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blender-archive/source/blender/gpu/intern/gpu_uniform_buffer_private.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

71 lines
1.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
struct GPUUniformBuf;
namespace blender {
namespace gpu {
#ifdef DEBUG
# define DEBUG_NAME_LEN 64
#else
# define DEBUG_NAME_LEN 8
#endif
/**
* Implementation of Uniform Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class UniformBuf {
protected:
/** Data size in bytes. */
size_t size_in_bytes_;
/** Continuous memory block to copy to GPU. This data is owned by the UniformBuf. */
void *data_ = NULL;
/** Debugging name */
char name_[DEBUG_NAME_LEN];
public:
UniformBuf(size_t size, const char *name);
virtual ~UniformBuf();
virtual void update(const void *data) = 0;
virtual void bind(int slot) = 0;
virtual void unbind() = 0;
/** Used to defer data upload at drawing time.
* This is useful if the thread has no context bound.
* This transfers ownership to this UniformBuf. */
void attach_data(void *data)
{
data_ = data;
}
};
/* Syntactic sugar. */
static inline GPUUniformBuf *wrap(UniformBuf *vert)
{
return reinterpret_cast<GPUUniformBuf *>(vert);
}
static inline UniformBuf *unwrap(GPUUniformBuf *vert)
{
return reinterpret_cast<UniformBuf *>(vert);
}
static inline const UniformBuf *unwrap(const GPUUniformBuf *vert)
{
return reinterpret_cast<const UniformBuf *>(vert);
}
#undef DEBUG_NAME_LEN
} // namespace gpu
} // namespace blender