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
51 lines
1.2 KiB
C++
51 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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#pragma once
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#include "BLI_utility_mixins.hh"
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#include "BLI_vector.hh"
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#include "vk_common.hh"
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#include "vk_descriptor_set.hh"
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namespace blender::gpu {
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class VKContext;
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class VKPipeline : NonCopyable {
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VKDescriptorSet descriptor_set_;
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VkPipeline vk_pipeline_ = VK_NULL_HANDLE;
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public:
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VKPipeline() = default;
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virtual ~VKPipeline();
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VKPipeline(VkPipeline vk_pipeline, VKDescriptorSet &&vk_descriptor_set);
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VKPipeline &operator=(VKPipeline &&other)
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{
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vk_pipeline_ = other.vk_pipeline_;
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other.vk_pipeline_ = VK_NULL_HANDLE;
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descriptor_set_ = std::move(other.descriptor_set_);
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return *this;
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}
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static VKPipeline create_compute_pipeline(VKContext &context,
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VkShaderModule compute_module,
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VkDescriptorSetLayout &descriptor_set_layout,
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VkPipelineLayout &pipeline_layouts);
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VKDescriptorSet &descriptor_set_get()
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{
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return descriptor_set_;
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}
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VkPipeline vk_handle() const;
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bool is_valid() const;
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};
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} // namespace blender::gpu
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