// This example demonstrates how to use the compute capabilities of Vulkan. // // While graphics cards have traditionally been used for graphical operations, over time they have // been more or more used for general-purpose operations as well. This is called "General-Purpose // GPU", or *GPGPU*. This is what this example demonstrates. use std::sync::Arc; use vulkano::{ buffer::{Buffer, BufferCreateInfo, BufferUsage}, command_buffer::{ allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage, }, descriptor_set::{ allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet, }, device::{ physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo, QueueFlags, }, instance::{Instance, InstanceCreateFlags, InstanceCreateInfo}, memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator}, pipeline::{ compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo, ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout, PipelineShaderStageCreateInfo, }, sync::{self, GpuFuture}, VulkanLibrary, }; fn main() { // As with other examples, the first step is to create an instance. let library = VulkanLibrary::new().unwrap(); let instance = Instance::new( library, InstanceCreateInfo { flags: InstanceCreateFlags::ENUMERATE_PORTABILITY, ..Default::default() }, ) .unwrap(); // Choose which physical device to use. let device_extensions = DeviceExtensions { khr_storage_buffer_storage_class: true, ..DeviceExtensions::empty() }; let (physical_device, queue_family_index) = instance .enumerate_physical_devices() .unwrap() .filter(|p| p.supported_extensions().contains(&device_extensions)) .filter_map(|p| { // The Vulkan specs guarantee that a compliant implementation must provide at least one // queue that supports compute operations. p.queue_family_properties() .iter() .position(|q| q.queue_flags.intersects(QueueFlags::COMPUTE)) .map(|i| (p, i as u32)) }) .min_by_key(|(p, _)| match p.properties().device_type { PhysicalDeviceType::DiscreteGpu => 0, PhysicalDeviceType::IntegratedGpu => 1, PhysicalDeviceType::VirtualGpu => 2, PhysicalDeviceType::Cpu => 3, PhysicalDeviceType::Other => 4, _ => 5, }) .unwrap(); println!( "Using device: {} (type: {:?})", physical_device.properties().device_name, physical_device.properties().device_type, ); // Now initializing the device. let (device, mut queues) = Device::new( physical_device, DeviceCreateInfo { enabled_extensions: device_extensions, queue_create_infos: vec![QueueCreateInfo { queue_family_index, ..Default::default() }], ..Default::default() }, ) .unwrap(); // Since we can request multiple queues, the `queues` variable is in fact an iterator. In this // example we use only one queue, so we just retrieve the first and only element of the // iterator and throw it away. let queue = queues.next().unwrap(); // Now let's get to the actual example. // // What we are going to do is very basic: we are going to fill a buffer with 64k integers and // ask the GPU to multiply each of them by 12. // // GPUs are very good at parallel computations (SIMD-like operations), and thus will do this // much more quickly than a CPU would do. While a CPU would typically multiply them one by one // or four by four, a GPU will do it by groups of 32 or 64. // // Note however that in a real-life situation for such a simple operation the cost of accessing // memory usually outweighs the benefits of a faster calculation. Since both the CPU and the // GPU will need to access data, there is no other choice but to transfer the data through the // slow PCI express bus. // We need to create the compute pipeline that describes our operation. // // If you are familiar with graphics pipeline, the principle is the same except that compute // pipelines are much simpler to create. let pipeline = { mod cs { vulkano_shaders::shader! { ty: "compute", src: r" #version 450 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(set = 0, binding = 0) buffer Data { uint data[]; }; void main() { uint idx = gl_GlobalInvocationID.x; data[idx] *= 12; } ", } } let cs = cs::load(device.clone()) .unwrap() .entry_point("main") .unwrap(); let stage = PipelineShaderStageCreateInfo::new(cs); let layout = PipelineLayout::new( device.clone(), PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage]) .into_pipeline_layout_create_info(device.clone()) .unwrap(), ) .unwrap(); ComputePipeline::new( device.clone(), None, ComputePipelineCreateInfo::stage_layout(stage, layout), ) .unwrap() }; let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone())); let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new( device.clone(), Default::default(), )); let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new( device.clone(), Default::default(), )); // We start by creating the buffer that will store the data. let data_buffer = Buffer::from_iter( memory_allocator, BufferCreateInfo { usage: BufferUsage::STORAGE_BUFFER, ..Default::default() }, AllocationCreateInfo { memory_type_filter: MemoryTypeFilter::PREFER_DEVICE | MemoryTypeFilter::HOST_RANDOM_ACCESS, ..Default::default() }, // Iterator that produces the data. 0..65536u32, ) .unwrap(); // In order to let the shader access the buffer, we need to build a *descriptor set* that // contains the buffer. // // The resources that we bind to the descriptor set must match the resources expected by the // pipeline which we pass as the first parameter. // // If you want to run the pipeline on multiple different buffers, you need to create multiple // descriptor sets that each contain the buffer you want to run the shader on. let layout = &pipeline.layout().set_layouts()[0]; let set = DescriptorSet::new( descriptor_set_allocator, layout.clone(), [WriteDescriptorSet::buffer(0, data_buffer.clone())], [], ) .unwrap(); // In order to execute our operation, we have to build a command buffer. let mut builder = AutoCommandBufferBuilder::primary( command_buffer_allocator, queue.queue_family_index(), CommandBufferUsage::OneTimeSubmit, ) .unwrap(); // Note that we clone the pipeline and the set. Since they are both wrapped in an `Arc`, // this only clones the `Arc` and not the whole pipeline or set (which aren't cloneable // anyway). In this example we would avoid cloning them since this is the last time we use // them, but in real code you would probably need to clone them. builder .bind_pipeline_compute(pipeline.clone()) .unwrap() .bind_descriptor_sets( PipelineBindPoint::Compute, pipeline.layout().clone(), 0, set, ) .unwrap(); // The command buffer only does one thing: execute the compute pipeline. This is called a // *dispatch* operation. unsafe { builder.dispatch([1024, 1, 1]) }.unwrap(); // Finish building the command buffer by calling `build`. let command_buffer = builder.build().unwrap(); // Let's execute this command buffer now. let future = sync::now(device) .then_execute(queue, command_buffer) .unwrap() // This line instructs the GPU to signal a *fence* once the command buffer has finished // execution. A fence is a Vulkan object that allows the CPU to know when the GPU has // reached a certain point. We need to signal a fence here because below we want to block // the CPU until the GPU has reached that point in the execution. .then_signal_fence_and_flush() .unwrap(); // Blocks execution until the GPU has finished the operation. This method only exists on the // future that corresponds to a signalled fence. In other words, this method wouldn't be // available if we didn't call `.then_signal_fence_and_flush()` earlier. The `None` parameter // is an optional timeout. // // Note however that dropping the `future` variable (with `drop(future)` for example) would // block execution as well, and this would be the case even if we didn't call // `.then_signal_fence_and_flush()`. Therefore the actual point of calling // `.then_signal_fence_and_flush()` and `.wait()` is to make things more explicit. In the // future, if the Rust language gets linear types vulkano may get modified so that only // fence-signalled futures can get destroyed like this. future.wait(None).unwrap(); // Now that the GPU is done, the content of the buffer should have been modified. Let's check // it out. The call to `read()` would return an error if the buffer was still in use by the // GPU. let data_buffer_content = data_buffer.read().unwrap(); for n in 0..65536u32 { assert_eq!(data_buffer_content[n as usize], n * 12); } println!("Success"); }