- Use the syntactic wrap/unwrap method to make code more readable. - Update comment about hidden struct behind opaque types. - Cleanup GPUDrawList type.
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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*/
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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 "BLI_sys_types.h"
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namespace blender {
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namespace gpu {
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#ifdef DEBUG
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# define DEBUG_NAME_LEN 64
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#else
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# define DEBUG_NAME_LEN 8
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#endif
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/**
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* Implementation of Uniform Buffers.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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**/
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class UniformBuf {
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protected:
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/** Data size in bytes. */
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size_t size_in_bytes_;
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/** Continuous memory block to copy to GPU. This data is owned by the UniformBuf. */
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void *data_ = NULL;
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/** Debugging name */
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char name_[DEBUG_NAME_LEN];
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public:
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UniformBuf(size_t size, const char *name);
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virtual ~UniformBuf();
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virtual void update(const void *data) = 0;
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virtual void bind(int slot) = 0;
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virtual void unbind(void) = 0;
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/** Used to defer data upload at drawing time.
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* This is useful if the thread has no context bound.
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* This transfers ownership to this UniformBuf. */
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void attach_data(void *data)
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{
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data_ = data;
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}
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};
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/* Syntacting suggar. */
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static inline GPUUniformBuf *wrap(UniformBuf *vert)
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{
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return reinterpret_cast<GPUUniformBuf *>(vert);
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}
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static inline UniformBuf *unwrap(GPUUniformBuf *vert)
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{
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return reinterpret_cast<UniformBuf *>(vert);
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}
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static inline const UniformBuf *unwrap(const GPUUniformBuf *vert)
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{
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return reinterpret_cast<const UniformBuf *>(vert);
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}
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#undef DEBUG_NAME_LEN
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} // namespace gpu
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} // namespace blender
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