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
This commit is contained in:
2023-02-21 15:03:12 +01:00
parent 02c2970983
commit 7fb1f060ff
49 changed files with 2477 additions and 156 deletions

View File

@@ -42,6 +42,12 @@ GPU_SHADER_CREATE_INFO(gpu_compute_vbo_test)
.compute_source("gpu_compute_vbo_test.glsl")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_compute_ssbo_test)
.local_group_size(1)
.storage_buf(0, Qualifier::WRITE, "int", "data_out[]")
.compute_source("gpu_compute_ssbo_test.glsl")
.do_static_compilation(true);
GPU_SHADER_CREATE_INFO(gpu_compute_ssbo_binding_test)
.local_group_size(1)
.storage_buf(0, Qualifier::WRITE, "int", "data0[]")