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blender-archive/source/blender/gpu/intern/gpu_vertex_buffer_private.hh
Jeroen Bakker 87055dc71b GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.

NOTE: As this is an OpenGL4.3 feature it must always have a fallback.

Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.

This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.

An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10913
2021-05-26 16:49:30 +02:00

126 lines
3.1 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU vertex buffer
*/
#pragma once
#include "GPU_vertex_buffer.h"
namespace blender::gpu {
/**
* Implementation of Vertex Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class VertBuf {
public:
static size_t memory_usage;
GPUVertFormat format = {};
/** Number of verts we want to draw. */
uint vertex_len = 0;
/** Number of verts data. */
uint vertex_alloc = 0;
/** Status flag. */
GPUVertBufStatus flag = GPU_VERTBUF_INVALID;
/** NULL indicates data in VRAM (unmapped) */
uchar *data = NULL;
protected:
/** Usage hint for GL optimization. */
GPUUsageType usage_ = GPU_USAGE_STATIC;
private:
/** This counter will only avoid freeing the #GPUVertBuf, not the data. */
int handle_refcount_ = 1;
public:
VertBuf();
virtual ~VertBuf();
void init(const GPUVertFormat *format, GPUUsageType usage);
void clear(void);
/* Data management. */
void allocate(uint vert_len);
void resize(uint vert_len);
void upload(void);
virtual void bind_as_ssbo(uint binding) = 0;
VertBuf *duplicate(void);
/* Size of the data allocated. */
size_t size_alloc_get(void) const
{
BLI_assert(format.packed);
return vertex_alloc * format.stride;
}
/* Size of the data uploaded to the GPU. */
size_t size_used_get(void) const
{
BLI_assert(format.packed);
return vertex_len * format.stride;
}
void reference_add(void)
{
handle_refcount_++;
}
void reference_remove(void)
{
BLI_assert(handle_refcount_ > 0);
handle_refcount_--;
if (handle_refcount_ == 0) {
delete this;
}
}
virtual void update_sub(uint start, uint len, void *data) = 0;
virtual const void *read() const = 0;
virtual void *unmap(const void *mapped_data) const = 0;
protected:
virtual void acquire_data(void) = 0;
virtual void resize_data(void) = 0;
virtual void release_data(void) = 0;
virtual void upload_data(void) = 0;
virtual void duplicate_data(VertBuf *dst) = 0;
};
/* Syntactic sugar. */
static inline GPUVertBuf *wrap(VertBuf *vert)
{
return reinterpret_cast<GPUVertBuf *>(vert);
}
static inline VertBuf *unwrap(GPUVertBuf *vert)
{
return reinterpret_cast<VertBuf *>(vert);
}
static inline const VertBuf *unwrap(const GPUVertBuf *vert)
{
return reinterpret_cast<const VertBuf *>(vert);
}
} // namespace blender::gpu