Files
test/source/blender/gpu/vulkan/vk_vertex_buffer.hh
Hans Goudey d094812709 Vulkan: Inline more trivial methods
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
2025-05-06 14:27:43 +02:00

80 lines
1.8 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_vertex_buffer.hh"
#include "vk_buffer.hh"
#include "vk_data_conversion.hh"
namespace blender::gpu {
class VKVertexBuffer : public VertBuf {
VKBuffer buffer_;
/** When a vertex buffer is used as a UNIFORM_TEXEL_BUFFER the buffer requires a buffer view. */
VkBufferView vk_buffer_view_ = VK_NULL_HANDLE;
VertexFormatConverter vertex_format_converter;
bool data_uploaded_ = false;
public:
~VKVertexBuffer();
void bind_as_ssbo(uint binding) override;
void bind_as_texture(uint binding) override;
void wrap_handle(uint64_t handle) override;
void update_sub(uint start, uint len, const void *data) override;
void read(void *data) const override;
VkBuffer vk_handle() const
{
BLI_assert(buffer_.is_allocated());
return buffer_.vk_handle();
}
VkBufferView vk_buffer_view_get() const
{
BLI_assert(vk_buffer_view_ != VK_NULL_HANDLE);
return vk_buffer_view_;
}
void device_format_ensure();
const GPUVertFormat &device_format_get() const;
void ensure_updated();
void ensure_buffer_view();
protected:
void acquire_data() override;
void resize_data() override;
void release_data() override;
void upload_data() override;
private:
void allocate();
void upload_data_direct(const VKBuffer &host_buffer);
void upload_data_via_staging_buffer(VKContext &context);
/* VKTexture requires access to `buffer_` to convert a vertex buffer to a texture. */
friend class VKTexture;
};
inline const GPUVertFormat &VKVertexBuffer::device_format_get() const
{
return vertex_format_converter.device_format_get();
}
BLI_INLINE VKVertexBuffer *unwrap(VertBuf *vertex_buffer)
{
return static_cast<VKVertexBuffer *>(vertex_buffer);
}
} // namespace blender::gpu