
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
85 lines
2.1 KiB
C++
85 lines
2.1 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) 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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#include "gl_context.hh"
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#include "gl_debug.hh"
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#include "gl_index_buffer.hh"
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namespace blender::gpu {
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GLIndexBuf::~GLIndexBuf()
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{
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GLContext::buf_free(ibo_id_);
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}
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void GLIndexBuf::bind()
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{
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if (is_subrange_) {
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static_cast<GLIndexBuf *>(src_)->bind();
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return;
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}
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const bool allocate_on_device = ibo_id_ == 0;
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if (allocate_on_device) {
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glGenBuffers(1, &ibo_id_);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_);
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if (data_ != nullptr || allocate_on_device) {
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size_t size = this->size_get();
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/* Sends data to GPU. */
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data_, GL_STATIC_DRAW);
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/* No need to keep copy of data in system memory. */
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MEM_SAFE_FREE(data_);
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}
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}
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void GLIndexBuf::bind_as_ssbo(uint binding)
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{
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bind();
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BLI_assert(ibo_id_ != 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ibo_id_);
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}
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const uint32_t *GLIndexBuf::read() const
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{
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BLI_assert(is_active());
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void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
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uint32_t *result = static_cast<uint32_t *>(data);
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return result;
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}
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bool GLIndexBuf::is_active() const
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{
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if (!ibo_id_) {
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return false;
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}
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int active_ibo_id = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &active_ibo_id);
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return ibo_id_ == active_ibo_id;
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}
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} // namespace blender::gpu
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