Files
test/source/blender/gpu/vulkan/vk_batch.hh
Hans Goudey d094812709 Vulkan: Inline more trivial methods
These functions are trivial and shouldn't add the cost of a call.
They appeared in profiles, which they shouldn't since they mostly
just return access to member variables. Inlining them reduces
the backend's overhead when sculpting.

Also reserve a Vector before repeated appending.

Pull Request: https://projects.blender.org/blender/blender/pulls/138349
2025-05-06 14:27:43 +02:00

53 lines
1.3 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "vk_index_buffer.hh"
#include "vk_vertex_buffer.hh"
#include "GPU_batch.hh"
namespace blender::gpu {
class VKBatch : public Batch {
public:
void draw(int vertex_first, int vertex_count, int instance_first, int instance_count) override;
void draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset) override;
void multi_draw_indirect(GPUStorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride) override;
void multi_draw_indirect(VkBuffer indirect_buf, int count, intptr_t offset, intptr_t stride);
VKVertexBuffer *vertex_buffer_get(int index);
VKVertexBuffer *instance_buffer_get(int index);
VKIndexBuffer *index_buffer_get();
};
inline VKBatch *unwrap(Batch *batch)
{
return static_cast<VKBatch *>(batch);
}
inline VKVertexBuffer *VKBatch::vertex_buffer_get(int index)
{
return unwrap(verts_(index));
}
inline VKVertexBuffer *VKBatch::instance_buffer_get(int index)
{
return unwrap(inst_(index));
}
inline VKIndexBuffer *VKBatch::index_buffer_get()
{
return unwrap(unwrap(elem));
}
} // namespace blender::gpu