Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
VKVertexBuffer::~VKVertexBuffer()
{
release_data();
}
void VKVertexBuffer::bind_as_ssbo(uint /*binding*/)
void VKVertexBuffer::bind_as_texture(uint /*binding*/)
void VKVertexBuffer::wrap_handle(uint64_t /*handle*/)
void VKVertexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
const void *VKVertexBuffer::read() const
return nullptr;
void *VKVertexBuffer::unmap(const void * /*mapped_data*/) const
void VKVertexBuffer::acquire_data()
if (usage_ == GPU_USAGE_DEVICE_ONLY) {
return;
/* Discard previous data if any. */
MEM_SAFE_FREE(data);
data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
void VKVertexBuffer::resize_data()
void VKVertexBuffer::release_data()
void VKVertexBuffer::upload_data()
void VKVertexBuffer::duplicate_data(VertBuf * /*dst*/)
} // namespace blender::gpu