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blender-archive/source/blender/gpu/intern/gpu_uniform_buffer_private.hh

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
struct GPUUniformBuf;
namespace blender {
namespace gpu {
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
#else
# define DEBUG_NAME_LEN 8
#endif
/**
* Implementation of Uniform Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class UniformBuf {
protected:
/** Data size in bytes. */
size_t size_in_bytes_;
/** Continuous memory block to copy to GPU. This data is owned by the UniformBuf. */
void *data_ = NULL;
/** Debugging name */
char name_[DEBUG_NAME_LEN];
public:
UniformBuf(size_t size, const char *name);
virtual ~UniformBuf();
virtual void update(const void *data) = 0;
virtual void bind(int slot) = 0;
virtual void unbind() = 0;
/** Used to defer data upload at drawing time.
* This is useful if the thread has no context bound.
* This transfers ownership to this UniformBuf. */
void attach_data(void *data)
{
data_ = data;
}
};
2021-02-05 16:23:34 +11:00
/* Syntactic sugar. */
static inline GPUUniformBuf *wrap(UniformBuf *vert)
{
return reinterpret_cast<GPUUniformBuf *>(vert);
}
static inline UniformBuf *unwrap(GPUUniformBuf *vert)
{
return reinterpret_cast<UniformBuf *>(vert);
}
static inline const UniformBuf *unwrap(const GPUUniformBuf *vert)
{
return reinterpret_cast<const UniformBuf *>(vert);
}
#undef DEBUG_NAME_LEN
} // namespace gpu
} // namespace blender