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blender-archive/source/blender/gpu/vulkan/vk_buffer.hh
Jeroen Bakker cf2c9fe186 Vulkan: Add initial VkPixelBuffer.
VKPixelBuffer is used by external render engines to allocate buffers
using the same GPU backend that Blender runs in.

In a later stage we should test what exact binding flags are needed. I
expect that it should be able to use as a transfer buffer to copy the
pixels over to a texture using transfer commands.

Pull Request: blender/blender#105741
2023-03-13 19:25:18 +01:00

66 lines
1.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "vk_common.hh"
#include "vk_context.hh"
namespace blender::gpu {
/**
* Class for handing vulkan buffers (allocation/updating/binding).
*/
class VKBuffer {
int64_t size_in_bytes_;
VkBuffer vk_buffer_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
/* Pointer to the virtually mapped memory. */
void *mapped_memory_ = nullptr;
public:
VKBuffer() = default;
virtual ~VKBuffer();
/** Has this buffer been allocated? */
bool is_allocated() const;
bool create(VKContext &context,
int64_t size,
GPUUsageType usage,
VkBufferUsageFlagBits buffer_usage);
void update(const void *data) const;
void read(void *data) const;
bool free(VKContext &context);
int64_t size_in_bytes() const
{
return size_in_bytes_;
}
VkBuffer vk_handle() const
{
return vk_buffer_;
}
/**
* Get the reference to the mapped memory.
*
* Can only be called when the buffer is (still) mapped.
*/
void *mapped_memory_get() const;
private:
/** Check if this buffer is mapped. */
bool is_mapped() const;
bool map(VKContext &context);
void unmap(VKContext &context);
};
} // namespace blender::gpu