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
48 lines
1.2 KiB
C++
48 lines
1.2 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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#include "vk_memory.hh"
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#include "MEM_guardedalloc.h"
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namespace blender::gpu {
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#ifdef WITH_VULKAN_GUARDEDALLOC
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void *vk_memory_allocation(void *user_data,
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size_t size,
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size_t alignment,
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VkSystemAllocationScope /*scope*/)
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{
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const char *name = static_cast<const char *>(const_cast<const void *>(user_data));
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if (alignment) {
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return MEM_mallocN_aligned(size, alignment, name);
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}
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return MEM_mallocN(size, name);
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}
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void *vk_memory_reallocation(void *user_data,
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void *original,
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size_t size,
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size_t /*alignment*/,
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VkSystemAllocationScope /*scope*/)
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{
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const char *name = static_cast<const char *>(const_cast<const void *>(user_data));
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return MEM_reallocN_id(original, size, name);
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}
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void vk_memory_free(void * /*user_data*/, void *memory)
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{
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if (memory != nullptr) {
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MEM_freeN(memory);
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}
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}
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#endif
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} // namespace blender::gpu
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