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
118 lines
3.6 KiB
C++
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
|