This change adds the option to update a buffer via the render graph via `vkCmdUpdateBuffer`. This is only enabled for uniform buffers as they are small and aligned/sized correctly. Pull Request: https://projects.blender.org/blender/blender/pulls/128416
103 lines
2.3 KiB
C++
103 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 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 "gpu_context_private.hh"
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#include "BLI_utility_mixins.hh"
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#include "vk_common.hh"
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namespace blender::gpu {
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class VKContext;
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class VKDevice;
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/**
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* Class for handing vulkan buffers (allocation/updating/binding).
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*/
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class VKBuffer : public NonCopyable {
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size_t size_in_bytes_ = 0;
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VkBuffer vk_buffer_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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/* Pointer to the virtually mapped memory. */
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void *mapped_memory_ = nullptr;
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public:
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VKBuffer() = default;
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virtual ~VKBuffer();
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/** Has this buffer been allocated? */
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bool is_allocated() const;
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bool create(size_t size,
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GPUUsageType usage,
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VkBufferUsageFlags buffer_usage,
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bool is_host_visible = true);
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void clear(VKContext &context, uint32_t clear_value);
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void update_immediately(const void *data) const;
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/**
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* Update the buffer as part of the render graph evaluation. The ownership of data will be
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* transferred to the render graph and should have been allocated using guarded alloc.
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*/
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void update_render_graph(VKContext &context, void *data) const;
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void flush() const;
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void read(VKContext &context, void *data) const;
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/**
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* Free the buffer.
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*
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* Discards the buffer so it can be destroyed safely later. Buffers can still be used when
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* rendering so we can only destroy them after the rendering is completed.
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*/
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bool free();
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/**
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* Destroy the buffer immediately.
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*/
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void free_immediately(VKDevice &device);
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int64_t size_in_bytes() const
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{
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return size_in_bytes_;
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}
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VkBuffer vk_handle() const
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{
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return vk_buffer_;
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}
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/**
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* Get the reference to the mapped memory.
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*
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* Can only be called when the buffer is (still) mapped.
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*/
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void *mapped_memory_get() const;
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/**
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* Is this buffer mapped (visible on host)
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*/
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bool is_mapped() const;
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private:
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/** Check if this buffer is mapped. */
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bool map();
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void unmap();
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};
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/**
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* Helper struct to enable buffers to be bound with an offset.
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*
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* Used for de-interleaved vertex input buffers and immediate mode buffers.
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*/
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struct VKBufferWithOffset {
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const VkBuffer buffer;
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VkDeviceSize offset;
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};
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} // namespace blender::gpu
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