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