Files
test/source/blender/gpu/vulkan/vk_state_manager.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00

144 lines
3.4 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();
VKCommandBuffer &command_buffer = context.command_buffer_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. */
command_buffer.submit();
}
void VKStateManager::texture_bind(Texture *tex, GPUSamplerState /*sampler*/, int unit)
{
VKTexture *texture = unwrap(tex);
textures_.bind(unit, *texture);
}
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