This patch will use compute shaders to create the VBO for hair. The previous implementation uses transform feedback. Timings before: between 0.000069s and 0.000362s. Timings after: between 0.000032s and 0.000092s. Speedup isn't noticeable by end-users. The patch is used to test the new compute shader pipeline and integrate it with the draw manager. Allowing EEVEE, Workbench and other draw engines to use compute shaders with the introduction of `DRW_shgroup_call_compute` and `DRW_shgroup_vertex_buffer`. Future improvements are possible by generating the index buffer of hair directly on the GPU. NOTE: that compute shaders aren't supported by Apple and still use the transform feedback workaround. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
72 lines
2.1 KiB
C++
72 lines
2.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*
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* GPU Capabilities & workarounds
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* This module expose the reported implementation limits & enabled
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* workaround for drivers that needs specific codepaths.
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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int GPU_max_texture_size(void);
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int GPU_max_texture_layers(void);
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int GPU_max_textures(void);
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int GPU_max_textures_vert(void);
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int GPU_max_textures_geom(void);
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int GPU_max_textures_frag(void);
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int GPU_max_work_group_count(int index);
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int GPU_max_work_group_size(int index);
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int GPU_max_uniforms_vert(void);
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int GPU_max_uniforms_frag(void);
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int GPU_max_batch_indices(void);
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int GPU_max_batch_vertices(void);
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int GPU_max_vertex_attribs(void);
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int GPU_max_varying_floats(void);
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int GPU_extensions_len(void);
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const char *GPU_extension_get(int i);
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int GPU_texture_size_with_limit(int res, bool limit_gl_texture_size);
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bool GPU_mip_render_workaround(void);
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bool GPU_depth_blitting_workaround(void);
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bool GPU_use_main_context_workaround(void);
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bool GPU_use_hq_normals_workaround(void);
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bool GPU_crappy_amd_driver(void);
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bool GPU_compute_shader_support(void);
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bool GPU_shader_storage_buffer_objects_support(void);
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bool GPU_shader_image_load_store_support(void);
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bool GPU_mem_stats_supported(void);
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void GPU_mem_stats_get(int *totalmem, int *freemem);
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bool GPU_stereo_quadbuffer_support(void);
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#ifdef __cplusplus
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}
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#endif
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