Files
test2/source/blender/gpu/intern/gpu_codegen.hh
Miguel Pozo 4919221456 GPU: Batch Compilation: Show compiled GPUMaterials as soon as possible
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
2024-07-25 19:18:07 +02:00

49 lines
1.4 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Generate shader code from the intermediate node graph.
*/
#pragma once
#include "GPU_material.hh"
#include "GPU_shader.hh"
struct GPUNodeGraph;
struct GPUPass;
/* Pass */
GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUNodeGraph *graph,
eGPUMaterialEngine engine,
GPUCodegenCallbackFn finalize_source_cb,
void *thunk,
bool optimize_graph);
GPUShader *GPU_pass_shader_get(GPUPass *pass);
bool GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_acquire(GPUPass *pass);
void GPU_pass_release(GPUPass *pass);
bool GPU_pass_should_optimize(GPUPass *pass);
/* Custom pass compilation. */
GPUShaderCreateInfo *GPU_pass_begin_compilation(GPUPass *pass, const char *shname);
bool GPU_pass_finalize_compilation(GPUPass *pass, GPUShader *shader);
void GPU_pass_begin_async_compilation(GPUPass *pass, const char *shname);
/** NOTE: Unlike the non-async version, this one returns true when compilation has finalized,
* regardless if it succeeded or not.
* To check for success, see if `GPU_pass_shader_get() != nullptr`. */
bool GPU_pass_async_compilation_try_finalize(GPUPass *pass);
/* Module */
void gpu_codegen_init();
void gpu_codegen_exit();