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blender-archive/source/blender/gpu/intern/gpu_framebuffer_private.hh
Jason Fielder 9130a60d3d MTLCommandBufferState for coordinating GPU workload submission and render pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.

Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.

Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D15027
2022-06-27 11:45:49 +02:00

232 lines
5.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Private frame buffer API.
*/
#pragma once
#include "BLI_math_vector.h"
#include "BLI_span.hh"
#include "MEM_guardedalloc.h"
#include "GPU_framebuffer.h"
struct GPUTexture;
typedef enum GPUAttachmentType : int {
GPU_FB_DEPTH_ATTACHMENT = 0,
GPU_FB_DEPTH_STENCIL_ATTACHMENT,
GPU_FB_COLOR_ATTACHMENT0,
GPU_FB_COLOR_ATTACHMENT1,
GPU_FB_COLOR_ATTACHMENT2,
GPU_FB_COLOR_ATTACHMENT3,
GPU_FB_COLOR_ATTACHMENT4,
GPU_FB_COLOR_ATTACHMENT5,
GPU_FB_COLOR_ATTACHMENT6,
GPU_FB_COLOR_ATTACHMENT7,
/* Number of maximum output slots. */
/* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
* the maximum number of COLOR attachments specified by glDrawBuffers. */
GPU_FB_MAX_ATTACHMENT,
} GPUAttachmentType;
#define GPU_FB_MAX_COLOR_ATTACHMENT (GPU_FB_MAX_ATTACHMENT - GPU_FB_COLOR_ATTACHMENT0)
inline constexpr GPUAttachmentType operator-(GPUAttachmentType a, int b)
{
return static_cast<GPUAttachmentType>(static_cast<int>(a) - b);
}
inline constexpr GPUAttachmentType operator+(GPUAttachmentType a, int b)
{
return static_cast<GPUAttachmentType>(static_cast<int>(a) + b);
}
inline GPUAttachmentType &operator++(GPUAttachmentType &a)
{
a = a + 1;
return a;
}
inline GPUAttachmentType &operator--(GPUAttachmentType &a)
{
a = a - 1;
return a;
}
namespace blender {
namespace gpu {
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
#else
# define DEBUG_NAME_LEN 16
#endif
class FrameBuffer {
protected:
/** Set of texture attachments to render to. DEPTH and DEPTH_STENCIL are mutually exclusive. */
GPUAttachment attachments_[GPU_FB_MAX_ATTACHMENT];
/** Is true if internal representation need to be updated. */
bool dirty_attachments_;
/** Size of attachment textures. */
int width_, height_;
/** Debug name. */
char name_[DEBUG_NAME_LEN];
/** Frame-buffer state. */
int viewport_[4] = {0};
int scissor_[4] = {0};
bool scissor_test_ = false;
bool dirty_state_ = true;
#ifndef GPU_NO_USE_PY_REFERENCES
public:
/**
* Reference of a pointer that needs to be cleaned when deallocating the frame-buffer.
* Points to #BPyGPUFrameBuffer.fb
*/
void **py_ref = nullptr;
#endif
public:
/* Reference of a pointer that needs to be cleaned when deallocating the frame-buffer.
* Points to #BPyGPUFrameBuffer::fb */
void **ref = nullptr;
public:
FrameBuffer(const char *name);
virtual ~FrameBuffer();
virtual void bind(bool enabled_srgb) = 0;
virtual bool check(char err_out[256]) = 0;
virtual void clear(eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil) = 0;
virtual void clear_multi(const float (*clear_col)[4]) = 0;
virtual void clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value) = 0;
virtual void attachment_set_loadstore_op(GPUAttachmentType type,
eGPULoadOp load_action,
eGPUStoreOp store_action) = 0;
virtual void read(eGPUFrameBufferBits planes,
eGPUDataFormat format,
const int area[4],
int channel_len,
int slot,
void *r_data) = 0;
virtual void blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y) = 0;
void load_store_config_array(const GPULoadStore *load_store_actions, uint actions_len);
void attachment_set(GPUAttachmentType type, const GPUAttachment &new_attachment);
void attachment_remove(GPUAttachmentType type);
void recursive_downsample(int max_lvl,
void (*callback)(void *userData, int level),
void *userData);
uint get_bits_per_pixel();
inline void size_set(int width, int height)
{
width_ = width;
height_ = height;
dirty_state_ = true;
}
inline void viewport_set(const int viewport[4])
{
if (!equals_v4v4_int(viewport_, viewport)) {
copy_v4_v4_int(viewport_, viewport);
dirty_state_ = true;
}
}
inline void scissor_set(const int scissor[4])
{
if (!equals_v4v4_int(scissor_, scissor)) {
copy_v4_v4_int(scissor_, scissor);
dirty_state_ = true;
}
}
inline void scissor_test_set(bool test)
{
scissor_test_ = test;
}
inline void viewport_get(int r_viewport[4]) const
{
copy_v4_v4_int(r_viewport, viewport_);
}
inline void scissor_get(int r_scissor[4]) const
{
copy_v4_v4_int(r_scissor, scissor_);
}
inline bool scissor_test_get() const
{
return scissor_test_;
}
inline void viewport_reset()
{
int viewport_rect[4] = {0, 0, width_, height_};
viewport_set(viewport_rect);
}
inline void scissor_reset()
{
int scissor_rect[4] = {0, 0, width_, height_};
scissor_set(scissor_rect);
}
inline GPUTexture *depth_tex() const
{
if (attachments_[GPU_FB_DEPTH_ATTACHMENT].tex) {
return attachments_[GPU_FB_DEPTH_ATTACHMENT].tex;
}
return attachments_[GPU_FB_DEPTH_STENCIL_ATTACHMENT].tex;
};
inline GPUTexture *color_tex(int slot) const
{
return attachments_[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
};
};
/* Syntactic sugar. */
static inline GPUFrameBuffer *wrap(FrameBuffer *vert)
{
return reinterpret_cast<GPUFrameBuffer *>(vert);
}
static inline FrameBuffer *unwrap(GPUFrameBuffer *vert)
{
return reinterpret_cast<FrameBuffer *>(vert);
}
static inline const FrameBuffer *unwrap(const GPUFrameBuffer *vert)
{
return reinterpret_cast<const FrameBuffer *>(vert);
}
#undef DEBUG_NAME_LEN
} // namespace gpu
} // namespace blender