
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
76 lines
1.9 KiB
C++
76 lines
1.9 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) 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 "MEM_guardedalloc.h"
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#include "gpu_index_buffer_private.hh"
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#include "glew-mx.h"
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namespace blender::gpu {
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class GLIndexBuf : public IndexBuf {
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friend class GLBatch;
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friend class GLDrawList;
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friend class GLShader; /* For compute shaders. */
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private:
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GLuint ibo_id_ = 0;
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public:
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~GLIndexBuf();
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void bind(void);
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void bind_as_ssbo(uint binding) override;
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const uint32_t *read() const override;
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void *offset_ptr(uint additional_vertex_offset) const
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{
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additional_vertex_offset += index_start_;
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if (index_type_ == GPU_INDEX_U32) {
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return (GLuint *)0 + additional_vertex_offset;
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}
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return (GLushort *)0 + additional_vertex_offset;
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}
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GLuint restart_index(void) const
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{
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return (index_type_ == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu;
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}
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private:
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bool is_active() const;
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MEM_CXX_CLASS_ALLOC_FUNCS("GLIndexBuf")
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};
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static inline GLenum to_gl(GPUIndexBufType type)
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{
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return (type == GPU_INDEX_U32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
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}
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} // namespace blender::gpu
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