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
76 lines
1.9 KiB
C++
76 lines
1.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2022 Blender Foundation. All rights reserved. */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
#include "vk_shader.hh"
|
|
#include "vk_shader_interface.hh"
|
|
#include "vk_vertex_buffer.hh"
|
|
|
|
#include "vk_storage_buffer.hh"
|
|
|
|
namespace blender::gpu {
|
|
|
|
void VKStorageBuffer::update(const void *data)
|
|
{
|
|
VKContext &context = *VKContext::get();
|
|
if (!buffer_.is_allocated()) {
|
|
allocate(context);
|
|
}
|
|
buffer_.update(context, data);
|
|
}
|
|
|
|
void VKStorageBuffer::allocate(VKContext &context)
|
|
{
|
|
buffer_.create(context, size_in_bytes_, usage_, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
|
}
|
|
|
|
void VKStorageBuffer::bind(int slot)
|
|
{
|
|
VKContext &context = *VKContext::get();
|
|
if (!buffer_.is_allocated()) {
|
|
allocate(context);
|
|
}
|
|
VKShader *shader = static_cast<VKShader *>(context.shader);
|
|
const VKShaderInterface &shader_interface = shader->interface_get();
|
|
const ShaderInput *shader_input = shader_interface.shader_input_get(
|
|
shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER, slot);
|
|
shader->pipeline_get().descriptor_set_get().bind(*this, shader_input);
|
|
}
|
|
|
|
void VKStorageBuffer::unbind()
|
|
{
|
|
}
|
|
|
|
void VKStorageBuffer::clear(eGPUTextureFormat /*internal_format*/,
|
|
eGPUDataFormat /*data_format*/,
|
|
void * /*data*/)
|
|
{
|
|
}
|
|
void VKStorageBuffer::copy_sub(VertBuf * /*src*/,
|
|
uint /*dst_offset*/,
|
|
uint /*src_offset*/,
|
|
uint /*copy_size*/)
|
|
{
|
|
}
|
|
|
|
void VKStorageBuffer::read(void *data)
|
|
{
|
|
VKContext &context = *VKContext::get();
|
|
if (!buffer_.is_allocated()) {
|
|
allocate(context);
|
|
}
|
|
|
|
VKCommandBuffer &command_buffer = context.command_buffer_get();
|
|
command_buffer.submit();
|
|
|
|
void *mapped_memory;
|
|
if (buffer_.map(context, &mapped_memory)) {
|
|
memcpy(data, mapped_memory, size_in_bytes_);
|
|
buffer_.unmap(context);
|
|
}
|
|
}
|
|
|
|
} // namespace blender::gpu
|