Files
test2/source/blender/gpu/vulkan/vk_storage_buffer.hh
Jeroen Bakker ccbab842b7 Vulkan: Indirect Compute
This PR adds support for indirect compute.
Indirect compute is almost the same as regular compute. The
only difference is that the parameters for the compute dispatch
isn't passed as a parameter, but that these parameters are part
of a buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/108879
2023-06-12 14:56:38 +02:00

60 lines
1.1 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "GPU_texture.h"
#include "gpu_storage_buffer_private.hh"
#include "gpu_vertex_buffer_private.hh"
#include "vk_buffer.hh"
namespace blender::gpu {
class VertBuf;
class VKStorageBuffer : public StorageBuf {
GPUUsageType usage_;
VKBuffer buffer_;
public:
VKStorageBuffer(int size, GPUUsageType usage, const char *name)
: StorageBuf(size, name), usage_(usage)
{
}
void update(const void *data) override;
void bind(int slot) override;
void unbind() override;
void clear(uint32_t clear_value) override;
void copy_sub(VertBuf *src, uint dst_offset, uint src_offset, uint copy_size) override;
void read(void *data) override;
VkBuffer vk_handle() const
{
return buffer_.vk_handle();
}
int64_t size_in_bytes() const
{
return buffer_.size_in_bytes();
}
void ensure_allocated();
private:
void allocate();
};
static inline VKStorageBuffer *unwrap(StorageBuf *storage_buffer)
{
return static_cast<VKStorageBuffer *>(storage_buffer);
}
} // namespace blender::gpu