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test/source/blender/gpu/GPU_compute.hh

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1.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU Compute Pipeline
*
* Allows to dispatch compute shader tasks on the GPU.
* Every dispatch is sent to the active `GPUContext`.
*/
#pragma once
#include "BLI_sys_types.h"
#include "GPU_shader.hh"
#include "GPU_storage_buffer.hh"
/**
* Dispatch a compute shader task.
* The number of work groups (aka thread groups) is bounded by `GPU_max_work_group_count()` which
* might be different in each of the 3 dimensions.
*/
void GPU_compute_dispatch(GPUShader *shader,
uint groups_x_len,
uint groups_y_len,
uint groups_z_len);
/**
* Dispatch a compute shader task. The size of the dispatch is sourced from a \a indirect_buf
* which must follow this layout:
* \code{.c}
* struct DispatchIndirectCommand {
* uint groups_x_len;
* uint groups_y_len;
* uint groups_z_len;
* };
* \encode
*
* \note The writes to the \a indirect_buf do not need to be synchronized as a memory barrier is
* emitted internally.
*
* The number of work groups (aka thread groups) is bounded by `GPU_max_work_group_count()` which
* might be different in each of the 3 dimensions.
*/
void GPU_compute_dispatch_indirect(GPUShader *shader, GPUStorageBuf *indirect_buf);