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blender-archive/source/blender/gpu/GPU_index_buffer.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

116 lines
4.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU index buffer
*/
#pragma once
#include "GPU_primitive.h"
#ifdef __cplusplus
extern "C" {
#endif
/** Opaque type hiding blender::gpu::IndexBuf. */
typedef struct GPUIndexBuf GPUIndexBuf;
GPUIndexBuf *GPU_indexbuf_calloc(void);
typedef struct GPUIndexBufBuilder {
uint max_allowed_index;
uint max_index_len;
uint index_len;
uint index_min;
uint index_max;
GPUPrimType prim_type;
uint32_t *data;
} GPUIndexBufBuilder;
/* supports all primitive types. */
void GPU_indexbuf_init_ex(GPUIndexBufBuilder *, GPUPrimType, uint index_len, uint vertex_len);
/* supports only GPU_PRIM_POINTS, GPU_PRIM_LINES and GPU_PRIM_TRIS. */
void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len);
GPUIndexBuf *GPU_indexbuf_build_on_device(uint index_len);
void GPU_indexbuf_init_build_on_device(GPUIndexBuf *elem, uint index_len);
/*
* Thread safe.
*
* Function inspired by the reduction directives of multi-thread work API's.
*/
void GPU_indexbuf_join(GPUIndexBufBuilder *builder, const GPUIndexBufBuilder *builder_from);
void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *, uint v);
void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *);
void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *, uint v);
void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *, uint v1, uint v2);
void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3);
void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3, uint v4);
void GPU_indexbuf_set_point_vert(GPUIndexBufBuilder *builder, uint elem, uint v1);
void GPU_indexbuf_set_line_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2);
void GPU_indexbuf_set_tri_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2, uint v3);
/* Skip primitive rendering at the given index. */
void GPU_indexbuf_set_point_restart(GPUIndexBufBuilder *builder, uint elem);
void GPU_indexbuf_set_line_restart(GPUIndexBufBuilder *builder, uint elem);
void GPU_indexbuf_set_tri_restart(GPUIndexBufBuilder *builder, uint elem);
GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *);
void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *, GPUIndexBuf *);
void GPU_indexbuf_bind_as_ssbo(GPUIndexBuf *elem, int binding);
/* Upload data to the GPU (if not built on the device) and bind the buffer to its default target.
*/
void GPU_indexbuf_use(GPUIndexBuf *elem);
/* Partially update the GPUIndexBuf which was already sent to the device, or built directly on the
* device. The data needs to be compatible with potential compression applied to the original
* indices when the index buffer was built, i.e., if the data was compressed to use shorts instead
* of ints, shorts should passed here. */
void GPU_indexbuf_update_sub(GPUIndexBuf *elem, uint start, uint len, const void *data);
/* Create a sub-range of an existing index-buffer. */
GPUIndexBuf *GPU_indexbuf_create_subrange(GPUIndexBuf *elem_src, uint start, uint length);
void GPU_indexbuf_create_subrange_in_place(GPUIndexBuf *elem,
GPUIndexBuf *elem_src,
uint start,
uint length);
/**
* (Download and) return a pointer containing the data of an index buffer.
*
* Note that the returned pointer is still owned by the driver. To get an
* local copy, use `GPU_indexbuf_unmap` after calling `GPU_indexbuf_read`.
*/
const uint32_t *GPU_indexbuf_read(GPUIndexBuf *elem);
uint32_t *GPU_indexbuf_unmap(const GPUIndexBuf *elem, const uint32_t *mapped_buffer);
void GPU_indexbuf_discard(GPUIndexBuf *elem);
bool GPU_indexbuf_is_init(GPUIndexBuf *elem);
int GPU_indexbuf_primitive_len(GPUPrimType prim_type);
/* Macros */
#define GPU_INDEXBUF_DISCARD_SAFE(elem) \
do { \
if (elem != NULL) { \
GPU_indexbuf_discard(elem); \
elem = NULL; \
} \
} while (0)
#ifdef __cplusplus
}
#endif