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
59 lines
1.2 KiB
C++
59 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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#include "vk_state_manager.hh"
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#include "vk_texture.hh"
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namespace blender::gpu {
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void VKStateManager::apply_state()
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{
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}
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void VKStateManager::force_state()
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{
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}
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void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/)
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{
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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/* TODO: Pipeline barriers should be added. We might be able to extract it from
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* the actual pipeline, later on, but for now we submit the work as barrier. */
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command_buffer.submit();
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}
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void VKStateManager::texture_bind(Texture * /*tex*/, eGPUSamplerState /*sampler*/, int /*unit*/)
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{
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}
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void VKStateManager::texture_unbind(Texture * /*tex*/)
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{
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}
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void VKStateManager::texture_unbind_all()
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{
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}
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void VKStateManager::image_bind(Texture *tex, int binding)
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{
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VKTexture *texture = unwrap(tex);
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texture->image_bind(binding);
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}
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void VKStateManager::image_unbind(Texture * /*tex*/)
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{
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}
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void VKStateManager::image_unbind_all()
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{
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}
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void VKStateManager::texture_unpack_row_length_set(uint /*len*/)
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{
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}
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} // namespace blender::gpu
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