/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2022 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "gpu_capabilities_private.hh" #include "gpu_platform_private.hh" #include "vk_batch.hh" #include "vk_context.hh" #include "vk_drawlist.hh" #include "vk_fence.hh" #include "vk_framebuffer.hh" #include "vk_index_buffer.hh" #include "vk_pixel_buffer.hh" #include "vk_query.hh" #include "vk_shader.hh" #include "vk_storage_buffer.hh" #include "vk_texture.hh" #include "vk_uniform_buffer.hh" #include "vk_vertex_buffer.hh" #include "vk_backend.hh" namespace blender::gpu { void VKBackend::init_platform() { BLI_assert(!GPG.initialized); eGPUDeviceType device = GPU_DEVICE_ANY; eGPUOSType os = GPU_OS_ANY; eGPUDriverType driver = GPU_DRIVER_ANY; eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED; #ifdef _WIN32 os = GPU_OS_WIN; #elif defined(__APPLE__) os = GPU_OS_MAC; #else os = GPU_OS_UNIX; #endif GPG.init(device, os, driver, support_level, GPU_BACKEND_VULKAN, "", "", ""); } void VKBackend::platform_exit() { BLI_assert(GPG.initialized); GPG.clear(); } void VKBackend::delete_resources() { } void VKBackend::samplers_update() { } void VKBackend::compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) { VKContext &context = *VKContext::get(); VKShader *shader = static_cast(context.shader); VKCommandBuffer &command_buffer = context.command_buffer_get(); VKPipeline &pipeline = shader->pipeline_get(); VKDescriptorSetTracker &descriptor_set = pipeline.descriptor_set_get(); VKPushConstants &push_constants = pipeline.push_constants_get(); push_constants.update(context); descriptor_set.update(context); command_buffer.bind(*descriptor_set.active_descriptor_set(), shader->vk_pipeline_layout_get(), VK_PIPELINE_BIND_POINT_COMPUTE); command_buffer.dispatch(groups_x_len, groups_y_len, groups_z_len); } void VKBackend::compute_dispatch_indirect(StorageBuf * /*indirect_buf*/) { } Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context) { return new VKContext(ghost_window, ghost_context); } Batch *VKBackend::batch_alloc() { return new VKBatch(); } DrawList *VKBackend::drawlist_alloc(int /*list_length*/) { return new VKDrawList(); } Fence *VKBackend::fence_alloc() { return new VKFence(); } FrameBuffer *VKBackend::framebuffer_alloc(const char *name) { return new VKFrameBuffer(name); } IndexBuf *VKBackend::indexbuf_alloc() { return new VKIndexBuffer(); } PixelBuffer *VKBackend::pixelbuf_alloc(uint size) { return new VKPixelBuffer(size); } QueryPool *VKBackend::querypool_alloc() { return new VKQueryPool(); } Shader *VKBackend::shader_alloc(const char *name) { return new VKShader(name); } Texture *VKBackend::texture_alloc(const char *name) { return new VKTexture(name); } UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name) { return new VKUniformBuffer(size, name); } StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType usage, const char *name) { return new VKStorageBuffer(size, usage, name); } VertBuf *VKBackend::vertbuf_alloc() { return new VKVertexBuffer(); } void VKBackend::render_begin() { } void VKBackend::render_end() { } void VKBackend::render_step() { } shaderc::Compiler &VKBackend::get_shaderc_compiler() { return shaderc_compiler_; } void VKBackend::capabilities_init(VKContext & /*context*/) { /* Reset all capabilities from previous context. */ GCaps = {}; GCaps.compute_shader_support = true; GCaps.shader_storage_buffer_objects_support = true; GCaps.shader_image_load_store_support = true; } } // namespace blender::gpu