Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
90 lines
2.1 KiB
C++
90 lines
2.1 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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#include "gl_context.hh"
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#include "gl_index_buffer.hh"
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namespace blender::gpu {
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GLIndexBuf::~GLIndexBuf()
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{
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GLContext::buf_free(ibo_id_);
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}
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void GLIndexBuf::bind()
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{
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if (is_subrange_) {
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static_cast<GLIndexBuf *>(src_)->bind();
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return;
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}
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const bool allocate_on_device = ibo_id_ == 0;
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if (allocate_on_device) {
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glGenBuffers(1, &ibo_id_);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_);
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if (data_ != nullptr || allocate_on_device) {
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size_t size = this->size_get();
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/* Sends data to GPU. */
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data_, GL_STATIC_DRAW);
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/* No need to keep copy of data in system memory. */
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MEM_SAFE_FREE(data_);
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}
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}
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void GLIndexBuf::bind_as_ssbo(uint binding)
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{
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if (ibo_id_ == 0 || data_ != nullptr) {
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/* Calling `glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` changes the index buffer
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* of the currently bound VAO.
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*
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* In the OpenGL backend, the VAO state persists even after `GLVertArray::update_bindings`
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* is called.
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*
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* NOTE: For safety, we could call `glBindVertexArray(0)` right after drawing a `GPUBatch`.
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* However, for performance reasons, we have chosen not to do so. */
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glBindVertexArray(0);
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bind();
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}
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BLI_assert(ibo_id_ != 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ibo_id_);
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}
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void GLIndexBuf::read(uint32_t *data) const
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{
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BLI_assert(is_active());
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void *buffer = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
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memcpy(data, buffer, size_get());
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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}
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bool GLIndexBuf::is_active() const
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{
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if (!ibo_id_) {
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return false;
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}
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int active_ibo_id = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &active_ibo_id);
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return ibo_id_ == active_ibo_id;
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}
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void GLIndexBuf::upload_data()
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{
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bind();
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}
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void GLIndexBuf::update_sub(uint start, uint len, const void *data)
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{
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, start, len, data);
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}
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} // namespace blender::gpu
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