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
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gpu_texture_private.hh"
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#include "vk_context.hh"
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#include "vk_mem_alloc.h"
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namespace blender::gpu {
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class VKTexture : public Texture {
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VkImage vk_image_ = VK_NULL_HANDLE;
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VkImageView vk_image_view_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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public:
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VKTexture(const char *name) : Texture(name)
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{
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}
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virtual ~VKTexture() override;
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void generate_mipmap() override;
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void copy_to(Texture *tex) override;
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void clear(eGPUDataFormat format, const void *data) override;
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void swizzle_set(const char swizzle_mask[4]) override;
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void stencil_texture_mode_set(bool use_stencil) override;
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void mip_range_set(int min, int max) override;
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void *read(int mip, eGPUDataFormat format) override;
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void update_sub(
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int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) override;
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void update_sub(int offset[3],
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int extent[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf) override;
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/* TODO(fclem): Legacy. Should be removed at some point. */
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uint gl_bindcode_get() const override;
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void image_bind(int location);
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VkImage vk_image_handle() const
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{
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return vk_image_;
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}
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VkImageView vk_image_view_handle() const
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{
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return vk_image_view_;
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}
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protected:
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bool init_internal() override;
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bool init_internal(GPUVertBuf *vbo) override;
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bool init_internal(const GPUTexture *src, int mip_offset, int layer_offset) override;
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private:
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/** Is this texture already allocated on device.*/
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bool is_allocated();
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/**
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* Allocate the texture of the device. Result is `true` when texture is successfully allocated
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* on the device.
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*/
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bool allocate();
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VkImageViewType vk_image_view_type() const;
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};
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static inline VKTexture *unwrap(Texture *tex)
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{
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return static_cast<VKTexture *>(tex);
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}
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} // namespace blender::gpu
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