Files
test2/source/blender/gpu/dummy/dummy_backend.hh
Miguel Pozo a5ed5dc4bf GPU: Support deferred compilation in ShaderCompilerGeneric
Update the `ShaderCompilerGeneric` to support deferred compilation
using the batch compilation API, so we can get rid of
`drw_manager_shader`.
This approach also allows supporting non-blocking compilation
for static shaders.

This shouldn't cause any behavior changes at the moment, since batch
compilation is not yet used when parallel compilation is disabled.

This adds a `GPUWorker` and a `GPUSecondaryContext` as an easy to use
wrapper for managing secondary GPU contexts.

(Part of #133674)
Pull Request: https://projects.blender.org/blender/blender/pulls/136518
2025-04-07 15:26:25 +02:00

99 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_backend.hh"
#include "gpu_platform_private.hh"
#include "dummy_batch.hh"
#include "dummy_context.hh"
#include "dummy_framebuffer.hh"
#include "dummy_vertex_buffer.hh"
namespace blender::gpu {
class DummyBackend : public GPUBackend {
public:
DummyBackend()
{
GPG.init(GPU_DEVICE_ANY,
GPU_OS_ANY,
GPU_DRIVER_ANY,
GPU_SUPPORT_LEVEL_UNSUPPORTED,
GPU_BACKEND_NONE,
"Unknown",
"",
"",
GPU_ARCHITECTURE_IMR);
}
void init_resources() override {}
void delete_resources() override {}
void samplers_update() override {}
void compute_dispatch(int /*groups_x_len*/, int /*groups_y_len*/, int /*groups_z_len*/) override
{
}
void compute_dispatch_indirect(StorageBuf * /*indirect_buf*/) override {}
Context *context_alloc(void * /*ghost_window*/, void * /*ghost_context*/) override
{
return new DummyContext;
}
Batch *batch_alloc() override
{
return new DummyBatch;
}
Fence *fence_alloc() override
{
return nullptr;
}
FrameBuffer *framebuffer_alloc(const char *name) override
{
return new DummyFrameBuffer(name);
}
IndexBuf *indexbuf_alloc() override
{
return nullptr;
}
PixelBuffer *pixelbuf_alloc(size_t /*size*/) override
{
return nullptr;
}
QueryPool *querypool_alloc() override
{
return nullptr;
}
Shader *shader_alloc(const char * /*name*/) override
{
return nullptr;
}
Texture *texture_alloc(const char * /*name*/) override
{
return nullptr;
}
UniformBuf *uniformbuf_alloc(size_t /*size*/, const char * /*name*/) override
{
return nullptr;
}
StorageBuf *storagebuf_alloc(size_t /*size*/,
GPUUsageType /*usage*/,
const char * /*name*/) override
{
return nullptr;
}
VertBuf *vertbuf_alloc() override
{
return new DummyVertexBuffer;
}
void shader_cache_dir_clear_old() override {}
void render_begin() override {}
void render_end() override {}
void render_step(bool /*force_resource_release*/) override {}
};
} // namespace blender::gpu