143 lines
3.3 KiB
C++
143 lines
3.3 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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#include "vk_state_manager.hh"
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#include "vk_context.hh"
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#include "vk_index_buffer.hh"
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#include "vk_pipeline.hh"
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#include "vk_shader.hh"
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#include "vk_storage_buffer.hh"
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#include "vk_texture.hh"
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#include "vk_vertex_buffer.hh"
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#include "GPU_capabilities.hh"
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namespace blender::gpu {
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void VKStateManager::apply_state()
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{
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VKContext &context = *VKContext::get();
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if (context.shader) {
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VKShader &shader = unwrap(*context.shader);
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VKPipeline &pipeline = shader.pipeline_get();
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pipeline.state_manager_get().set_state(state, mutable_state);
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}
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}
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void VKStateManager::apply_bindings()
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{
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VKContext &context = *VKContext::get();
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if (context.shader) {
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textures_.apply_bindings();
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images_.apply_bindings();
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uniform_buffers_.apply_bindings();
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storage_buffers_.apply_bindings();
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}
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}
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void VKStateManager::force_state()
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{
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VKContext &context = *VKContext::get();
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BLI_assert(context.shader);
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VKShader &shader = unwrap(*context.shader);
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VKPipeline &pipeline = shader.pipeline_get();
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pipeline.state_manager_get().force_state(state, mutable_state);
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}
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void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/)
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{
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VKContext &context = *VKContext::get();
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/* TODO: Pipeline barriers should be added. We might be able to extract it from
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* the actual pipeline, later on, but for now we submit the work as barrier. */
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context.flush();
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}
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void VKStateManager::texture_bind(Texture *tex, GPUSamplerState sampler, int unit)
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{
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VKTexture *texture = unwrap(tex);
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textures_.bind(unit, *texture, sampler);
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}
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void VKStateManager::texture_unbind(Texture *tex)
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{
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VKTexture *texture = unwrap(tex);
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textures_.unbind(*texture);
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}
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void VKStateManager::texture_unbind_all()
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{
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textures_.unbind_all();
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}
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void VKStateManager::image_bind(Texture *tex, int binding)
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{
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VKTexture *texture = unwrap(tex);
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images_.bind(binding, *texture);
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}
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void VKStateManager::image_unbind(Texture *tex)
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{
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VKTexture *texture = unwrap(tex);
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images_.unbind(*texture);
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}
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void VKStateManager::image_unbind_all()
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{
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images_.unbind_all();
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}
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void VKStateManager::uniform_buffer_bind(VKUniformBuffer *uniform_buffer, int slot)
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{
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uniform_buffers_.bind(slot, *uniform_buffer);
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}
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void VKStateManager::uniform_buffer_unbind(VKUniformBuffer *uniform_buffer)
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{
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uniform_buffers_.unbind(*uniform_buffer);
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}
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void VKStateManager::unbind_from_all_namespaces(VKBindableResource &resource)
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{
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uniform_buffers_.unbind(resource);
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storage_buffers_.unbind(resource);
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images_.unbind(resource);
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textures_.unbind(resource);
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}
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void VKStateManager::texel_buffer_bind(VKVertexBuffer &vertex_buffer, int slot)
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{
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textures_.bind(slot, vertex_buffer);
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}
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void VKStateManager::texel_buffer_unbind(VKVertexBuffer &vertex_buffer)
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{
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textures_.unbind(vertex_buffer);
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}
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void VKStateManager::storage_buffer_bind(VKBindableResource &resource, int slot)
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{
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storage_buffers_.bind(slot, resource);
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}
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void VKStateManager::storage_buffer_unbind(VKBindableResource &resource)
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{
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storage_buffers_.unbind(resource);
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}
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void VKStateManager::texture_unpack_row_length_set(uint len)
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{
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texture_unpack_row_length_ = len;
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}
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uint VKStateManager::texture_unpack_row_length_get() const
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{
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return texture_unpack_row_length_;
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}
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} // namespace blender::gpu
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