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blender-archive/source/blender/gpu/vulkan/vk_shader.hh
Jeroen Bakker 7fb1f060ff 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
2023-02-21 15:04:52 +01:00

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3.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_shader_private.hh"
#include "vk_backend.hh"
#include "vk_context.hh"
#include "BLI_string_ref.hh"
namespace blender::gpu {
class VKShaderInterface;
class VKShader : public Shader {
private:
VKContext *context_ = nullptr;
VkShaderModule vertex_module_ = VK_NULL_HANDLE;
VkShaderModule geometry_module_ = VK_NULL_HANDLE;
VkShaderModule fragment_module_ = VK_NULL_HANDLE;
VkShaderModule compute_module_ = VK_NULL_HANDLE;
bool compilation_failed_ = false;
VkDescriptorSetLayout layout_ = VK_NULL_HANDLE;
VkPipelineLayout pipeline_layout_ = VK_NULL_HANDLE;
VKPipeline compute_pipeline_;
public:
VKShader(const char *name);
virtual ~VKShader();
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
void warm_cache(int limit) override;
void transform_feedback_names_set(Span<const char *> name_list,
eGPUShaderTFBType geom_type) override;
bool transform_feedback_enable(GPUVertBuf *) override;
void transform_feedback_disable() override;
void bind() override;
void unbind() override;
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string fragment_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_interface_declare(const shader::ShaderCreateInfo &info) const override;
std::string geometry_layout_declare(const shader::ShaderCreateInfo &info) const override;
std::string compute_layout_declare(const shader::ShaderCreateInfo &info) const override;
/* DEPRECATED: Kept only because of BGL API. */
int program_handle_get() const override;
VKPipeline &pipeline_get();
VkPipelineLayout vk_pipeline_layout_get() const
{
return pipeline_layout_;
}
const VKShaderInterface &interface_get() const;
private:
Vector<uint32_t> compile_glsl_to_spirv(Span<const char *> sources, shaderc_shader_kind kind);
void build_shader_module(Span<uint32_t> spirv_module, VkShaderModule *r_shader_module);
void build_shader_module(MutableSpan<const char *> sources,
shaderc_shader_kind stage,
VkShaderModule *r_shader_module);
bool finalize_descriptor_set_layouts(VkDevice vk_device,
const VKShaderInterface &shader_interface,
const shader::ShaderCreateInfo &info);
bool finalize_pipeline_layout(VkDevice vk_device, const shader::ShaderCreateInfo &info);
bool finalize_graphics_pipeline(VkDevice vk_device);
bool is_graphics_shader() const
{
return !is_compute_shader();
}
bool is_compute_shader() const
{
return compute_module_ != VK_NULL_HANDLE;
}
};
} // namespace blender::gpu