Initial exposure of compute dispatch and image store in Python API

Motivation: When discussing with @Jeroen-Bakker and @aras_p about how to
approach sorting when rendering Gaussian splats in Blender, we realised that
compute shaders could help there (and have many other use cases), and that also
due to Blender 4.0 being on OpenGL >= 4.3, we can now rely on compute shaders
existing.

This PR is an initial pass for that functionality. It comes with a Python example, which
runs a compute shader and saves the output to a texture, which is then rendered in the
viewport.

There is no exposed support for storage buffers yet, but I expect I'll be able to work on
them soon if this is accepted.

The newly added parts are:
1. `gpu.compute.dispatch()`
2. a way set the compute source to `GPUShaderCreateInfo`: `shader_info.compute_source()`
3. a way to set the image store for `GPUShaderCreateInfo`: `shader_info.image()`
4. a way to set the `local_group_size` for `GPUShaderCreateInfo`: `shader_info.local_group_size(x,y,z)`
5. a way to get `max_work_group_size` from capabilities: `gpu.capabilities.max_work_group_size_get(index)`
6. a way to get `max_work_group_count` from capabilities: `gpu.capabilities.max_work_group_count_get(index)`

Pull Request: https://projects.blender.org/blender/blender/pulls/114238
This commit is contained in:
Jure Triglav 2023-11-23 14:23:26 +01:00 committed by Jeroen Bakker
parent b12a87b28a
commit 319ff28b7b
12 changed files with 487 additions and 4 deletions

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@ -0,0 +1,92 @@
"""
Custom compute shader (using image store) and vertex/fragment shader
--------------------------------------------------------------------
This is an example of how to use a custom compute shader to write to a texture and then use that texture in a vertex/fragment shader.
The expected result is a 2x2 plane (size of the default cube), which changes color from a green-black gradient to a green-red gradient,
based on current time.
"""
import bpy
import gpu
from mathutils import Matrix
from gpu_extras.batch import batch_for_shader
import array
import time
start_time = time.time()
size = 128
texture = gpu.types.GPUTexture((size, size), format='RGBA32F')
# Create the compute shader to write to the texture
compute_shader_info = gpu.types.GPUShaderCreateInfo()
compute_shader_info.image(0, 'RGBA32F', "FLOAT_2D", "img_output", qualifiers={"WRITE"})
compute_shader_info.compute_source('''
void main()
{
vec4 pixel = vec4(
sin(time / 1.0),
gl_GlobalInvocationID.y/128.0,
0.0,
1.0
);
imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);
}''')
compute_shader_info.push_constant('FLOAT', "time")
compute_shader_info.local_group_size(1, 1)
compute_shader = gpu.shader.create_from_info(compute_shader_info)
# Create the shader to draw the texture
vert_out = gpu.types.GPUStageInterfaceInfo("my_interface")
vert_out.smooth('VEC2', "uvInterp")
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.push_constant('MAT4', "viewProjectionMatrix")
shader_info.push_constant('MAT4', "modelMatrix")
shader_info.sampler(0, 'FLOAT_2D', "img_input")
shader_info.vertex_in(0, 'VEC2', "position")
shader_info.vertex_in(1, 'VEC2', "uv")
shader_info.vertex_out(vert_out)
shader_info.fragment_out(0, 'VEC4', "FragColor")
shader_info.vertex_source(
"void main()"
"{"
" uvInterp = uv;"
" gl_Position = viewProjectionMatrix * modelMatrix * vec4(position, 0.0, 1.0);"
"}"
)
shader_info.fragment_source(
"void main()"
"{"
" FragColor = texture(img_input, uvInterp);"
"}"
)
shader = gpu.shader.create_from_info(shader_info)
batch = batch_for_shader(
shader, 'TRI_FAN',
{
"position": ((-1, -1), (1, -1), (1, 1), (-1, 1)),
"uv": ((0, 0), (1, 0), (1, 1), (0, 1)),
},
)
def draw():
shader.uniform_float("modelMatrix", Matrix.Translation((0, 0, 0)) @ Matrix.Scale(1, 4))
shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
shader.uniform_sampler("img_input", texture)
batch.draw(shader)
compute_shader.image('img_output', texture)
compute_shader.uniform_float("time", time.time() - start_time)
gpu.compute.dispatch(compute_shader, 128, 128, 1)
def drawTimer():
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
area.tag_redraw()
return 1.0 / 60.0
bpy.app.timers.register(drawTimer)
bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

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@ -34,6 +34,7 @@ set(SRC
gpu_py_uniformbuffer.cc
gpu_py_vertex_buffer.cc
gpu_py_vertex_format.cc
gpu_py_compute.cc
gpu_py.h
gpu_py_api.h
@ -53,6 +54,7 @@ set(SRC
gpu_py_uniformbuffer.h
gpu_py_vertex_buffer.h
gpu_py_vertex_format.h
gpu_py_compute.h
)
set(LIB

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@ -22,6 +22,7 @@
#include "gpu_py_select.h"
#include "gpu_py_state.h"
#include "gpu_py_types.h"
#include "gpu_py_compute.h"
#include "gpu_py.h"
#include "gpu_py_api.h" /* Own include. */
@ -77,6 +78,9 @@ PyObject *BPyInit_gpu()
PyModule_AddObject(mod, "texture", (submodule = bpygpu_texture_init()));
PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
PyModule_AddObject(mod, "compute", (submodule = bpygpu_compute_init()));
PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
return mod;
}

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@ -230,6 +230,48 @@ static PyObject *pygpu_hdr_support_get(PyObject * /*self*/)
return PyBool_FromLong(GPU_hdr_support());
}
PyDoc_STRVAR(pygpu_max_work_group_count_get_doc,
".. function:: max_work_group_count_get(index)\n"
"\n"
" Get maximum number of work groups that may be dispatched to a compute shader.\n"
"\n"
" :arg index: Index of the dimension.\n"
" :type index: int\n"
" :return: Maximum number of work groups for the queried dimension.\n"
" :rtype: int\n");
static PyObject *pygpu_max_work_group_count_get(PyObject * /*self*/, PyObject *args)
{
int index;
if (!PyArg_ParseTuple(args, "i", &index)) {
return nullptr;
}
const int max_work_group_count = GPU_max_work_group_count(index);
return PyLong_FromLong(max_work_group_count);
}
PyDoc_STRVAR(pygpu_max_work_group_size_get_doc,
".. function:: max_work_group_size_get(index)\n"
"\n"
" Get maximum size of a work group that may be dispatched to a compute shader.\n"
"\n"
" :arg index: Index of the dimension.\n"
" :type index: int\n"
" :return: Maximum size of a work group for the queried dimension.\n"
" :rtype: int\n");
static PyObject *pygpu_max_work_group_size_get(PyObject * /*self*/, PyObject *args)
{
int index;
if (!PyArg_ParseTuple(args, "i", &index)) {
return nullptr;
}
const int max_work_group_size = GPU_max_work_group_size(index);
return PyLong_FromLong(max_work_group_size);
}
/** \} */
/* -------------------------------------------------------------------- */
@ -304,7 +346,16 @@ static PyMethodDef pygpu_capabilities__tp_methods[] = {
(PyCFunction)pygpu_hdr_support_get,
METH_NOARGS,
pygpu_hdr_support_get_doc},
{"max_work_group_count_get",
(PyCFunction)pygpu_max_work_group_count_get,
METH_VARARGS,
pygpu_max_work_group_count_get_doc,
},
{"max_work_group_size_get",
(PyCFunction)pygpu_max_work_group_size_get,
METH_VARARGS,
pygpu_max_work_group_size_get_doc,
},
{nullptr, nullptr, 0, nullptr},
};

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@ -0,0 +1,145 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bpygpu
*
* - Use `bpygpu_` for local API.
* - Use `BPyGPU` for public API.
*/
#include <Python.h>
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "GPU_compute.h"
#include "GPU_state.h"
#include "GPU_capabilities.h"
#include "../generic/py_capi_utils.h"
#include "../generic/python_compat.h"
#include "../generic/python_utildefines.h"
#include "../mathutils/mathutils.h"
#include "gpu_py.h"
#include "gpu_py_texture.h"
#include "gpu_py_uniformbuffer.h"
#include "gpu_py_vertex_format.h"
#include "gpu_py_shader.h"
#include "gpu_py_compute.h" /* own include */
PyDoc_STRVAR(
pygpu_compute_dispatch_doc,
".. function:: dispatch(shader, groups_x_len, groups_y_len, groups_z_len)\n"
"\n"
" Dispatches GPU compute.\n"
"\n"
" :arg shader: The shader that you want to dispatch.\n"
" :type shader: :class:`gpu.types.GPUShader`\n"
" :arg groups_x_len: Int for group x length:\n"
" :type groups_x_len: int\n"
" :arg groups_y_len: Int for group y length:\n"
" :type groups_y_len: int\n"
" :arg groups_z_len: Int for group z length:\n"
" :type groups_z_len: int\n"
" :return: Shader object.\n"
" :rtype: :class:`bpy.types.GPUShader`\n");
static PyObject *pygpu_compute_dispatch(PyObject * /*self*/, PyObject *args, PyObject *kwds)
{
BPyGPUShader *py_shader;
int groups_x_len;
int groups_y_len;
int groups_z_len;
static const char *_keywords[] = {"shader", "groups_x_len", "groups_y_len", "groups_z_len", nullptr};
static _PyArg_Parser _parser = {
PY_ARG_PARSER_HEAD_COMPAT()
"O" /* `shader` */
"i" /* `groups_x_len` */
"i" /* `groups_y_len` */
"i" /* `groups_z_len` */
":dispatch",
_keywords,
nullptr,
};
if (_PyArg_ParseTupleAndKeywordsFast(args,
kwds,
&_parser,
&py_shader,
&groups_x_len,
&groups_y_len,
&groups_z_len))
{
if (!BPyGPUShader_Check(py_shader)) {
PyErr_Format(PyExc_TypeError, "Expected a GPUShader, got %s", Py_TYPE(py_shader)->tp_name);
return nullptr;
}
// Check that groups do not exceed GPU_max_work_group_count()
const int max_work_group_count_x = GPU_max_work_group_count(0);
const int max_work_group_count_y = GPU_max_work_group_count(1);
const int max_work_group_count_z = GPU_max_work_group_count(2);
// Report back to the user both the requested and the maximum supported value
if (groups_x_len > GPU_max_work_group_count(0)) {
PyErr_Format(PyExc_ValueError, "groups_x_len (%d) exceeds maximum supported value (max work group count: %d)", groups_x_len, max_work_group_count_x);
return nullptr;
}
if (groups_y_len > GPU_max_work_group_count(1)) {
PyErr_Format(PyExc_ValueError, "groups_y_len (%d) exceeds maximum supported value (max work group count: %d)", groups_y_len, max_work_group_count_y);
return nullptr;
}
if (groups_z_len > GPU_max_work_group_count(2)) {
PyErr_Format(PyExc_ValueError, "groups_z_len (%d) exceeds maximum supported value (max work group count: %d)", groups_z_len, max_work_group_count_z);
return nullptr;
}
GPUShader *shader = py_shader->shader;
GPU_compute_dispatch(shader, groups_x_len, groups_y_len, groups_z_len);
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
Py_RETURN_NONE;
}
/* -------------------------------------------------------------------- */
/** \name Module
* \{ */
static PyMethodDef pygpu_compute__tp_methods[] = {
{"dispatch", (PyCFunction)pygpu_compute_dispatch, METH_VARARGS | METH_KEYWORDS, pygpu_compute_dispatch_doc},
{nullptr, nullptr, 0, nullptr},
};
#if (defined(__GNUC__) && !defined(__clang__))
# pragma GCC diagnostic pop
#endif
PyDoc_STRVAR(pygpu_compute__tp_doc, "This module provides access to the global GPU compute functions");
static PyModuleDef pygpu_compute_module_def = {
/*m_base*/ PyModuleDef_HEAD_INIT,
/*m_name*/ "gpu.compute",
/*m_doc*/ pygpu_compute__tp_doc,
/*m_size*/ 0,
/*m_methods*/ pygpu_compute__tp_methods,
/*m_slots*/ nullptr,
/*m_traverse*/ nullptr,
/*m_clear*/ nullptr,
/*m_free*/ nullptr,
};
PyObject *bpygpu_compute_init()
{
PyObject *submodule;
submodule = bpygpu_create_module(&pygpu_compute_module_def);
return submodule;
}
/** \} */

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@ -0,0 +1,19 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bpygpu
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
PyObject *bpygpu_compute_init(void);
#ifdef __cplusplus
}
#endif

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@ -550,6 +550,38 @@ static PyObject *pygpu_shader_uniform_sampler(BPyGPUShader *self, PyObject *args
Py_RETURN_NONE;
}
PyDoc_STRVAR(pygpu_shader_image_doc,
".. method:: image(name, texture)\n"
"\n"
" Specify the value of an image variable for the current GPUShader.\n"
"\n"
" :arg name: Name of the image variable to which the texture is to be bound.\n"
" :type name: str\n"
" :arg texture: Texture to attach.\n"
" :type texture: :class:`gpu.types.GPUTexture`\n");
static PyObject *pygpu_shader_image(BPyGPUShader *self, PyObject *args)
{
const char *name;
BPyGPUTexture *py_texture;
if (!PyArg_ParseTuple(
args, "sO!:GPUShader.image", &name, &BPyGPUTexture_Type, &py_texture))
{
return nullptr;
}
GPU_shader_bind(self->shader);
int image_unit = GPU_shader_get_sampler_binding(self->shader, name);
if (image_unit == -1) {
PyErr_Format(PyExc_ValueError, "Image '%s' not found in shader", name);
return nullptr;
}
GPU_texture_image_bind(py_texture->tex, image_unit);
Py_RETURN_NONE;
}
PyDoc_STRVAR(
pygpu_shader_uniform_block_doc,
".. method:: uniform_block(name, ubo)\n"
@ -700,6 +732,10 @@ static PyMethodDef pygpu_shader__tp_methods[] = {
(PyCFunction)pygpu_shader_uniform_sampler,
METH_VARARGS,
pygpu_shader_uniform_sampler_doc},
{"image",
(PyCFunction)pygpu_shader_image,
METH_VARARGS,
pygpu_shader_image_doc},
{"uniform_block",
(PyCFunction)pygpu_shader_uniform_block,
METH_VARARGS,

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@ -60,6 +60,7 @@ typedef struct BPyGPUShaderCreateInfo {
/* Just to keep a user to prevent freeing buf's we're using. */
PyObject *vertex_source;
PyObject *fragment_source;
PyObject *compute_source;
PyObject *typedef_source;
PyObject *references;
#endif

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@ -20,8 +20,9 @@
#include "../generic/python_compat.h"
#include "gpu_py_shader.h" /* own include */
#include "gpu_py_texture.h"
//#define USE_PYGPU_SHADER_INFO_IMAGE_METHOD
#define USE_PYGPU_SHADER_INFO_IMAGE_METHOD
using blender::gpu::shader::DualBlend;
using blender::gpu::shader::Frequency;
@ -156,6 +157,53 @@ static const PyC_StringEnumItems pygpu_dualblend_items[] = {
{0, nullptr},
};
#define PYDOC_TEX_FORMAT_ITEMS \
" - ``RGBA8UI``\n" \
" - ``RGBA8I``\n" \
" - ``RGBA8``\n" \
" - ``RGBA32UI``\n" \
" - ``RGBA32I``\n" \
" - ``RGBA32F``\n" \
" - ``RGBA16UI``\n" \
" - ``RGBA16I``\n" \
" - ``RGBA16F``\n" \
" - ``RGBA16``\n" \
" - ``RG8UI``\n" \
" - ``RG8I``\n" \
" - ``RG8``\n" \
" - ``RG32UI``\n" \
" - ``RG32I``\n" \
" - ``RG32F``\n" \
" - ``RG16UI``\n" \
" - ``RG16I``\n" \
" - ``RG16F``\n" \
" - ``RG16``\n" \
" - ``R8UI``\n" \
" - ``R8I``\n" \
" - ``R8``\n" \
" - ``R32UI``\n" \
" - ``R32I``\n" \
" - ``R32F``\n" \
" - ``R16UI``\n" \
" - ``R16I``\n" \
" - ``R16F``\n" \
" - ``R16``\n" \
" - ``R11F_G11F_B10F``\n" \
" - ``DEPTH32F_STENCIL8``\n" \
" - ``DEPTH24_STENCIL8``\n" \
" - ``SRGB8_A8``\n" \
" - ``RGB16F``\n" \
" - ``SRGB8_A8_DXT1``\n" \
" - ``SRGB8_A8_DXT3``\n" \
" - ``SRGB8_A8_DXT5``\n" \
" - ``RGBA8_DXT1``\n" \
" - ``RGBA8_DXT3``\n" \
" - ``RGBA8_DXT5``\n" \
" - ``DEPTH_COMPONENT32F``\n" \
" - ``DEPTH_COMPONENT24``\n" \
" - ``DEPTH_COMPONENT16``\n"
extern const PyC_StringEnumItems pygpu_tex_format_items[];
/* -------------------------------------------------------------------- */
/** \name GPUStageInterfaceInfo Methods
* \{ */
@ -607,7 +655,7 @@ PyDoc_STRVAR(
" :arg slot: The image resource index.\n"
" :type slot: int\n"
" :arg format: The GPUTexture format that is passed to the shader. Possible values are:\n"
"" PYDOC_TEX_FORMAT_ITEMS
"\n" PYDOC_TEX_FORMAT_ITEMS
" :type format: str\n"
" :arg type: The data type describing how the image is to be read in the shader. "
"Possible values are:\n"
@ -902,6 +950,51 @@ static PyObject *pygpu_shader_info_vertex_source(BPyGPUShaderCreateInfo *self, P
Py_RETURN_NONE;
}
PyDoc_STRVAR(
pygpu_shader_info_compute_source_doc,
".. method:: compute_source(source)\n"
"\n"
" compute shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"\"\"void main() {\n"
" int2 index = int2(gl_GlobalInvocationID.xy);\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"
" imageStore(img_output, index, color);\n"
" }\"\"\"\n"
"\n"
" :arg source: The compute shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://wiki.blender.org/wiki/EEVEE_%26_Viewport/GPU_Module/GLSL_Cross_Compilation>`__\n");
static PyObject *pygpu_shader_info_compute_source(BPyGPUShaderCreateInfo *self, PyObject *o)
{
const char *compute_source = PyUnicode_AsUTF8(o);
if (compute_source == nullptr) {
PyErr_Format(PyExc_ValueError, "expected a string, got %s", Py_TYPE(o)->tp_name);
return nullptr;
}
#ifdef USE_GPU_PY_REFERENCES
if (self->compute_source) {
Py_DECREF(self->compute_source);
}
self->compute_source = o;
Py_INCREF(o);
#endif
ShaderCreateInfo *info = reinterpret_cast<ShaderCreateInfo *>(self->info);
info->compute_source("common_colormanagement_lib.glsl");
info->compute_source_generated = compute_source;
Py_RETURN_NONE;
}
PyDoc_STRVAR(
pygpu_shader_info_fragment_source_doc,
".. method:: fragment_source(source)\n"
@ -1025,6 +1118,31 @@ static PyObject *pygpu_shader_info_define(BPyGPUShaderCreateInfo *self, PyObject
Py_RETURN_NONE;
}
PyDoc_STRVAR(pygpu_shader_info_local_group_size_doc,
".. method:: local_group_size(x, y=-1, z=-1)\n"
"\n"
" Specify the local group size for compute shaders.\n"
"\n"
" :arg x: The local group size in the x dimension.\n"
" :type x: int\n"
" :arg y: The local group size in the y dimension. Optional. Defaults to -1.\n"
" :type y: int\n"
" :arg z: The local group size in the z dimension. Optional. Defaults to -1.\n"
" :type z: int\n");
static PyObject *pygpu_shader_info_local_group_size(BPyGPUShaderCreateInfo *self, PyObject *args)
{
int x = -1, y = -1, z = -1;
if (!PyArg_ParseTuple(args, "i|ii:local_group_size", &x, &y, &z)) {
return nullptr;
}
ShaderCreateInfo *info = reinterpret_cast<ShaderCreateInfo *>(self->info);
info->local_group_size(x, y, z);
Py_RETURN_NONE;
}
static PyMethodDef pygpu_shader_info__tp_methods[] = {
{"vertex_in",
(PyCFunction)pygpu_shader_info_vertex_in,
@ -1064,11 +1182,19 @@ static PyMethodDef pygpu_shader_info__tp_methods[] = {
(PyCFunction)pygpu_shader_info_fragment_source,
METH_O,
pygpu_shader_info_fragment_source_doc},
{"compute_source",
(PyCFunction)pygpu_shader_info_compute_source,
METH_O,
pygpu_shader_info_compute_source_doc},
{"typedef_source",
(PyCFunction)pygpu_shader_info_typedef_source,
METH_O,
pygpu_shader_info_typedef_source_doc},
{"define", (PyCFunction)pygpu_shader_info_define, METH_VARARGS, pygpu_shader_info_define_doc},
{"local_group_size",
(PyCFunction)pygpu_shader_info_local_group_size,
METH_VARARGS,
pygpu_shader_info_local_group_size_doc},
{nullptr, nullptr, 0, nullptr},
};
@ -1098,6 +1224,7 @@ static int pygpu_shader_info__tp_traverse(PyObject *self, visitproc visit, void
BPyGPUShaderCreateInfo *py_info = reinterpret_cast<BPyGPUShaderCreateInfo *>(self);
Py_VISIT(py_info->vertex_source);
Py_VISIT(py_info->fragment_source);
Py_VISIT(py_info->compute_source);
Py_VISIT(py_info->references);
return 0;
}
@ -1107,6 +1234,7 @@ static int pygpu_shader_info__tp_clear(PyObject *self)
BPyGPUShaderCreateInfo *py_info = reinterpret_cast<BPyGPUShaderCreateInfo *>(self);
Py_CLEAR(py_info->vertex_source);
Py_CLEAR(py_info->fragment_source);
Py_CLEAR(py_info->compute_source);
Py_CLEAR(py_info->references);
return 0;
}
@ -1125,8 +1253,10 @@ static void pygpu_shader_info__tp_dealloc(PyObject *self)
pygpu_shader_info__tp_clear(self);
Py_XDECREF(py_info->vertex_source);
Py_XDECREF(py_info->fragment_source);
Py_XDECREF(py_info->compute_source);
Py_XDECREF(py_info->references);
}
#endif
Py_TYPE(self)->tp_free((PyObject *)self);
@ -1231,6 +1361,7 @@ PyObject *BPyGPUShaderCreateInfo_CreatePyObject(GPUShaderCreateInfo *info)
self = (BPyGPUShaderCreateInfo *)_PyObject_GC_New(&BPyGPUShaderCreateInfo_Type);
self->vertex_source = nullptr;
self->fragment_source = nullptr;
self->compute_source = nullptr;
self->typedef_source = nullptr;
self->references = PyList_New(0);
#else

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@ -34,7 +34,7 @@
/** \name GPUTexture Common Utilities
* \{ */
static const PyC_StringEnumItems pygpu_textureformat_items[] = {
const PyC_StringEnumItems pygpu_textureformat_items[] = {
{GPU_RGBA8UI, "RGBA8UI"},
{GPU_RGBA8I, "RGBA8I"},
{GPU_RGBA8, "RGBA8"},

View File

@ -15,6 +15,7 @@ extern "C" {
#endif
extern PyTypeObject BPyGPUTexture_Type;
extern const struct PyC_StringEnumItems pygpu_textureformat_items[];
#define BPyGPUTexture_Check(v) (Py_TYPE(v) == &BPyGPUTexture_Type)

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@ -19,6 +19,7 @@
#include "gpu_py_uniformbuffer.h"
#include "gpu_py_vertex_buffer.h"
#include "gpu_py_vertex_format.h"
#include "gpu_py_compute.h"
#ifdef __cplusplus
extern "C" {