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