This is a faster way to clear a buffer instead of reuploading new data. It is equivalent to `memset` and runs directly on the GPU. This is better to clear huge buffers and to avoid the sync cost of data upload.
53 lines
1.6 KiB
C++
53 lines
1.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Storage buffers API. Used to handle many way bigger buffers than Uniform buffers update at once.
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* Make sure that the data structure is compatible with what the implementation expect.
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* (see "7.8 Shader Buffer Variables and Shader Storage Blocks" from the OpenGL spec for more info
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* about std430 layout)
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* Rule of thumb: Padding to 16bytes, don't use vec3.
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*/
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#pragma once
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#include "GPU_texture.h"
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#include "GPU_vertex_buffer.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ListBase;
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/** Opaque type hiding blender::gpu::StorageBuf. */
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typedef struct GPUStorageBuf GPUStorageBuf;
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GPUStorageBuf *GPU_storagebuf_create_ex(size_t size,
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const void *data,
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GPUUsageType usage,
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const char *name);
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#define GPU_storagebuf_create(size) \
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GPU_storagebuf_create_ex(size, NULL, GPU_USAGE_DYNAMIC, __func__);
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void GPU_storagebuf_free(GPUStorageBuf *ssbo);
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void GPU_storagebuf_update(GPUStorageBuf *ssbo, const void *data);
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void GPU_storagebuf_bind(GPUStorageBuf *ssbo, int slot);
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void GPU_storagebuf_unbind(GPUStorageBuf *ssbo);
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void GPU_storagebuf_unbind_all(void);
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void GPU_storagebuf_clear(GPUStorageBuf *ssbo,
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eGPUTextureFormat internal_format,
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eGPUDataFormat data_format,
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void *data);
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void GPU_storagebuf_clear_to_zero(GPUStorageBuf *ssbo);
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#ifdef __cplusplus
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}
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#endif
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