Files
test2/source/blender/gpu/vulkan/vk_buffer.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

79 lines
1.6 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 "vk_common.hh"
namespace blender::gpu {
class VKContext;
/**
* Class for handing vulkan buffers (allocation/updating/binding).
*/
class VKBuffer {
int64_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(int64_t size, GPUUsageType usage, VkBufferUsageFlagBits buffer_usage);
void clear(VKContext &context, uint32_t clear_value);
void update(const void *data) const;
void read(void *data) const;
bool free();
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;
private:
/** Check if this buffer is mapped. */
bool is_mapped() const;
bool map();
void unmap();
};
/**
* Helper struct to enable buffers to be bound with an offset.
*
* VKImmediate mode uses a single VKBuffer with multiple vertex layouts. Those layouts are send to
* the command buffer containing an offset.
*
* VKIndexBuffer uses this when it is a subrange of another buffer.
*/
struct VKBufferWithOffset {
VKBuffer &buffer;
VkDeviceSize offset;
};
} // namespace blender::gpu