The previous API for clearing storage buffers was following the OpenGL api. OpenGL has many options to support for data conversions, striding and sizzling. Metal and Vulkan don't have these features and we have to deal it ourselves. Blender internally only uses a tiny subset for what is possible in OpenGL. Making the current API to difficult to implement on our future platforms as we had to implement all cases, most even not used at all. By changing the API we make future development easier as we only need to implement what we are actually using. **New API** `GPU_storagebuf_clear(GPUStorageBuf* ssbo, uint32_t clear_value)` Related issue: #105492 Pull Request: blender/blender#105521
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 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_storage_buffer_private.hh"
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namespace blender {
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namespace gpu {
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/**
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* Implementation of Storage Buffers using OpenGL.
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*/
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class GLStorageBuf : public StorageBuf {
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private:
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/** Slot to which this UBO is currently bound. -1 if not bound. */
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int slot_ = -1;
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/** OpenGL Object handle. */
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GLuint ssbo_id_ = 0;
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/** Usage type. */
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GPUUsageType usage_;
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public:
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GLStorageBuf(size_t size, GPUUsageType usage, const char *name);
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~GLStorageBuf();
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void update(const void *data) override;
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void bind(int slot) override;
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void unbind() override;
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void clear(uint32_t clear_value) override;
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void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
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void read(void *data) override;
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/* Special internal function to bind SSBOs to indirect argument targets. */
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void bind_as(GLenum target);
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private:
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void init();
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MEM_CXX_CLASS_ALLOC_FUNCS("GLStorageBuf");
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};
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} // namespace gpu
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} // namespace blender
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