63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*
|
|
* Uniform buffers API. Used to handle many uniforms update at once.
|
|
* Make sure that the data structure is compatible with what the implementation expect.
|
|
* (see "7.6.2.2 Standard Uniform Block Layout" from the OpenGL spec for more info about std140
|
|
* layout)
|
|
* Rule of thumb: Padding to 16bytes, don't use vec3, don't use arrays of anything that is not vec4
|
|
* aligned.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "BLI_sys_types.h"
|
|
|
|
struct ListBase;
|
|
|
|
/** Opaque type hiding blender::gpu::UniformBuf. */
|
|
struct GPUUniformBuf;
|
|
|
|
GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
|
|
/**
|
|
* Create UBO from inputs list.
|
|
* Return nullptr if failed to create or if \param inputs: is empty.
|
|
*
|
|
* \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
|
|
*/
|
|
GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name);
|
|
|
|
#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, nullptr, __func__);
|
|
|
|
void GPU_uniformbuf_free(GPUUniformBuf *ubo);
|
|
|
|
void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data);
|
|
|
|
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot);
|
|
void GPU_uniformbuf_bind_as_ssbo(GPUUniformBuf *ubo, int slot);
|
|
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo);
|
|
/**
|
|
* Resets the internal slot usage tracking. But there is no guarantee that
|
|
* this actually undo the bindings for the next draw call. Only has effect when G_DEBUG_GPU is set.
|
|
*/
|
|
void GPU_uniformbuf_debug_unbind_all();
|
|
|
|
void GPU_uniformbuf_clear_to_zero(GPUUniformBuf *ubo);
|
|
|
|
#define GPU_UBO_BLOCK_NAME "node_tree"
|
|
#define GPU_ATTRIBUTE_UBO_BLOCK_NAME "unf_attrs"
|
|
#define GPU_LAYER_ATTRIBUTE_UBO_BLOCK_NAME "drw_layer_attrs"
|
|
constexpr static int GPU_NODE_TREE_UBO_SLOT = 0;
|
|
|
|
#define GPU_UBO_FREE_SAFE(ubo) \
|
|
do { \
|
|
if (ubo != nullptr) { \
|
|
GPU_uniformbuf_free(ubo); \
|
|
ubo = nullptr; \
|
|
} \
|
|
} while (0)
|