This PR adds support for indirect compute. Indirect compute is almost the same as regular compute. The only difference is that the parameters for the compute dispatch isn't passed as a parameter, but that these parameters are part of a buffer. Pull Request: https://projects.blender.org/blender/blender/pulls/108879
80 lines
2.1 KiB
C++
80 lines
2.1 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_vertex_buffer.hh"
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#include "vk_storage_buffer.hh"
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namespace blender::gpu {
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void VKStorageBuffer::update(const void *data)
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{
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ensure_allocated();
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buffer_.update(data);
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}
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void VKStorageBuffer::ensure_allocated()
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{
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if (!buffer_.is_allocated()) {
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allocate();
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}
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}
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void VKStorageBuffer::allocate()
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{
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buffer_.create(size_in_bytes_,
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usage_,
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static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT));
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debug::object_label(buffer_.vk_handle(), name_);
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}
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void VKStorageBuffer::bind(int slot)
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{
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ensure_allocated();
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VKContext &context = *VKContext::get();
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const std::optional<VKDescriptorSet::Location> location =
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shader_interface.descriptor_set_location(
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shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER, slot);
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BLI_assert_msg(location, "Locations to SSBOs should always exist.");
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shader->pipeline_get().descriptor_set_get().bind(*this, *location);
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}
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void VKStorageBuffer::unbind() {}
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void VKStorageBuffer::clear(uint32_t clear_value)
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{
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ensure_allocated();
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VKContext &context = *VKContext::get();
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buffer_.clear(context, clear_value);
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}
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void VKStorageBuffer::copy_sub(VertBuf * /*src*/,
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uint /*dst_offset*/,
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uint /*src_offset*/,
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uint /*copy_size*/)
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{
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NOT_YET_IMPLEMENTED;
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}
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void VKStorageBuffer::read(void *data)
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{
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ensure_allocated();
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.submit();
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buffer_.read(data);
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}
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} // namespace blender::gpu
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