[Bf-blender-cvs] [a1ce423ae50] temp-vulkan-descriptor-sets: Use similar naming convention compared to metal.

Jeroen Bakker noreply at git.blender.org
Fri Feb 3 15:23:46 CET 2023


Commit: a1ce423ae506c27526b73e9c923758007d9b21b2
Author: Jeroen Bakker
Date:   Tue Jan 31 16:12:12 2023 +0100
Branches: temp-vulkan-descriptor-sets
https://developer.blender.org/rBa1ce423ae506c27526b73e9c923758007d9b21b2

Use similar naming convention compared to metal.

===================================================================

M	source/blender/gpu/vulkan/vk_shader.cc
M	source/blender/gpu/vulkan/vk_shader.hh

===================================================================

diff --git a/source/blender/gpu/vulkan/vk_shader.cc b/source/blender/gpu/vulkan/vk_shader.cc
index 29f7253413a..caaffd8f9ff 100644
--- a/source/blender/gpu/vulkan/vk_shader.cc
+++ b/source/blender/gpu/vulkan/vk_shader.cc
@@ -663,7 +663,7 @@ bool VKShader::finalize(const shader::ShaderCreateInfo *info)
     BLI_assert(geometry_module_ == VK_NULL_HANDLE);
     BLI_assert(fragment_module_ == VK_NULL_HANDLE);
     BLI_assert(compute_module_ != VK_NULL_HANDLE);
-    return finalize_compute_pipeline(vk_device);
+    return bake_compute_pipeline(vk_device);
   }
 }
 
@@ -694,27 +694,10 @@ bool VKShader::finalize_graphics_pipeline(VkDevice /*vk_device */)
     pipeline_stages.append(fragment_stage_info);
   }
 
-  /*
-    VkGraphicsPipelineCreateInfo pipeline_info = {};
-    pipeline_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
-    pipeline_info.flags = 0;
-    pipeline_info.stageCount = pipeline_stages.size();
-    pipeline_info.pStages = pipeline_stages.data();
-    pipeline_info.layout = pipeline_layout_;
-  */
-
-  /* TODO: Graphics pipeline should be added. Note that it requries rendered passes and might need
-   * some more refactorings, when it should be used. TODO: Research what is a vulkan renderpass.
-   * As we are currently focussing on Compute pipeline we will not spent to much effort in this at
-   * the current time.
-   *
-   * It seems like we will not be able to construct the graphics pipeline at this moment as it
-   * would be part of the binding process. */
-
   return true;
 }
 
-bool VKShader::finalize_compute_pipeline(VkDevice vk_device)
+bool VKShader::bake_compute_pipeline(VkDevice vk_device)
 {
 
   VkComputePipelineCreateInfo pipeline_info = {};
diff --git a/source/blender/gpu/vulkan/vk_shader.hh b/source/blender/gpu/vulkan/vk_shader.hh
index d4f33dc9851..49832bc546e 100644
--- a/source/blender/gpu/vulkan/vk_shader.hh
+++ b/source/blender/gpu/vulkan/vk_shader.hh
@@ -68,7 +68,7 @@ class VKShader : public Shader {
   bool finalize_descriptor_set_layouts(VkDevice vk_device, const shader::ShaderCreateInfo *info);
   bool finalize_pipeline_layout(VkDevice vk_device, const shader::ShaderCreateInfo *info);
   bool finalize_graphics_pipeline(VkDevice vk_device);
-  bool finalize_compute_pipeline(VkDevice vk_device);
+  bool bake_compute_pipeline(VkDevice vk_device);
 };
 
 }  // namespace blender::gpu



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