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Initial (readonly) storage buffer support. #1007

Merged
merged 33 commits into from May 9, 2024
Merged

Initial (readonly) storage buffer support. #1007

merged 33 commits into from May 9, 2024

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floooh
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@floooh floooh commented Mar 9, 2024

First step will introduce storage buffers without compute shaders. This allows more flexibility for providing random-access data to the GPU (e.g. replacing float textures as 'poor man's storage buffers').

  • Not supported on WebGL2 and on the macOS GL backend (since macOS GL only goes up to 4.1)
  • Will require to bump the minimum GL version to 4.3 on Linux and Windows.
  • Unrelated: while at it, bump minimum GL version to 4.1 on macOS (will enable to fill some feature gaps later)
  • ??? GLES3.1 on Anrdoid and iOS ??? (not on iOS since it only supports GLES 3.0, not initially on Android)
  • on D3D11 uses HLSL ByteAddressBuffers as opposed to StructuredBuffers, this is more flexible but more awkward when used with manually written HLSL (convenient again with sokol-shdc though)
  • only

To investigate:

  • Allow multiple bind points? (e.g. allow to bind as storage buffer, but also as vertex buffer) => means getting rid of 'buffer type' in favour of 'bind flags' => not initially
  • D3D11: when is using an UnorderedAccessView instead of a regular BufferView required?
  • ReadOnly vs ReadWrite vs WriteOnly storage buffers? Possible to write to StorageBuffers without compute shaders? => possible but non-trivial, initially only support readonly buffers, writing from vertex- oder fragment-shaders requires resource barriers even in OpenGL. Delay until compute shader support.
  • Add a special flag sg_buffer_desc.d3d11_structured_buffer as fallback to allow using more convenient StructureBuffer in shader? Does this require providing the element size when creating the shader resource view?
  • ???

TODO:

  • fix broken shadows-depthtex sample
  • update samples webpage
  • query GL version for glGetIntegerv() and roll back the changes in sg_environment.
  • pixel noise artifacts in the sbuftex-sapp on my NVIDIA RTX 2070 Win10 PC across WebGPU, D3D11 and OpenGL (fixed, turned out to be a precision problem when converting between float and integer which only seems to manifest on NVIDIA)
  • final smoke test:
    • sapp-samples on:
      • macOS + Metal
      • macOS + GL
      • iOS + Metal
      • iOS + GL
      • Windows + D3D11
      • Windows + GL
      • WebGL2
      • WebGPU
      • Linux
      • Android
    • backend-specific samples:
      • d3d11 samples
      • metal samples
      • emsc samples
      • wgpu samples
      • glfw samples
        • macOS
        • Windows
        • Linux
    • bindings:
      • zig
      • odin
      • nim
      • rust
  • deploy samples webpage
    • WebGPU
    • WebGL2
  • blog post
  • update changelog
  • merge:
  • update:
  • publish sokol-tools-bin
  • add 'unsupported' debug text to storage buffer samples
  • documentation update:
    • sokol_gfx.h
    • sokol_app.h
  • fix sokol-shdc + webgpu problems
  • only allow readonly storage buffers in shader desc (validation layer check)
  • cleanup SG_BUFFERTYPE_* naming? (e.g. SG_BUFFERTYPE_VERTEXBUFFER => SG_BUFFERTYPE_VERTEX)? => not worth the hassle
  • rename config define SOKOL_GLCORE33 => SOKOL_GLCORE
  • pass major and minor GL version in sg_environment.gl
  • basic storage buffer support in sokol_gfx.h:
    • glcore
    • gles3? (unsupported)
    • d3d11
    • metal
    • wgpu
  • 'raw' 3D API samples:
    • vertex pulling via storage buffers
      • d3d11
      • metal
      • wgpu
      • glfw
  • sokol-app samples:
    • simple vertex pulling sample
    • new instancing sample which uses vertex pulling
    • new ozz-skinning sample which passes bone info via storage-buffer
    • a sample which uses matrices in storage buffers
    • a sample which read storage buffer from fragment shader - use the uniformtypes-sapp as base, and also bind a texture to the same stage (to check if bind slots are assigned correctly):
      • macOS + Metal
      • WebGPU (currently broken: Binding size (768) is larger than the size (96) of [Buffer "color-palette"].)
      • Linux + GL
      • Windows + D3D11
      • Windows + GL
    • shader-write to storage buffer
  • sokol_app.h + sokol_glue.h updates:
    • sg_environment => gl major/minor version
  • fix sokol_gfx_imgui.h
    • buffer panel => storage buffer
    • update shader-desc panel
    • update apply-bindings-panel
  • recompile embedded WebGPU and GLSL shaders (because WGPU bind slots and GLSL versions have changed):
    • sokol_imgui.h
    • sokol_gl.h
    • sokol_nuklear.h
    • sokol_debugtext.h
    • sokol_spine.h
    • sokol_fontstash.h
  • update bindings (plus a new vertex pulling sample):
    • zig
    • odin
    • nim
    • rust
  • sokol-shdc update:
    • glsl330 => glsl410 and glsl430
    • remove glsl100
    • cleanup reflection parsing (also need to parse regular structs)
    • reflection parsing: SSBOs
    • 'skip' the internal struct for code-generated ssbo struct
    • SPIRVCross writes gl_InstanceIndex as gl_InstanceID + SPIRV_Cross_BaseInstance (fixed: SPIRVCross has options for that)
  • figure out how to deal with write/read barriers for storage buffers, e.g. https://registry.khronos.org/OpenGL-Refpages/gl4/html/glMemoryBarrier.xhtml, conservative solution: issue a barrier after each draw that involves writable storage buffers. => defer storage buffer write support into a followup update since it comes with a couple of problems that need solving:
    • barriers must be injected between a draw call writing to a storage buffer and another draw call reading from that buffer, so need to come with a basic concept of how to handle such resource barriers (make a backend API survey first)
    • SPIRVCross seems to generate no return value for (vertex) shaders which write to storage buffers
    • might want to handle the following situations properly:
      • shaders that only have a vertex- but no fragment-shaders
      • render passes without any attachments (and essentially only serve as barriers => do we want to have something like a "barrier pass"?

@floooh floooh marked this pull request as draft March 9, 2024 16:55
@floooh floooh changed the title Initial storage buffer support. Initial (readonly) storage buffer support. Apr 15, 2024
@jakubtomsu
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Oh, are you planning to eventually support compute shaders, on selected backends? That would be absolutely amazing, it's probably the number one feature I'm missing in sokol_gfx right now. Especially now I've moved on to 3D graphics. The storage buffers seem like a good first step!

@floooh
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floooh commented Apr 26, 2024

Yes, compute shaders is planned afterward for the next 'big update' after this initial storage buffer support update. I need to come up with a 'resource barrier strategy' though, I'll most likely take WebGPU as a blueprint.

@floooh floooh merged commit fa70e64 into master May 9, 2024
32 of 48 checks passed
@floooh floooh deleted the storage-buffers branch May 9, 2024 13:58
@fiserj
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fiserj commented May 10, 2024

This is great milestone, thank you! (I can finally stop abusing uniforms for that 🙈)

@roig
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roig commented May 13, 2024

Amazing work, thank you for this update.

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5 participants