Add dispatch indirect node. Also refactored the dispatch (direct) node so more logic could be reused. The context only stores a `VKResourceAccessInfo` struct which is reused by both the dispatch and dispatch indirect node. Pull Request: https://projects.blender.org/blender/blender/pulls/120993
123 lines
3.1 KiB
C++
123 lines
3.1 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "gpu_context_private.hh"
|
|
|
|
#include "GHOST_Types.h"
|
|
|
|
#include "render_graph/vk_render_graph.hh"
|
|
#include "vk_command_buffers.hh"
|
|
#include "vk_common.hh"
|
|
#include "vk_debug.hh"
|
|
#include "vk_descriptor_pools.hh"
|
|
|
|
namespace blender::gpu {
|
|
class VKFrameBuffer;
|
|
class VKVertexAttributeObject;
|
|
class VKBatch;
|
|
class VKStateManager;
|
|
|
|
class VKContext : public Context, NonCopyable {
|
|
private:
|
|
VKCommandBuffers command_buffers_;
|
|
VKDescriptorPools descriptor_pools_;
|
|
VKDescriptorSetTracker descriptor_set_;
|
|
|
|
VkExtent2D vk_extent_ = {};
|
|
VkFormat swap_chain_format_ = {};
|
|
GPUTexture *surface_texture_ = nullptr;
|
|
void *ghost_context_;
|
|
|
|
/* Reusable data. Stored inside context to limit reallocations. */
|
|
render_graph::VKResourceAccessInfo access_info_ = {};
|
|
|
|
public:
|
|
render_graph::VKRenderGraph render_graph;
|
|
|
|
VKContext(void *ghost_window,
|
|
void *ghost_context,
|
|
render_graph::VKResourceStateTracker &resources);
|
|
virtual ~VKContext();
|
|
|
|
void activate() override;
|
|
void deactivate() override;
|
|
void begin_frame() override;
|
|
void end_frame() override;
|
|
|
|
void flush() override;
|
|
void finish() override;
|
|
|
|
void memory_statistics_get(int *r_total_mem_kb, int *r_free_mem_kb) override;
|
|
|
|
void debug_group_begin(const char *, int) override;
|
|
void debug_group_end() override;
|
|
bool debug_capture_begin(const char *title) override;
|
|
void debug_capture_end() override;
|
|
void *debug_capture_scope_create(const char *name) override;
|
|
bool debug_capture_scope_begin(void *scope) override;
|
|
void debug_capture_scope_end(void *scope) override;
|
|
|
|
void debug_unbind_all_ubo() override;
|
|
void debug_unbind_all_ssbo() override;
|
|
|
|
bool has_active_framebuffer() const;
|
|
void activate_framebuffer(VKFrameBuffer &framebuffer);
|
|
void deactivate_framebuffer();
|
|
VKFrameBuffer *active_framebuffer_get() const;
|
|
|
|
void bind_compute_pipeline();
|
|
render_graph::VKResourceAccessInfo &update_and_get_access_info();
|
|
|
|
/**
|
|
* Update the give shader data with the current state of the context.
|
|
*/
|
|
void update_pipeline_data(render_graph::VKPipelineData &pipeline_data);
|
|
|
|
void bind_graphics_pipeline(const GPUPrimType prim_type,
|
|
const VKVertexAttributeObject &vertex_attribute_object);
|
|
void sync_backbuffer();
|
|
|
|
static VKContext *get()
|
|
{
|
|
return static_cast<VKContext *>(Context::get());
|
|
}
|
|
|
|
VKCommandBuffers &command_buffers_get()
|
|
{
|
|
return command_buffers_;
|
|
}
|
|
|
|
VKDescriptorPools &descriptor_pools_get()
|
|
{
|
|
return descriptor_pools_;
|
|
}
|
|
|
|
VKDescriptorSetTracker &descriptor_set_get()
|
|
{
|
|
return descriptor_set_;
|
|
}
|
|
|
|
VKStateManager &state_manager_get() const;
|
|
|
|
static void swap_buffers_pre_callback(const GHOST_VulkanSwapChainData *data);
|
|
static void swap_buffers_post_callback();
|
|
|
|
private:
|
|
void swap_buffers_pre_handler(const GHOST_VulkanSwapChainData &data);
|
|
void swap_buffers_post_handler();
|
|
};
|
|
|
|
BLI_INLINE bool operator==(const VKContext &a, const VKContext &b)
|
|
{
|
|
return static_cast<const void *>(&a) == static_cast<const void *>(&b);
|
|
}
|
|
|
|
} // namespace blender::gpu
|