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test2/source/blender/gpu/intern/gpu_storage_buffer_private.hh

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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
#include "BLI_sys_types.h"
struct GPUStorageBuf;
namespace blender {
namespace 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
class VertBuf;
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
#else
# define DEBUG_NAME_LEN 8
#endif
/**
* Implementation of Storage Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class StorageBuf {
protected:
/** Data size in bytes. */
size_t size_in_bytes_;
/** Continuous memory block to copy to GPU. This data is owned by the StorageBuf. */
void *data_ = nullptr;
/** Debugging name */
char name_[DEBUG_NAME_LEN];
public:
StorageBuf(size_t size, const char *name);
virtual ~StorageBuf();
virtual void update(const void *data) = 0;
virtual void bind(int slot) = 0;
virtual void unbind() = 0;
virtual void clear(uint32_t clear_value) = 0;
virtual void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) = 0;
virtual void read(void *data) = 0;
};
/* Syntactic sugar. */
static inline GPUStorageBuf *wrap(StorageBuf *storage_buf)
{
return reinterpret_cast<GPUStorageBuf *>(storage_buf);
}
static inline StorageBuf *unwrap(GPUStorageBuf *storage_buf)
{
return reinterpret_cast<StorageBuf *>(storage_buf);
}
static inline const StorageBuf *unwrap(const GPUStorageBuf *storage_buf)
{
return reinterpret_cast<const StorageBuf *>(storage_buf);
}
#undef DEBUG_NAME_LEN
} // namespace gpu
} // namespace blender