145 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * The Original Code is Copyright (C) 2016 by Mike Erwin.
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 * All rights reserved.
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 *
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 * Contributor(s): Blender Foundation
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/gpu/GPU_vertex_buffer.h
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 *  \ingroup gpu
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 *
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 * GPU vertex buffer
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 */
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#ifndef __GPU_VERTEX_BUFFER_H__
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#define __GPU_VERTEX_BUFFER_H__
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#include "GPU_vertex_format.h"
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#define VRAM_USAGE 1
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/* How to create a GPUVertBuf: */
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/* 1) verts = GPU_vertbuf_create() or GPU_vertbuf_init(verts) */
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/* 2) GPU_vertformat_attr_add(verts->format, ...) */
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/* 3) GPU_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format */
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/* 4) GPU_vertbuf_attr_fill(verts, pos, application_pos_buffer) */
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/* Is GPUVertBuf always used as part of a GPUBatch? */
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typedef enum {
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	/* can be extended to support more types */
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	GPU_USAGE_STREAM,
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	GPU_USAGE_STATIC, /* do not keep data in memory */
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	GPU_USAGE_DYNAMIC
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} GPUUsageType;
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typedef struct GPUVertBuf {
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	GPUVertFormat format;
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	uint vertex_len;    /* number of verts we want to draw */
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	uint vertex_alloc;  /* number of verts data */
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	bool dirty;
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	unsigned char *data; /* NULL indicates data in VRAM (unmapped) */
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	uint32_t vbo_id; /* 0 indicates not yet allocated */
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	GPUUsageType usage; /* usage hint for GL optimisation */
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} GPUVertBuf;
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GPUVertBuf *GPU_vertbuf_create(GPUUsageType);
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GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType);
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#define GPU_vertbuf_create_with_format(format) \
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	GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC)
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void GPU_vertbuf_discard(GPUVertBuf *);
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void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType);
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void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType);
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#define GPU_vertbuf_init_with_format(verts, format) \
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	GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
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uint GPU_vertbuf_size_get(const GPUVertBuf *);
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void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len);
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void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len);
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void GPU_vertbuf_vertex_count_set(GPUVertBuf *, uint v_len);
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/* The most important set_attrib variant is the untyped one. Get it right first. */
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/* It takes a void* so the app developer is responsible for matching their app data types */
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/* to the vertex attribute's type and component count. They're in control of both, so this */
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/* should not be a problem. */
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void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data);
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void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); /* tightly packed, non interleaved input data */
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void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data);
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/* For low level access only */
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typedef struct GPUVertBufRaw {
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	uint size;
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	uint stride;
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	unsigned char *data;
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	unsigned char *data_init;
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#if TRUST_NO_ONE
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	/* Only for overflow check */
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	unsigned char *_data_end;
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#endif
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} GPUVertBufRaw;
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GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
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{
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	unsigned char *data = a->data;
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	a->data += a->stride;
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#if TRUST_NO_ONE
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	assert(data < a->_data_end);
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#endif
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	return (void *)data;
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}
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GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a)
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{
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	return ((a->data - a->data_init) / a->stride);
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}
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void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access);
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/* TODO: decide whether to keep the functions below */
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/* doesn't immediate mode satisfy these needs? */
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/*	void setAttrib1f(uint a_idx, uint v_idx, float x); */
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/*	void setAttrib2f(uint a_idx, unsigned v_idx, float x, float y); */
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/*	void setAttrib3f(unsigned a_idx, unsigned v_idx, float x, float y, float z); */
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/*	void setAttrib4f(unsigned a_idx, unsigned v_idx, float x, float y, float z, float w); */
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/*	void setAttrib3ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b); */
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/*	void setAttrib4ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b, unsigned char a); */
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void GPU_vertbuf_use(GPUVertBuf *);
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/* Metrics */
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uint GPU_vertbuf_get_memory_usage(void);
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/* Macros */
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#define GPU_VERTBUF_DISCARD_SAFE(verts) do { \
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	if (verts != NULL) { \
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		GPU_vertbuf_discard(verts); \
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		verts = NULL; \
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	} \
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} while (0)
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#endif /* __GPU_VERTEX_BUFFER_H__ */
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