/* 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_state_manager.hh" namespace blender::gpu { void VKUniformBuffer::update(const void *data) { if (!buffer_.is_allocated()) { allocate(); } buffer_.update(data); } void VKUniformBuffer::allocate() { buffer_.create(size_in_bytes_, GPU_USAGE_STATIC, static_cast(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)); 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); } void VKUniformBuffer::bind(int slot, shader::ShaderCreateInfo::Resource::BindType bind_type) { if (!buffer_.is_allocated()) { allocate(); } /* Upload attached data, during bind time. */ if (data_) { buffer_.update(data_); MEM_SAFE_FREE(data_); } VKContext &context = *VKContext::get(); VKShader *shader = static_cast(context.shader); const VKShaderInterface &shader_interface = shader->interface_get(); const std::optional location = shader_interface.descriptor_set_location(bind_type, slot); if (location) { VKDescriptorSetTracker &descriptor_set = shader->pipeline_get().descriptor_set_get(); /* TODO: move to descriptor set. */ if (bind_type == shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) { descriptor_set.bind(*this, *location); } else { descriptor_set.bind_as_ssbo(*this, *location); } } } 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(*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