Files
test2/source/blender/gpu/vulkan/vk_state_manager.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

142 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_state_manager.hh"
#include "vk_context.hh"
#include "vk_index_buffer.hh"
#include "vk_shader.hh"
#include "vk_storage_buffer.hh"
#include "vk_texture.hh"
#include "vk_vertex_buffer.hh"
#include "GPU_capabilities.hh"
namespace blender::gpu {
void VKStateManager::apply_state()
{
/* Intentionally empty. State is polled during pipeline creation and doesn't need to be applied.
* If this leads to issues we should have an active state. */
}
void VKStateManager::apply_bindings(VKContext &context,
render_graph::VKResourceAccessInfo &resource_access_info)
{
VKShader *shader = unwrap(context.shader);
if (shader == nullptr) {
return;
}
AddToDescriptorSetContext data(
context.descriptor_set_get(), shader->interface_get(), resource_access_info);
textures_.add_to_descriptor_set(data);
images_.add_to_descriptor_set(data);
uniform_buffers_.add_to_descriptor_set(data);
storage_buffers_.add_to_descriptor_set(data);
}
void VKStateManager::force_state()
{
/* Intentionally empty. State is polled during pipeline creation and is always forced. */
}
void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/) {}
void VKStateManager::texture_bind(Texture *tex, GPUSamplerState sampler, int unit)
{
VKTexture *texture = unwrap(tex);
textures_.bind(unit, *texture, sampler);
}
void VKStateManager::texture_unbind(Texture *tex)
{
VKTexture *texture = unwrap(tex);
textures_.unbind(*texture);
}
void VKStateManager::texture_unbind_all()
{
textures_.unbind_all();
}
void VKStateManager::image_bind(Texture *tex, int binding)
{
VKTexture *texture = unwrap(tex);
images_.bind(binding, *texture);
}
void VKStateManager::image_unbind(Texture *tex)
{
VKTexture *texture = unwrap(tex);
images_.unbind(*texture);
}
void VKStateManager::image_unbind_all()
{
images_.unbind_all();
}
void VKStateManager::uniform_buffer_bind(VKUniformBuffer *uniform_buffer, int slot)
{
uniform_buffers_.bind(slot, *uniform_buffer);
}
void VKStateManager::uniform_buffer_unbind(VKUniformBuffer *uniform_buffer)
{
uniform_buffers_.unbind(*uniform_buffer);
}
void VKStateManager::uniform_buffer_unbind_all()
{
uniform_buffers_.unbind_all();
}
void VKStateManager::unbind_from_all_namespaces(VKBindableResource &resource)
{
uniform_buffers_.unbind(resource);
storage_buffers_.unbind(resource);
images_.unbind(resource);
textures_.unbind(resource);
}
void VKStateManager::texel_buffer_bind(VKVertexBuffer &vertex_buffer, int slot)
{
textures_.bind(slot, vertex_buffer);
}
void VKStateManager::texel_buffer_unbind(VKVertexBuffer &vertex_buffer)
{
textures_.unbind(vertex_buffer);
}
void VKStateManager::storage_buffer_bind(VKBindableResource &resource, int slot)
{
storage_buffers_.bind(slot, resource);
}
void VKStateManager::storage_buffer_unbind(VKBindableResource &resource)
{
storage_buffers_.unbind(resource);
}
void VKStateManager::storage_buffer_unbind_all()
{
storage_buffers_.unbind_all();
}
void VKStateManager::texture_unpack_row_length_set(uint len)
{
texture_unpack_row_length_ = len;
}
uint VKStateManager::texture_unpack_row_length_get() const
{
return texture_unpack_row_length_;
}
} // namespace blender::gpu