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test2/source/blender/gpu/vulkan/vk_memory.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_memory.hh"
#include "MEM_guardedalloc.h"
namespace blender::gpu {
#ifdef WITH_VULKAN_GUARDEDALLOC
void *vk_memory_allocation(void *user_data,
size_t size,
size_t alignment,
VkSystemAllocationScope /*scope*/)
{
const char *name = static_cast<const char *>(const_cast<const void *>(user_data));
if (alignment) {
return MEM_mallocN_aligned(size, alignment, name);
}
return MEM_mallocN(size, name);
}
void *vk_memory_reallocation(void *user_data,
void *original,
size_t size,
size_t /*alignment*/,
VkSystemAllocationScope /*scope*/)
{
const char *name = static_cast<const char *>(const_cast<const void *>(user_data));
return MEM_reallocN_id(original, size, name);
}
void vk_memory_free(void * /*user_data*/, void *memory)
{
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 15:03:12 +01:00
if (memory != nullptr) {
MEM_freeN(memory);
}
}
#endif
} // namespace blender::gpu