Files
test/source/blender/gpu/intern/gpu_init_exit.cc
Miguel Pozo e6638d6e5e Refactor: GPU: GPUMaterial & GPUPass compilation
Cleanup and simplification of GPUMaterial and GPUPass compilation.
See #133674 for details/goals.

- Remove the `draw_manage_shader` thread.
  Deferred compilation is now handled by the gpu::ShaderCompiler
  through the batch compilation API.
  Batch management is handled by the `GPUPassCache`.
- Simplify `GPUMaterial` status tracking so it just queries the
  `GPUPass` status.
- Split the `GPUPass` and the `GPUCodegen` code.
- Replaced the (broken) `GPU_material_recalc_flag_get` with the new
  `GPU_pass_compilation_timestamp`.
- Add the `GPU_pass_cache_wait_for_all` and
  `GPU_shader_batch_wait_for_all`, and remove the busy waits from
   EEVEE.
- Remove many unused functions, properties, includes...

Pull Request: https://projects.blender.org/blender/blender/pulls/135637
2025-05-22 17:53:22 +02:00

65 lines
1.2 KiB
C++

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BKE_material.hh"
#include "GPU_batch.hh"
#include "GPU_init_exit.hh" /* interface */
#include "GPU_pass.hh"
#include "intern/gpu_private.hh"
#include "intern/gpu_shader_create_info_private.hh"
#include "intern/gpu_shader_dependency_private.hh"
/**
* although the order of initialization and shutdown should not matter
* (except for the extensions), I chose alphabetical and reverse alphabetical order
*/
static bool initialized = false;
void GPU_init()
{
/* can't avoid calling this multiple times, see wm_window_ghostwindow_add */
if (initialized) {
return;
}
initialized = true;
gpu_backend_init_resources();
gpu_shader_dependency_init();
gpu_shader_create_info_init();
GPU_pass_cache_init();
gpu_batch_init();
}
void GPU_exit()
{
gpu_batch_exit();
GPU_pass_cache_free();
BKE_material_defaults_free_gpu();
GPU_shader_free_builtin_shaders();
gpu_backend_delete_resources();
gpu_shader_dependency_exit();
gpu_shader_create_info_exit();
initialized = false;
}
bool GPU_is_init()
{
return initialized;
}