Files
test2/source/blender/gpu/GPU_vertex_buffer.h
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

202 lines
5.9 KiB
C

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU vertex buffer
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_vertex_format.h"
typedef enum {
/** Initial state. */
GPU_VERTBUF_INVALID = 0,
/** Was init with a vertex format. */
GPU_VERTBUF_INIT = (1 << 0),
/** Data has been touched and need to be re-uploaded. */
GPU_VERTBUF_DATA_DIRTY = (1 << 1),
/** The buffer has been created inside GPU memory. */
GPU_VERTBUF_DATA_UPLOADED = (1 << 2),
} GPUVertBufStatus;
ENUM_OPERATORS(GPUVertBufStatus, GPU_VERTBUF_DATA_UPLOADED)
#ifdef __cplusplus
extern "C" {
#endif
/**
* How to create a #GPUVertBuf:
* 1) verts = GPU_vertbuf_calloc()
* 2) GPU_vertformat_attr_add(verts->format, ...)
* 3) GPU_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format
* 4) GPU_vertbuf_attr_fill(verts, pos, application_pos_buffer)
*/
typedef enum {
/* can be extended to support more types */
GPU_USAGE_STREAM = 0,
GPU_USAGE_STATIC = 1, /* do not keep data in memory */
GPU_USAGE_DYNAMIC = 2,
GPU_USAGE_DEVICE_ONLY = 3, /* Do not do host->device data transfers. */
/** Extended usage flags. */
/* Flag for vertex buffers used for textures. Skips additional padding/compaction to ensure
* format matches the texture exactly. Can be masked with other properties, and is stripped
* during VertBuf::init. */
GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY = 1 << 3,
} GPUUsageType;
ENUM_OPERATORS(GPUUsageType, GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY);
/** Opaque type hiding blender::gpu::VertBuf. */
typedef struct GPUVertBuf GPUVertBuf;
GPUVertBuf *GPU_vertbuf_calloc(void);
GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_create_with_format(format) \
GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC)
/**
* (Download and) fill data with the data from the vertex buffer.
* NOTE: caller is responsible to reserve enough memory of the data parameter.
*/
void GPU_vertbuf_read(GPUVertBuf *verts, void *data);
/** Same as discard but does not free. */
void GPU_vertbuf_clear(GPUVertBuf *verts);
void GPU_vertbuf_discard(GPUVertBuf *);
/**
* Avoid GPUVertBuf data-block being free but not its data.
*/
void GPU_vertbuf_handle_ref_add(GPUVertBuf *verts);
void GPU_vertbuf_handle_ref_remove(GPUVertBuf *verts);
void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType);
void GPU_vertbuf_init_build_on_device(GPUVertBuf *verts, GPUVertFormat *format, uint v_len);
#define GPU_vertbuf_init_with_format(verts, format) \
GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
GPUVertBuf *GPU_vertbuf_duplicate(GPUVertBuf *verts);
/**
* Create a new allocation, discarding any existing data.
*/
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len);
/**
* Resize buffer keeping existing data.
*/
void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len);
/**
* Set vertex count but does not change allocation.
* Only this many verts will be uploaded to the GPU and rendered.
* This is useful for streaming data.
*/
void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len);
/**
* The most important #set_attr variant is the untyped one. Get it right first.
* It takes a void* so the app developer is responsible for matching their app data types
* to the vertex attribute's type and component count. They're in control of both, so this
* should not be a problem.
*/
void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data);
/** Fills a whole vertex (all attributes). Data must match packed layout. */
void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data);
/**
* Tightly packed, non interleaved input data.
*/
void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data);
void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data);
/**
* For low level access only.
*/
typedef struct GPUVertBufRaw {
uint size;
uint stride;
unsigned char *data;
unsigned char *data_init;
#ifdef DEBUG
/* Only for overflow check */
unsigned char *_data_end;
#endif
} GPUVertBufRaw;
GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
{
unsigned char *data = a->data;
a->data += a->stride;
#ifdef DEBUG
BLI_assert(data < a->_data_end);
#endif
return (void *)data;
}
GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a)
{
return ((a->data - a->data_init) / a->stride);
}
void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access);
/**
* Returns the data buffer and set it to null internally to avoid freeing.
* \note Be careful when using this. The data needs to match the expected format.
*/
void *GPU_vertbuf_steal_data(GPUVertBuf *verts);
/**
* \note Be careful when using this. The data needs to match the expected format.
*/
void *GPU_vertbuf_get_data(const GPUVertBuf *verts);
const GPUVertFormat *GPU_vertbuf_get_format(const GPUVertBuf *verts);
uint GPU_vertbuf_get_vertex_alloc(const GPUVertBuf *verts);
uint GPU_vertbuf_get_vertex_len(const GPUVertBuf *verts);
GPUVertBufStatus GPU_vertbuf_get_status(const GPUVertBuf *verts);
void GPU_vertbuf_tag_dirty(GPUVertBuf *verts);
/**
* Should be rename to #GPU_vertbuf_data_upload.
*/
void GPU_vertbuf_use(GPUVertBuf *);
void GPU_vertbuf_bind_as_ssbo(struct GPUVertBuf *verts, int binding);
void GPU_vertbuf_bind_as_texture(struct GPUVertBuf *verts, int binding);
void GPU_vertbuf_wrap_handle(GPUVertBuf *verts, uint64_t handle);
/**
* XXX: do not use!
* This is just a wrapper for the use of the Hair refine workaround.
* To be used with #GPU_vertbuf_use().
*/
void GPU_vertbuf_update_sub(GPUVertBuf *verts, uint start, uint len, const void *data);
/* Metrics */
uint GPU_vertbuf_get_memory_usage(void);
/* Macros */
#define GPU_VERTBUF_DISCARD_SAFE(verts) \
do { \
if (verts != NULL) { \
GPU_vertbuf_discard(verts); \
verts = NULL; \
} \
} while (0)
#ifdef __cplusplus
}
#endif