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

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
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
/** \file
* \ingroup gpu
*/
#include "vk_buffer.hh"
#include "vk_backend.hh"
#include "vk_context.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
namespace blender::gpu {
VKBuffer::~VKBuffer()
{
if (is_allocated()) {
free();
}
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 VKBuffer::is_allocated() const
{
return allocation_ != VK_NULL_HANDLE;
}
bool VKBuffer::create(size_t size_in_bytes,
VkBufferUsageFlags buffer_usage,
VkMemoryPropertyFlags required_flags,
VkMemoryPropertyFlags preferred_flags,
VmaAllocationCreateFlags allocation_flags)
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
{
BLI_assert(!is_allocated());
BLI_assert(vk_buffer_ == VK_NULL_HANDLE);
BLI_assert(mapped_memory_ == nullptr);
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
size_in_bytes_ = size_in_bytes;
alloc_size_in_bytes_ = ceil_to_multiple_ul(max_ulul(size_in_bytes_, 16), 16);
VKDevice &device = VKBackend::get().device;
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
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VmaAllocator allocator = 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
VkBufferCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
create_info.flags = 0;
/*
* Vulkan doesn't allow empty buffers but some areas (DrawManager Instance data, PyGPU) create
* them.
*/
create_info.size = alloc_size_in_bytes_;
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
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create_info.usage = buffer_usage;
/* We use the same command queue for the compute and graphics pipeline, so it is safe to use
* exclusive resource handling. */
create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
create_info.queueFamilyIndexCount = 1;
const uint32_t queue_family_indices[1] = {device.queue_family_get()};
create_info.pQueueFamilyIndices = queue_family_indices;
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
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VmaAllocationCreateInfo vma_create_info = {};
vma_create_info.flags = allocation_flags;
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
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vma_create_info.priority = 1.0f;
vma_create_info.requiredFlags = required_flags;
vma_create_info.preferredFlags = preferred_flags;
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
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vma_create_info.usage = VMA_MEMORY_USAGE_AUTO;
VkResult result = vmaCreateBuffer(
allocator, &create_info, &vma_create_info, &vk_buffer_, &allocation_, nullptr);
if (result != VK_SUCCESS) {
return false;
}
device.resources.add_buffer(vk_buffer_);
vmaGetAllocationMemoryProperties(allocator, allocation_, &vk_memory_property_flags_);
if (vk_memory_property_flags_ & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) {
return map();
}
return true;
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 VKBuffer::update_immediately(const void *data) const
{
update_sub_immediately(0, size_in_bytes_, data);
}
void VKBuffer::update_sub_immediately(size_t start_offset,
size_t data_size,
const void *data) const
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
{
BLI_assert_msg(is_mapped(), "Cannot update a non-mapped buffer.");
memcpy(static_cast<uint8_t *>(mapped_memory_) + start_offset, data, data_size);
}
void VKBuffer::update_render_graph(VKContext &context, void *data) const
{
BLI_assert(size_in_bytes_ <= 65536 && size_in_bytes_ % 4 == 0);
render_graph::VKUpdateBufferNode::CreateInfo update_buffer = {};
update_buffer.dst_buffer = vk_buffer_;
update_buffer.data_size = size_in_bytes_;
update_buffer.data = data;
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
context.render_graph().add_node(update_buffer);
}
void VKBuffer::flush() const
{
const VKDevice &device = VKBackend::get().device;
VmaAllocator allocator = device.mem_allocator_get();
vmaFlushAllocation(allocator, allocation_, 0, max_ulul(size_in_bytes(), 1));
}
void VKBuffer::clear(VKContext &context, uint32_t clear_value)
{
render_graph::VKFillBufferNode::CreateInfo fill_buffer = {};
fill_buffer.vk_buffer = vk_buffer_;
fill_buffer.data = clear_value;
fill_buffer.size = alloc_size_in_bytes_;
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
context.render_graph().add_node(fill_buffer);
}
void VKBuffer::async_flush_to_host(VKContext &context)
{
BLI_assert(async_timeline_ == 0);
context.rendering_end();
context.descriptor_set_get().upload_descriptor_sets();
async_timeline_ = context.flush_render_graph(RenderGraphFlushFlags::SUBMIT |
RenderGraphFlushFlags::RENEW_RENDER_GRAPH);
}
void VKBuffer::read_async(VKContext &context, void *data)
{
BLI_assert_msg(is_mapped(), "Cannot read a non-mapped buffer.");
if (async_timeline_ == 0) {
async_flush_to_host(context);
}
VKDevice &device = VKBackend::get().device;
device.wait_for_timeline(async_timeline_);
async_timeline_ = 0;
memcpy(data, mapped_memory_, size_in_bytes_);
}
void VKBuffer::read(VKContext &context, void *data) const
{
BLI_assert_msg(is_mapped(), "Cannot read a non-mapped buffer.");
BLI_assert(async_timeline_ == 0);
context.rendering_end();
context.descriptor_set_get().upload_descriptor_sets();
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
context.flush_render_graph(RenderGraphFlushFlags::SUBMIT |
RenderGraphFlushFlags::WAIT_FOR_COMPLETION |
RenderGraphFlushFlags::RENEW_RENDER_GRAPH);
memcpy(data, mapped_memory_, size_in_bytes_);
}
void *VKBuffer::mapped_memory_get() const
{
BLI_assert_msg(is_mapped(), "Cannot access a non-mapped buffer.");
return mapped_memory_;
}
bool VKBuffer::is_mapped() const
{
return mapped_memory_ != nullptr;
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 VKBuffer::map()
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
{
BLI_assert(!is_mapped());
const VKDevice &device = VKBackend::get().device;
VmaAllocator allocator = device.mem_allocator_get();
VkResult result = vmaMapMemory(allocator, allocation_, &mapped_memory_);
Vulkan: Initial Compute Shaders support This patch adds initial support for compute shaders to the vulkan backend. As the development is oriented to the test- cases we have the implementation is limited to what is used there. It has been validated that with this patch that the following test cases are running as expected - `GPUVulkanTest.gpu_shader_compute_vbo` - `GPUVulkanTest.gpu_shader_compute_ibo` - `GPUVulkanTest.gpu_shader_compute_ssbo` - `GPUVulkanTest.gpu_storage_buffer_create_update_read` - `GPUVulkanTest.gpu_shader_compute_2d` This patch includes: - Allocating VkBuffer on device. - Uploading data from CPU to VkBuffer. - Binding VkBuffer as SSBO to a compute shader. - Execute compute shader and altering VkBuffer. - Download the VkBuffer to CPU ram. - Validate that it worked. - Use device only vertex buffer as SSBO - Use device only index buffer as SSBO - Use device only image buffers GHOST API has been changed as the original design was created before we even had support for compute shaders in blender. The function `GHOST_getVulkanBackbuffer` has been separated to retrieve the command buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order to do correct command buffer processing we needed access to the queue owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles` function. Open topics (not considered part of this patch) - Memory barriers & command buffer encoding - Indirect compute dispatching - Rest of the test cases - Data conversions when requested data format is different than on device. - GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices. NVIDIA doesn't seem to support 1d textures. Pull-request: #104518
2023-02-21 15:03:12 +01:00
return result == VK_SUCCESS;
}
void VKBuffer::unmap()
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
{
BLI_assert(is_mapped());
const VKDevice &device = VKBackend::get().device;
VmaAllocator allocator = 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
vmaUnmapMemory(allocator, allocation_);
mapped_memory_ = nullptr;
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 VKBuffer::free()
Vulkan: Initial Compute Shaders support This patch adds initial support for compute shaders to the vulkan backend. As the development is oriented to the test- cases we have the implementation is limited to what is used there. It has been validated that with this patch that the following test cases are running as expected - `GPUVulkanTest.gpu_shader_compute_vbo` - `GPUVulkanTest.gpu_shader_compute_ibo` - `GPUVulkanTest.gpu_shader_compute_ssbo` - `GPUVulkanTest.gpu_storage_buffer_create_update_read` - `GPUVulkanTest.gpu_shader_compute_2d` This patch includes: - Allocating VkBuffer on device. - Uploading data from CPU to VkBuffer. - Binding VkBuffer as SSBO to a compute shader. - Execute compute shader and altering VkBuffer. - Download the VkBuffer to CPU ram. - Validate that it worked. - Use device only vertex buffer as SSBO - Use device only index buffer as SSBO - Use device only image buffers GHOST API has been changed as the original design was created before we even had support for compute shaders in blender. The function `GHOST_getVulkanBackbuffer` has been separated to retrieve the command buffer without a backbuffer (`GHOST_getVulkanCommandBuffer`). In order to do correct command buffer processing we needed access to the queue owned by GHOST. This is returned as part of the `GHOST_getVulkanHandles` function. Open topics (not considered part of this patch) - Memory barriers & command buffer encoding - Indirect compute dispatching - Rest of the test cases - Data conversions when requested data format is different than on device. - GPUVulkanTest.gpu_shader_compute_1d is supported on AMD devices. NVIDIA doesn't seem to support 1d textures. Pull-request: #104518
2023-02-21 15:03:12 +01:00
{
if (is_mapped()) {
unmap();
}
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
VKDiscardPool::discard_pool_get().discard_buffer(vk_buffer_, allocation_);
allocation_ = VK_NULL_HANDLE;
vk_buffer_ = 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
return true;
}
void VKBuffer::free_immediately(VKDevice &device)
{
BLI_assert(vk_buffer_ != VK_NULL_HANDLE);
BLI_assert(allocation_ != VK_NULL_HANDLE);
if (is_mapped()) {
unmap();
}
device.resources.remove_buffer(vk_buffer_);
vmaDestroyBuffer(device.mem_allocator_get(), vk_buffer_, allocation_);
allocation_ = VK_NULL_HANDLE;
vk_buffer_ = 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
} // namespace blender::gpu