Files
test/source/blender/gpu/vulkan/vk_storage_buffer.hh
Miguel Pozo 5d132ac0c6 GPU: Optimize OpenGL indirect drawing overhead
`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).

The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.

This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.

Pull Request: https://projects.blender.org/blender/blender/pulls/117561
2024-02-01 17:26:08 +01:00

63 lines
1.4 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_texture.h"
#include "gpu_storage_buffer_private.hh"
#include "gpu_vertex_buffer_private.hh"
#include "vk_bindable_resource.hh"
#include "vk_buffer.hh"
namespace blender::gpu {
class VertBuf;
class VKStorageBuffer : public StorageBuf, public VKBindableResource {
GPUUsageType usage_;
VKBuffer buffer_;
public:
VKStorageBuffer(int size, GPUUsageType usage, const char *name);
void update(const void *data) override;
void bind(int slot) override;
void bind(int slot,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState sampler_state) override;
void unbind() override;
void clear(uint32_t clear_value) override;
void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
void read(void *data) override;
void async_flush_to_host() override;
void sync_as_indirect_buffer() override{/* No-Op.*/};
VkBuffer vk_handle() const
{
return buffer_.vk_handle();
}
int64_t size_in_bytes() const
{
return buffer_.size_in_bytes();
}
void ensure_allocated();
private:
void allocate();
};
BLI_INLINE VKStorageBuffer *unwrap(StorageBuf *storage_buffer)
{
return static_cast<VKStorageBuffer *>(storage_buffer);
}
} // namespace blender::gpu