/* SPDX-FileCopyrightText: 2022 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu */ #include "vk_uniform_buffer.hh" #include "vk_context.hh" #include "vk_shader.hh" #include "vk_shader_interface.hh" #include "vk_staging_buffer.hh" #include "vk_state_manager.hh" #include "CLG_log.h" static CLG_LogRef LOG = {"gpu.vulkan"}; namespace blender::gpu { void VKUniformBuffer::update(const void *data) { if (!buffer_.is_allocated()) { allocate(); } if (data) { void *data_copy = MEM_mallocN(size_in_bytes_, __func__); memcpy(data_copy, data, size_in_bytes_); VKContext &context = *VKContext::get(); buffer_.update_render_graph(context, data_copy); data_uploaded_ = true; } } void VKUniformBuffer::allocate() { buffer_.create(size_in_bytes_, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, VmaAllocationCreateFlags(0)); debug::object_label(buffer_.vk_handle(), name_); } void VKUniformBuffer::clear_to_zero() { if (!buffer_.is_allocated()) { allocate(); } VKContext &context = *VKContext::get(); buffer_.clear(context, 0); data_uploaded_ = true; } void VKUniformBuffer::ensure_updated() { if (!buffer_.is_allocated()) { allocate(); if (!buffer_.is_allocated()) { CLOG_ERROR(&LOG, "Unable to allocate uniform buffer [%s]. Most likely an out of memory issue.", name_); return; } } /* Upload attached data, during bind time. */ if (data_) { if (!data_uploaded_ && buffer_.is_mapped()) { buffer_.update_immediately(data_); MEM_freeN(data_); data_ = nullptr; } else { VKContext &context = *VKContext::get(); buffer_.update_render_graph(context, std::move(data_)); data_ = nullptr; } data_uploaded_ = true; } } void VKUniformBuffer::bind(int slot) { VKContext &context = *VKContext::get(); context.state_manager_get().uniform_buffer_bind(this, slot); } void VKUniformBuffer::bind_as_ssbo(int slot) { VKContext &context = *VKContext::get(); context.state_manager_get().storage_buffer_bind( BindSpaceStorageBuffers::Type::UniformBuffer, this, slot); } void VKUniformBuffer::unbind() { const VKContext *context = VKContext::get(); if (context != nullptr) { VKStateManager &state_manager = context->state_manager_get(); state_manager.uniform_buffer_unbind(this); state_manager.storage_buffer_unbind(this); } } } // namespace blender::gpu