Files
test2/source/blender/gpu/vulkan/vk_state_manager.cc
2023-06-08 09:49:50 +02:00

176 lines
4.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_state_manager.hh"
#include "vk_context.hh"
#include "vk_pipeline.hh"
#include "vk_shader.hh"
#include "vk_texture.hh"
#include "vk_vertex_buffer.hh"
#include "GPU_capabilities.h"
namespace blender::gpu {
VKStateManager::VKStateManager()
{
sampler_.create();
constexpr int max_bindings = 16;
image_bindings_ = Array<ImageBinding>(max_bindings);
image_bindings_.fill(ImageBinding());
texture_bindings_ = Array<TextureBinding>(max_bindings);
texture_bindings_.fill(TextureBinding());
uniform_buffer_bindings_ = Array<UniformBufferBinding>(max_bindings);
uniform_buffer_bindings_.fill(UniformBufferBinding());
}
void VKStateManager::apply_state()
{
VKContext &context = *VKContext::get();
if (context.shader) {
VKShader &shader = unwrap(*context.shader);
VKPipeline &pipeline = shader.pipeline_get();
pipeline.state_manager_get().set_state(state, mutable_state);
}
}
void VKStateManager::apply_bindings()
{
VKContext &context = *VKContext::get();
if (context.shader) {
for (int binding : IndexRange(image_bindings_.size())) {
if (image_bindings_[binding].texture) {
image_bindings_[binding].texture->image_bind(binding);
}
}
for (int binding : IndexRange(texture_bindings_.size())) {
if (texture_bindings_[binding].texture) {
texture_bindings_[binding].texture->bind(binding, sampler_);
}
else if (texture_bindings_[binding].vertex_buffer) {
texture_bindings_[binding].vertex_buffer->bind(binding);
}
}
for (int binding : IndexRange(uniform_buffer_bindings_.size())) {
if (uniform_buffer_bindings_[binding].buffer) {
uniform_buffer_bindings_[binding].buffer->bind(
binding, shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER);
}
}
}
}
void VKStateManager::force_state()
{
VKContext &context = *VKContext::get();
BLI_assert(context.shader);
VKShader &shader = unwrap(*context.shader);
VKPipeline &pipeline = shader.pipeline_get();
pipeline.state_manager_get().force_state(state, mutable_state);
}
void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/)
{
VKContext &context = *VKContext::get();
VKCommandBuffer &command_buffer = context.command_buffer_get();
/* TODO: Pipeline barriers should be added. We might be able to extract it from
* the actual pipeline, later on, but for now we submit the work as barrier. */
command_buffer.submit();
}
void VKStateManager::texture_bind(Texture *tex, GPUSamplerState /*sampler*/, int unit)
{
VKTexture *texture = unwrap(tex);
texture_bindings_[unit].texture = texture;
texture_bindings_[unit].vertex_buffer = nullptr;
}
void VKStateManager::texture_unbind(Texture *tex)
{
VKTexture *texture = unwrap(tex);
for (TextureBinding &binding : texture_bindings_) {
if (binding.texture == texture) {
binding.texture = nullptr;
}
}
}
void VKStateManager::texture_unbind_all()
{
for (TextureBinding &binding : texture_bindings_) {
binding.texture = nullptr;
}
}
void VKStateManager::image_bind(Texture *tex, int binding)
{
VKTexture *texture = unwrap(tex);
image_bindings_[binding].texture = texture;
}
void VKStateManager::image_unbind(Texture *tex)
{
VKTexture *texture = unwrap(tex);
for (ImageBinding &binding : image_bindings_) {
if (binding.texture == texture) {
binding.texture = nullptr;
}
}
}
void VKStateManager::image_unbind_all()
{
for (ImageBinding &binding : image_bindings_) {
binding.texture = nullptr;
}
}
void VKStateManager::uniform_buffer_bind(VKUniformBuffer *uniform_buffer, int slot)
{
uniform_buffer_bindings_[slot].buffer = uniform_buffer;
}
void VKStateManager::uniform_buffer_unbind(VKUniformBuffer *uniform_buffer)
{
for (UniformBufferBinding &binding : uniform_buffer_bindings_) {
if (binding.buffer == uniform_buffer) {
binding.buffer = nullptr;
}
}
}
void VKStateManager::texel_buffer_bind(VKVertexBuffer *vertex_buffer, int slot)
{
texture_bindings_[slot].vertex_buffer = vertex_buffer;
texture_bindings_[slot].texture = nullptr;
}
void VKStateManager::texel_buffer_unbind(VKVertexBuffer *vertex_buffer)
{
for (TextureBinding &binding : texture_bindings_) {
if (binding.vertex_buffer == vertex_buffer) {
binding.vertex_buffer = nullptr;
binding.texture = nullptr;
}
}
}
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