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blender-archive/source/blender/gpu/opengl/gl_index_buffer.hh
Jeroen Bakker f828ecf4ba GPU: Use same read back API as SSBOs
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
2023-02-13 08:34:19 +01:00

68 lines
1.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "gpu_index_buffer_private.hh"
#include <epoxy/gl.h>
namespace blender::gpu {
class GLIndexBuf : public IndexBuf {
friend class GLBatch;
friend class GLDrawList;
friend class GLShader; /* For compute shaders. */
private:
GLuint ibo_id_ = 0;
public:
~GLIndexBuf();
void bind();
void bind_as_ssbo(uint binding) override;
void read(uint32_t *data) const override;
void *offset_ptr(uint additional_vertex_offset) const
{
additional_vertex_offset += index_start_;
if (index_type_ == GPU_INDEX_U32) {
return reinterpret_cast<void *>(intptr_t(additional_vertex_offset) * sizeof(GLuint));
}
return reinterpret_cast<void *>(intptr_t(additional_vertex_offset) * sizeof(GLushort));
}
GLuint restart_index() const
{
return (index_type_ == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu;
}
void upload_data() override;
void update_sub(uint start, uint len, const void *data) override;
private:
bool is_active() const;
void strip_restart_indices() override
{
/* No-op. */
}
MEM_CXX_CLASS_ALLOC_FUNCS("GLIndexBuf")
};
static inline GLenum to_gl(GPUIndexBufType type)
{
return (type == GPU_INDEX_U32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
}
} // namespace blender::gpu