
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
89 lines
2.8 KiB
C++
89 lines
2.8 KiB
C++
/*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2020 Blender Foundation.
|
|
* All rights reserved.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "glew-mx.h"
|
|
|
|
#include "gpu_shader_private.hh"
|
|
|
|
namespace blender {
|
|
namespace gpu {
|
|
|
|
/**
|
|
* Implementation of shader compilation and uniforms handling using OpenGL.
|
|
*/
|
|
class GLShader : public Shader {
|
|
private:
|
|
/** Handle for full program (links shader stages below). */
|
|
GLuint shader_program_ = 0;
|
|
/** Individual shader stages. */
|
|
GLuint vert_shader_ = 0;
|
|
GLuint geom_shader_ = 0;
|
|
GLuint frag_shader_ = 0;
|
|
GLuint compute_shader_ = 0;
|
|
/** True if any shader failed to compile. */
|
|
bool compilation_failed_ = false;
|
|
|
|
eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
|
|
|
|
public:
|
|
GLShader(const char *name);
|
|
~GLShader();
|
|
|
|
/* Return true on success. */
|
|
void vertex_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
void geometry_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
|
|
bool finalize(void) override;
|
|
|
|
void transform_feedback_names_set(Span<const char *> name_list,
|
|
const eGPUShaderTFBType geom_type) override;
|
|
bool transform_feedback_enable(GPUVertBuf *buf) override;
|
|
void transform_feedback_disable(void) override;
|
|
|
|
void bind(void) override;
|
|
void unbind(void) override;
|
|
|
|
void uniform_float(int location, int comp_len, int array_size, const float *data) override;
|
|
void uniform_int(int location, int comp_len, int array_size, const int *data) override;
|
|
|
|
void vertformat_from_shader(GPUVertFormat *format) const override;
|
|
|
|
/* DEPRECATED: Kept only because of BGL API. */
|
|
int program_handle_get(void) const override;
|
|
|
|
private:
|
|
char *glsl_patch_get(GLenum gl_stage);
|
|
|
|
GLuint create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources);
|
|
|
|
MEM_CXX_CLASS_ALLOC_FUNCS("GLShader");
|
|
};
|
|
|
|
} // namespace gpu
|
|
} // namespace blender
|