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test2/source/blender/gpu/intern/gpu_backend.hh

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/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPUBackend derived class contain allocators that do not need a context bound.
* The backend is init at startup and is accessible using GPU_backend_get() */
#pragma once
#include "BLI_color_types.hh"
#include "BLI_string_ref.hh"
#include "GPU_vertex_buffer.hh"
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namespace blender::gpu {
class Context;
class Batch;
class Fence;
class FrameBuffer;
class IndexBuf;
class PixelBuffer;
class QueryPool;
class Shader;
class ShaderCompiler;
class Texture;
class UniformBuf;
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class StorageBuf;
class VertBuf;
class GPUBackend {
protected:
ShaderCompiler *compiler_;
public:
virtual ~GPUBackend() = default;
/* Called after the main context creation and activation. */
virtual void init_resources() = 0;
/* Called before the main context deletion and deactivation. */
virtual void delete_resources() = 0;
static GPUBackend *get();
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ShaderCompiler *get_compiler()
{
return compiler_;
}
virtual void samplers_update() = 0;
virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) = 0;
virtual void compute_dispatch_indirect(StorageBuf *indirect_buf) = 0;
virtual Context *context_alloc(void *ghost_window, void *ghost_context) = 0;
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virtual Batch *batch_alloc() = 0;
virtual Fence *fence_alloc() = 0;
virtual FrameBuffer *framebuffer_alloc(const char *name) = 0;
virtual IndexBuf *indexbuf_alloc() = 0;
virtual PixelBuffer *pixelbuf_alloc(size_t size) = 0;
virtual QueryPool *querypool_alloc() = 0;
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virtual Shader *shader_alloc(const char *name) = 0;
virtual Texture *texture_alloc(const char *name) = 0;
virtual UniformBuf *uniformbuf_alloc(size_t size, const char *name) = 0;
virtual StorageBuf *storagebuf_alloc(size_t size, GPUUsageType usage, const char *name) = 0;
virtual VertBuf *vertbuf_alloc() = 0;
virtual void shader_cache_dir_clear_old() = 0;
/* Render Frame Coordination --
* Used for performing per-frame actions globally */
virtual void render_begin() = 0;
virtual void render_end() = 0;
virtual void render_step(bool force_resource_release = false) = 0;
};
namespace debug {
static blender::ColorTheme4f GPU_DEBUG_GROUP_COLOR_DEFAULT = {};
static inline ColorTheme4f get_debug_group_color(StringRefNull name)
{
if (name == "EEVEE") {
return ColorTheme4f(1.0, 0.5, 0.0, 1.0);
}
if (name == "External") {
return ColorTheme4f(0.0, 0.0, 1.0, 1.0);
}
if (name == "GpencilMode") {
return ColorTheme4f(1.0, 1.0, 0.0, 1.0);
}
if (name == "UV/Image") {
return ColorTheme4f(0.0, 1.0, 1.0, 1.0);
}
if (name == "Overlay") {
return ColorTheme4f(0.0, 1.0, 0.5, 1.0);
}
if (name == "Workbench") {
return ColorTheme4f(0.0, 0.7, 1.0, 1.0);
}
if (name == "Cycles") {
return ColorTheme4f(0.0, 0.5, 1.0, 1.0);
}
if (name == "BackBuffer.Blit") {
return ColorTheme4f(0.5, 0.7, 1.0, 1.0);
}
if (name == "Compositor") {
return ColorTheme4f(1.0, 0.5, 0.7, 1.0);
}
return GPU_DEBUG_GROUP_COLOR_DEFAULT;
}
} // namespace debug
} // namespace blender::gpu