This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/vulkan/vk_vertex_buffer.cc
Jeroen Bakker 8c03410ebd Vulkan: Refactor shader interface.
Descriptor set locations are now determined in the
VKShaderInterface. Issues with the previous solution:

- Due to legacy code in GPU module the locations/bindings
  must be the same. Using one for something else might
  result in undesired lookups, incorrect resource
  bindings.
- Images/Textures reuses the same namespace, that didn't
  work as expected when looking up the resources via
  its binding.

This refactoring is required for adding support for
push constants.

Pull Request #105073
2023-02-22 14:42:01 +01:00

98 lines
2.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
VKVertexBuffer::~VKVertexBuffer()
{
release_data();
}
void VKVertexBuffer::bind_as_ssbo(uint binding)
{
VKContext &context = *VKContext::get();
if (!buffer_.is_allocated()) {
allocate(context);
}
VKShader *shader = static_cast<VKShader *>(context.shader);
const VKShaderInterface &shader_interface = shader->interface_get();
const VKDescriptorSet::Location location = shader_interface.descriptor_set_location(
shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER, binding);
shader->pipeline_get().descriptor_set_get().bind_as_ssbo(*this, location);
}
void VKVertexBuffer::bind_as_texture(uint /*binding*/)
{
}
void VKVertexBuffer::wrap_handle(uint64_t /*handle*/)
{
}
void VKVertexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
{
}
void VKVertexBuffer::read(void *data) const
{
VKContext &context = *VKContext::get();
VKCommandBuffer &command_buffer = context.command_buffer_get();
command_buffer.submit();
void *mapped_memory;
if (buffer_.map(context, &mapped_memory)) {
memcpy(data, mapped_memory, size_used_get());
buffer_.unmap(context);
}
}
void VKVertexBuffer::acquire_data()
{
if (usage_ == GPU_USAGE_DEVICE_ONLY) {
return;
}
/* Discard previous data if any. */
MEM_SAFE_FREE(data);
data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
}
void VKVertexBuffer::resize_data()
{
}
void VKVertexBuffer::release_data()
{
MEM_SAFE_FREE(data);
}
void VKVertexBuffer::upload_data()
{
}
void VKVertexBuffer::duplicate_data(VertBuf * /*dst*/)
{
}
void VKVertexBuffer::allocate(VKContext &context)
{
buffer_.create(context,
size_used_get(),
usage_,
static_cast<VkBufferUsageFlagBits>(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT));
}
} // namespace blender::gpu