Files
test/source/blender/gpu/vulkan/vk_state_manager.cc
Jeroen Bakker 00f5ae2a8f Vulkan: Implement Samplers
Until now the Vulkan backend supported a single pre-configured sampler.
This PR realizes creation, caching and freeing of samplers based on what
is required by the state manager.

The implementation is similar to OpenGL or Metal. This fixes many issues
including:

- Textures in workbench and eevee use the correct extend and filtering
- Custom icons render correctly
- Depth sampling issues
- Removes artifacts using EEVEE world shader, lighting and indirect lighting.

Pull Request: https://projects.blender.org/blender/blender/pulls/114827
2023-11-14 11:12:19 +01:00

143 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_state_manager.hh"
#include "vk_context.hh"
#include "vk_index_buffer.hh"
#include "vk_pipeline.hh"
#include "vk_shader.hh"
#include "vk_storage_buffer.hh"
#include "vk_texture.hh"
#include "vk_vertex_buffer.hh"
#include "GPU_capabilities.h"
namespace blender::gpu {
void VKStateManager::apply_state()
{
VKContext &context = *VKContext::get();
if (context.shader) {
VKShader &shader = unwrap(*context.shader);
VKPipeline &pipeline = shader.pipeline_get();
pipeline.state_manager_get().set_state(state, mutable_state);
}
}
void VKStateManager::apply_bindings()
{
VKContext &context = *VKContext::get();
if (context.shader) {
textures_.apply_bindings();
images_.apply_bindings();
uniform_buffers_.apply_bindings();
storage_buffers_.apply_bindings();
}
}
void VKStateManager::force_state()
{
VKContext &context = *VKContext::get();
BLI_assert(context.shader);
VKShader &shader = unwrap(*context.shader);
VKPipeline &pipeline = shader.pipeline_get();
pipeline.state_manager_get().force_state(state, mutable_state);
}
void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/)
{
VKContext &context = *VKContext::get();
/* TODO: Pipeline barriers should be added. We might be able to extract it from
* the actual pipeline, later on, but for now we submit the work as barrier. */
context.flush();
}
void VKStateManager::texture_bind(Texture *tex, GPUSamplerState sampler, int unit)
{
VKTexture *texture = unwrap(tex);
textures_.bind(unit, *texture, sampler);
}
void VKStateManager::texture_unbind(Texture *tex)
{
VKTexture *texture = unwrap(tex);
textures_.unbind(*texture);
}
void VKStateManager::texture_unbind_all()
{
textures_.unbind_all();
}
void VKStateManager::image_bind(Texture *tex, int binding)
{
VKTexture *texture = unwrap(tex);
images_.bind(binding, *texture);
}
void VKStateManager::image_unbind(Texture *tex)
{
VKTexture *texture = unwrap(tex);
images_.unbind(*texture);
}
void VKStateManager::image_unbind_all()
{
images_.unbind_all();
}
void VKStateManager::uniform_buffer_bind(VKUniformBuffer *uniform_buffer, int slot)
{
uniform_buffers_.bind(slot, *uniform_buffer);
}
void VKStateManager::uniform_buffer_unbind(VKUniformBuffer *uniform_buffer)
{
uniform_buffers_.unbind(*uniform_buffer);
}
void VKStateManager::unbind_from_all_namespaces(VKBindableResource &resource)
{
uniform_buffers_.unbind(resource);
storage_buffers_.unbind(resource);
images_.unbind(resource);
textures_.unbind(resource);
}
void VKStateManager::texel_buffer_bind(VKVertexBuffer &vertex_buffer, int slot)
{
textures_.bind(slot, vertex_buffer);
}
void VKStateManager::texel_buffer_unbind(VKVertexBuffer &vertex_buffer)
{
textures_.unbind(vertex_buffer);
}
void VKStateManager::storage_buffer_bind(VKBindableResource &resource, int slot)
{
storage_buffers_.bind(slot, resource);
}
void VKStateManager::storage_buffer_unbind(VKBindableResource &resource)
{
storage_buffers_.unbind(resource);
}
void VKStateManager::texture_unpack_row_length_set(uint len)
{
texture_unpack_row_length_ = len;
}
uint VKStateManager::texture_unpack_row_length_get() const
{
return texture_unpack_row_length_;
}
} // namespace blender::gpu