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
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.
This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.
The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.
Authored by Apple: Michael Parkin-White
Ref T96261
(The diff is based on 043f59cb3b)
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15953
Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.
Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.
Ref D15463, D15465
This causes an assert with libepoxy, but was wrong already regardless.
Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context
Ref D15291
Differential Revision: https://developer.blender.org/D15465
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
The draw manager test case initialized ghost, gpu and draw manager. This
change splits the base test case to GPU specific and draw manager
specific test case.
The GPU test base test case will be used for low level GPU tests.