A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
74 lines
1.6 KiB
C++
74 lines
1.6 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Foundation.
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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 "BLI_sys_types.h"
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struct GPUUniformBuf;
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namespace blender {
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namespace gpu {
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#ifdef DEBUG
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# define DEBUG_NAME_LEN 64
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#else
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# define DEBUG_NAME_LEN 8
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#endif
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/**
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* Implementation of Uniform Buffers.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class UniformBuf {
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protected:
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/** Data size in bytes. */
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size_t size_in_bytes_;
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/** Continuous memory block to copy to GPU. This data is owned by the UniformBuf. */
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void *data_ = nullptr;
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/** Debugging name */
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char name_[DEBUG_NAME_LEN];
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public:
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UniformBuf(size_t size, const char *name);
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virtual ~UniformBuf();
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virtual void update(const void *data) = 0;
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virtual void clear_to_zero() = 0;
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virtual void bind(int slot) = 0;
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virtual void bind_as_ssbo(int slot) = 0;
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virtual void unbind() = 0;
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/** Used to defer data upload at drawing time.
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* This is useful if the thread has no context bound.
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* This transfers ownership to this UniformBuf. */
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void attach_data(void *data)
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{
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data_ = data;
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}
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};
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/* Syntactic sugar. */
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static inline GPUUniformBuf *wrap(UniformBuf *vert)
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{
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return reinterpret_cast<GPUUniformBuf *>(vert);
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}
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static inline UniformBuf *unwrap(GPUUniformBuf *vert)
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{
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return reinterpret_cast<UniformBuf *>(vert);
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}
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static inline const UniformBuf *unwrap(const GPUUniformBuf *vert)
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{
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return reinterpret_cast<const UniformBuf *>(vert);
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}
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#undef DEBUG_NAME_LEN
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} // namespace gpu
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} // namespace blender
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