Files
test/source/blender/gpu/opengl/gl_vertex_buffer.hh
Clément Foucault 86b70143d5 Cleanup: GPU: Remove unused Transform Feedback implementation
Most of the cleanup is inside the metal backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/134349
2025-02-10 17:30:42 +01:00

102 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "GPU_texture.hh"
#include "GPU_vertex_buffer.hh"
namespace blender {
namespace gpu {
class GLVertBuf : public VertBuf {
friend class GLTexture; /* For buffer texture. */
friend class GLStorageBuf; /* For sub copy. */
private:
/** OpenGL buffer handle. Init on first upload. Immutable after that. */
GLuint vbo_id_ = 0;
/** Texture used if the buffer is bound as buffer texture. Init on first use. */
::GPUTexture *buffer_texture_ = nullptr;
/** Defines whether the buffer handle is wrapped by this GLVertBuf, i.e. we do not own it and
* should not free it. */
bool is_wrapper_ = false;
/** Size on the GPU. */
size_t vbo_size_ = 0;
public:
void bind();
void update_sub(uint start, uint len, const void *data) override;
void read(void *data) const override;
void wrap_handle(uint64_t handle) override;
protected:
void acquire_data() override;
void resize_data() override;
void release_data() override;
void upload_data() override;
void duplicate_data(VertBuf *dst) override;
void bind_as_ssbo(uint binding) override;
void bind_as_texture(uint binding) override;
private:
bool is_active() const;
MEM_CXX_CLASS_ALLOC_FUNCS("GLVertBuf");
};
static inline GLenum to_gl(GPUUsageType type)
{
switch (type) {
case GPU_USAGE_STREAM:
return GL_STREAM_DRAW;
case GPU_USAGE_DYNAMIC:
return GL_DYNAMIC_DRAW;
case GPU_USAGE_STATIC:
case GPU_USAGE_DEVICE_ONLY:
return GL_STATIC_DRAW;
default:
BLI_assert(0);
return GL_STATIC_DRAW;
}
}
static inline GLenum to_gl(GPUVertCompType type)
{
switch (type) {
case GPU_COMP_I8:
return GL_BYTE;
case GPU_COMP_U8:
return GL_UNSIGNED_BYTE;
case GPU_COMP_I16:
return GL_SHORT;
case GPU_COMP_U16:
return GL_UNSIGNED_SHORT;
case GPU_COMP_I32:
return GL_INT;
case GPU_COMP_U32:
return GL_UNSIGNED_INT;
case GPU_COMP_F32:
return GL_FLOAT;
case GPU_COMP_I10:
return GL_INT_2_10_10_10_REV;
default:
BLI_assert(0);
return GL_FLOAT;
}
}
} // namespace gpu
} // namespace blender