Most of the cleanup is inside the metal backend. Pull Request: https://projects.blender.org/blender/blender/pulls/134349
102 lines
2.3 KiB
C++
102 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2020 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 "MEM_guardedalloc.h"
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#include "GPU_texture.hh"
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#include "GPU_vertex_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLVertBuf : public VertBuf {
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friend class GLTexture; /* For buffer texture. */
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friend class GLStorageBuf; /* For sub copy. */
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private:
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/** OpenGL buffer handle. Init on first upload. Immutable after that. */
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GLuint vbo_id_ = 0;
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/** Texture used if the buffer is bound as buffer texture. Init on first use. */
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::GPUTexture *buffer_texture_ = nullptr;
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/** Defines whether the buffer handle is wrapped by this GLVertBuf, i.e. we do not own it and
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* should not free it. */
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bool is_wrapper_ = false;
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/** Size on the GPU. */
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size_t vbo_size_ = 0;
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public:
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void bind();
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void update_sub(uint start, uint len, const void *data) override;
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void read(void *data) const override;
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void wrap_handle(uint64_t handle) override;
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protected:
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void acquire_data() override;
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void resize_data() override;
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void release_data() override;
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void upload_data() override;
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void duplicate_data(VertBuf *dst) override;
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void bind_as_ssbo(uint binding) override;
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void bind_as_texture(uint binding) override;
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private:
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bool is_active() const;
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MEM_CXX_CLASS_ALLOC_FUNCS("GLVertBuf");
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};
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static inline GLenum to_gl(GPUUsageType type)
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{
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switch (type) {
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case GPU_USAGE_STREAM:
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return GL_STREAM_DRAW;
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case GPU_USAGE_DYNAMIC:
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return GL_DYNAMIC_DRAW;
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case GPU_USAGE_STATIC:
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case GPU_USAGE_DEVICE_ONLY:
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return GL_STATIC_DRAW;
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default:
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BLI_assert(0);
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return GL_STATIC_DRAW;
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}
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}
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static inline GLenum to_gl(GPUVertCompType type)
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{
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switch (type) {
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case GPU_COMP_I8:
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return GL_BYTE;
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case GPU_COMP_U8:
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return GL_UNSIGNED_BYTE;
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case GPU_COMP_I16:
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return GL_SHORT;
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case GPU_COMP_U16:
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return GL_UNSIGNED_SHORT;
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case GPU_COMP_I32:
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return GL_INT;
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case GPU_COMP_U32:
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return GL_UNSIGNED_INT;
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case GPU_COMP_F32:
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return GL_FLOAT;
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case GPU_COMP_I10:
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return GL_INT_2_10_10_10_REV;
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default:
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BLI_assert(0);
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return GL_FLOAT;
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}
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}
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} // namespace gpu
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} // namespace blender
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