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blender-archive/source/blender/gpu/vulkan/vk_storage_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

76 lines
1.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_vertex_buffer.hh"
#include "vk_storage_buffer.hh"
namespace blender::gpu {
void VKStorageBuffer::update(const void *data)
{
VKContext &context = *VKContext::get();
if (!buffer_.is_allocated()) {
allocate(context);
}
buffer_.update(context, data);
}
void VKStorageBuffer::allocate(VKContext &context)
{
buffer_.create(context, size_in_bytes_, usage_, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
}
void VKStorageBuffer::bind(int slot)
{
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, slot);
shader->pipeline_get().descriptor_set_get().bind(*this, location);
}
void VKStorageBuffer::unbind()
{
}
void VKStorageBuffer::clear(eGPUTextureFormat /*internal_format*/,
eGPUDataFormat /*data_format*/,
void * /*data*/)
{
}
void VKStorageBuffer::copy_sub(VertBuf * /*src*/,
uint /*dst_offset*/,
uint /*src_offset*/,
uint /*copy_size*/)
{
}
void VKStorageBuffer::read(void *data)
{
VKContext &context = *VKContext::get();
if (!buffer_.is_allocated()) {
allocate(context);
}
VKCommandBuffer &command_buffer = context.command_buffer_get();
command_buffer.submit();
void *mapped_memory;
if (buffer_.map(context, &mapped_memory)) {
memcpy(data, mapped_memory, size_in_bytes_);
buffer_.unmap(context);
}
}
} // namespace blender::gpu