197 lines
4.1 KiB
C++
197 lines
4.1 KiB
C++
/* SPDX-FileCopyrightText: 2020 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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#pragma once
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#include "GPU_capabilities.hh"
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#include "GPU_platform.hh"
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#include "gpu_backend.hh"
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#include "BLI_threads.h"
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#include "BLI_vector.hh"
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#include "gpu_capabilities_private.hh"
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#ifdef WITH_RENDERDOC
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# include "renderdoc_api.hh"
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#endif
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#include "gl_batch.hh"
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#include "gl_compilation_subprocess.hh"
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#include "gl_compute.hh"
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#include "gl_context.hh"
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#include "gl_framebuffer.hh"
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#include "gl_index_buffer.hh"
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#include "gl_query.hh"
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#include "gl_shader.hh"
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#include "gl_storage_buffer.hh"
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#include "gl_texture.hh"
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#include "gl_uniform_buffer.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLBackend : public GPUBackend {
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private:
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GLSharedOrphanLists shared_orphan_list_;
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#ifdef WITH_RENDERDOC
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renderdoc::api::Renderdoc renderdoc_;
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#endif
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public:
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GLBackend()
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{
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/* platform_init needs to go first. */
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GLBackend::platform_init();
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GLBackend::capabilities_init();
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GLTexture::samplers_init();
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}
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~GLBackend()
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{
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GLBackend::platform_exit();
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}
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void init_resources() override
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{
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if (GCaps.use_subprocess_shader_compilations) {
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compiler_ = MEM_new<GLSubprocessShaderCompiler>(__func__);
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}
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else {
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compiler_ = MEM_new<GLShaderCompiler>(__func__);
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}
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};
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void delete_resources() override
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{
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/* Delete any resources with context active. */
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GLTexture::samplers_free();
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MEM_delete(compiler_);
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}
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static GLBackend *get()
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{
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return static_cast<GLBackend *>(GPUBackend::get());
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}
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void samplers_update() override
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{
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GLTexture::samplers_update();
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};
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Context *context_alloc(void *ghost_window, void * /*ghost_context*/) override
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{
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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Batch *batch_alloc() override
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{
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return new GLBatch();
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};
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Fence *fence_alloc() override
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{
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return new GLFence();
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};
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FrameBuffer *framebuffer_alloc(const char *name) override
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{
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return new GLFrameBuffer(name);
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};
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IndexBuf *indexbuf_alloc() override
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{
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return new GLIndexBuf();
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};
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PixelBuffer *pixelbuf_alloc(size_t size) override
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{
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return new GLPixelBuffer(size);
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};
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QueryPool *querypool_alloc() override
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{
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return new GLQueryPool();
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};
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Shader *shader_alloc(const char *name) override
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{
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return new GLShader(name);
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};
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Texture *texture_alloc(const char *name) override
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{
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return new GLTexture(name);
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};
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UniformBuf *uniformbuf_alloc(size_t size, const char *name) override
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{
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return new GLUniformBuf(size, name);
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};
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StorageBuf *storagebuf_alloc(size_t size, GPUUsageType usage, const char *name) override
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{
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return new GLStorageBuf(size, usage, name);
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};
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VertBuf *vertbuf_alloc() override
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{
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return new GLVertBuf();
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};
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GLSharedOrphanLists &shared_orphan_list_get()
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{
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return shared_orphan_list_;
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};
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void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len) override
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{
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GLContext::get()->state_manager_active_get()->apply_state();
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GLCompute::dispatch(groups_x_len, groups_y_len, groups_z_len);
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}
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void compute_dispatch_indirect(StorageBuf *indirect_buf) override
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{
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GLContext::get()->state_manager_active_get()->apply_state();
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dynamic_cast<GLStorageBuf *>(indirect_buf)->bind_as(GL_DISPATCH_INDIRECT_BUFFER);
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/* This barrier needs to be here as it only work on the currently bound indirect buffer. */
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glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
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glDispatchComputeIndirect((GLintptr)0);
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/* Unbind. */
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
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}
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void shader_cache_dir_clear_old() override
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{
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#if BLI_SUBPROCESS_SUPPORT
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GL_shader_cache_dir_clear_old();
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#endif
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}
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/* Render Frame Coordination */
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void render_begin() override {};
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void render_end() override {};
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void render_step(bool /*force_resource_release*/) override {};
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bool debug_capture_begin(const char *title);
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void debug_capture_end();
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private:
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static void platform_init();
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static void platform_exit();
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static void capabilities_init();
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};
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} // namespace gpu
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} // namespace blender
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