Files
test/source/blender/gpu/vulkan/vk_backend.hh
Jeroen Bakker 458faa6486 Preferences: GPU backend selection
This PR allows users to select a GPU backend.

In the system tab of the user preferences the GPU backend can be selected in the `Display Graphics` panel.
It will require a restart of Blender before the changes become effective.

During startup minimum requirements are checked. Blender will switch automatically
to OpenGL when no compatible Vulkan device could be detected. A dialog will be shown
to inform the user.

The setting of the in the `Display Graphics` panel are still overridden when blender is started
using the `--gpu-backend` option. When starting blender with `--debug-gpu` the backend
detection will print to the console.

See PR for detailed information and screenshots of the UI.

Implements #126504
Pull Request: https://projects.blender.org/blender/blender/pulls/126545
2024-09-06 08:28:41 +02:00

110 lines
2.8 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_backend.hh"
#ifdef WITH_RENDERDOC
# include "renderdoc_api.hh"
#endif
#include "vk_common.hh"
#include "vk_device.hh"
#include "shaderc/shaderc.hpp"
namespace blender::gpu {
class VKContext;
class VKDescriptorSet;
class VKDescriptorSetTracker;
class VKBackend : public GPUBackend {
private:
shaderc::Compiler shaderc_compiler_;
#ifdef WITH_RENDERDOC
renderdoc::api::Renderdoc renderdoc_api_;
#endif
public:
/* Global instance to device handles. */
VKDevice device;
VKBackend()
{
platform_init();
}
virtual ~VKBackend()
{
VKBackend::platform_exit();
}
/**
* Does the running platform contain any device that meets the minimum requirements to start the
* Vulkan backend.
*
* Function is used to validate that a Blender UI can be started. It calls vulkan API commands
* directly to ensure no parts of Blender needs to be initialized.
*/
static bool is_supported();
void delete_resources() override;
void samplers_update() override;
void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override;
void compute_dispatch_indirect(StorageBuf *indirect_buf) override;
Context *context_alloc(void *ghost_window, void *ghost_context) override;
Batch *batch_alloc() override;
DrawList *drawlist_alloc(int list_length) override;
Fence *fence_alloc() override;
FrameBuffer *framebuffer_alloc(const char *name) override;
IndexBuf *indexbuf_alloc() override;
PixelBuffer *pixelbuf_alloc(size_t size) override;
QueryPool *querypool_alloc() override;
Shader *shader_alloc(const char *name) override;
Texture *texture_alloc(const char *name) override;
UniformBuf *uniformbuf_alloc(size_t size, const char *name) override;
StorageBuf *storagebuf_alloc(size_t size, GPUUsageType usage, const char *name) override;
VertBuf *vertbuf_alloc() override;
/* Render Frame Coordination --
* Used for performing per-frame actions globally */
void render_begin() override;
void render_end() override;
void render_step() override;
bool debug_capture_begin(const char *title);
void debug_capture_end();
shaderc::Compiler &get_shaderc_compiler();
static VKBackend &get()
{
return *static_cast<VKBackend *>(GPUBackend::get());
}
static void platform_init(const VKDevice &device);
static void capabilities_init(VKDevice &device);
private:
static void detect_workarounds(VKDevice &device);
static void platform_init();
static void platform_exit();
/* These classes are allowed to modify the global device. */
friend class VKContext;
friend class VKDescriptorSet;
friend class VKDescriptorSetTracker;
};
} // namespace blender::gpu