The GPU module has 2 different styles when reading back data from GPU buffers. The SSBOs used a memcpy to copy the data to a pre-allocated buffer. IndexBuf/VertBuf gave back a driver/platform controlled pointer to the memory. Readback is done for test cases returning mapped pointers is not safe. For this reason we settled on using the same approach as the SSBO. Copy the data to a caller pre-allocated buffer. Reason why this API is currently changed is that the Vulkan API is more strict on mapping/unmapping buffers that can lead to potential issues down the road. Pull Request #104571
78 lines
1.6 KiB
C++
78 lines
1.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "gl_context.hh"
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#include "gl_index_buffer.hh"
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namespace blender::gpu {
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GLIndexBuf::~GLIndexBuf()
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{
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GLContext::buf_free(ibo_id_);
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}
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void GLIndexBuf::bind()
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{
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if (is_subrange_) {
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static_cast<GLIndexBuf *>(src_)->bind();
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return;
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}
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const bool allocate_on_device = ibo_id_ == 0;
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if (allocate_on_device) {
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glGenBuffers(1, &ibo_id_);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_);
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if (data_ != nullptr || allocate_on_device) {
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size_t size = this->size_get();
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/* Sends data to GPU. */
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data_, GL_STATIC_DRAW);
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/* No need to keep copy of data in system memory. */
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MEM_SAFE_FREE(data_);
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}
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}
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void GLIndexBuf::bind_as_ssbo(uint binding)
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{
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bind();
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BLI_assert(ibo_id_ != 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ibo_id_);
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}
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void GLIndexBuf::read(uint32_t *data) const
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{
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BLI_assert(is_active());
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void *buffer = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
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memcpy(data, buffer, size_get());
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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}
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bool GLIndexBuf::is_active() const
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{
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if (!ibo_id_) {
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return false;
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}
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int active_ibo_id = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &active_ibo_id);
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return ibo_id_ == active_ibo_id;
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}
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void GLIndexBuf::upload_data()
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{
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bind();
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}
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void GLIndexBuf::update_sub(uint start, uint len, const void *data)
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{
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, start, len, data);
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}
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} // namespace blender::gpu
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