vulkan: implement compute shaders

A lot of stuff probably isn't implemented yet, however the
following code already works:

```lua
local shader = love.graphics.newComputeShader [[
    layout (local_size_x = 1, local_size_y = 1) in;

    layout(r32f) uniform highp image2D out_tex;

    uniform float time;

    void computemain() {
        imageStore(out_tex, ivec2(love_GlobalThreadID.xy), vec4(time, 1.0, 1.0, 1.0));
    }
]]

local tex = love.graphics.newTexture(64, 64, {computewrite = true,format = "r32f"})

function love.draw()
    shader:send("out_tex", tex)
    shader:send("time", love.timer.getTime() % 1)
    love.graphics.dispatchThreadgroups(shader, 64, 64, 1)

    love.graphics.print("compute shader test")
    love.graphics.draw(tex, 25, 25)
end
```
This commit is contained in:
niki
2022-08-31 02:07:46 +02:00
parent e409770be1
commit a0ee9f7b9b
7 changed files with 380 additions and 157 deletions
+9 -1
View File
@@ -720,7 +720,7 @@ void Vulkan::cmdTransitionImageLayout(VkCommandBuffer commandBuffer, VkImage ima
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
sourceStage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
destinationStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
}
else if (oldLayout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_PRESENT_SRC_KHR) {
@@ -730,6 +730,14 @@ void Vulkan::cmdTransitionImageLayout(VkCommandBuffer commandBuffer, VkImage ima
sourceStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
destinationStage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
}
// we use general for images that are both sampled and compute write
else if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_GENERAL) {
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
destinationStage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT;
}
else {
throw std::invalid_argument("unsupported layout transition!");
}