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blender-archive/source/blender/gpu/vulkan/vk_pipeline.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

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_pipeline.hh"
#include "vk_context.hh"
#include "vk_memory.hh"
namespace blender::gpu {
VKPipeline::VKPipeline(VkPipeline vk_pipeline, VKDescriptorSet &&vk_descriptor_set)
: vk_pipeline_(vk_pipeline)
{
descriptor_set_ = std::move(vk_descriptor_set);
}
VKPipeline::~VKPipeline()
{
VK_ALLOCATION_CALLBACKS
VkDevice vk_device = VKContext::get()->device_get();
if (vk_pipeline_ != VK_NULL_HANDLE) {
vkDestroyPipeline(vk_device, vk_pipeline_, vk_allocation_callbacks);
}
}
VKPipeline VKPipeline::create_compute_pipeline(VKContext &context,
VkShaderModule compute_module,
VkDescriptorSetLayout &descriptor_set_layout,
VkPipelineLayout &pipeline_layout)
{
VK_ALLOCATION_CALLBACKS
VkDevice vk_device = context.device_get();
VkComputePipelineCreateInfo pipeline_info = {};
pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
pipeline_info.flags = 0;
pipeline_info.stage = {};
pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
pipeline_info.stage.flags = 0;
pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
pipeline_info.stage.module = compute_module;
pipeline_info.layout = pipeline_layout;
pipeline_info.stage.pName = "main";
VkPipeline pipeline;
if (vkCreateComputePipelines(
vk_device, nullptr, 1, &pipeline_info, vk_allocation_callbacks, &pipeline) !=
VK_SUCCESS) {
return VKPipeline();
}
VKDescriptorSet descriptor_set = context.descriptor_pools_get().allocate(descriptor_set_layout);
return VKPipeline(pipeline, std::move(descriptor_set));
}
VkPipeline VKPipeline::vk_handle() const
{
return vk_pipeline_;
}
bool VKPipeline::is_valid() const
{
return vk_pipeline_ != VK_NULL_HANDLE;
}
} // namespace blender::gpu