Files
test2/source/blender/gpu/vulkan/vk_backend.cc
Jeroen Bakker a819523dff Vulkan: Add VK memory allocator 3.0.1 to extern.
Vulkan doesn't have a memory allocator builtin. The application should
provide the memory allocator at runtime. Vulkan Memory Allocator is a
widely used implementation.

Vulkan Memory Allocator is a header only implementation, but the using
application should compile a part in a CPP compile unit. The file
`vk_mem_alloc_impl.cc` and `extern_vulkan_memory_allocator` library
is therefore introduced.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16572
2022-11-23 14:42:27 +01:00

135 lines
2.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "gpu_platform_private.hh"
#include "vk_batch.hh"
#include "vk_context.hh"
#include "vk_drawlist.hh"
#include "vk_framebuffer.hh"
#include "vk_index_buffer.hh"
#include "vk_query.hh"
#include "vk_shader.hh"
#include "vk_storage_buffer.hh"
#include "vk_texture.hh"
#include "vk_uniform_buffer.hh"
#include "vk_vertex_buffer.hh"
#include "vk_backend.hh"
namespace blender::gpu {
void VKBackend::init_platform()
{
BLI_assert(!GPG.initialized);
eGPUDeviceType device = GPU_DEVICE_ANY;
eGPUOSType os = GPU_OS_ANY;
eGPUDriverType driver = GPU_DRIVER_ANY;
eGPUSupportLevel support_level = GPU_SUPPORT_LEVEL_SUPPORTED;
#ifdef _WIN32
os = GPU_OS_WIN;
#elif defined(__APPLE__)
os = GPU_OS_MAC;
#else
os = GPU_OS_UNIX;
#endif
GPG.init(device, os, driver, support_level, GPU_BACKEND_VULKAN, "", "", "");
}
void VKBackend::platform_exit()
{
BLI_assert(GPG.initialized);
GPG.clear();
}
void VKBackend::delete_resources()
{
}
void VKBackend::samplers_update()
{
}
void VKBackend::compute_dispatch(int /*groups_x_len*/, int /*groups_y_len*/, int /*groups_z_len*/)
{
}
void VKBackend::compute_dispatch_indirect(StorageBuf * /*indirect_buf*/)
{
}
Context *VKBackend::context_alloc(void *ghost_window, void *ghost_context)
{
return new VKContext(ghost_window, ghost_context);
}
Batch *VKBackend::batch_alloc()
{
return new VKBatch();
}
DrawList *VKBackend::drawlist_alloc(int /*list_length*/)
{
return new VKDrawList();
}
FrameBuffer *VKBackend::framebuffer_alloc(const char *name)
{
return new VKFrameBuffer(name);
}
IndexBuf *VKBackend::indexbuf_alloc()
{
return new VKIndexBuffer();
}
QueryPool *VKBackend::querypool_alloc()
{
return new VKQueryPool();
}
Shader *VKBackend::shader_alloc(const char *name)
{
return new VKShader(name);
}
Texture *VKBackend::texture_alloc(const char *name)
{
return new VKTexture(name);
}
UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name)
{
return new VKUniformBuffer(size, name);
}
StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType /*usage*/, const char *name)
{
return new VKStorageBuffer(size, name);
}
VertBuf *VKBackend::vertbuf_alloc()
{
return new VKVertexBuffer();
}
void VKBackend::render_begin()
{
}
void VKBackend::render_end()
{
}
void VKBackend::render_step()
{
}
} // namespace blender::gpu