GPU: add memory barriers for vertex and index buffers

This adds memory barriers to use with `GPU_memory_barrier` to ensure that
writes to a vertex or index buffer issued before the barrier are
completed after it, so they can be safely read later by another shader.

`GPU_BARRIER_VERTEX_ATTRIB_ARRAY` should be used for vertex buffers (`GPUVertBuf`),
and `GPU_BARRIER_ELEMENT_ARRAY` should be used for index buffers (`GPUIndexBuf`).

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13595
This commit is contained in:
2021-12-18 00:55:22 +01:00
parent 8e31e53aa0
commit 214a56ce8c
2 changed files with 9 additions and 1 deletions

View File

@@ -40,9 +40,11 @@ typedef enum eGPUBarrier {
GPU_BARRIER_SHADER_IMAGE_ACCESS = (1 << 0),
GPU_BARRIER_TEXTURE_FETCH = (1 << 1),
GPU_BARRIER_SHADER_STORAGE = (1 << 2),
GPU_BARRIER_VERTEX_ATTRIB_ARRAY = (1 << 3),
GPU_BARRIER_ELEMENT_ARRAY = (1 << 4),
} eGPUBarrier;
ENUM_OPERATORS(eGPUBarrier, GPU_BARRIER_SHADER_STORAGE)
ENUM_OPERATORS(eGPUBarrier, GPU_BARRIER_ELEMENT_ARRAY)
/**
* Defines the fixed pipeline blending equation.

View File

@@ -130,6 +130,12 @@ static inline GLbitfield to_gl(eGPUBarrier barrier_bits)
if (barrier_bits & GPU_BARRIER_SHADER_STORAGE) {
barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
}
if (barrier_bits & GPU_BARRIER_VERTEX_ATTRIB_ARRAY) {
barrier |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
}
if (barrier_bits & GPU_BARRIER_ELEMENT_ARRAY) {
barrier |= GL_ELEMENT_ARRAY_BARRIER_BIT;
}
return barrier;
}