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