Files
test/source/blender/gpu/vulkan/vk_buffer.hh
Jeroen Bakker 4d8581c7ee Vulkan: Add node to update buffers
This change adds the option to update a buffer via the render
graph via `vkCmdUpdateBuffer`. This is only enabled for
uniform buffers as they are small and aligned/sized correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/128416
2024-10-01 14:22:56 +02:00

103 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "BLI_utility_mixins.hh"
#include "vk_common.hh"
namespace blender::gpu {
class VKContext;
class VKDevice;
/**
* Class for handing vulkan buffers (allocation/updating/binding).
*/
class VKBuffer : public NonCopyable {
size_t size_in_bytes_ = 0;
VkBuffer vk_buffer_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
/* Pointer to the virtually mapped memory. */
void *mapped_memory_ = nullptr;
public:
VKBuffer() = default;
virtual ~VKBuffer();
/** Has this buffer been allocated? */
bool is_allocated() const;
bool create(size_t size,
GPUUsageType usage,
VkBufferUsageFlags buffer_usage,
bool is_host_visible = true);
void clear(VKContext &context, uint32_t clear_value);
void update_immediately(const void *data) const;
/**
* Update the buffer as part of the render graph evaluation. The ownership of data will be
* transferred to the render graph and should have been allocated using guarded alloc.
*/
void update_render_graph(VKContext &context, void *data) const;
void flush() const;
void read(VKContext &context, void *data) const;
/**
* Free the buffer.
*
* Discards the buffer so it can be destroyed safely later. Buffers can still be used when
* rendering so we can only destroy them after the rendering is completed.
*/
bool free();
/**
* Destroy the buffer immediately.
*/
void free_immediately(VKDevice &device);
int64_t size_in_bytes() const
{
return size_in_bytes_;
}
VkBuffer vk_handle() const
{
return vk_buffer_;
}
/**
* Get the reference to the mapped memory.
*
* Can only be called when the buffer is (still) mapped.
*/
void *mapped_memory_get() const;
/**
* Is this buffer mapped (visible on host)
*/
bool is_mapped() const;
private:
/** Check if this buffer is mapped. */
bool map();
void unmap();
};
/**
* Helper struct to enable buffers to be bound with an offset.
*
* Used for de-interleaved vertex input buffers and immediate mode buffers.
*/
struct VKBufferWithOffset {
const VkBuffer buffer;
VkDeviceSize offset;
};
} // namespace blender::gpu