This PR adds support for indirect compute. Indirect compute is almost the same as regular compute. The only difference is that the parameters for the compute dispatch isn't passed as a parameter, but that these parameters are part of a buffer. Pull Request: https://projects.blender.org/blender/blender/pulls/108879
60 lines
1.1 KiB
C++
60 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "GPU_texture.h"
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#include "gpu_storage_buffer_private.hh"
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#include "gpu_vertex_buffer_private.hh"
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#include "vk_buffer.hh"
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namespace blender::gpu {
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class VertBuf;
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class VKStorageBuffer : public StorageBuf {
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GPUUsageType usage_;
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VKBuffer buffer_;
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public:
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VKStorageBuffer(int size, GPUUsageType usage, const char *name)
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: StorageBuf(size, name), usage_(usage)
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{
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}
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void update(const void *data) override;
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void bind(int slot) override;
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void unbind() override;
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void clear(uint32_t clear_value) override;
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void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
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void read(void *data) override;
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VkBuffer vk_handle() const
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{
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return buffer_.vk_handle();
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}
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int64_t size_in_bytes() const
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{
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return buffer_.size_in_bytes();
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}
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void ensure_allocated();
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private:
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void allocate();
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};
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static inline VKStorageBuffer *unwrap(StorageBuf *storage_buffer)
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{
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return static_cast<VKStorageBuffer *>(storage_buffer);
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}
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} // namespace blender::gpu
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