Files
test/source/blender/gpu/vulkan/vk_index_buffer.hh
Jeroen Bakker 3f6e2ea915 Vulkan: Shader interface access mask
When building the resource access used when adding dispatch/draw commands
to the render graph, the access mask is required. This PR stores the
access mask in the shader interface. When binding the resources referenced
by the state manager, the resource access info struct is populated with
the access flags.

In the near future the resource access info will be passed when adding
a dispatch/draw node to the render graph to generate the links.

Pull Request: https://projects.blender.org/blender/blender/pulls/120908
2024-04-22 20:47:30 +02:00

53 lines
1.2 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_index_buffer.hh"
#include "vk_bindable_resource.hh"
#include "vk_buffer.hh"
namespace blender::gpu {
class VKIndexBuffer : public IndexBuf, public VKBindableResource {
VKBuffer buffer_;
public:
void upload_data() override;
void bind_as_ssbo(uint binding) override;
void bind(VKContext &context);
void add_to_descriptor_set(AddToDescriptorSetContext &data,
int binding,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState sampler_state) override;
void read(uint32_t *data) const override;
void update_sub(uint start, uint len, const void *data) override;
VkBuffer vk_handle() const
{
return buffer_.vk_handle();
}
private:
void strip_restart_indices() override;
void allocate();
void ensure_updated();
VKBuffer &buffer_get();
};
static inline VKIndexBuffer *unwrap(IndexBuf *index_buffer)
{
return static_cast<VKIndexBuffer *>(index_buffer);
}
} // namespace blender::gpu