GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU. This patch only adds the framework for compute. So no changes for users at this moment. NOTE: As this is an OpenGL4.3 feature it must always have a fallback. Use `GPU_compute_shader_support` to check if compute pipeline can be used. Check `gpu_shader_compute*` test cases for usage. This patch also adds support for shader storage buffer objects and device only vertex/index buffers. An alternative that had been discussed was adding this to the `GPUBatch`, this was eventually not chosen as it would lead to more code when used as part of a shading group. The idea is that we add an `eDRWCommandType` in the near future. Reviewed By: fclem Differential Revision: https://developer.blender.org/D10913
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@@ -80,6 +80,8 @@ void ShaderInterface::debug_print()
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Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
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Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
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Span<ShaderInput> uniforms = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_);
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Span<ShaderInput> ssbos = Span<ShaderInput>(inputs_ + attr_len_ + ubo_len_ + uniform_len_,
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ssbo_len_);
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char *name_buf = name_buffer_;
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const char format[] = " | %.8x : %4d : %s\n";
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@@ -117,6 +119,13 @@ void ShaderInterface::debug_print()
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}
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}
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if (ssbos.size() > 0) {
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printf("\n Shader Storage Objects :\n");
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}
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for (const ShaderInput &ssbo : ssbos) {
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printf(format, ssbo.name_hash, ssbo.binding, name_buf + ssbo.name_offset);
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}
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printf("\n");
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}
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