Now that all relevant code is C++, the indirection from the C struct `GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds complexity and necessitates a wrapper API, making more cleanups like use of RAII or other C++ types more difficult. This commit replaces the C wrapper structs with direct use of the vertex and index buffer base classes. In C++ we can choose which parts of a class are private, so we don't risk exposing too many implementation details here. Pull Request: https://projects.blender.org/blender/blender/pulls/119825
52 lines
1.1 KiB
C++
52 lines
1.1 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_index_buffer.hh"
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#include "vk_bindable_resource.hh"
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#include "vk_buffer.hh"
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namespace blender::gpu {
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class VKIndexBuffer : public IndexBuf, public VKBindableResource {
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VKBuffer buffer_;
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public:
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void upload_data() override;
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void bind_as_ssbo(uint binding) override;
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void bind(VKContext &context);
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void bind(int binding,
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shader::ShaderCreateInfo::Resource::BindType bind_type,
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const GPUSamplerState sampler_state) override;
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void read(uint32_t *data) const override;
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void update_sub(uint start, uint len, const void *data) override;
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VkBuffer vk_handle() const
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{
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return buffer_.vk_handle();
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}
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private:
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void strip_restart_indices() override;
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void allocate();
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void ensure_updated();
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VKBuffer &buffer_get();
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};
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static inline VKIndexBuffer *unwrap(IndexBuf *index_buffer)
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{
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return static_cast<VKIndexBuffer *>(index_buffer);
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}
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} // namespace blender::gpu
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