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docs/Compute.md
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docs/Compute.md
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## Compute System: Pipelines, Instances, and Dispatch
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Standalone compute subsystem with a small, explicit API. Used by passes (e.g., Background) and tools. It lives under `src/compute` and is surfaced via `EngineContext::compute` and convenience wrappers on `PipelineManager`.
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### Concepts
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- Pipelines: Named compute pipelines created from a SPIR‑V module and a simple descriptor layout spec.
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- Instances: Persistently bound descriptor sets keyed by instance name; useful for effects that rebind images/buffers across frames without re‑creating pipelines.
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- Dispatch: Issue work with group counts, optional push constants, and ad‑hoc memory barriers.
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### Key Types
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- `ComputePipelineCreateInfo` — shader path, descriptor types, push constant size/stages, optional specialization (src/compute/vk_compute.h).
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- `ComputeDispatchInfo` — `groupCount{X,Y,Z}`, `bindings`, `pushConstants`, and `*_barriers` arrays for additional sync.
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- `ComputeBinding` — helpers for `uniformBuffer`, `storageBuffer`, `sampledImage`, `storeImage`.
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### API Surface
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- Register/Destroy
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- `bool ComputeManager::registerPipeline(name, ComputePipelineCreateInfo)`
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- `void ComputeManager::unregisterPipeline(name)`
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- Query: `bool ComputeManager::hasPipeline(name)`
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- Dispatch
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- `void ComputeManager::dispatch(cmd, name, ComputeDispatchInfo)`
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- `void ComputeManager::dispatchImmediate(name, ComputeDispatchInfo)` — records on a transient command buffer and submits.
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- Helpers: `createDispatch2D(w,h[,lsX,lsY])`, `createDispatch3D(w,h,d[,lsX,lsY,lsZ])`.
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- Instances
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- `bool ComputeManager::createInstance(instanceName, pipelineName)` / `destroyInstance(instanceName)`
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- `setInstanceStorageImage`, `setInstanceSampledImage`, `setInstanceBuffer`
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- `AllocatedImage createAndBindStorageImage(...)`, `AllocatedBuffer createAndBindStorageBuffer(...)`
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- `void dispatchInstance(cmd, instanceName, info)`
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### Quick Start — One‑Shot Dispatch
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```c++
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ComputePipelineCreateInfo ci{};
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ci.shaderPath = context->getAssets()->shaderPath("blur.comp.spv");
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ci.descriptorTypes = { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE };
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ci.pushConstantSize = sizeof(ComputePushConstants);
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context->compute->registerPipeline("blur", ci);
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ComputeDispatchInfo di = ComputeManager::createDispatch2D(draw.w, draw.h);
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di.bindings.push_back(ComputeBinding::storeImage(0, outImageView));
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di.bindings.push_back(ComputeBinding::sampledImage(1, inImageView, context->getSamplers()->defaultLinear()));
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ComputePushConstants pc{}; /* fill */
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di.pushConstants = &pc; di.pushConstantSize = sizeof(pc);
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context->compute->dispatch(cmd, "blur", di);
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```
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### Quick Start — Persistent Instance
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```c++
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context->compute->createInstance("background.sky", "sky");
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context->compute->setInstanceStorageImage("background.sky", 0, ctx->getSwapchain()->drawImage().imageView);
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ComputeDispatchInfo di = ComputeManager::createDispatch2D(ctx->getDrawExtent().width,
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ctx->getDrawExtent().height);
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di.pushConstants = &effect.data; di.pushConstantSize = sizeof(ComputePushConstants);
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context->compute->dispatchInstance(cmd, "background.sky", di);
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```
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### Integration With Render Graph
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- Compute passes declare `write(image, RGImageUsage::ComputeWrite)` in their build callback; the graph inserts layout transitions to `GENERAL` and required barriers.
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- Background pass example: `src/render/vk_renderpass_background.cpp`.
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### Sync Notes
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- ComputeManager inserts minimal barriers needed for common cases; prefer using the Render Graph for cross‑pass synchronization.
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- For advanced cases, add `imageBarriers`/`bufferBarriers` to `ComputeDispatchInfo`.
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