
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
67 lines
2.0 KiB
C++
67 lines
2.0 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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* 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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* GPUBackend derived class contain allocators that do not need a context bound.
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* The backend is init at startup and is accessible using GPU_backend_get() */
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#pragma once
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namespace blender {
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namespace gpu {
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class Context;
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class Batch;
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class DrawList;
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class FrameBuffer;
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class IndexBuf;
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class QueryPool;
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class Shader;
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class Texture;
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class UniformBuf;
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class VertBuf;
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class GPUBackend {
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public:
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virtual ~GPUBackend(){};
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static GPUBackend *get(void);
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virtual void samplers_update(void) = 0;
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virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) = 0;
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virtual Context *context_alloc(void *ghost_window) = 0;
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virtual Batch *batch_alloc(void) = 0;
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virtual DrawList *drawlist_alloc(int list_length) = 0;
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virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
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virtual IndexBuf *indexbuf_alloc(void) = 0;
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virtual QueryPool *querypool_alloc(void) = 0;
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virtual Shader *shader_alloc(const char *name) = 0;
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virtual Texture *texture_alloc(const char *name) = 0;
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virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
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virtual VertBuf *vertbuf_alloc(void) = 0;
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};
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} // namespace gpu
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} // namespace blender
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