This PR adds support for `GPU_storagebuf_clear` and `GPU_storagebuf_clear_zero` to the Vulkan backend. It also adds test cases for all backends. Pull Request: blender/blender#105487
67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2023 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 "gpu_context_private.hh"
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#include "vk_common.hh"
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#include "vk_context.hh"
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namespace blender::gpu {
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/**
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* Class for handing vulkan buffers (allocation/updating/binding).
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*/
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class VKBuffer {
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int64_t size_in_bytes_;
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VkBuffer vk_buffer_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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/* Pointer to the virtually mapped memory. */
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void *mapped_memory_ = nullptr;
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public:
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VKBuffer() = default;
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virtual ~VKBuffer();
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/** Has this buffer been allocated? */
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bool is_allocated() const;
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bool create(VKContext &context,
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int64_t size,
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GPUUsageType usage,
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VkBufferUsageFlagBits buffer_usage);
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void clear(VKContext &context, uint32_t clear_value);
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void update(const void *data) const;
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void read(void *data) const;
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bool free(VKContext &context);
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int64_t size_in_bytes() const
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{
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return size_in_bytes_;
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}
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VkBuffer vk_handle() const
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{
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return vk_buffer_;
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}
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/**
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* Get the reference to the mapped memory.
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*
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* Can only be called when the buffer is (still) mapped.
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*/
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void *mapped_memory_get() const;
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private:
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/** Check if this buffer is mapped. */
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bool is_mapped() const;
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bool map(VKContext &context);
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void unmap(VKContext &context);
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};
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} // namespace blender::gpu
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