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
102 lines
2.3 KiB
C++
102 lines
2.3 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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#pragma once
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#include "MEM_guardedalloc.h"
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#include "GPU_texture.h"
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#include "gpu_vertex_buffer_private.hh"
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namespace blender {
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namespace gpu {
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class GLVertBuf : public VertBuf {
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friend class GLTexture; /* For buffer texture. */
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friend class GLShader; /* For transform feedback. */
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friend class GLStorageBuf; /* For sub copy. */
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private:
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/** OpenGL buffer handle. Init on first upload. Immutable after that. */
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GLuint vbo_id_ = 0;
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/** Texture used if the buffer is bound as buffer texture. Init on first use. */
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struct ::GPUTexture *buffer_texture_ = nullptr;
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/** Defines whether the buffer handle is wrapped by this GLVertBuf, i.e. we do not own it and
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* should not free it. */
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bool is_wrapper_ = false;
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/** Size on the GPU. */
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size_t vbo_size_ = 0;
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public:
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void bind();
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void update_sub(uint start, uint len, const void *data) override;
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void read(void *data) const override;
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void wrap_handle(uint64_t handle) override;
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protected:
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void acquire_data() override;
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void resize_data() override;
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void release_data() override;
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void upload_data() override;
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void duplicate_data(VertBuf *dst) override;
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void bind_as_ssbo(uint binding) override;
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void bind_as_texture(uint binding) override;
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private:
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bool is_active() const;
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MEM_CXX_CLASS_ALLOC_FUNCS("GLVertBuf");
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};
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static inline GLenum to_gl(GPUUsageType type)
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{
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switch (type) {
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case GPU_USAGE_STREAM:
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return GL_STREAM_DRAW;
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case GPU_USAGE_DYNAMIC:
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return GL_DYNAMIC_DRAW;
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case GPU_USAGE_STATIC:
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case GPU_USAGE_DEVICE_ONLY:
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return GL_STATIC_DRAW;
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default:
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BLI_assert(0);
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return GL_STATIC_DRAW;
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}
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}
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static inline GLenum to_gl(GPUVertCompType type)
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{
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switch (type) {
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case GPU_COMP_I8:
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return GL_BYTE;
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case GPU_COMP_U8:
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return GL_UNSIGNED_BYTE;
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case GPU_COMP_I16:
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return GL_SHORT;
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case GPU_COMP_U16:
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return GL_UNSIGNED_SHORT;
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case GPU_COMP_I32:
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return GL_INT;
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case GPU_COMP_U32:
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return GL_UNSIGNED_INT;
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case GPU_COMP_F32:
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return GL_FLOAT;
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case GPU_COMP_I10:
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return GL_INT_2_10_10_10_REV;
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default:
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BLI_assert(0);
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return GL_FLOAT;
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}
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}
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} // namespace gpu
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} // namespace blender
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