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
41 lines
956 B
C++
41 lines
956 B
C++
/* SPDX-License-Identifier: Apache-2.0 */
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#include "testing/testing.h"
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#include "CLG_log.h"
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#include "GPU_context.h"
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#include "GPU_init_exit.h"
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#include "gpu_testing.hh"
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#include "GHOST_C-api.h"
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namespace blender::gpu {
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void GPUTest::SetUp()
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{
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GPU_backend_type_selection_set(gpu_backend_type);
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GHOST_GLSettings glSettings = {};
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glSettings.context_type = draw_context_type;
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glSettings.flags = GHOST_glDebugContext;
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CLG_init();
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ghost_system = GHOST_CreateSystem();
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ghost_context = GHOST_CreateOpenGLContext(ghost_system, glSettings);
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GHOST_ActivateOpenGLContext(ghost_context);
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context = GPU_context_create(nullptr, ghost_context);
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GPU_init();
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GPU_context_begin_frame(context);
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}
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void GPUTest::TearDown()
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{
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GPU_context_end_frame(context);
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GPU_exit();
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GPU_context_discard(context);
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GHOST_DisposeOpenGLContext(ghost_system, ghost_context);
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GHOST_DisposeSystem(ghost_system);
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CLG_exit();
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}
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} // namespace blender::gpu
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