forked from blender/blender
main sync #3
@ -99,6 +99,8 @@ struct GPUPass {
|
||||
/** Hint that an optimized variant of this pass should be created based on a complexity heuristic
|
||||
* during pass code generation. */
|
||||
bool should_optimize;
|
||||
/** Whether pass is in the GPUPass cache. */
|
||||
bool cached;
|
||||
};
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
@ -132,6 +134,7 @@ static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
|
||||
static void gpu_pass_cache_insert_after(GPUPass *node, GPUPass *pass)
|
||||
{
|
||||
BLI_spin_lock(&pass_cache_spin);
|
||||
pass->cached = true;
|
||||
if (node != nullptr) {
|
||||
/* Add after the first pass having the same hash. */
|
||||
pass->next = node->next;
|
||||
@ -775,6 +778,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
|
||||
pass->create_info = codegen.create_info;
|
||||
pass->hash = codegen.hash_get();
|
||||
pass->compiled = false;
|
||||
pass->cached = false;
|
||||
/* Only flag pass optimization hint if this is the first generated pass for a material.
|
||||
* Optimized passes cannot be optimized further, even if the heuristic is still not
|
||||
* favorable. */
|
||||
@ -881,14 +885,6 @@ GPUShader *GPU_pass_shader_get(GPUPass *pass)
|
||||
return pass->shader;
|
||||
}
|
||||
|
||||
void GPU_pass_release(GPUPass *pass)
|
||||
{
|
||||
BLI_spin_lock(&pass_cache_spin);
|
||||
BLI_assert(pass->refcount > 0);
|
||||
pass->refcount--;
|
||||
BLI_spin_unlock(&pass_cache_spin);
|
||||
}
|
||||
|
||||
static void gpu_pass_free(GPUPass *pass)
|
||||
{
|
||||
BLI_assert(pass->refcount == 0);
|
||||
@ -899,6 +895,18 @@ static void gpu_pass_free(GPUPass *pass)
|
||||
MEM_freeN(pass);
|
||||
}
|
||||
|
||||
void GPU_pass_release(GPUPass *pass)
|
||||
{
|
||||
BLI_spin_lock(&pass_cache_spin);
|
||||
BLI_assert(pass->refcount > 0);
|
||||
pass->refcount--;
|
||||
/* Un-cached passes will not be filtered by garbage collection, so release here. */
|
||||
if (pass->refcount == 0 && !pass->cached) {
|
||||
gpu_pass_free(pass);
|
||||
}
|
||||
BLI_spin_unlock(&pass_cache_spin);
|
||||
}
|
||||
|
||||
void GPU_pass_cache_garbage_collect(void)
|
||||
{
|
||||
static int lasttime = 0;
|
||||
|
@ -7,6 +7,10 @@
|
||||
* and texture2d types in metal).
|
||||
*/
|
||||
|
||||
/* Suppress unhelpful shader compiler warnings. */
|
||||
#pragma clang diagnostic ignored "-Wunused-variable"
|
||||
#pragma clang diagnostic ignored "-Wcomment"
|
||||
|
||||
/* Base instance with offsets. */
|
||||
#define gpu_BaseInstance gl_BaseInstanceARB
|
||||
#define gpu_InstanceIndex (gl_InstanceID + gpu_BaseInstance)
|
||||
|
Loading…
Reference in New Issue
Block a user