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
64 lines
1.7 KiB
C++
64 lines
1.7 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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#include "vk_index_buffer.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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namespace blender::gpu {
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void VKIndexBuffer::upload_data()
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{
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}
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void VKIndexBuffer::bind_as_ssbo(uint binding)
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{
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VKContext &context = *VKContext::get();
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if (!buffer_.is_allocated()) {
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allocate(context);
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}
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const ShaderInput *shader_input = shader_interface.shader_input_get(
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shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER, binding);
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shader->pipeline_get().descriptor_set_get().bind_as_ssbo(*this, shader_input);
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}
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void VKIndexBuffer::read(uint32_t *data) const
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{
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.submit();
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void *mapped_memory;
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if (buffer_.map(context, &mapped_memory)) {
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memcpy(data, mapped_memory, size_get());
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buffer_.unmap(context);
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}
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}
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void VKIndexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
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{
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}
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void VKIndexBuffer::strip_restart_indices()
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{
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}
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void VKIndexBuffer::allocate(VKContext &context)
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{
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GPUUsageType usage = data_ == nullptr ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_STATIC;
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buffer_.create(context,
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size_get(),
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usage,
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static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT));
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}
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} // namespace blender::gpu
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