Commit graph

25 commits

Author SHA1 Message Date
Raph Levien
3dfae7aed6 Merge branch 'usage' into dx12_work 2021-05-21 22:00:49 -07:00
Raph Levien
4dcf385b18 Remove MemFlags trait 2021-05-21 21:51:33 -07:00
Raph Levien
e9a8b4643b Migrate to BufferUsage
Adopt the BufferUsage concept from WebGPU, and replace MemFlags, which
is inadequate.
2021-05-21 19:43:55 -07:00
Raph Levien
e4b16e706a Timestamp queries
These function, but can use some work.

First, the buffer situation is worse than it should be. It should be
possible to create a single readback buffer rather then copy from
gpu-local to host-coherent.

Second, the command buffer `finish_timestamps` call doesn't correlate to
anything in Vulkan, so needs plumbing up through the hub in one form or
other when that happens. I'm inclined to make it ergonomic by doing a
bit of resource tracking that will trigger the appropriate call (and
subsequent host barrier) in the `finish` method on the command buffer.
2021-05-21 13:19:10 -07:00
Raph Levien
f482921806 Create compute pipelines
Create compute pipelines from shader source and descriptor sets. This
gets it to the point where it can run the collatz example.

Still WIP and with rough edges, of course.
2021-05-18 10:08:23 -07:00
Raph Levien
619fc8d4eb Merge branch 'master' into dx12 2021-05-16 10:19:06 -07:00
Raph Levien
a5991ecf97 Expand runtime query of GPU capabilities
Test whether the GPU supports subgroups (including size control) and
memory model.

This patch does all the ceremony needed for runtime query, including
testing the Vulkan version and only probing the extensions when
available. Thus, it should work fine on older devices (not yet tested).

The reporting of capabilities follows Vulkan concepts, but is not
particularly Vulkan-specific.
2021-05-08 11:41:47 -07:00
Elias Naur
903ab1fb59 implement FillImage command and sRGB support
FillImage is like Fill, except that it takes its color from one or
more image atlases.

kernel4 uses a single image for non-Vulkan hosts, and the dynamic sized array
of image descriptors on Vulkan.

A previous version of this commit used textures. I think images are a better
choice for piet-gpu, for several reasons:

- Texture sampling, in particular textureGrad, is slow on lower spec devices
  such as Google Pixel. Texture sampling is particularly slow and difficult to
implement for CPU fallbacks.
- Texture sampling need more parameters, in particular the full u,v
  transformation matrix, leading to a large increase in the command size. Since
all commands use the same size, that memory penalty is paid by all scenes, not
just scenes with textures.
- It is unlikely that piet-gpu will support every kind of fill for every
  client, because each kind must be added to kernel4.

With FillImage, a client will prepare the image(s) in separate shader stages,
sampling and applying transformations and special effects as needed. Textures
that align with the output pixel grid can be used directly, without
pre-processing.

Note that the pre-processing step can run concurrently with the piet-gpu pipeline;
Only the last stage, kernel4, needs the images.

Pre-processing most likely uses fixed function vertex/fragment programs,
which on some GPUs may run in parallel with piet-gpu's compute programs.

While here, fix a few validation errors:
- Explicitly enable EXT_descriptor_indexing, KHR_maintenance3,
  KHR_get_physical_device_properties2.
- Specify a vkDescriptorSetVariableDescriptorCountAllocateInfo for
  vkAllocateDescriptorSets. Otherwise, variable image2D arrays won't work (but
sampler2D arrays do, at least on my setup).

Updates #38

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 12:50:12 +01:00
Raph Levien
facc9e0982 Use sampler for texture images
Provide images to fine rasterization kernel as readonly textures with a
sampler, rather than storage images. That lets us use the GPU's hardware
for sampling, which should be considerably more efficient.

There are a bunch of parameters that are hardcoded, but it does seem to
work.
2020-11-25 18:05:10 -08:00
Raph Levien
047a0830d1 Towards wiring up images to k4
This patch passes a dynamically sized array of textures to the fine
rasterizer.

A bunch of the low level Vulkan stuff is done, but only enough of the
shaders and encoders to do minimal testing. We'll want to switch from
storage images to sampled images, track the actual array of textures
during encoding, use that to build the descriptor set (which will need
to be more dynamic), and of course run image elements through the
pipeline.

Progress towards #38
2020-11-24 22:11:38 -08:00
Raph Levien
6b06d249ab Builder pattern for pipelines
Use a builder pattern for pipelines and descriptor sets, so we can go
richer without hugely complicating existing code.

WIP
2020-11-24 22:11:38 -08:00
Raph Levien
d63583083c Start DX12 backend
Very early so far, but cool to have a branch for it.
2020-11-24 10:32:49 -08:00
Raph Levien
a60c2dd3c8 Scratch buffer for clip stack
We keep a small window of the clip stack in registers in the fine
rasterization kernel, and when that window is exceeded, spill to global
memory, so the clip stack can be unbounded.
2020-11-22 18:14:09 -08:00
Raph Levien
75c4b62730 Add hub abstraction
The hub does a little better lifetime tracking of resources (so
Rust-side references can be dropped), and in the future will be used for
dynamic selection of backend.

The migration is still a bit half-baked, as there are a bunch of
Vulkan-specific types in the signatures, but it shouldn't be too much
work to sort that out. Perhaps it can wait until there is a second
backend though.

The main motivation for this is to create image objects with lifetime
tracking, one of the things required for #38.
2020-11-18 16:06:08 -08:00
Raph Levien
301abf4db7 Minor cleanups
Mostly cleaning up some comments. Also adds host barrier and a command
to copy a buffer to an image (in preparation for images, see #38).
2020-11-17 14:18:30 -08:00
msiglreith
b38e43f0c2 Initial work for surface support
surface: handle extensions

Implement swapchain creation and blit image to screen
2020-05-04 16:24:42 +02:00
Raph Levien
aa8b71e922 Reset query pool before use
Quiets validation errors now that we can see them :)
2020-04-29 18:18:04 -07:00
Raph Levien
55e35dd879 Dynamic allocation of intermediate buffers
When the initial allocation is exceeded, do an atomic bump allocation.
This is done for both tilegroup instances and per tile command lists.
2020-04-25 10:45:47 -07:00
Raph Levien
5adb703936 Staging buffers
Add hal methods to clear and copy buffers, so work happens in device
local buffers.
2020-04-18 07:46:59 -07:00
Raph Levien
228bfc88cd Add scene types
This patch adds a module that contains both scene and ptcl types (very
lightly adapted from piet-metal), as well as infrastructure for encoding
Rust-side.

WIP, it's not wired up in either the shader or on the Rust side.
2020-04-16 18:19:58 -07:00
Raph Levien
86e52a3f47 Start image rendering
Populates the piet-gpu subdir, with an extremely simple renderer. The
main program saves the image to a PNG.

Contains a few fixes (I was confused about the need for multiple
bindings, as opposed to multiple descriptors within a binding).
2020-04-16 14:04:40 -07:00
Raph Levien
487d948217 [hal] Add timer queries
Note: also make dispatch size programmable.
2020-04-12 22:28:27 -07:00
Raph Levien
265d990cbe [derive] Add layout
Add a layout pass to the struct derive logic.
2020-04-12 16:44:28 -07:00
Raph Levien
1e1b9ff319 Get Collatz example working
Rework Collatz example to use new traits.
2020-04-06 12:11:37 -07:00
Raph Levien
1b0248fbbf Starting piet-gpu repo
This brings in a bunch of code from vk-toy but doesn't yet do anything.
2020-04-05 15:17:26 -07:00