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blender-archive/source/blender/gpu/vulkan/vk_buffer.cc
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

108 lines
3.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_buffer.hh"
namespace blender::gpu {
VKBuffer::~VKBuffer()
{
VKContext &context = *VKContext::get();
free(context);
}
bool VKBuffer::is_allocated() const
{
return allocation_ != VK_NULL_HANDLE;
}
static VmaAllocationCreateFlagBits vma_allocation_flags(GPUUsageType usage)
{
switch (usage) {
case GPU_USAGE_STATIC:
return static_cast<VmaAllocationCreateFlagBits>(
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
case GPU_USAGE_DYNAMIC:
return static_cast<VmaAllocationCreateFlagBits>(
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
case GPU_USAGE_DEVICE_ONLY:
return static_cast<VmaAllocationCreateFlagBits>(
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT |
VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT);
case GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY:
case GPU_USAGE_STREAM:
break;
}
BLI_assert_msg(false, "Unimplemented GPUUsageType");
return static_cast<VmaAllocationCreateFlagBits>(VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT);
}
bool VKBuffer::create(VKContext &context,
int64_t size_in_bytes,
GPUUsageType usage,
VkBufferUsageFlagBits buffer_usage)
{
BLI_assert(!is_allocated());
size_in_bytes_ = size_in_bytes;
VmaAllocator allocator = context.mem_allocator_get();
VkBufferCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
create_info.flags = 0;
create_info.size = size_in_bytes;
create_info.usage = buffer_usage;
/* We use the same command queue for the compute and graphics pipeline, so it is safe to use
* exclusive resource handling. */
create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
create_info.queueFamilyIndexCount = 1;
create_info.pQueueFamilyIndices = context.queue_family_ptr_get();
VmaAllocationCreateInfo vma_create_info = {};
vma_create_info.flags = vma_allocation_flags(usage);
vma_create_info.priority = 1.0f;
vma_create_info.usage = VMA_MEMORY_USAGE_AUTO;
VkResult result = vmaCreateBuffer(
allocator, &create_info, &vma_create_info, &vk_buffer_, &allocation_, nullptr);
return result == VK_SUCCESS;
}
bool VKBuffer::update(VKContext &context, const void *data)
{
void *mapped_memory;
bool result = map(context, &mapped_memory);
if (result) {
memcpy(mapped_memory, data, size_in_bytes_);
unmap(context);
}
return result;
}
bool VKBuffer::map(VKContext &context, void **r_mapped_memory) const
{
VmaAllocator allocator = context.mem_allocator_get();
VkResult result = vmaMapMemory(allocator, allocation_, r_mapped_memory);
return result == VK_SUCCESS;
}
void VKBuffer::unmap(VKContext &context) const
{
VmaAllocator allocator = context.mem_allocator_get();
vmaUnmapMemory(allocator, allocation_);
}
bool VKBuffer::free(VKContext &context)
{
VmaAllocator allocator = context.mem_allocator_get();
vmaDestroyBuffer(allocator, vk_buffer_, allocation_);
return true;
}
} // namespace blender::gpu