Update the `ShaderCompilerGeneric` to support deferred compilation using the batch compilation API, so we can get rid of `drw_manager_shader`. This approach also allows supporting non-blocking compilation for static shaders. This shouldn't cause any behavior changes at the moment, since batch compilation is not yet used when parallel compilation is disabled. This adds a `GPUWorker` and a `GPUSecondaryContext` as an easy to use wrapper for managing secondary GPU contexts. (Part of #133674) Pull Request: https://projects.blender.org/blender/blender/pulls/136518
60 lines
1.1 KiB
C++
60 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2013 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "GPU_init_exit.hh" /* interface */
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#include "GPU_batch.hh"
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#include "intern/gpu_codegen.hh"
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#include "intern/gpu_private.hh"
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#include "intern/gpu_shader_create_info_private.hh"
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#include "intern/gpu_shader_dependency_private.hh"
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/**
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* although the order of initialization and shutdown should not matter
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* (except for the extensions), I chose alphabetical and reverse alphabetical order
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*/
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static bool initialized = false;
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void GPU_init()
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{
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/* can't avoid calling this multiple times, see wm_window_ghostwindow_add */
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if (initialized) {
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return;
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}
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initialized = true;
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gpu_backend_init_resources();
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gpu_shader_dependency_init();
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gpu_shader_create_info_init();
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gpu_codegen_init();
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gpu_batch_init();
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}
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void GPU_exit()
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{
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gpu_batch_exit();
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gpu_codegen_exit();
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gpu_shader_dependency_exit();
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gpu_shader_create_info_exit();
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gpu_backend_delete_resources();
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initialized = false;
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}
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bool GPU_is_init()
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{
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return initialized;
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}
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