Files
test2/source/blender/gpu/vulkan/vk_descriptor_set.hh
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

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3.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "gpu_shader_private.hh"
#include "vk_common.hh"
namespace blender::gpu {
class VKStorageBuffer;
class VKVertexBuffer;
class VKIndexBuffer;
class VKTexture;
/**
* In vulkan shader resources (images and buffers) are grouped in descriptor sets.
*
* The resources inside a descriptor set can be updated and bound per set.
*
* Currently Blender only supports a single descriptor set per shader, but it is planned to be able
* to use 2 descriptor sets per shader. Only for each #blender::gpu::shader::Frequency.
*/
class VKDescriptorSet : NonCopyable {
struct Binding;
public:
/**
* Binding location of a resource in a descriptor set.
*
* Locations and bindings are used for different reasons. In the Vulkan backend we use
* ShaderInput.location to store the descriptor set + the resource binding inside the descriptor
* set. To ease the development the VKDescriptorSet::Location will be used to hide this
* confusion.
*
* NOTE: [future development] When supporting multiple descriptor sets the encoding/decoding can
* be centralized here. Location will then also contain the descriptor set index.
*/
struct Location {
private:
/**
* References to a binding in the descriptor set.
*/
uint32_t binding;
Location() = default;
public:
Location(const ShaderInput *shader_input) : binding(shader_input->location)
{
}
bool operator==(const Location &other) const
{
return binding == other.binding;
}
operator uint32_t() const
{
return binding;
}
friend struct Binding;
};
private:
struct Binding {
Location location;
VkDescriptorType type;
VkBuffer vk_buffer = VK_NULL_HANDLE;
VkDeviceSize buffer_size = 0;
VkImageView vk_image_view = VK_NULL_HANDLE;
Binding()
{
location.binding = 0;
}
bool is_buffer() const
{
return ELEM(type, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
}
bool is_image() const
{
return ELEM(type, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE);
}
};
VkDescriptorPool vk_descriptor_pool_ = VK_NULL_HANDLE;
VkDescriptorSet vk_descriptor_set_ = VK_NULL_HANDLE;
/** A list of bindings that needs to be updated.*/
Vector<Binding> bindings_;
public:
VKDescriptorSet() = default;
VKDescriptorSet(VkDescriptorPool vk_descriptor_pool, VkDescriptorSet vk_descriptor_set)
: vk_descriptor_pool_(vk_descriptor_pool), vk_descriptor_set_(vk_descriptor_set)
{
}
virtual ~VKDescriptorSet();
VKDescriptorSet &operator=(VKDescriptorSet &&other)
{
vk_descriptor_set_ = other.vk_descriptor_set_;
vk_descriptor_pool_ = other.vk_descriptor_pool_;
other.mark_freed();
return *this;
}
VkDescriptorSet vk_handle() const
{
return vk_descriptor_set_;
}
VkDescriptorPool vk_pool_handle() const
{
return vk_descriptor_pool_;
}
void bind_as_ssbo(VKVertexBuffer &buffer, Location location);
void bind_as_ssbo(VKIndexBuffer &buffer, Location location);
void bind(VKStorageBuffer &buffer, Location location);
void image_bind(VKTexture &texture, Location location);
/**
* Update the descriptor set on the device.
*/
void update(VkDevice vk_device);
void mark_freed();
private:
Binding &ensure_location(Location location);
};
} // namespace blender::gpu