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authorJeroen Bakker <jbakker>2021-05-26 18:02:32 +0300
committerJeroen Bakker <jeroen@blender.org>2021-05-26 18:03:37 +0300
commit8f9599d17e80254928d2d72081a4c7e0dee64038 (patch)
treed34ff981e4e0e72ce894042c82587a4266728b16 /source/blender/gpu/opengl/gl_backend.cc
parent87055dc71b0d50cd25660969b55cda7d44af6a12 (diff)
DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair. The previous implementation uses tranform feedback. Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s Timings compute shader between 0.000032 and 0.000092s Future improvements: * Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
Diffstat (limited to 'source/blender/gpu/opengl/gl_backend.cc')
-rw-r--r--source/blender/gpu/opengl/gl_backend.cc8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/gpu/opengl/gl_backend.cc b/source/blender/gpu/opengl/gl_backend.cc
index fb03a2c2d2a..d85f9f7684d 100644
--- a/source/blender/gpu/opengl/gl_backend.cc
+++ b/source/blender/gpu/opengl/gl_backend.cc
@@ -438,6 +438,14 @@ void GLBackend::capabilities_init()
GCaps.mem_stats_support = GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo;
GCaps.shader_image_load_store_support = GLEW_ARB_shader_image_load_store;
GCaps.compute_shader_support = GLEW_ARB_compute_shader;
+ if (GCaps.compute_shader_support) {
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &GCaps.max_work_group_count[0]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &GCaps.max_work_group_count[1]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &GCaps.max_work_group_count[2]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &GCaps.max_work_group_size[0]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &GCaps.max_work_group_size[1]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &GCaps.max_work_group_size[2]);
+ }
GCaps.shader_storage_buffer_objects_support = GLEW_ARB_shader_storage_buffer_object;
/* GL specific capabilities. */
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GLContext::max_texture_3d_size);