_msg(!resource.has_value() || to_bind_type(resource->bind_type) == bind_type,
"Incorrect parameter, bind types do not match.");
int32_t index = shader_input_index(inputs_, shader_input);
BLI_assert(resource_bindings_[index].binding == -1);
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:
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::IMAGE:
if (bool(resource->image.qualifiers & shader::Qualifier::READ) == true) {
vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
}
if (bool(resource->image.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 == VKBindType::UNIFORM_BUFFER) {
vk_access_flags |= VK_ACCESS_UNIFORM_READ_BIT;
}
else if (bind_type == VKBindType::INPUT_ATTACHMENT) {
vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
}
VKResourceBinding &resource_binding = resource_bindings_[index];
resource_binding.bind_type = bind_type;
resource_binding.binding = shader_input->binding;
resource_binding.location = location;
resource_binding.arrayed = arrayed;
resource_binding.access_mask = vk_access_flags;
}
const VKResourceBinding &VKShaderInterface::resource_binding_info(
const ShaderInput *shader_input) const
{
int32_t index = shader_input_index(inputs_, shader_input);
return resource_bindings_[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 resource_binding_info(shader_input).location;
}
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;
}
const VKResourceBinding &resource_binding = resource_binding_info(shader_input);
if (resource_binding.bind_type != to_bind_type(bind_type)) {
return std::nullopt;
}
return resource_binding.location;
}
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.
*/
return texture_get((binding >= BIND_SPACE_IMAGE_OFFSET) ? binding :
binding + BIND_SPACE_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());
const VKWorkarounds &workarounds = VKBackend::get().device.workarounds_get();
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;
descriptor_set_layout_info_.bindings.append_n_times(
workarounds.dynamic_rendering ? VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT :
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
info.subpass_inputs_.size());
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