Files
test/source/blender/gpu/vulkan/vk_shader.hh
Jeroen Bakker f35b0373d6 Vulkan: Separate DataTransfer, Compute, Graphics Commands
Goal is to reduce the number of command buffer flushes by tracking what is
happening in the different command queues. This is an initial step towards
advanced queue-ing strategies.

The new (intermediate) strategy records commands to different command
buffers based on what they do. There is a command buffer for data transfers,
compute pipelines and graphics pipelines.

When a compute command is recorded it ensures that all graphic commands
are finished. When a graphic command is recorded it ensures all compute
commands are finished. When a graphic or compute command is scheduled
all recorded data transfer commands are scheduled as well.

Some improvements are expected as multiple compute and data transfers
commands can now be scheduled at the same time and don't need to unbind
and rebind render passes. Especially when using EEVEE-Next which is
compute centric the performance change is visible for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/114104
2023-10-30 14:21:14 +01:00

128 lines
4.3 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_shader_private.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "vk_pipeline.hh"
#include "BLI_string_ref.hh"
namespace blender::gpu {
class VKShaderInterface;
class VKShader : public Shader {
private:
VKContext *context_ = nullptr;
VkShaderModule vertex_module_ = VK_NULL_HANDLE;
VkShaderModule geometry_module_ = VK_NULL_HANDLE;
VkShaderModule fragment_module_ = VK_NULL_HANDLE;
VkShaderModule compute_module_ = VK_NULL_HANDLE;
bool compilation_failed_ = false;
VkDescriptorSetLayout layout_ = VK_NULL_HANDLE;
VkPipelineLayout pipeline_layout_ = VK_NULL_HANDLE;
VKPipeline pipeline_;
public:
VKShader(const char *name);
virtual ~VKShader();
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
void warm_cache(int limit) override;
void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) override;
bool transform_feedback_enable(GPUVertBuf *) override;
void transform_feedback_disable() override;
void bind() override;
void unbind() override;
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
/* Unused: SSBO vertex fetch draw parameters. */
bool get_uses_ssbo_vertex_fetch() const override
{
return false;
}
int get_ssbo_vertex_fetch_output_num_verts() const override
{
return 0;
}
/* DEPRECATED: Kept only because of BGL API. */
int program_handle_get() const override;
VKPipeline &pipeline_get();
VkPipelineLayout vk_pipeline_layout_get() const
{
return pipeline_layout_;
}
const VKShaderInterface &interface_get() const;
void update_graphics_pipeline(VKContext &context,
const GPUPrimType prim_type,
const VKVertexAttributeObject &vertex_attribute_object);
bool is_graphics_shader() const
{
return !is_compute_shader();
}
bool is_compute_shader() const
{
return compute_module_ != VK_NULL_HANDLE;
}
private:
Vector<uint32_t> compile_glsl_to_spirv(Span<const char *> sources, shaderc_shader_kind kind);
void build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module);
void build_shader_module(MutableSpan<const char *> sources,
shaderc_shader_kind stage,
VkShaderModule *r_shader_module);
bool finalize_descriptor_set_layouts(VkDevice vk_device,
const VKShaderInterface &shader_interface,
const shader::ShaderCreateInfo &info);
bool finalize_pipeline_layout(VkDevice vk_device, const VKShaderInterface &shader_interface);
/**
* \brief features available on newer implementation such as native barycentric coordinates
* and layered rendering, necessitate a geometry shader to work on older hardware.
*/
std::string workaround_geometry_shader_source_create(const shader::ShaderCreateInfo &info);
bool do_geometry_shader_injection(const shader::ShaderCreateInfo *info);
};
static inline VKShader &unwrap(Shader &shader)
{
return static_cast<VKShader &>(shader);
}
static inline VKShader *unwrap(Shader *shader)
{
return static_cast<VKShader *>(shader);
}
} // namespace blender::gpu