Now that all relevant code is C++, the indirection from the C struct `GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds complexity and necessitates a wrapper API, making more cleanups like use of RAII or other C++ types more difficult. This commit replaces the C wrapper structs with direct use of the vertex and index buffer base classes. In C++ we can choose which parts of a class are private, so we don't risk exposing too many implementation details here. Pull Request: https://projects.blender.org/blender/blender/pulls/119825
69 lines
1.4 KiB
C++
69 lines
1.4 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "GPU_index_buffer.hh"
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#include <epoxy/gl.h>
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namespace blender::gpu {
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class GLIndexBuf : public IndexBuf {
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friend class GLBatch;
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friend class GLDrawList;
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friend class GLShader; /* For compute shaders. */
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private:
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GLuint ibo_id_ = 0;
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public:
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~GLIndexBuf();
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void bind();
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void bind_as_ssbo(uint binding) override;
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void read(uint32_t *data) const override;
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void *offset_ptr(uint additional_vertex_offset) const
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{
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additional_vertex_offset += index_start_;
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if (index_type_ == GPU_INDEX_U32) {
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return reinterpret_cast<void *>(intptr_t(additional_vertex_offset) * sizeof(GLuint));
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}
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return reinterpret_cast<void *>(intptr_t(additional_vertex_offset) * sizeof(GLushort));
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}
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GLuint restart_index() const
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{
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return (index_type_ == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu;
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}
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void upload_data() override;
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void update_sub(uint start, uint len, const void *data) override;
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private:
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bool is_active() const;
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void strip_restart_indices() override
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{
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/* No-op. */
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}
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MEM_CXX_CLASS_ALLOC_FUNCS("GLIndexBuf")
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};
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static inline GLenum to_gl(GPUIndexBufType type)
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{
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return (type == GPU_INDEX_U32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
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}
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} // namespace blender::gpu
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