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vk_compute_pipeline: Initial implementation

This abstraction represents a Vulkan compute pipeline.
This commit is contained in:
ReinUsesLisp 2020-01-06 21:25:14 -03:00
parent b392a5986e
commit dc96a59fa0
4 changed files with 219 additions and 0 deletions

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@ -155,6 +155,8 @@ if (ENABLE_VULKAN)
renderer_vulkan/maxwell_to_vk.h
renderer_vulkan/vk_buffer_cache.cpp
renderer_vulkan/vk_buffer_cache.h
renderer_vulkan/vk_compute_pipeline.cpp
renderer_vulkan/vk_compute_pipeline.h
renderer_vulkan/vk_descriptor_pool.cpp
renderer_vulkan/vk_descriptor_pool.h
renderer_vulkan/vk_device.cpp

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@ -0,0 +1,112 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <vector>
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/vk_compute_pipeline.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
#include "video_core/renderer_vulkan/vk_resource_manager.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
#include "video_core/renderer_vulkan/vk_update_descriptor.h"
namespace Vulkan {
VKComputePipeline::VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue,
const SPIRVShader& shader)
: device{device}, scheduler{scheduler}, entries{shader.entries},
descriptor_set_layout{CreateDescriptorSetLayout()},
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
descriptor_template{CreateDescriptorUpdateTemplate()},
shader_module{CreateShaderModule(shader.code)}, pipeline{CreatePipeline()} {}
VKComputePipeline::~VKComputePipeline() = default;
vk::DescriptorSet VKComputePipeline::CommitDescriptorSet() {
if (!descriptor_template) {
return {};
}
const auto set = descriptor_allocator.Commit(scheduler.GetFence());
update_descriptor_queue.Send(*descriptor_template, set);
return set;
}
UniqueDescriptorSetLayout VKComputePipeline::CreateDescriptorSetLayout() const {
std::vector<vk::DescriptorSetLayoutBinding> bindings;
u32 binding = 0;
const auto AddBindings = [&](vk::DescriptorType descriptor_type, std::size_t num_entries) {
// TODO(Rodrigo): Maybe make individual bindings here?
for (u32 bindpoint = 0; bindpoint < static_cast<u32>(num_entries); ++bindpoint) {
bindings.emplace_back(binding++, descriptor_type, 1, vk::ShaderStageFlagBits::eCompute,
nullptr);
}
};
AddBindings(vk::DescriptorType::eUniformBuffer, entries.const_buffers.size());
AddBindings(vk::DescriptorType::eStorageBuffer, entries.global_buffers.size());
AddBindings(vk::DescriptorType::eUniformTexelBuffer, entries.texel_buffers.size());
AddBindings(vk::DescriptorType::eCombinedImageSampler, entries.samplers.size());
AddBindings(vk::DescriptorType::eStorageImage, entries.images.size());
const vk::DescriptorSetLayoutCreateInfo descriptor_set_layout_ci(
{}, static_cast<u32>(bindings.size()), bindings.data());
const auto dev = device.GetLogical();
const auto& dld = device.GetDispatchLoader();
return dev.createDescriptorSetLayoutUnique(descriptor_set_layout_ci, nullptr, dld);
}
UniquePipelineLayout VKComputePipeline::CreatePipelineLayout() const {
const vk::PipelineLayoutCreateInfo layout_ci({}, 1, &*descriptor_set_layout, 0, nullptr);
const auto dev = device.GetLogical();
return dev.createPipelineLayoutUnique(layout_ci, nullptr, device.GetDispatchLoader());
}
UniqueDescriptorUpdateTemplate VKComputePipeline::CreateDescriptorUpdateTemplate() const {
std::vector<vk::DescriptorUpdateTemplateEntry> template_entries;
u32 binding = 0;
u32 offset = 0;
FillDescriptorUpdateTemplateEntries(device, entries, binding, offset, template_entries);
if (template_entries.empty()) {
// If the shader doesn't use descriptor sets, skip template creation.
return UniqueDescriptorUpdateTemplate{};
}
const vk::DescriptorUpdateTemplateCreateInfo template_ci(
{}, static_cast<u32>(template_entries.size()), template_entries.data(),
vk::DescriptorUpdateTemplateType::eDescriptorSet, *descriptor_set_layout,
vk::PipelineBindPoint::eGraphics, *layout, DESCRIPTOR_SET);
const auto dev = device.GetLogical();
const auto& dld = device.GetDispatchLoader();
return dev.createDescriptorUpdateTemplateUnique(template_ci, nullptr, dld);
}
UniqueShaderModule VKComputePipeline::CreateShaderModule(const std::vector<u32>& code) const {
const vk::ShaderModuleCreateInfo module_ci({}, code.size() * sizeof(u32), code.data());
const auto dev = device.GetLogical();
return dev.createShaderModuleUnique(module_ci, nullptr, device.GetDispatchLoader());
}
UniquePipeline VKComputePipeline::CreatePipeline() const {
vk::PipelineShaderStageCreateInfo shader_stage_ci({}, vk::ShaderStageFlagBits::eCompute,
*shader_module, "main", nullptr);
vk::PipelineShaderStageRequiredSubgroupSizeCreateInfoEXT subgroup_size_ci;
subgroup_size_ci.requiredSubgroupSize = GuestWarpSize;
if (entries.uses_warps && device.IsGuestWarpSizeSupported(vk::ShaderStageFlagBits::eCompute)) {
shader_stage_ci.pNext = &subgroup_size_ci;
}
const vk::ComputePipelineCreateInfo create_info({}, shader_stage_ci, *layout, {}, 0);
const auto dev = device.GetLogical();
return dev.createComputePipelineUnique({}, create_info, nullptr, device.GetDispatchLoader());
}
} // namespace Vulkan

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@ -0,0 +1,66 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "common/common_types.h"
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
namespace Vulkan {
class VKDevice;
class VKScheduler;
class VKUpdateDescriptorQueue;
class VKComputePipeline final {
public:
explicit VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue,
const SPIRVShader& shader);
~VKComputePipeline();
vk::DescriptorSet CommitDescriptorSet();
vk::Pipeline GetHandle() const {
return *pipeline;
}
vk::PipelineLayout GetLayout() const {
return *layout;
}
const ShaderEntries& GetEntries() {
return entries;
}
private:
UniqueDescriptorSetLayout CreateDescriptorSetLayout() const;
UniquePipelineLayout CreatePipelineLayout() const;
UniqueDescriptorUpdateTemplate CreateDescriptorUpdateTemplate() const;
UniqueShaderModule CreateShaderModule(const std::vector<u32>& code) const;
UniquePipeline CreatePipeline() const;
const VKDevice& device;
VKScheduler& scheduler;
ShaderEntries entries;
UniqueDescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;
VKUpdateDescriptorQueue& update_descriptor_queue;
UniquePipelineLayout layout;
UniqueDescriptorUpdateTemplate descriptor_template;
UniqueShaderModule shader_module;
UniquePipeline pipeline;
};
} // namespace Vulkan

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@ -4,9 +4,12 @@
#pragma once
#include <array>
#include <cstddef>
#include <vector>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_vulkan/declarations.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
#include "video_core/shader/shader_ir.h"
@ -15,6 +18,42 @@ namespace Vulkan {
class VKDevice;
struct ComputePipelineCacheKey {
GPUVAddr shader{};
u32 shared_memory_size{};
std::array<u32, 3> workgroup_size{};
std::size_t Hash() const noexcept {
return static_cast<std::size_t>(shader) ^
((static_cast<std::size_t>(shared_memory_size) >> 7) << 40) ^
static_cast<std::size_t>(workgroup_size[0]) ^
(static_cast<std::size_t>(workgroup_size[1]) << 16) ^
(static_cast<std::size_t>(workgroup_size[2]) << 24);
}
bool operator==(const ComputePipelineCacheKey& rhs) const noexcept {
return std::tie(shader, shared_memory_size, workgroup_size) ==
std::tie(rhs.shader, rhs.shared_memory_size, rhs.workgroup_size);
}
};
} // namespace Vulkan
namespace std {
template <>
struct hash<Vulkan::ComputePipelineCacheKey> {
std::size_t operator()(const Vulkan::ComputePipelineCacheKey& k) const noexcept {
return k.Hash();
}
};
} // namespace std
namespace Vulkan {
class VKDevice;
void FillDescriptorUpdateTemplateEntries(
const VKDevice& device, const ShaderEntries& entries, u32& binding, u32& offset,
std::vector<vk::DescriptorUpdateTemplateEntry>& template_entries);