Files
test2/source/blender/gpu/vulkan/vk_shader_interface.cc
Jeroen Bakker 7fb1f060ff 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 15:04:52 +01:00

118 lines
3.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_shader_interface.hh"
namespace blender::gpu {
void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
{
using namespace blender::gpu::shader;
attr_len_ = 0;
uniform_len_ = 0;
ssbo_len_ = 0;
ubo_len_ = 0;
image_offset_ = -1;
Vector<ShaderCreateInfo::Resource> all_resources;
all_resources.extend(info.pass_resources_);
all_resources.extend(info.batch_resources_);
for (ShaderCreateInfo::Resource &res : all_resources) {
switch (res.bind_type) {
case ShaderCreateInfo::Resource::BindType::IMAGE:
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::SAMPLER:
image_offset_ = max_ii(image_offset_, res.slot);
uniform_len_++;
break;
case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
ubo_len_++;
break;
case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
ssbo_len_++;
break;
}
}
/* Make sure that the image slots don't overlap with the sampler slots.*/
image_offset_ += 1;
int32_t input_tot_len = ubo_len_ + uniform_len_ + ssbo_len_;
inputs_ = static_cast<ShaderInput *>(
MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__));
ShaderInput *input = inputs_;
name_buffer_ = (char *)MEM_mallocN(info.interface_names_size_, "name_buffer");
uint32_t name_buffer_offset = 0;
int location = 0;
/* Uniform blocks */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
input->location = location++;
input->binding = res.slot;
input++;
}
}
/* Images, Samplers and buffers. */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
input->location = location++;
input->binding = res.slot;
input++;
}
else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
input->location = location++;
input->binding = res.slot + image_offset_;
input++;
}
}
/* Storage buffers */
for (const ShaderCreateInfo::Resource &res : all_resources) {
if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
input->location = location++;
input->binding = res.slot;
input++;
}
}
sort_inputs();
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource &resource) const
{
return shader_input_get(resource.bind_type, resource.slot);
}
const ShaderInput *VKShaderInterface::shader_input_get(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
{
switch (bind_type) {
case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
return texture_get(binding + image_offset_);
case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
return texture_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
return ssbo_get(binding);
case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
return ubo_get(binding);
}
return nullptr;
}
} // namespace blender::gpu