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
69 lines
2.0 KiB
C++
69 lines
2.0 KiB
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
|