
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
145 lines
3.1 KiB
C++
145 lines
3.1 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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* Copyright 2020, 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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#pragma once
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#include "gpu_backend.hh"
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#include "BLI_vector.hh"
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#include "gl_batch.hh"
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#include "gl_compute.hh"
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#include "gl_context.hh"
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#include "gl_drawlist.hh"
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#include "gl_framebuffer.hh"
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#include "gl_index_buffer.hh"
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#include "gl_query.hh"
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#include "gl_shader.hh"
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#include "gl_texture.hh"
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#include "gl_uniform_buffer.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLBackend : public GPUBackend {
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private:
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GLSharedOrphanLists shared_orphan_list_;
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public:
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GLBackend()
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{
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/* platform_init needs to go first. */
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GLBackend::platform_init();
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GLBackend::capabilities_init();
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GLTexture::samplers_init();
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}
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~GLBackend()
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{
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GLTexture::samplers_free();
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GLBackend::platform_exit();
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}
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static GLBackend *get(void)
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{
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return static_cast<GLBackend *>(GPUBackend::get());
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}
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void samplers_update(void) override
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{
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GLTexture::samplers_update();
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};
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Context *context_alloc(void *ghost_window) override
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{
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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Batch *batch_alloc(void) override
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{
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return new GLBatch();
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};
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DrawList *drawlist_alloc(int list_length) override
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{
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return new GLDrawList(list_length);
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};
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FrameBuffer *framebuffer_alloc(const char *name) override
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{
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return new GLFrameBuffer(name);
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};
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IndexBuf *indexbuf_alloc(void) override
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{
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return new GLIndexBuf();
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};
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QueryPool *querypool_alloc(void) override
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{
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return new GLQueryPool();
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};
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Shader *shader_alloc(const char *name) override
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{
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return new GLShader(name);
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};
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Texture *texture_alloc(const char *name) override
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{
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return new GLTexture(name);
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};
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UniformBuf *uniformbuf_alloc(int size, const char *name) override
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{
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return new GLUniformBuf(size, name);
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};
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VertBuf *vertbuf_alloc(void) override
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{
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return new GLVertBuf();
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};
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GLSharedOrphanLists &shared_orphan_list_get(void)
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{
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return shared_orphan_list_;
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};
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void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override
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{
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GLContext::get()->state_manager_active_get()->apply_state();
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GLCompute::dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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private:
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static void platform_init(void);
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static void platform_exit(void);
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static void capabilities_init(void);
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};
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} // namespace gpu
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} // namespace blender
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