Files
test/source/blender/gpu/opengl/gl_vertex_buffer.cc
Hans Goudey fe76d8c946 Refactor: Remove unnecessary C wrappers for vertex and index buffers
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
2024-03-24 16:38:30 +01:00

163 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "GPU_texture.hh"
#include "gl_context.hh"
#include "gl_vertex_buffer.hh"
namespace blender::gpu {
void GLVertBuf::acquire_data()
{
if (usage_ == GPU_USAGE_DEVICE_ONLY) {
return;
}
/* Discard previous data if any. */
MEM_SAFE_FREE(data);
data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
}
void GLVertBuf::resize_data()
{
if (usage_ == GPU_USAGE_DEVICE_ONLY) {
return;
}
data = (uchar *)MEM_reallocN(data, sizeof(uchar) * this->size_alloc_get());
}
void GLVertBuf::release_data()
{
if (is_wrapper_) {
return;
}
if (vbo_id_ != 0) {
GPU_TEXTURE_FREE_SAFE(buffer_texture_);
GLContext::buf_free(vbo_id_);
vbo_id_ = 0;
memory_usage -= vbo_size_;
}
MEM_SAFE_FREE(data);
}
void GLVertBuf::duplicate_data(VertBuf *dst_)
{
BLI_assert(GLContext::get() != nullptr);
GLVertBuf *src = this;
GLVertBuf *dst = static_cast<GLVertBuf *>(dst_);
dst->buffer_texture_ = nullptr;
if (src->vbo_id_ != 0) {
dst->vbo_size_ = src->size_used_get();
glGenBuffers(1, &dst->vbo_id_);
glBindBuffer(GL_COPY_WRITE_BUFFER, dst->vbo_id_);
glBufferData(GL_COPY_WRITE_BUFFER, dst->vbo_size_, nullptr, to_gl(dst->usage_));
glBindBuffer(GL_COPY_READ_BUFFER, src->vbo_id_);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, dst->vbo_size_);
memory_usage += dst->vbo_size_;
}
if (data != nullptr) {
dst->data = (uchar *)MEM_dupallocN(src->data);
}
}
void GLVertBuf::upload_data()
{
this->bind();
}
void GLVertBuf::bind()
{
BLI_assert(GLContext::get() != nullptr);
if (vbo_id_ == 0) {
glGenBuffers(1, &vbo_id_);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);
if (flag & GPU_VERTBUF_DATA_DIRTY) {
vbo_size_ = this->size_used_get();
/* Orphan the vbo to avoid sync then upload data. */
glBufferData(GL_ARRAY_BUFFER, vbo_size_, nullptr, to_gl(usage_));
/* Do not transfer data from host to device when buffer is device only. */
if (usage_ != GPU_USAGE_DEVICE_ONLY) {
glBufferSubData(GL_ARRAY_BUFFER, 0, vbo_size_, data);
}
memory_usage += vbo_size_;
if (usage_ == GPU_USAGE_STATIC) {
MEM_SAFE_FREE(data);
}
flag &= ~GPU_VERTBUF_DATA_DIRTY;
flag |= GPU_VERTBUF_DATA_UPLOADED;
}
}
void GLVertBuf::bind_as_ssbo(uint binding)
{
bind();
BLI_assert(vbo_id_ != 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, vbo_id_);
}
void GLVertBuf::bind_as_texture(uint binding)
{
bind();
BLI_assert(vbo_id_ != 0);
if (buffer_texture_ == nullptr) {
buffer_texture_ = GPU_texture_create_from_vertbuf("vertbuf_as_texture", this);
}
GPU_texture_bind(buffer_texture_, binding);
}
void GLVertBuf::read(void *data) const
{
BLI_assert(is_active());
void *result = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
memcpy(data, result, size_used_get());
glUnmapBuffer(GL_ARRAY_BUFFER);
}
void GLVertBuf::wrap_handle(uint64_t handle)
{
BLI_assert(vbo_id_ == 0);
BLI_assert(glIsBuffer(uint(handle)));
is_wrapper_ = true;
vbo_id_ = uint(handle);
/* We assume the data is already on the device, so no need to allocate or send it. */
flag = GPU_VERTBUF_DATA_UPLOADED;
}
bool GLVertBuf::is_active() const
{
if (!vbo_id_) {
return false;
}
int active_vbo_id = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &active_vbo_id);
return vbo_id_ == active_vbo_id;
}
void GLVertBuf::update_sub(uint start, uint len, const void *data)
{
glBufferSubData(GL_ARRAY_BUFFER, start, len, data);
}
} // namespace blender::gpu