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

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_texture.hh"
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
#include "vk_buffer.hh"
#include "vk_context.hh"
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
#include "vk_data_conversion.hh"
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
#include "vk_memory.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
#include "vk_vertex_buffer.hh"
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
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
#include "BLI_math_vector.hh"
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
#include "BKE_global.h"
namespace blender::gpu {
static VkImageAspectFlags to_vk_image_aspect_single_bit(const VkImageAspectFlags format,
bool stencil)
{
switch (format) {
case VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT:
return (stencil) ? VK_IMAGE_ASPECT_STENCIL_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
default:
break;
}
return format;
}
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
VKTexture::~VKTexture()
{
if (vk_image_ != VK_NULL_HANDLE && allocation_ != VK_NULL_HANDLE) {
VKDevice &device = VKBackend::get().device_get();
device.discard_image(vk_image_, allocation_);
vk_image_ = VK_NULL_HANDLE;
allocation_ = VK_NULL_HANDLE;
}
}
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
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
void VKTexture::init(VkImage vk_image, VkImageLayout layout, eGPUTextureFormat texture_format)
{
vk_image_ = vk_image;
current_layout_ = layout;
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
format_ = texture_format;
device_format_ = texture_format;
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
}
void VKTexture::generate_mipmap()
{
BLI_assert(!is_texture_view());
if (mipmaps_ <= 1) {
return;
}
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.submit();
layout_ensure(context,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_ACCESS_MEMORY_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_ACCESS_TRANSFER_READ_BIT);
for (int src_mipmap : IndexRange(mipmaps_ - 1)) {
int dst_mipmap = src_mipmap + 1;
int3 src_size(1);
int3 dst_size(1);
mip_size_get(src_mipmap, src_size);
mip_size_get(dst_mipmap, dst_size);
/* GPU Texture stores the array length in the first unused dimension size.
* Vulkan uses layers and the array length should be removed from the dimensions. */
if (ELEM(this->type_get(), GPU_TEXTURE_1D_ARRAY)) {
src_size.y = 1;
src_size.z = 1;
dst_size.y = 1;
dst_size.z = 1;
}
if (ELEM(this->type_get(), GPU_TEXTURE_2D_ARRAY)) {
src_size.z = 1;
dst_size.z = 1;
}
layout_ensure(context,
IndexRange(src_mipmap, 1),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_ACCESS_TRANSFER_READ_BIT);
VkImageBlit image_blit = {};
image_blit.srcOffsets[0] = {0, 0, 0};
image_blit.srcOffsets[1] = {src_size.x, src_size.y, src_size.z};
image_blit.srcSubresource.aspectMask = to_vk_image_aspect_flag_bits(device_format_);
image_blit.srcSubresource.mipLevel = src_mipmap;
image_blit.srcSubresource.baseArrayLayer = 0;
image_blit.srcSubresource.layerCount = vk_layer_count(1);
image_blit.dstOffsets[0] = {0, 0, 0};
image_blit.dstOffsets[1] = {dst_size.x, dst_size.y, dst_size.z};
image_blit.dstSubresource.aspectMask = to_vk_image_aspect_flag_bits(device_format_);
image_blit.dstSubresource.mipLevel = dst_mipmap;
image_blit.dstSubresource.baseArrayLayer = 0;
image_blit.dstSubresource.layerCount = vk_layer_count(1);
command_buffers.blit(*this,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
*this,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
Span<VkImageBlit>(&image_blit, 1));
}
/* Ensure that all mipmap levels are in `VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL`. */
layout_ensure(context,
IndexRange(mipmaps_ - 1, 1),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_ACCESS_MEMORY_READ_BIT);
current_layout_set(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
}
void VKTexture::copy_to(VKTexture &dst_texture, VkImageAspectFlags vk_image_aspect)
{
VKContext &context = *VKContext::get();
layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
dst_texture.layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkImageCopy region = {};
region.srcSubresource.aspectMask = vk_image_aspect;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.layerCount = vk_layer_count(1);
region.dstSubresource.aspectMask = vk_image_aspect;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.layerCount = vk_layer_count(1);
region.extent = vk_extent_3d(0);
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.copy(dst_texture, *this, Span<VkImageCopy>(&region, 1));
context.flush();
}
void VKTexture::copy_to(Texture *tex)
{
VKTexture *dst = unwrap(tex);
VKTexture *src = this;
BLI_assert(dst);
BLI_assert(src->w_ == dst->w_ && src->h_ == dst->h_ && src->d_ == dst->d_);
BLI_assert(src->device_format_ == dst->device_format_);
BLI_assert(!is_texture_view());
UNUSED_VARS_NDEBUG(src);
copy_to(*dst, to_vk_image_aspect_flag_bits(device_format_));
}
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
void VKTexture::clear(eGPUDataFormat format, const void *data)
{
BLI_assert(!is_texture_view());
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
VkClearColorValue clear_color = to_vk_clear_color_value(format, data);
VkImageSubresourceRange range = {0};
range.aspectMask = to_vk_image_aspect_flag_bits(device_format_);
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
range.levelCount = VK_REMAINING_MIP_LEVELS;
range.layerCount = VK_REMAINING_ARRAY_LAYERS;
layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
command_buffers.clear(
vk_image_, current_layout_get(), clear_color, Span<VkImageSubresourceRange>(&range, 1));
}
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
void VKTexture::clear_depth_stencil(const eGPUFrameBufferBits buffers,
float clear_depth,
uint clear_stencil)
{
BLI_assert(buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT));
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
VkClearDepthStencilValue clear_depth_stencil;
clear_depth_stencil.depth = clear_depth;
clear_depth_stencil.stencil = clear_stencil;
VkImageSubresourceRange range = {0};
range.aspectMask = to_vk_image_aspect_flag_bits(buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT));
range.levelCount = VK_REMAINING_MIP_LEVELS;
range.layerCount = VK_REMAINING_ARRAY_LAYERS;
layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
command_buffers.clear(vk_image_,
current_layout_get(),
clear_depth_stencil,
Span<VkImageSubresourceRange>(&range, 1));
Vulkan: Rewrite GHOST_ContextVK This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
2023-08-29 15:05:08 +02:00
}
void VKTexture::swizzle_set(const char swizzle_mask[4])
{
vk_component_mapping_.r = to_vk_component_swizzle(swizzle_mask[0]);
vk_component_mapping_.g = to_vk_component_swizzle(swizzle_mask[1]);
vk_component_mapping_.b = to_vk_component_swizzle(swizzle_mask[2]);
vk_component_mapping_.a = to_vk_component_swizzle(swizzle_mask[3]);
flags_ |= IMAGE_VIEW_DIRTY;
}
void VKTexture::mip_range_set(int min, int max)
{
mip_min_ = min;
mip_max_ = max;
flags_ |= IMAGE_VIEW_DIRTY;
}
void VKTexture::read_sub(
int mip, eGPUDataFormat format, const int region[6], const IndexRange layers, void *r_data)
{
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
VKContext &context = *VKContext::get();
layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
/* Vulkan images cannot be directly mapped to host memory and requires a staging buffer. */
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
VKBuffer staging_buffer;
size_t sample_len = (region[5] - region[2]) * (region[3] - region[0]) * (region[4] - region[1]) *
layers.size();
size_t device_memory_size = sample_len * to_bytesize(device_format_);
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
staging_buffer.create(device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_DST_BIT);
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
VkBufferImageCopy buffer_image_copy = {};
buffer_image_copy.imageOffset.x = region[0];
buffer_image_copy.imageOffset.y = region[1];
buffer_image_copy.imageOffset.z = region[2];
buffer_image_copy.imageExtent.width = region[3];
buffer_image_copy.imageExtent.height = region[4];
buffer_image_copy.imageExtent.depth = region[5];
buffer_image_copy.imageSubresource.aspectMask = to_vk_image_aspect_single_bit(
to_vk_image_aspect_flag_bits(device_format_), false);
buffer_image_copy.imageSubresource.mipLevel = mip;
buffer_image_copy.imageSubresource.baseArrayLayer = layers.start();
buffer_image_copy.imageSubresource.layerCount = layers.size();
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
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.copy(staging_buffer, *this, Span<VkBufferImageCopy>(&buffer_image_copy, 1));
context.flush();
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
convert_device_to_host(
r_data, staging_buffer.mapped_memory_get(), sample_len, format, format_, device_format_);
}
void *VKTexture::read(int mip, eGPUDataFormat format)
{
int mip_size[3] = {1, 1, 1};
VkImageType vk_image_type = to_vk_image_type(type_);
mip_size_get(mip, mip_size);
switch (vk_image_type) {
case VK_IMAGE_TYPE_1D: {
mip_size[1] = 1;
mip_size[2] = 1;
} break;
case VK_IMAGE_TYPE_2D: {
mip_size[2] = 1;
} break;
case VK_IMAGE_TYPE_3D:
default:
break;
}
if (mip_size[2] == 0) {
mip_size[2] = 1;
}
IndexRange layers = IndexRange(layer_offset_, vk_layer_count(1));
size_t sample_len = mip_size[0] * mip_size[1] * mip_size[2] * layers.size();
size_t host_memory_size = sample_len * to_bytesize(format_, format);
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
void *data = MEM_mallocN(host_memory_size, __func__);
int region[6] = {0, 0, 0, mip_size[0], mip_size[1], mip_size[2]};
read_sub(mip, format, region, layers, data);
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
return data;
}
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
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void VKTexture::update_sub(
int mip, int offset[3], int extent_[3], eGPUDataFormat format, const void *data)
{
BLI_assert(!is_texture_view());
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
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/* Vulkan images cannot be directly mapped to host memory and requires a staging buffer. */
VKContext &context = *VKContext::get();
int layers = vk_layer_count(1);
int3 extent = int3(extent_[0], max_ii(extent_[1], 1), max_ii(extent_[2], 1));
size_t sample_len = extent.x * extent.y * extent.z;
size_t device_memory_size = sample_len * to_bytesize(device_format_);
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
if (type_ & GPU_TEXTURE_1D) {
extent.y = 1;
extent.z = 1;
}
if (type_ & (GPU_TEXTURE_2D | GPU_TEXTURE_CUBE)) {
extent.z = 1;
}
VKBuffer staging_buffer;
staging_buffer.create(device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
convert_host_to_device(
staging_buffer.mapped_memory_get(), data, sample_len, format, format_, device_format_);
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
VkBufferImageCopy region = {};
region.imageExtent.width = extent.x;
region.imageExtent.height = extent.y;
region.imageExtent.depth = extent.z;
region.bufferRowLength = context.state_manager_get().texture_unpack_row_length_get();
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
region.imageOffset.x = offset[0];
region.imageOffset.y = offset[1];
region.imageOffset.z = offset[2];
region.imageSubresource.aspectMask = to_vk_image_aspect_single_bit(
to_vk_image_aspect_flag_bits(device_format_), false);
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
region.imageSubresource.mipLevel = mip;
region.imageSubresource.layerCount = layers;
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.copy(*this, staging_buffer, Span<VkBufferImageCopy>(&region, 1));
context.flush();
}
void VKTexture::update_sub(int /*offset*/[3],
int /*extent*/[3],
eGPUDataFormat /*format*/,
GPUPixelBuffer * /*pixbuf*/)
{
BLI_assert(!is_texture_view());
NOT_YET_IMPLEMENTED;
}
/* TODO(fclem): Legacy. Should be removed at some point. */
uint VKTexture::gl_bindcode_get() const
{
return 0;
}
bool VKTexture::init_internal()
{
const VKDevice &device = VKBackend::get().device_get();
const VKWorkarounds &workarounds = device.workarounds_get();
device_format_ = format_;
if (device_format_ == GPU_DEPTH_COMPONENT24 && workarounds.not_aligned_pixel_formats) {
device_format_ = GPU_DEPTH_COMPONENT32F;
}
if (device_format_ == GPU_DEPTH24_STENCIL8 && workarounds.not_aligned_pixel_formats) {
device_format_ = GPU_DEPTH32F_STENCIL8;
}
/* R16G16F16 formats are typically not supported (<1%) but R16G16B16A16 is
* typically supported (+90%). */
if (device_format_ == GPU_RGB16F) {
device_format_ = GPU_RGBA16F;
}
if (device_format_ == GPU_RGB32F) {
device_format_ = GPU_RGBA32F;
}
if (!allocate()) {
return false;
}
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
return true;
}
bool VKTexture::init_internal(GPUVertBuf *vbo)
{
device_format_ = format_;
if (!allocate()) {
return false;
}
VKVertexBuffer *vertex_buffer = unwrap(unwrap(vbo));
VkBufferImageCopy region = {};
region.imageExtent.width = w_;
region.imageExtent.height = 1;
region.imageExtent.depth = 1;
region.imageSubresource.aspectMask = to_vk_image_aspect_flag_bits(device_format_);
region.imageSubresource.mipLevel = 0;
region.imageSubresource.layerCount = 1;
VKContext &context = *VKContext::get();
layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.copy(*this, vertex_buffer->buffer_, Span<VkBufferImageCopy>(&region, 1));
context.flush();
return true;
}
bool VKTexture::init_internal(GPUTexture *src, int mip_offset, int layer_offset, bool use_stencil)
{
BLI_assert(source_texture_ == nullptr);
BLI_assert(src);
VKTexture *texture = unwrap(unwrap(src));
source_texture_ = texture;
device_format_ = texture->device_format_;
mip_min_ = mip_offset;
mip_max_ = mip_offset;
layer_offset_ = layer_offset;
use_stencil_ = use_stencil;
flags_ |= IMAGE_VIEW_DIRTY;
return true;
}
bool VKTexture::is_texture_view() const
{
return source_texture_ != nullptr;
}
static VkImageUsageFlags to_vk_image_usage(const eGPUTextureUsage usage,
const eGPUTextureFormatFlag format_flag)
{
VkImageUsageFlags result = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT;
if (usage & GPU_TEXTURE_USAGE_SHADER_READ) {
result |= VK_IMAGE_USAGE_STORAGE_BIT;
}
if (usage & GPU_TEXTURE_USAGE_SHADER_WRITE) {
result |= VK_IMAGE_USAGE_STORAGE_BIT;
}
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT) {
if (format_flag & GPU_FORMAT_COMPRESSED) {
/* These formats aren't supported as an attachment. When using GPU_TEXTURE_USAGE_DEFAULT they
2023-04-05 14:38:26 +10:00
* are still being evaluated to be attachable. So we need to skip them. */
}
else {
if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
result |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
}
else {
result |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
}
}
}
if (usage & GPU_TEXTURE_USAGE_HOST_READ) {
result |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
Vulkan: Initial Graphics Pipeline Initial graphic pipeline targeting. The goal of this PR is to have an initial graphics pipeline with missing features. It should help identifying areas that requires engineering. Current state is that developers of the GPU module can help with the many smaller pieces that needs to be engineered in order to get it working. It is not intended for users or developers from other modules, but your welcome to learn and give feedback on the code and engineering part. We do expect that large parts of the code still needs to be re-engineered into a more future-proof implementation. **Some highlights**: - In Vulkan the state is kept in the pipeline. Therefore the state is tracked per pipeline. In the near future this could be used as a cache. More research is needed against the default pipeline cache that vulkan already provides. - This PR is based on the work that Kazashi Yoshioka already did. And include work from him in the next areas - Vertex attributes - Vertex data conversions - Pipeline state - Immediate support working. - This PR modifies the VKCommandBuffer to keep track of the framebuffer and its binding state(render pass). Some Vulkan commands require no render pass to be active, other require a render pass. As the order of our commands on API level can not be separated this PR introduces a state engine to keep track of the current state and desired state. This is a temporary solution, the final solution will be proposed when we have a pixel on the screen. At that time I expect that we can design a command encoder that supports all the cases we need. **Notices**: - This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work but hasn't been validated yet. - The graphics pipeline is implemented with pixels in mind, not with performance. Currently when a draw call is scheduled it is flushed and waited until it is finished drawing, before other draw calls can be scheduled. We expected the performance to be worse that it actually is, but we expect huge performance gains in the future. - Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't implemented and might crash when used. - Using multiple windows or resizing of window isn't supported and will stall the system. Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00
/* Disable some usages based on the given format flag to support more devices. */
if (format_flag & GPU_FORMAT_SRGB) {
/* NVIDIA devices don't create SRGB textures when it storage bit is set. */
result &= ~VK_IMAGE_USAGE_STORAGE_BIT;
Vulkan: Initial Graphics Pipeline Initial graphic pipeline targeting. The goal of this PR is to have an initial graphics pipeline with missing features. It should help identifying areas that requires engineering. Current state is that developers of the GPU module can help with the many smaller pieces that needs to be engineered in order to get it working. It is not intended for users or developers from other modules, but your welcome to learn and give feedback on the code and engineering part. We do expect that large parts of the code still needs to be re-engineered into a more future-proof implementation. **Some highlights**: - In Vulkan the state is kept in the pipeline. Therefore the state is tracked per pipeline. In the near future this could be used as a cache. More research is needed against the default pipeline cache that vulkan already provides. - This PR is based on the work that Kazashi Yoshioka already did. And include work from him in the next areas - Vertex attributes - Vertex data conversions - Pipeline state - Immediate support working. - This PR modifies the VKCommandBuffer to keep track of the framebuffer and its binding state(render pass). Some Vulkan commands require no render pass to be active, other require a render pass. As the order of our commands on API level can not be separated this PR introduces a state engine to keep track of the current state and desired state. This is a temporary solution, the final solution will be proposed when we have a pixel on the screen. At that time I expect that we can design a command encoder that supports all the cases we need. **Notices**: - This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work but hasn't been validated yet. - The graphics pipeline is implemented with pixels in mind, not with performance. Currently when a draw call is scheduled it is flushed and waited until it is finished drawing, before other draw calls can be scheduled. We expected the performance to be worse that it actually is, but we expect huge performance gains in the future. - Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't implemented and might crash when used. - Using multiple windows or resizing of window isn't supported and will stall the system. Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00
}
if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
/* NVIDIA devices don't create depth textures when it storage bit is set. */
result &= ~VK_IMAGE_USAGE_STORAGE_BIT;
Vulkan: Initial Graphics Pipeline Initial graphic pipeline targeting. The goal of this PR is to have an initial graphics pipeline with missing features. It should help identifying areas that requires engineering. Current state is that developers of the GPU module can help with the many smaller pieces that needs to be engineered in order to get it working. It is not intended for users or developers from other modules, but your welcome to learn and give feedback on the code and engineering part. We do expect that large parts of the code still needs to be re-engineered into a more future-proof implementation. **Some highlights**: - In Vulkan the state is kept in the pipeline. Therefore the state is tracked per pipeline. In the near future this could be used as a cache. More research is needed against the default pipeline cache that vulkan already provides. - This PR is based on the work that Kazashi Yoshioka already did. And include work from him in the next areas - Vertex attributes - Vertex data conversions - Pipeline state - Immediate support working. - This PR modifies the VKCommandBuffer to keep track of the framebuffer and its binding state(render pass). Some Vulkan commands require no render pass to be active, other require a render pass. As the order of our commands on API level can not be separated this PR introduces a state engine to keep track of the current state and desired state. This is a temporary solution, the final solution will be proposed when we have a pixel on the screen. At that time I expect that we can design a command encoder that supports all the cases we need. **Notices**: - This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work but hasn't been validated yet. - The graphics pipeline is implemented with pixels in mind, not with performance. Currently when a draw call is scheduled it is flushed and waited until it is finished drawing, before other draw calls can be scheduled. We expected the performance to be worse that it actually is, but we expect huge performance gains in the future. - Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't implemented and might crash when used. - Using multiple windows or resizing of window isn't supported and will stall the system. Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00
}
return result;
}
static VkImageCreateFlags to_vk_image_create(const eGPUTextureType texture_type,
const eGPUTextureFormatFlag format_flag,
const eGPUTextureUsage usage)
{
VkImageCreateFlags result = 0;
if (ELEM(texture_type, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY)) {
result |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
}
2023-10-23 10:09:05 +11:00
/* sRGB textures needs to be mutable as they can be used as non-sRGB frame-buffer attachments. */
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT && format_flag & GPU_FORMAT_SRGB) {
result |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
}
return result;
}
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
bool VKTexture::allocate()
{
BLI_assert(vk_image_ == VK_NULL_HANDLE);
BLI_assert(!is_texture_view());
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
VKContext &context = *VKContext::get();
const VKDevice &device = VKBackend::get().device_get();
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
VkImageCreateInfo image_info = {};
image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
image_info.flags = to_vk_image_create(type_, format_flag_, usage_get());
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
image_info.imageType = to_vk_image_type(type_);
image_info.extent = vk_extent_3d(0);
image_info.mipLevels = max_ii(mipmaps_, 1);
image_info.arrayLayers = vk_layer_count(1);
image_info.format = to_vk_format(device_format_);
/* Some platforms (NVIDIA) requires that attached textures are always tiled optimal.
*
* As image data are always accessed via an staging buffer we can enable optimal tiling for all
* texture. Tilings based on actual usages should be done in `VKFramebuffer`.
*/
image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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
image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_info.usage = to_vk_image_usage(gpu_image_usage_flags_, format_flag_);
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
image_info.samples = VK_SAMPLE_COUNT_1_BIT;
VkResult result;
Vulkan: Texture Data Conversions This PR adds basic support for texture update, read back and clearing for Vulkan. In Vulkan we need to convert each data type ourselves as vulkan buffers are untyped. Therefore this change mostly is about data conversions. Considerations: - Use a compute shader to do the conversions: - Leads to performance regression as compute pipeline can stall graphics pipeline - Lead to additional memory usage as two staging buffers are needed one to hold the CPU data, and one to hold the converted data. - Do inline conversion when sending the data to Vulkan using `eGPUDataFormat` - Additional CPU cycles required and not easy to optimize as it the implementation requires many branches. - Do inline conversion when sending the data to Vulkan (optimized for CPU) For this solution it was chosen to implement the 3rd option as it is fast and doesn't require additional memory what the other options do. **Use Imath/half.h** This patch uses `Imath/half.h` (dependency of OpenEXR) similar to alembic. But this makes vulkan dependent of the availability of OpenEXR. For now this isn't checked, but when we are closer to a working Vulkan backend we have to make a decision how to cope with this dependency. **Missing Features** *Framebuffer textures* This doesn't include all possible data transformations. Some of those transformation can only be tested after the VKFramebuffer has been implemented. Some texture types are only available when created for a framebuffer. These include the depth and stencil variations. *Component format* Is more relevant when implementing VKVertexBuffer. *SRGB textures* SRGB encoded textures aren't natively supported on all platforms, in all usages and might require workarounds. This should be done in a separate PR in a later stage when we are required to use SRGB textures. **Test cases** The added test cases gives an overview of the missing bits and pieces of the patch. When the implementation/direction is accepted more test cases can be enabled/implemented. Some of these test cases will skip depending on the actual support of platform the tests are running on. For example OpenGL/NVidia will skip the next test as it doesn't support the texture format on OpenGL, although it does support it on Vulkan. ``` [ RUN ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ SKIPPED ] GPUOpenGLTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ RUN ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI [ OK ] GPUVulkanTest.texture_roundtrip__GPU_DATA_2_10_10_10_REV__GPU_RGB10_A2UI ``` Pull Request: https://projects.blender.org/blender/blender/pulls/105762
2023-03-24 08:09:19 +01:00
if (G.debug & G_DEBUG_GPU) {
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
VkImageFormatProperties image_format = {};
result = vkGetPhysicalDeviceImageFormatProperties(device.physical_device_get(),
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
image_info.format,
image_info.imageType,
image_info.tiling,
image_info.usage,
image_info.flags,
&image_format);
if (result != VK_SUCCESS) {
printf("Image type not supported on device.\n");
return false;
}
}
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.priority = 1.0f;
result = vmaCreateImage(device.mem_allocator_get(),
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
&image_info,
&allocCreateInfo,
&vk_image_,
&allocation_,
nullptr);
if (result != VK_SUCCESS) {
return false;
}
debug::object_label(vk_image_, name_);
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
2023-02-27 21:44:59 +11:00
/* Promote image to the correct layout. */
layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
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
return result == VK_SUCCESS;
}
void VKTexture::bind(int binding,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState sampler_state)
Vulkan: Initial Graphics Pipeline Initial graphic pipeline targeting. The goal of this PR is to have an initial graphics pipeline with missing features. It should help identifying areas that requires engineering. Current state is that developers of the GPU module can help with the many smaller pieces that needs to be engineered in order to get it working. It is not intended for users or developers from other modules, but your welcome to learn and give feedback on the code and engineering part. We do expect that large parts of the code still needs to be re-engineered into a more future-proof implementation. **Some highlights**: - In Vulkan the state is kept in the pipeline. Therefore the state is tracked per pipeline. In the near future this could be used as a cache. More research is needed against the default pipeline cache that vulkan already provides. - This PR is based on the work that Kazashi Yoshioka already did. And include work from him in the next areas - Vertex attributes - Vertex data conversions - Pipeline state - Immediate support working. - This PR modifies the VKCommandBuffer to keep track of the framebuffer and its binding state(render pass). Some Vulkan commands require no render pass to be active, other require a render pass. As the order of our commands on API level can not be separated this PR introduces a state engine to keep track of the current state and desired state. This is a temporary solution, the final solution will be proposed when we have a pixel on the screen. At that time I expect that we can design a command encoder that supports all the cases we need. **Notices**: - This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work but hasn't been validated yet. - The graphics pipeline is implemented with pixels in mind, not with performance. Currently when a draw call is scheduled it is flushed and waited until it is finished drawing, before other draw calls can be scheduled. We expected the performance to be worse that it actually is, but we expect huge performance gains in the future. - Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't implemented and might crash when used. - Using multiple windows or resizing of window isn't supported and will stall the system. Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00
{
VKContext &context = *VKContext::get();
VKShader *shader = static_cast<VKShader *>(context.shader);
const VKShaderInterface &shader_interface = shader->interface_get();
const std::optional<VKDescriptorSet::Location> location =
shader_interface.descriptor_set_location(bind_type, binding);
Vulkan: Initial Graphics Pipeline Initial graphic pipeline targeting. The goal of this PR is to have an initial graphics pipeline with missing features. It should help identifying areas that requires engineering. Current state is that developers of the GPU module can help with the many smaller pieces that needs to be engineered in order to get it working. It is not intended for users or developers from other modules, but your welcome to learn and give feedback on the code and engineering part. We do expect that large parts of the code still needs to be re-engineered into a more future-proof implementation. **Some highlights**: - In Vulkan the state is kept in the pipeline. Therefore the state is tracked per pipeline. In the near future this could be used as a cache. More research is needed against the default pipeline cache that vulkan already provides. - This PR is based on the work that Kazashi Yoshioka already did. And include work from him in the next areas - Vertex attributes - Vertex data conversions - Pipeline state - Immediate support working. - This PR modifies the VKCommandBuffer to keep track of the framebuffer and its binding state(render pass). Some Vulkan commands require no render pass to be active, other require a render pass. As the order of our commands on API level can not be separated this PR introduces a state engine to keep track of the current state and desired state. This is a temporary solution, the final solution will be proposed when we have a pixel on the screen. At that time I expect that we can design a command encoder that supports all the cases we need. **Notices**: - This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work but hasn't been validated yet. - The graphics pipeline is implemented with pixels in mind, not with performance. Currently when a draw call is scheduled it is flushed and waited until it is finished drawing, before other draw calls can be scheduled. We expected the performance to be worse that it actually is, but we expect huge performance gains in the future. - Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't implemented and might crash when used. - Using multiple windows or resizing of window isn't supported and will stall the system. Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00
if (location) {
VKDescriptorSetTracker &descriptor_set = context.descriptor_set_get();
if (bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
descriptor_set.image_bind(*this, *location);
}
else {
VKDevice &device = VKBackend::get().device_get();
const VKSampler &sampler = device.samplers().get(sampler_state);
descriptor_set.bind(*this, *location, sampler);
}
}
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
}
/* -------------------------------------------------------------------- */
/** \name Image Layout
* \{ */
VkImageLayout VKTexture::current_layout_get() const
{
if (is_texture_view()) {
return source_texture_->current_layout_get();
}
return current_layout_;
}
void VKTexture::current_layout_set(const VkImageLayout new_layout)
{
BLI_assert(!is_texture_view());
current_layout_ = new_layout;
}
void VKTexture::layout_ensure(VKContext &context,
const VkImageLayout requested_layout,
const VkPipelineStageFlags src_stage,
const VkAccessFlags src_access,
const VkPipelineStageFlags dst_stage,
const VkAccessFlags dst_access)
{
if (is_texture_view()) {
source_texture_->layout_ensure(context, requested_layout);
return;
}
const VkImageLayout current_layout = current_layout_get();
if (current_layout == requested_layout) {
return;
}
layout_ensure(context,
IndexRange(0, VK_REMAINING_MIP_LEVELS),
current_layout,
requested_layout,
src_stage,
src_access,
dst_stage,
dst_access);
current_layout_set(requested_layout);
}
void VKTexture::layout_ensure(VKContext &context,
const IndexRange mipmap_range,
const VkImageLayout current_layout,
const VkImageLayout requested_layout,
const VkPipelineStageFlags src_stages,
const VkAccessFlags src_access,
const VkPipelineStageFlags dst_stages,
const VkAccessFlags dst_access)
{
BLI_assert(vk_image_ != VK_NULL_HANDLE);
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = current_layout;
barrier.newLayout = requested_layout;
barrier.srcAccessMask = src_access;
barrier.dstAccessMask = dst_access;
barrier.image = vk_image_;
barrier.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(device_format_);
barrier.subresourceRange.baseMipLevel = uint32_t(mipmap_range.start());
barrier.subresourceRange.levelCount = uint32_t(mipmap_range.size());
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
context.command_buffers_get().pipeline_barrier(
src_stages, dst_stages, Span<VkImageMemoryBarrier>(&barrier, 1));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Image Views
* \{ */
void VKTexture::image_view_ensure()
{
if (flags_ & IMAGE_VIEW_DIRTY) {
image_view_update();
flags_ &= ~IMAGE_VIEW_DIRTY;
}
}
void VKTexture::image_view_update()
{
image_view_.emplace(VKImageView(*this,
eImageViewUsage::ShaderBinding,
layer_range(),
mip_map_range(),
use_stencil_,
true,
name_));
}
IndexRange VKTexture::mip_map_range() const
{
return IndexRange(mip_min_, mip_max_ - mip_min_ + 1);
}
IndexRange VKTexture::layer_range() const
{
if (is_texture_view()) {
return IndexRange(layer_offset_, 1);
}
else {
return IndexRange(
0, ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY) ? d_ : VK_REMAINING_ARRAY_LAYERS);
}
}
int VKTexture::vk_layer_count(int non_layered_value) const
{
if (is_texture_view()) {
return 1;
}
return type_ == GPU_TEXTURE_CUBE ? d_ :
(type_ & GPU_TEXTURE_ARRAY) ? layer_count() :
non_layered_value;
}
VkExtent3D VKTexture::vk_extent_3d(int mip_level) const
{
int extent[3] = {1, 1, 1};
mip_size_get(mip_level, extent);
if (ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY, GPU_TEXTURE_2D_ARRAY)) {
extent[2] = 1;
}
if (ELEM(type_, GPU_TEXTURE_1D_ARRAY)) {
extent[1] = 1;
extent[2] = 1;
}
2023-11-27 10:55:40 +11:00
VkExtent3D result{uint32_t(extent[0]), uint32_t(extent[1]), uint32_t(extent[2])};
return result;
}
/** \} */
2023-01-31 15:49:04 +11:00
} // namespace blender::gpu