The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2023 Blender Foundation */
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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_context_private.hh"
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#include "vk_common.hh"
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namespace blender::gpu {
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class VKContext;
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/**
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* Class for handing vulkan buffers (allocation/updating/binding).
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*/
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class VKBuffer {
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int64_t size_in_bytes_;
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VkBuffer vk_buffer_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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/* Pointer to the virtually mapped memory. */
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void *mapped_memory_ = nullptr;
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public:
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VKBuffer() = default;
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virtual ~VKBuffer();
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/** Has this buffer been allocated? */
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bool is_allocated() const;
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bool create(VKContext &context,
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int64_t size,
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GPUUsageType usage,
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VkBufferUsageFlagBits buffer_usage);
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void clear(VKContext &context, uint32_t clear_value);
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void update(const void *data) const;
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void read(void *data) const;
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bool free(VKContext &context);
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int64_t size_in_bytes() const
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{
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return size_in_bytes_;
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}
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VkBuffer vk_handle() const
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{
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return vk_buffer_;
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}
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/**
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* Get the reference to the mapped memory.
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*
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* Can only be called when the buffer is (still) mapped.
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*/
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void *mapped_memory_get() const;
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private:
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/** Check if this buffer is mapped. */
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bool is_mapped() const;
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bool map(VKContext &context);
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void unmap(VKContext &context);
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};
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} // namespace blender::gpu
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