Files
test/source/blender/gpu/intern/gpu_backend.hh
Clément Foucault d7df0dcccb GPU: Add indirect dispatch support.
This uses a StorageBuf as the source of indirect dispatch argument.
The user needs to make sure the parameters are in the right order.

There is no support for argument offset for the moment as there is no
need for it. But this might be added in the future.

Note that the indirect buffer is synchronized at the backend level. This is
done for practical reasons and because this feature is almost always used
for GPU driven pipeline.
2022-03-18 20:59:27 +01:00

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPUBackend derived class contain allocators that do not need a context bound.
* The backend is init at startup and is accessible using GPU_backend_get() */
#pragma once
#include "GPU_vertex_buffer.h"
namespace blender {
namespace gpu {
class Context;
class Batch;
class DrawList;
class FrameBuffer;
class IndexBuf;
class QueryPool;
class Shader;
class Texture;
class UniformBuf;
class StorageBuf;
class VertBuf;
class GPUBackend {
public:
virtual ~GPUBackend() = default;
static GPUBackend *get();
virtual void samplers_update() = 0;
virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) = 0;
virtual void compute_dispatch_indirect(StorageBuf *indirect_buf) = 0;
virtual Context *context_alloc(void *ghost_window) = 0;
virtual Batch *batch_alloc() = 0;
virtual DrawList *drawlist_alloc(int list_length) = 0;
virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
virtual IndexBuf *indexbuf_alloc() = 0;
virtual QueryPool *querypool_alloc() = 0;
virtual Shader *shader_alloc(const char *name) = 0;
virtual Texture *texture_alloc(const char *name) = 0;
virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
virtual StorageBuf *storagebuf_alloc(int size, GPUUsageType usage, const char *name) = 0;
virtual VertBuf *vertbuf_alloc() = 0;
};
} // namespace gpu
} // namespace blender