Add implementation to clear and bind uniform buffers. Pull Request: blender/blender#107334
67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_uniform_buffer.hh"
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#include "vk_context.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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namespace blender::gpu {
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void VKUniformBuffer::update(const void *data)
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{
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if (!buffer_.is_allocated()) {
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VKContext &context = *VKContext::get();
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allocate(context);
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}
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buffer_.update(data);
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}
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void VKUniformBuffer::allocate(VKContext &context)
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{
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buffer_.create(context, size_in_bytes_, GPU_USAGE_STATIC, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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debug::object_label(&context, buffer_.vk_handle(), name_);
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}
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void VKUniformBuffer::clear_to_zero()
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{
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VKContext &context = *VKContext::get();
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if (!buffer_.is_allocated()) {
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allocate(context);
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}
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buffer_.clear(context, 0);
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}
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void VKUniformBuffer::bind(int slot, shader::ShaderCreateInfo::Resource::BindType bind_type)
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{
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VKContext &context = *VKContext::get();
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if (!buffer_.is_allocated()) {
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allocate(context);
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}
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const VKDescriptorSet::Location location = shader_interface.descriptor_set_location(bind_type,
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slot);
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VKDescriptorSetTracker &descriptor_set = shader->pipeline_get().descriptor_set_get();
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descriptor_set.bind(*this, location);
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}
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void VKUniformBuffer::bind(int slot)
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{
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bind(slot, shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER);
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}
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void VKUniformBuffer::bind_as_ssbo(int slot)
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{
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bind(slot, shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER);
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}
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void VKUniformBuffer::unbind() {}
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} // namespace blender::gpu
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