/* SPDX-FileCopyrightText: 2022 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu */ #include "vk_uniform_buffer.hh" #include "vk_context.hh" #include "vk_shader.hh" #include "vk_shader_interface.hh" #include "vk_staging_buffer.hh" #include "vk_state_manager.hh" namespace blender::gpu { void VKUniformBuffer::update(const void *data) { if (!buffer_.is_allocated()) { allocate(); } /* TODO: when buffer is mapped and newly created we should use `buffer_.update_immediately`. */ void *data_copy = MEM_mallocN(size_in_bytes_, __func__); memcpy(data_copy, data, size_in_bytes_); VKContext &context = *VKContext::get(); buffer_.update_render_graph(context, data_copy); } void VKUniformBuffer::allocate() { buffer_.create(size_in_bytes_, GPU_USAGE_STATIC, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, false); debug::object_label(buffer_.vk_handle(), name_); } void VKUniformBuffer::clear_to_zero() { if (!buffer_.is_allocated()) { allocate(); } VKContext &context = *VKContext::get(); buffer_.clear(context, 0); } void VKUniformBuffer::ensure_updated() { if (!buffer_.is_allocated()) { allocate(); } /* Upload attached data, during bind time. */ if (data_) { /* TODO: when buffer is mapped and newly created we should use `buffer_.update_immediately`. */ VKContext &context = *VKContext::get(); buffer_.update_render_graph(context, std::move(data_)); data_ = nullptr; } } void VKUniformBuffer::bind(int slot) { VKContext &context = *VKContext::get(); context.state_manager_get().uniform_buffer_bind(this, slot); } void VKUniformBuffer::bind_as_ssbo(int slot) { VKContext &context = *VKContext::get(); context.state_manager_get().storage_buffer_bind( BindSpaceStorageBuffers::Type::UniformBuffer, this, slot); } void VKUniformBuffer::unbind() { const VKContext *context = VKContext::get(); if (context != nullptr) { VKStateManager &state_manager = context->state_manager_get(); state_manager.uniform_buffer_unbind(this); state_manager.storage_buffer_unbind(this); } } } // namespace blender::gpu