Files
test2/source/blender/gpu/vulkan/vk_batch.cc
Jeroen Bakker 4353b7ffba Vulkan: Remove unused code
Vulkan backend has recently switched to a render graph approach. Many
code was left so we could develop the render graph beside the previous
implementation. Last week we removed the switch. This PR will remove
most of the unused code. There might be some left and will be removed
when detected.

Pull Request: https://projects.blender.org/blender/blender/pulls/123422
2024-06-20 11:34:19 +02:00

150 lines
5.0 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_batch.hh"
#include "vk_context.hh"
#include "vk_framebuffer.hh"
#include "vk_index_buffer.hh"
#include "vk_state_manager.hh"
#include "vk_storage_buffer.hh"
#include "vk_vertex_attribute_object.hh"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
void VKBatch::draw(int vertex_first, int vertex_count, int instance_first, int instance_count)
{
VKContext &context = *VKContext::get();
render_graph::VKResourceAccessInfo &resource_access_info = context.update_and_get_access_info();
VKStateManager &state_manager = context.state_manager_get();
state_manager.apply_state();
VKVertexAttributeObject vao;
vao.update_bindings(context, *this);
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
/* Upload geometry */
vao.ensure_vbos_uploaded();
if (draw_indexed) {
index_buffer->upload_data();
}
context.active_framebuffer_get()->rendering_ensure(context);
if (draw_indexed) {
render_graph::VKDrawIndexedNode::CreateInfo draw_indexed(resource_access_info);
draw_indexed.node_data.index_count = vertex_count;
draw_indexed.node_data.instance_count = instance_count;
draw_indexed.node_data.first_index = vertex_first;
draw_indexed.node_data.vertex_offset = index_buffer->index_start_get();
draw_indexed.node_data.first_instance = instance_first;
draw_indexed.node_data.index_buffer.buffer = index_buffer->vk_handle();
draw_indexed.node_data.index_buffer.index_type = index_buffer->vk_index_type();
vao.bind(draw_indexed.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw_indexed.node_data.pipeline_data);
context.render_graph.add_node(draw_indexed);
}
else {
render_graph::VKDrawNode::CreateInfo draw(resource_access_info);
draw.node_data.vertex_count = vertex_count;
draw.node_data.instance_count = instance_count;
draw.node_data.first_vertex = vertex_first;
draw.node_data.first_instance = instance_first;
vao.bind(draw.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw.node_data.pipeline_data);
context.render_graph.add_node(draw);
}
}
void VKBatch::draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset)
{
multi_draw_indirect(indirect_buf, 1, offset, 0);
}
void VKBatch::multi_draw_indirect(GPUStorageBuf *indirect_buf,
const int count,
const intptr_t offset,
const intptr_t stride)
{
VKStorageBuffer &indirect_buffer = *unwrap(unwrap(indirect_buf));
multi_draw_indirect(indirect_buffer.vk_handle(), count, offset, stride);
}
void VKBatch::multi_draw_indirect(const VkBuffer indirect_buffer,
const int count,
const intptr_t offset,
const intptr_t stride)
{
VKContext &context = *VKContext::get();
render_graph::VKResourceAccessInfo &resource_access_info = context.update_and_get_access_info();
VKStateManager &state_manager = context.state_manager_get();
state_manager.apply_state();
VKVertexAttributeObject vao;
vao.update_bindings(context, *this);
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
/* Upload geometry */
vao.ensure_vbos_uploaded();
if (draw_indexed) {
index_buffer->upload_data();
}
context.active_framebuffer_get()->rendering_ensure(context);
if (draw_indexed) {
render_graph::VKDrawIndexedIndirectNode::CreateInfo draw_indexed_indirect(
resource_access_info);
draw_indexed_indirect.node_data.indirect_buffer = indirect_buffer;
draw_indexed_indirect.node_data.offset = offset;
draw_indexed_indirect.node_data.draw_count = count;
draw_indexed_indirect.node_data.stride = stride;
draw_indexed_indirect.node_data.index_buffer.buffer = index_buffer->vk_handle();
draw_indexed_indirect.node_data.index_buffer.index_type = index_buffer->vk_index_type();
vao.bind(draw_indexed_indirect.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw_indexed_indirect.node_data.pipeline_data);
context.render_graph.add_node(draw_indexed_indirect);
}
else {
render_graph::VKDrawIndirectNode::CreateInfo draw(resource_access_info);
draw.node_data.indirect_buffer = indirect_buffer;
draw.node_data.offset = offset;
draw.node_data.draw_count = count;
draw.node_data.stride = stride;
vao.bind(draw.node_data.vertex_buffers);
context.update_pipeline_data(prim_type, vao, draw.node_data.pipeline_data);
context.render_graph.add_node(draw);
}
}
VKVertexBuffer *VKBatch::vertex_buffer_get(int index)
{
return unwrap(verts_(index));
}
VKVertexBuffer *VKBatch::instance_buffer_get(int index)
{
return unwrap(inst_(index));
}
VKIndexBuffer *VKBatch::index_buffer_get()
{
return unwrap(unwrap(elem));
}
} // namespace blender::gpu