Files
test/source/blender/gpu/vulkan/vk_common.cc
Jeroen Bakker 7fb1f060ff Vulkan: Initial Compute Shaders support
This patch adds initial support for compute shaders to
the vulkan backend. As the development is oriented to the test-
cases we have the implementation is limited to what is used there.

It has been validated that with this patch that the following test
cases are running as expected
- `GPUVulkanTest.gpu_shader_compute_vbo`
- `GPUVulkanTest.gpu_shader_compute_ibo`
- `GPUVulkanTest.gpu_shader_compute_ssbo`
- `GPUVulkanTest.gpu_storage_buffer_create_update_read`
- `GPUVulkanTest.gpu_shader_compute_2d`

This patch includes:
- Allocating VkBuffer on device.
- Uploading data from CPU to VkBuffer.
- Binding VkBuffer as SSBO to a compute shader.
- Execute compute shader and altering VkBuffer.
- Download the VkBuffer to CPU ram.
- Validate that it worked.
- Use device only vertex buffer as SSBO
- Use device only index buffer as SSBO
- Use device only image buffers

GHOST API has been changed as the original design was created before
we even had support for compute shaders in blender. The function
`GHOST_getVulkanBackbuffer` has been separated to retrieve the command
buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order
to do correct command buffer processing we needed access to the queue
owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles`
function.

Open topics (not considered part of this patch)
- Memory barriers & command buffer encoding
- Indirect compute dispatching
- Rest of the test cases
- Data conversions when requested data format is different than on device.
- GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices.
  NVIDIA doesn't seem to support 1d textures.

Pull-request: #104518
2023-02-21 15:04:52 +01:00

198 lines
4.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_common.hh"
namespace blender::gpu {
VkImageAspectFlagBits to_vk_image_aspect_flag_bits(const eGPUTextureFormat format)
{
switch (format) {
case GPU_RGBA32F:
case GPU_RGBA8UI:
case GPU_RGBA8I:
case GPU_RGBA8:
case GPU_RGBA32UI:
case GPU_RGBA32I:
case GPU_RGBA16UI:
case GPU_RGBA16I:
case GPU_RGBA16F:
case GPU_RGBA16:
case GPU_RG8UI:
case GPU_RG8I:
case GPU_RG8:
case GPU_RG32UI:
case GPU_RG32I:
case GPU_RG32F:
case GPU_RG16UI:
case GPU_RG16I:
case GPU_RG16F:
case GPU_RG16:
case GPU_R8UI:
case GPU_R8I:
case GPU_R8:
case GPU_R32UI:
case GPU_R32I:
case GPU_R32F:
case GPU_R16UI:
case GPU_R16I:
case GPU_R16F:
case GPU_R16:
case GPU_RGB10_A2:
case GPU_R11F_G11F_B10F:
case GPU_SRGB8_A8:
case GPU_RGB16F:
case GPU_SRGB8_A8_DXT1:
case GPU_SRGB8_A8_DXT3:
case GPU_SRGB8_A8_DXT5:
case GPU_RGBA8_DXT1:
case GPU_RGBA8_DXT3:
case GPU_RGBA8_DXT5:
return VK_IMAGE_ASPECT_COLOR_BIT;
case GPU_DEPTH32F_STENCIL8:
case GPU_DEPTH24_STENCIL8:
return static_cast<VkImageAspectFlagBits>(VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT);
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
return VK_IMAGE_ASPECT_DEPTH_BIT;
case GPU_DEPTH_COMPONENT32F:
/* Not supported by Vulkan*/
BLI_assert_unreachable();
}
return static_cast<VkImageAspectFlagBits>(0);
}
VkFormat to_vk_format(const eGPUTextureFormat format)
{
switch (format) {
case GPU_RGBA32F:
return VK_FORMAT_R32G32B32A32_SFLOAT;
case GPU_RGBA8UI:
case GPU_RGBA8I:
case GPU_RGBA8:
case GPU_RGBA32UI:
case GPU_RGBA32I:
case GPU_RGBA16UI:
case GPU_RGBA16I:
case GPU_RGBA16F:
case GPU_RGBA16:
case GPU_RG8UI:
case GPU_RG8I:
case GPU_RG8:
case GPU_RG32UI:
case GPU_RG32I:
case GPU_RG32F:
case GPU_RG16UI:
case GPU_RG16I:
case GPU_RG16F:
case GPU_RG16:
case GPU_R8UI:
case GPU_R8I:
case GPU_R8:
case GPU_R32UI:
case GPU_R32I:
case GPU_R32F:
case GPU_R16UI:
case GPU_R16I:
case GPU_R16F:
case GPU_R16:
case GPU_RGB10_A2:
case GPU_R11F_G11F_B10F:
case GPU_DEPTH32F_STENCIL8:
case GPU_DEPTH24_STENCIL8:
case GPU_SRGB8_A8:
/* Texture only format */
case GPU_RGB16F:
/* Special formats texture only */
case GPU_SRGB8_A8_DXT1:
case GPU_SRGB8_A8_DXT3:
case GPU_SRGB8_A8_DXT5:
case GPU_RGBA8_DXT1:
case GPU_RGBA8_DXT3:
case GPU_RGBA8_DXT5:
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
BLI_assert_unreachable();
}
return VK_FORMAT_UNDEFINED;
}
VkImageType to_vk_image_type(const eGPUTextureType type)
{
switch (type) {
case GPU_TEXTURE_1D:
case GPU_TEXTURE_BUFFER:
case GPU_TEXTURE_1D_ARRAY:
return VK_IMAGE_TYPE_1D;
case GPU_TEXTURE_2D:
case GPU_TEXTURE_2D_ARRAY:
return VK_IMAGE_TYPE_2D;
case GPU_TEXTURE_3D:
case GPU_TEXTURE_CUBE:
case GPU_TEXTURE_CUBE_ARRAY:
return VK_IMAGE_TYPE_3D;
case GPU_TEXTURE_ARRAY:
/* GPU_TEXTURE_ARRAY should always be used together with 1D, 2D, or CUBE*/
BLI_assert_unreachable();
break;
}
return VK_IMAGE_TYPE_1D;
}
VkImageViewType to_vk_image_view_type(const eGPUTextureType type)
{
switch (type) {
case GPU_TEXTURE_1D:
case GPU_TEXTURE_BUFFER:
return VK_IMAGE_VIEW_TYPE_1D;
case GPU_TEXTURE_2D:
return VK_IMAGE_VIEW_TYPE_2D;
case GPU_TEXTURE_3D:
return VK_IMAGE_VIEW_TYPE_3D;
case GPU_TEXTURE_CUBE:
return VK_IMAGE_VIEW_TYPE_CUBE;
case GPU_TEXTURE_1D_ARRAY:
return VK_IMAGE_VIEW_TYPE_1D_ARRAY;
case GPU_TEXTURE_2D_ARRAY:
return VK_IMAGE_VIEW_TYPE_2D_ARRAY;
case GPU_TEXTURE_CUBE_ARRAY:
return VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
case GPU_TEXTURE_ARRAY:
/* GPU_TEXTURE_ARRAY should always be used together with 1D, 2D, or CUBE*/
BLI_assert_unreachable();
break;
}
return VK_IMAGE_VIEW_TYPE_1D;
}
VkComponentMapping to_vk_component_mapping(const eGPUTextureFormat /*format*/)
{
/* TODO: this should map to OpenGL defaults based on the eGPUTextureFormat. The implementation of
* this function will be implemented when implementing other parts of VKTexture.*/
VkComponentMapping component_mapping;
component_mapping.r = VK_COMPONENT_SWIZZLE_R;
component_mapping.g = VK_COMPONENT_SWIZZLE_G;
component_mapping.b = VK_COMPONENT_SWIZZLE_B;
component_mapping.a = VK_COMPONENT_SWIZZLE_A;
return component_mapping;
}
} // namespace blender::gpu