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
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 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 "gpu_interface_info.hh"
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(gpu_shader_test)
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.typedef_source("GPU_shader_shared.h")
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.fragment_out(0, Type::UVEC4, "out_test")
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.additional_info("draw_fullscreen");
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GPU_SHADER_CREATE_INFO(gpu_math_test)
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.fragment_source("gpu_math_test.glsl")
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.additional_info("gpu_shader_test")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_compute_1d_test)
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.local_group_size(1)
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.image(1, GPU_RGBA32F, Qualifier::WRITE, ImageType::FLOAT_1D, "img_output")
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.compute_source("gpu_compute_1d_test.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_compute_2d_test)
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.local_group_size(1, 1)
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.image(1, GPU_RGBA32F, Qualifier::WRITE, ImageType::FLOAT_2D, "img_output")
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.compute_source("gpu_compute_2d_test.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_compute_ibo_test)
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.local_group_size(1)
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.storage_buf(0, Qualifier::WRITE, "uint", "out_indices[]")
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.compute_source("gpu_compute_ibo_test.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_compute_vbo_test)
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.local_group_size(1)
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.storage_buf(0, Qualifier::WRITE, "vec4", "out_positions[]")
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.compute_source("gpu_compute_vbo_test.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_compute_ssbo_test)
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.local_group_size(1)
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.storage_buf(0, Qualifier::WRITE, "int", "data_out[]")
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.compute_source("gpu_compute_ssbo_test.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_compute_ssbo_binding_test)
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.local_group_size(1)
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.storage_buf(0, Qualifier::WRITE, "int", "data0[]")
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.storage_buf(1, Qualifier::WRITE, "int", "data1[]")
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.compute_source("gpu_compute_dummy_test.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(eevee_shadow_test)
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.fragment_source("eevee_shadow_test.glsl")
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.additional_info("gpu_shader_test")
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.additional_info("eevee_shared")
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.do_static_compilation(true);
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