163 lines
3.0 KiB
C++
163 lines
3.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "gpu_capabilities_private.hh"
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#include "gpu_platform_private.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_drawlist.hh"
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#include "vk_fence.hh"
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#include "vk_framebuffer.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pixel_buffer.hh"
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#include "vk_query.hh"
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#include "vk_shader.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_uniform_buffer.hh"
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#include "vk_vertex_buffer.hh"
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#include "vk_backend.hh"
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namespace blender::gpu {
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void VKBackend::init_platform()
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{
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BLI_assert(!GPG.initialized);
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eGPUDeviceType device = GPU_DEVICE_ANY;
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eGPUOSType os = GPU_OS_ANY;
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eGPUDriverType driver = GPU_DRIVER_ANY;
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eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
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#ifdef _WIN32
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os = GPU_OS_WIN;
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#elif defined(__APPLE__)
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os = GPU_OS_MAC;
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#else
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os = GPU_OS_UNIX;
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#endif
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GPG.init(device, os, driver, support_level, GPU_BACKEND_VULKAN, "", "", "");
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}
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void VKBackend::platform_exit()
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{
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BLI_assert(GPG.initialized);
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GPG.clear();
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}
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void VKBackend::delete_resources()
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{
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}
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void VKBackend::samplers_update()
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{
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}
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void VKBackend::compute_dispatch(int /*groups_x_len*/, int /*groups_y_len*/, int /*groups_z_len*/)
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{
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}
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void VKBackend::compute_dispatch_indirect(StorageBuf * /*indirect_buf*/)
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{
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}
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Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context)
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{
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return new VKContext(ghost_window, ghost_context);
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}
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Batch *VKBackend::batch_alloc()
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{
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return new VKBatch();
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}
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DrawList *VKBackend::drawlist_alloc(int /*list_length*/)
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{
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return new VKDrawList();
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}
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Fence *VKBackend::fence_alloc()
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{
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return new VKFence();
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}
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FrameBuffer *VKBackend::framebuffer_alloc(const char *name)
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{
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return new VKFrameBuffer(name);
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}
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IndexBuf *VKBackend::indexbuf_alloc()
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{
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return new VKIndexBuffer();
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}
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PixelBuffer *VKBackend::pixelbuf_alloc(uint size)
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{
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return new VKPixelBuffer(size);
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}
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QueryPool *VKBackend::querypool_alloc()
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{
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return new VKQueryPool();
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}
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Shader *VKBackend::shader_alloc(const char *name)
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{
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return new VKShader(name);
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}
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Texture *VKBackend::texture_alloc(const char *name)
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{
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return new VKTexture(name);
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}
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UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name)
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{
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return new VKUniformBuffer(size, name);
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}
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StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType /*usage*/, const char *name)
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{
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return new VKStorageBuffer(size, name);
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}
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VertBuf *VKBackend::vertbuf_alloc()
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{
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return new VKVertexBuffer();
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}
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void VKBackend::render_begin()
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{
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}
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void VKBackend::render_end()
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{
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}
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void VKBackend::render_step()
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{
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}
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shaderc::Compiler &VKBackend::get_shaderc_compiler()
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{
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return shaderc_compiler_;
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}
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void VKBackend::capabilities_init(VKContext &context)
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{
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/* Reset all capabilities from previous context. */
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GCaps = {};
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GCaps.compute_shader_support = true;
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GCaps.shader_storage_buffer_objects_support = true;
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GCaps.shader_image_load_store_support = true;
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}
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} // namespace blender::gpu
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