
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
126 lines
3.1 KiB
C++
126 lines
3.1 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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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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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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* GPU vertex buffer
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*/
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#pragma once
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#include "GPU_vertex_buffer.h"
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namespace blender::gpu {
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/**
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* Implementation of Vertex Buffers.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class VertBuf {
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public:
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static size_t memory_usage;
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GPUVertFormat format = {};
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/** Number of verts we want to draw. */
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uint vertex_len = 0;
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/** Number of verts data. */
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uint vertex_alloc = 0;
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/** Status flag. */
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GPUVertBufStatus flag = GPU_VERTBUF_INVALID;
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/** NULL indicates data in VRAM (unmapped) */
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uchar *data = NULL;
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protected:
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/** Usage hint for GL optimization. */
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GPUUsageType usage_ = GPU_USAGE_STATIC;
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private:
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/** This counter will only avoid freeing the #GPUVertBuf, not the data. */
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int handle_refcount_ = 1;
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public:
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VertBuf();
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virtual ~VertBuf();
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void init(const GPUVertFormat *format, GPUUsageType usage);
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void clear(void);
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/* Data management. */
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void allocate(uint vert_len);
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void resize(uint vert_len);
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void upload(void);
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virtual void bind_as_ssbo(uint binding) = 0;
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VertBuf *duplicate(void);
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/* Size of the data allocated. */
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size_t size_alloc_get(void) const
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{
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BLI_assert(format.packed);
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return vertex_alloc * format.stride;
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}
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/* Size of the data uploaded to the GPU. */
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size_t size_used_get(void) const
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{
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BLI_assert(format.packed);
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return vertex_len * format.stride;
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}
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void reference_add(void)
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{
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handle_refcount_++;
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}
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void reference_remove(void)
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{
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BLI_assert(handle_refcount_ > 0);
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handle_refcount_--;
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if (handle_refcount_ == 0) {
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delete this;
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}
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}
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virtual void update_sub(uint start, uint len, void *data) = 0;
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virtual const void *read() const = 0;
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virtual void *unmap(const void *mapped_data) const = 0;
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protected:
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virtual void acquire_data(void) = 0;
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virtual void resize_data(void) = 0;
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virtual void release_data(void) = 0;
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virtual void upload_data(void) = 0;
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virtual void duplicate_data(VertBuf *dst) = 0;
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};
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/* Syntactic sugar. */
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static inline GPUVertBuf *wrap(VertBuf *vert)
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{
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return reinterpret_cast<GPUVertBuf *>(vert);
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}
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static inline VertBuf *unwrap(GPUVertBuf *vert)
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{
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return reinterpret_cast<VertBuf *>(vert);
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}
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static inline const VertBuf *unwrap(const GPUVertBuf *vert)
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{
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return reinterpret_cast<const VertBuf *>(vert);
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}
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} // namespace blender::gpu
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