This is the first step into merging DRW_gpu_wrapper.hh into the GPU module. This is very similar to #119825. Pull Request: https://projects.blender.org/blender/blender/pulls/144329
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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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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* GPU Compute Pipeline
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*
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* Allows to dispatch compute shader tasks on the GPU.
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* Every dispatch is sent to the active `GPUContext`.
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#include "GPU_shader.hh"
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#include "GPU_storage_buffer.hh"
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/**
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* Dispatch a compute shader task.
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* The number of work groups (aka thread groups) is bounded by `GPU_max_work_group_count()` which
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* might be different in each of the 3 dimensions.
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*/
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void GPU_compute_dispatch(
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blender::gpu::Shader *shader,
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uint groups_x_len,
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uint groups_y_len,
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uint groups_z_len,
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const blender::gpu::shader::SpecializationConstants *constants_state = nullptr);
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/**
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* Dispatch a compute shader task. The size of the dispatch is sourced from a \a indirect_buf
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* which must follow this layout:
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* \code{.c}
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* struct DispatchIndirectCommand {
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* uint groups_x_len;
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* uint groups_y_len;
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* uint groups_z_len;
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* };
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* \encode
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*
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* \note The writes to the \a indirect_buf do not need to be synchronized as a memory barrier is
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* emitted internally.
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*
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* The number of work groups (aka thread groups) is bounded by `GPU_max_work_group_count()` which
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* might be different in each of the 3 dimensions.
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*/
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void GPU_compute_dispatch_indirect(
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blender::gpu::Shader *shader,
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blender::gpu::StorageBuf *indirect_buf,
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const blender::gpu::shader::SpecializationConstants *constants_state = nullptr);
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