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blender-archive/source/blender/gpu/opengl/gl_state.hh
Jeroen Bakker 87055dc71b GPU: Compute Pipeline.
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
2021-05-26 16:49:30 +02:00

132 lines
4.1 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.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "gpu_state_private.hh"
#include "glew-mx.h"
namespace blender {
namespace gpu {
class GLFrameBuffer;
class GLTexture;
/**
* State manager keeping track of the draw state and applying it before drawing.
* Opengl Implementation.
*/
class GLStateManager : public StateManager {
public:
/** Another reference to the active frame-buffer. */
GLFrameBuffer *active_fb = nullptr;
private:
/** Current state of the GL implementation. Avoids resetting the whole state for every change. */
GPUState current_;
GPUStateMutable current_mutable_;
/** Limits. */
float line_width_range_[2];
/** Texture state:
* We keep the full stack of textures and sampler bounds to use multi bind, and to be able to
* edit and restore texture binds on the fly without querying the context.
* Also this allows us to keep track of textures bounds to many texture units.
* Keep the targets to know what target to set to 0 for unbinding (legacy).
* Init first target to GL_TEXTURE_2D for texture_bind_temp to work.
*/
GLuint targets_[64] = {GL_TEXTURE_2D};
GLuint textures_[64] = {0};
GLuint samplers_[64] = {0};
uint64_t dirty_texture_binds_ = 0;
GLuint images_[8] = {0};
GLenum formats_[8] = {0};
uint8_t dirty_image_binds_ = 0;
public:
GLStateManager();
void apply_state(void) override;
void force_state(void) override;
void issue_barrier(eGPUBarrier barrier_bits) override;
void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
void texture_bind_temp(GLTexture *tex);
void texture_unbind(Texture *tex) override;
void texture_unbind_all(void) override;
void image_bind(Texture *tex, int unit) override;
void image_unbind(Texture *tex) override;
void image_unbind_all(void) override;
void texture_unpack_row_length_set(uint len) override;
uint64_t bound_texture_slots(void);
uint8_t bound_image_slots(void);
private:
static void set_write_mask(const eGPUWriteMask value);
static void set_depth_test(const eGPUDepthTest value);
static void set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation);
static void set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state);
static void set_clip_distances(const int new_dist_len, const int old_dist_len);
static void set_logic_op(const bool enable);
static void set_facing(const bool invert);
static void set_backface_culling(const eGPUFaceCullTest test);
static void set_provoking_vert(const eGPUProvokingVertex vert);
static void set_shadow_bias(const bool enable);
static void set_blend(const eGPUBlend value);
void set_state(const GPUState &state);
void set_mutable_state(const GPUStateMutable &state);
void texture_bind_apply(void);
void image_bind_apply(void);
MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager")
};
static inline GLbitfield to_gl(eGPUBarrier barrier_bits)
{
GLbitfield barrier = 0;
if (barrier_bits & GPU_BARRIER_SHADER_IMAGE_ACCESS) {
barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
}
if (barrier_bits & GPU_BARRIER_TEXTURE_FETCH) {
barrier |= GL_TEXTURE_FETCH_BARRIER_BIT;
}
if (barrier_bits & GPU_BARRIER_SHADER_STORAGE) {
barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
}
return barrier;
}
} // namespace gpu
} // namespace blender