2020-11-29 08:40:44 +00:00
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// Copyright (c) 2017 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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// This example demonstrates how to use pipeline caching.
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//
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// Using a PipelineCache can improve performance significantly,
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// by checking if the requested pipeline exists in the cache and if so,
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// return that pipeline directly or insert that new pipeline into the
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// cache.
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//
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// You can retrieve the data in the cache as a `Vec<u8>` and
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// save that to a binary file. Later you can load that file and build a
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// PipelineCache with the given data. Be aware that the Vulkan
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// implementation does not check if the data is valid and vulkano
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// currently does not either. Invalid data can lead to driver crashes
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// or worse. Using the same cache data with a different GPU probably
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// won't work, a simple driver update can lead to invalid data as well.
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// To check if your data is valid you can find inspiration here:
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// https://zeux.io/2019/07/17/serializing-pipeline-cache/
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//
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// In the future, vulkano might implement those safety checks, but for
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// now, you would have to do that yourself or trust the data and the user.
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use std::fs;
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use std::fs::File;
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use std::io::Read;
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use std::io::Write;
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use std::sync::Arc;
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2021-06-28 08:04:28 +00:00
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use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
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2021-06-28 06:24:44 +00:00
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use vulkano::device::{Device, DeviceExtensions, Features};
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2021-06-28 08:04:28 +00:00
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use vulkano::instance::{Instance, InstanceExtensions};
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2020-11-29 08:40:44 +00:00
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use vulkano::pipeline::cache::PipelineCache;
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use vulkano::pipeline::ComputePipeline;
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2021-05-23 16:09:50 +00:00
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use vulkano::Version;
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2020-11-29 08:40:44 +00:00
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fn main() {
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// As with other examples, the first step is to create an instance.
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2021-05-30 20:42:51 +00:00
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let instance = Instance::new(None, Version::V1_1, &InstanceExtensions::none(), None).unwrap();
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2020-11-29 08:40:44 +00:00
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// Choose which physical device to use.
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let device_extensions = DeviceExtensions {
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khr_storage_buffer_storage_class: true,
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..DeviceExtensions::none()
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};
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let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
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2021-06-28 09:07:54 +00:00
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.filter(|&p| p.supported_extensions().is_superset_of(&device_extensions))
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.filter_map(|p| {
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p.queue_families()
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.find(|&q| q.supports_compute())
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.map(|q| (p, q))
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})
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2021-08-09 13:44:58 +00:00
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.min_by_key(|(p, _)| match p.properties().device_type {
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2021-06-28 06:24:44 +00:00
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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})
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2020-11-29 08:40:44 +00:00
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type
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);
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2020-11-29 08:40:44 +00:00
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// Now initializing the device.
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let (device, _) = Device::new(
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physical_device,
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&Features::none(),
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&physical_device
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.required_extensions()
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.union(&device_extensions),
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2020-11-29 08:40:44 +00:00
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[(queue_family, 0.5)].iter().cloned(),
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)
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.unwrap();
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// We are creating an empty PipelineCache to start somewhere.
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let pipeline_cache = PipelineCache::empty(device.clone()).unwrap();
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// We need to create the compute pipeline that describes our operation. We are using the
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// shader from the basic-compute-shader example.
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//
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// If you are familiar with graphics pipeline, the principle is the same except that compute
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// pipelines are much simpler to create.
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//
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// Pass the PipelineCache as an optional parameter to the ComputePipeline constructor.
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// For GraphicPipelines you can use the GraphicPipelineBuilder that has a method
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// `build_with_cache(cache: Arc<PipelineCache>)`
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2020-12-03 15:44:10 +00:00
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let _pipeline = Arc::new({
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2020-11-29 08:40:44 +00:00
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: "
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#version 450
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Data {
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uint data[];
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} data;
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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data.data[idx] *= 12;
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}
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"
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}
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}
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let shader = cs::Shader::load(device.clone()).unwrap();
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ComputePipeline::new(
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device.clone(),
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&shader.main_entry_point(),
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&(),
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Some(pipeline_cache.clone()),
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2021-09-04 04:20:05 +00:00
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|_| {},
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2020-11-29 08:40:44 +00:00
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)
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.unwrap()
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});
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// Normally you would use your pipeline for computing, but we just want to focus on the
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// cache functionality.
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// The cache works the same for a GraphicsPipeline, a ComputePipeline is just simpler to
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// build.
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//
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// We are now going to retrieve the cache data into a Vec<u8> and save that to a file on
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// our disk.
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if let Ok(data) = pipeline_cache.get_data() {
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if let Ok(mut file) = File::create("pipeline_cache.bin.tmp") {
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if let Ok(_) = file.write_all(&data) {
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let _ = fs::rename("pipeline_cache.bin.tmp", "pipeline_cache.bin");
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} else {
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let _ = fs::remove_file("pipeline_cache.bin.tmp");
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}
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}
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}
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// The PipelineCache is now saved to disk and can be loaded the next time the application
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// is started. This way, the pipelines do not have to be rebuild and pipelines that might
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// exist in the cache can be build far quicker.
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//
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// To load the cache from the file, we just need to load the data into a Vec<u8> and build
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// the PipelineCache from that. Note that this function is currently unsafe as there are
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// no checks, as it was mentioned at the start of this example.
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let data = {
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if let Ok(mut file) = File::open("pipeline_cache.bin") {
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let mut data = Vec::new();
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if let Ok(_) = file.read_to_end(&mut data) {
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Some(data)
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} else {
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None
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}
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} else {
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None
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}
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};
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let second_cache = if let Some(data) = data {
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// This is unsafe because there is no way to be sure that the file contains valid data.
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unsafe { PipelineCache::with_data(device.clone(), &data).unwrap() }
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} else {
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PipelineCache::empty(device.clone()).unwrap()
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};
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// As the PipelineCache of the Vulkan implementation saves an opaque blob of data,
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// there is no real way to know if the data is correct. There might be differences
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// in the byte blob here, but it should still work.
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// If it doesn't, please check if there is an issue describing this problem, and if
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// not open a new one, on the GitHub page.
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println!("first : {:?}", pipeline_cache.get_data().unwrap());
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println!("second: {:?}", second_cache.get_data().unwrap());
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}
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