Files
test/source/blender/gpu/vulkan/vk_storage_buffer.cc
Jeroen Bakker e77cf08b02 Cleanup: Vulkan: Replace FlagBits with Flags
Vulkan API uses Flags and FlagBits for enumerations. The FlagBits
contains the options that can be hold with the Flags data type.

This wasn't well understood at the beginning of the project and
the FlagBits where used where Flags should have been used. This cleanup
fixes this, improving the readability of the code where bit
manipulations where used.

Pull Request: https://projects.blender.org/blender/blender/pulls/114459
2023-11-03 14:42:12 +01:00

108 lines
2.6 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_state_manager.hh"
#include "vk_vertex_buffer.hh"
#include "vk_storage_buffer.hh"
namespace blender::gpu {
VKStorageBuffer::VKStorageBuffer(int size, GPUUsageType usage, const char *name)
: StorageBuf(size, name), usage_(usage)
{
}
void VKStorageBuffer::update(const void *data)
{
ensure_allocated();
buffer_.update(data);
}
void VKStorageBuffer::ensure_allocated()
{
if (!buffer_.is_allocated()) {
allocate();
}
}
void VKStorageBuffer::allocate()
{
buffer_.create(size_in_bytes_,
usage_,
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT);
debug::object_label(buffer_.vk_handle(), name_);
}
void VKStorageBuffer::bind(int slot)
{
VKContext &context = *VKContext::get();
context.state_manager_get().storage_buffer_bind(*this, slot);
}
void VKStorageBuffer::bind(int slot, shader::ShaderCreateInfo::Resource::BindType bind_type)
{
VKContext &context = *VKContext::get();
VKShader *shader = static_cast<VKShader *>(context.shader);
ensure_allocated();
const VKShaderInterface &shader_interface = shader->interface_get();
const std::optional<VKDescriptorSet::Location> location =
shader_interface.descriptor_set_location(bind_type, slot);
if (location) {
shader->pipeline_get().descriptor_set_get().bind(*this, *location);
}
}
void VKStorageBuffer::unbind()
{
unbind_from_active_context();
}
void VKStorageBuffer::clear(uint32_t clear_value)
{
ensure_allocated();
VKContext &context = *VKContext::get();
buffer_.clear(context, clear_value);
}
void VKStorageBuffer::copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size)
{
ensure_allocated();
VKVertexBuffer &src_vertex_buffer = *unwrap(src);
src_vertex_buffer.upload();
VkBufferCopy region = {};
region.srcOffset = src_offset;
region.dstOffset = dst_offset;
region.size = copy_size;
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
command_buffers.copy(buffer_, src_vertex_buffer.vk_handle(), Span<VkBufferCopy>(&region, 1));
context.flush();
}
void VKStorageBuffer::async_flush_to_host()
{
GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
}
void VKStorageBuffer::read(void *data)
{
ensure_allocated();
VKContext &context = *VKContext::get();
context.flush();
buffer_.read(data);
}
} // namespace blender::gpu