These functions are trivial and shouldn't add the cost of a call. They appeared in profiles, which they shouldn't since they mostly just return access to member variables. Inlining them reduces the backend's overhead when sculpting. Also reserve a Vector before repeated appending. Pull Request: https://projects.blender.org/blender/blender/pulls/138349
80 lines
1.8 KiB
C++
80 lines
1.8 KiB
C++
/* SPDX-FileCopyrightText: 2022 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_vertex_buffer.hh"
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#include "vk_buffer.hh"
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#include "vk_data_conversion.hh"
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namespace blender::gpu {
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class VKVertexBuffer : public VertBuf {
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VKBuffer buffer_;
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/** When a vertex buffer is used as a UNIFORM_TEXEL_BUFFER the buffer requires a buffer view. */
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VkBufferView vk_buffer_view_ = VK_NULL_HANDLE;
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VertexFormatConverter vertex_format_converter;
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bool data_uploaded_ = false;
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public:
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~VKVertexBuffer();
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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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void wrap_handle(uint64_t handle) override;
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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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VkBuffer vk_handle() const
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{
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BLI_assert(buffer_.is_allocated());
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return buffer_.vk_handle();
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}
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VkBufferView vk_buffer_view_get() const
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{
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BLI_assert(vk_buffer_view_ != VK_NULL_HANDLE);
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return vk_buffer_view_;
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}
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void device_format_ensure();
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const GPUVertFormat &device_format_get() const;
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void ensure_updated();
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void ensure_buffer_view();
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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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private:
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void allocate();
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void upload_data_direct(const VKBuffer &host_buffer);
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void upload_data_via_staging_buffer(VKContext &context);
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/* VKTexture requires access to `buffer_` to convert a vertex buffer to a texture. */
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friend class VKTexture;
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};
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inline const GPUVertFormat &VKVertexBuffer::device_format_get() const
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{
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return vertex_format_converter.device_format_get();
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}
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BLI_INLINE VKVertexBuffer *unwrap(VertBuf *vertex_buffer)
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{
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return static_cast<VKVertexBuffer *>(vertex_buffer);
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}
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} // namespace blender::gpu
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