Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
249 lines
6.4 KiB
C++
249 lines
6.4 KiB
C++
/* SPDX-FileCopyrightText: 2022 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 "GHOST_C-api.h"
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#include "gpu_capabilities_private.hh"
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#include "gpu_platform_private.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_drawlist.hh"
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#include "vk_fence.hh"
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#include "vk_framebuffer.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pixel_buffer.hh"
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#include "vk_query.hh"
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#include "vk_shader.hh"
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#include "vk_state_manager.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_uniform_buffer.hh"
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#include "vk_vertex_buffer.hh"
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#include "vk_backend.hh"
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namespace blender::gpu {
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static eGPUOSType determine_os_type()
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{
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#ifdef _WIN32
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return GPU_OS_WIN;
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#elif defined(__APPLE__)
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return GPU_OS_MAC;
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#else
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return GPU_OS_UNIX;
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#endif
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}
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void VKBackend::platform_init()
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{
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GPG.init(GPU_DEVICE_ANY,
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determine_os_type(),
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GPU_DRIVER_ANY,
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GPU_SUPPORT_LEVEL_SUPPORTED,
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GPU_BACKEND_VULKAN,
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"",
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"",
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"");
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}
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void VKBackend::platform_init(const VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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eGPUDeviceType device_type = device.device_type();
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eGPUOSType os = determine_os_type();
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eGPUDriverType driver = GPU_DRIVER_ANY;
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eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
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std::string vendor_name = device.vendor_name();
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std::string driver_version = device.driver_version();
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GPG.init(device_type,
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os,
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driver,
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support_level,
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GPU_BACKEND_VULKAN,
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vendor_name.c_str(),
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properties.deviceName,
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driver_version.c_str());
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}
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void VKBackend::detect_workarounds(VKDevice &device)
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{
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VKWorkarounds workarounds;
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/* AMD GPUs don't support texture formats that use are aligned to 24 or 48 bits. */
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if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
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workarounds.not_aligned_pixel_formats = true;
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}
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device.workarounds_ = workarounds;
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}
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void VKBackend::platform_exit()
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{
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GPG.clear();
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}
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void VKBackend::delete_resources()
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{
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if (device_.is_initialized()) {
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device_.deinit();
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}
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}
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void VKBackend::samplers_update() {}
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void VKBackend::compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len)
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{
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VKContext &context = *VKContext::get();
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context.state_manager_get().apply_bindings();
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context.bind_compute_pipeline();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void VKBackend::compute_dispatch_indirect(StorageBuf *indirect_buf)
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{
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BLI_assert(indirect_buf);
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VKContext &context = *VKContext::get();
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context.state_manager_get().apply_bindings();
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context.bind_compute_pipeline();
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VKStorageBuffer &indirect_buffer = *unwrap(indirect_buf);
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.dispatch(indirect_buffer);
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}
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Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context)
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{
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if (ghost_window) {
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BLI_assert(ghost_context == nullptr);
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ghost_context = GHOST_GetDrawingContext((GHOST_WindowHandle)ghost_window);
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}
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BLI_assert(ghost_context != nullptr);
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if (!device_.is_initialized()) {
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device_.init(ghost_context);
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}
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VKContext *context = new VKContext(ghost_window, ghost_context);
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device_.context_register(*context);
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return context;
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}
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Batch *VKBackend::batch_alloc()
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{
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return new VKBatch();
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}
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DrawList *VKBackend::drawlist_alloc(int /*list_length*/)
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{
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return new VKDrawList();
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}
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Fence *VKBackend::fence_alloc()
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{
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return new VKFence();
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}
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FrameBuffer *VKBackend::framebuffer_alloc(const char *name)
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{
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return new VKFrameBuffer(name);
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}
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IndexBuf *VKBackend::indexbuf_alloc()
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{
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return new VKIndexBuffer();
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}
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PixelBuffer *VKBackend::pixelbuf_alloc(uint size)
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{
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return new VKPixelBuffer(size);
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}
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QueryPool *VKBackend::querypool_alloc()
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{
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return new VKQueryPool();
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}
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Shader *VKBackend::shader_alloc(const char *name)
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{
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return new VKShader(name);
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}
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Texture *VKBackend::texture_alloc(const char *name)
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{
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return new VKTexture(name);
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}
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UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name)
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{
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return new VKUniformBuffer(size, name);
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}
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StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType usage, const char *name)
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{
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return new VKStorageBuffer(size, usage, name);
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}
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VertBuf *VKBackend::vertbuf_alloc()
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{
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return new VKVertexBuffer();
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}
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void VKBackend::render_begin() {}
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void VKBackend::render_end() {}
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void VKBackend::render_step() {}
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shaderc::Compiler &VKBackend::get_shaderc_compiler()
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{
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return shaderc_compiler_;
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}
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void VKBackend::capabilities_init(VKDevice &device)
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{
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const VkPhysicalDeviceProperties &properties = device.physical_device_properties_get();
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const VkPhysicalDeviceLimits &limits = properties.limits;
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/* Reset all capabilities from previous context. */
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GCaps = {};
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GCaps.compute_shader_support = true;
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GCaps.geometry_shader_support = true;
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GCaps.shader_storage_buffer_objects_support = true;
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GCaps.shader_image_load_store_support = true;
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GCaps.max_texture_size = max_ii(limits.maxImageDimension1D, limits.maxImageDimension2D);
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GCaps.max_texture_3d_size = limits.maxImageDimension3D;
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GCaps.max_texture_layers = limits.maxImageArrayLayers;
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GCaps.max_textures = limits.maxDescriptorSetSampledImages;
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GCaps.max_textures_vert = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_geom = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_textures_frag = limits.maxPerStageDescriptorSampledImages;
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GCaps.max_samplers = limits.maxSamplerAllocationCount;
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for (int i = 0; i < 3; i++) {
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GCaps.max_work_group_count[i] = limits.maxComputeWorkGroupCount[i];
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GCaps.max_work_group_size[i] = limits.maxComputeWorkGroupSize[i];
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}
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GCaps.max_uniforms_vert = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_uniforms_frag = limits.maxPerStageDescriptorUniformBuffers;
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GCaps.max_batch_indices = limits.maxDrawIndirectCount;
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GCaps.max_batch_vertices = limits.maxDrawIndexedIndexValue;
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GCaps.max_vertex_attribs = limits.maxVertexInputAttributes;
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GCaps.max_varying_floats = limits.maxVertexOutputComponents;
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GCaps.max_shader_storage_buffer_bindings = limits.maxPerStageDescriptorStorageBuffers;
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GCaps.max_compute_shader_storage_blocks = limits.maxPerStageDescriptorStorageBuffers;
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detect_workarounds(device);
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}
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} // namespace blender::gpu
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