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
293 lines
8.4 KiB
C++
293 lines
8.4 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "GHOST_C-api.h"
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#include "gpu_capabilities_private.hh"
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#include "gpu_platform_private.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_drawlist.hh"
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#include "vk_fence.hh"
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#include "vk_framebuffer.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pixel_buffer.hh"
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#include "vk_query.hh"
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#include "vk_shader.hh"
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#include "vk_state_manager.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_uniform_buffer.hh"
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#include "vk_vertex_buffer.hh"
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#include "vk_backend.hh"
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namespace blender::gpu {
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static eGPUOSType determine_os_type()
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{
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#ifdef _WIN32
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return GPU_OS_WIN;
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#elif defined(__APPLE__)
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return GPU_OS_MAC;
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#else
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return GPU_OS_UNIX;
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#endif
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}
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void VKBackend::platform_init()
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{
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GPG.init(GPU_DEVICE_ANY,
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determine_os_type(),
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GPU_DRIVER_ANY,
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GPU_SUPPORT_LEVEL_SUPPORTED,
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GPU_BACKEND_VULKAN,
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"",
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"",
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"",
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GPU_ARCHITECTURE_IMR);
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}
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void VKBackend::platform_init(const VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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eGPUDeviceType device_type = device.device_type();
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eGPUOSType os = determine_os_type();
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eGPUDriverType driver = GPU_DRIVER_ANY;
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eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
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std::string vendor_name = device.vendor_name();
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std::string driver_version = device.driver_version();
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GPG.init(device_type,
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os,
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driver,
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support_level,
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GPU_BACKEND_VULKAN,
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vendor_name.c_str(),
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properties.deviceName,
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driver_version.c_str(),
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GPU_ARCHITECTURE_IMR);
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}
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void VKBackend::detect_workarounds(VKDevice &device)
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{
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VKWorkarounds workarounds;
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if (G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS) {
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printf("\n");
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printf("VK: Forcing workaround usage and disabling features and extensions.\n");
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printf(" Vendor: %s\n", device.vendor_name().c_str());
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printf(" Device: %s\n", device.physical_device_properties_get().deviceName);
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printf(" Driver: %s\n", device.driver_version().c_str());
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/* Force workarounds. */
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workarounds.not_aligned_pixel_formats = true;
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workarounds.shader_output_layer = true;
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workarounds.shader_output_viewport_index = true;
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workarounds.vertex_formats.r8g8b8 = true;
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device.workarounds_ = workarounds;
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return;
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}
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workarounds.shader_output_layer =
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!device.physical_device_vulkan_12_features_get().shaderOutputLayer;
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workarounds.shader_output_viewport_index =
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!device.physical_device_vulkan_12_features_get().shaderOutputViewportIndex;
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/* AMD GPUs don't support texture formats that use are aligned to 24 or 48 bits. */
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) ||
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GPU_type_matches(GPU_DEVICE_APPLE, GPU_OS_MAC, GPU_DRIVER_ANY))
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{
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workarounds.not_aligned_pixel_formats = true;
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}
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VkFormatProperties format_properties = {};
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vkGetPhysicalDeviceFormatProperties(
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device.physical_device_get(), VK_FORMAT_R8G8B8_UNORM, &format_properties);
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workarounds.vertex_formats.r8g8b8 = (format_properties.bufferFeatures &
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VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT) == 0;
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device.workarounds_ = workarounds;
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}
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void VKBackend::platform_exit()
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{
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GPG.clear();
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VKDevice &device = VKBackend::get().device_;
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if (device.is_initialized()) {
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device.deinit();
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}
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}
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void VKBackend::delete_resources() {}
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void VKBackend::samplers_update()
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{
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VKDevice &device = VKBackend::get().device_;
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if (device.is_initialized()) {
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device.reinit();
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}
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}
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void VKBackend::compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
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{
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VKContext &context = *VKContext::get();
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render_graph::VKResourceAccessInfo resource_access_info = {};
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context.state_manager_get().apply_bindings(context, resource_access_info);
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context.bind_compute_pipeline();
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void VKBackend::compute_dispatch_indirect(StorageBuf *indirect_buf)
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{
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BLI_assert(indirect_buf);
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VKContext &context = *VKContext::get();
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render_graph::VKResourceAccessInfo resource_access_info = {};
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context.state_manager_get().apply_bindings(context, resource_access_info);
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context.bind_compute_pipeline();
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VKStorageBuffer &indirect_buffer = *unwrap(indirect_buf);
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.dispatch(indirect_buffer);
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}
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Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context)
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{
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if (ghost_window) {
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BLI_assert(ghost_context == nullptr);
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ghost_context = GHOST_GetDrawingContext((GHOST_WindowHandle)ghost_window);
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}
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BLI_assert(ghost_context != nullptr);
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if (!device_.is_initialized()) {
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device_.init(ghost_context);
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}
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VKContext *context = new VKContext(ghost_window, ghost_context, device_.resources);
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device_.context_register(*context);
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GHOST_SetVulkanSwapBuffersCallbacks((GHOST_ContextHandle)ghost_context,
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VKContext::swap_buffers_pre_callback,
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VKContext::swap_buffers_post_callback);
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return context;
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}
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Batch *VKBackend::batch_alloc()
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{
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return new VKBatch();
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}
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DrawList *VKBackend::drawlist_alloc(int list_length)
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{
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return new VKDrawList(list_length);
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}
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Fence *VKBackend::fence_alloc()
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{
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return new VKFence();
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}
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FrameBuffer *VKBackend::framebuffer_alloc(const char *name)
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{
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return new VKFrameBuffer(name);
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}
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IndexBuf *VKBackend::indexbuf_alloc()
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{
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return new VKIndexBuffer();
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}
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PixelBuffer *VKBackend::pixelbuf_alloc(uint size)
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{
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return new VKPixelBuffer(size);
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}
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QueryPool *VKBackend::querypool_alloc()
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{
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return new VKQueryPool();
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}
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Shader *VKBackend::shader_alloc(const char *name)
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{
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return new VKShader(name);
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}
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Texture *VKBackend::texture_alloc(const char *name)
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{
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return new VKTexture(name);
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}
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UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name)
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{
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return new VKUniformBuffer(size, name);
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}
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StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType usage, const char *name)
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{
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return new VKStorageBuffer(size, usage, name);
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}
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VertBuf *VKBackend::vertbuf_alloc()
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{
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return new VKVertexBuffer();
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}
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void VKBackend::render_begin() {}
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void VKBackend::render_end() {}
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void VKBackend::render_step() {}
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shaderc::Compiler &VKBackend::get_shaderc_compiler()
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{
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return shaderc_compiler_;
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}
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void VKBackend::capabilities_init(VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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const VkPhysicalDeviceLimits &limits = properties.limits;
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/* Reset all capabilities from previous context. */
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GCaps = {};
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GCaps.geometry_shader_support = true;
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GCaps.shader_draw_parameters_support =
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device.physical_device_vulkan_11_features_get().shaderDrawParameters;
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GCaps.max_texture_size = max_ii(limits.maxImageDimension1D, limits.maxImageDimension2D);
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GCaps.max_texture_3d_size = limits.maxImageDimension3D;
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GCaps.max_texture_layers = limits.maxImageArrayLayers;
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GCaps.max_textures = limits.maxDescriptorSetSampledImages;
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GCaps.max_textures_vert = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_geom = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_frag = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_samplers = limits.maxSamplerAllocationCount;
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GCaps.max_images = limits.maxPerStageDescriptorStorageImages;
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for (int i = 0; i < 3; i++) {
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GCaps.max_work_group_count[i] = limits.maxComputeWorkGroupCount[i];
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GCaps.max_work_group_size[i] = limits.maxComputeWorkGroupSize[i];
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}
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GCaps.max_uniforms_vert = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_uniforms_frag = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_batch_indices = limits.maxDrawIndirectCount;
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GCaps.max_batch_vertices = limits.maxDrawIndexedIndexValue;
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GCaps.max_vertex_attribs = limits.maxVertexInputAttributes;
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GCaps.max_varying_floats = limits.maxVertexOutputComponents;
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GCaps.max_shader_storage_buffer_bindings = limits.maxPerStageDescriptorStorageBuffers;
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GCaps.max_compute_shader_storage_blocks = limits.maxPerStageDescriptorStorageBuffers;
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GCaps.max_storage_buffer_size = size_t(limits.maxStorageBufferRange);
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GCaps.mem_stats_support = true;
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detect_workarounds(device);
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}
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} // namespace blender::gpu
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