Request one separate compilation batch for each GPUPass so users can get a better sense of the compilation progress, and to better distribute texture loading over time. Pull Request: https://projects.blender.org/blender/blender/pulls/125012
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
/* SPDX-FileCopyrightText: 2005 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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* Generate shader code from the intermediate node graph.
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*/
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#pragma once
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#include "GPU_material.hh"
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#include "GPU_shader.hh"
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struct GPUNodeGraph;
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struct GPUPass;
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/* Pass */
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GPUPass *GPU_generate_pass(GPUMaterial *material,
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GPUNodeGraph *graph,
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eGPUMaterialEngine engine,
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GPUCodegenCallbackFn finalize_source_cb,
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void *thunk,
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bool optimize_graph);
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GPUShader *GPU_pass_shader_get(GPUPass *pass);
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bool GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_acquire(GPUPass *pass);
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void GPU_pass_release(GPUPass *pass);
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bool GPU_pass_should_optimize(GPUPass *pass);
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/* Custom pass compilation. */
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GPUShaderCreateInfo *GPU_pass_begin_compilation(GPUPass *pass, const char *shname);
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bool GPU_pass_finalize_compilation(GPUPass *pass, GPUShader *shader);
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void GPU_pass_begin_async_compilation(GPUPass *pass, const char *shname);
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/** NOTE: Unlike the non-async version, this one returns true when compilation has finalized,
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* regardless if it succeeded or not.
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* To check for success, see if `GPU_pass_shader_get() != nullptr`. */
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bool GPU_pass_async_compilation_try_finalize(GPUPass *pass);
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/* Module */
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void gpu_codegen_init();
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void gpu_codegen_exit();
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