This is the first step into merging DRW_gpu_wrapper.hh into the GPU module. This is very similar to #119825. Pull Request: https://projects.blender.org/blender/blender/pulls/144329
92 lines
3.5 KiB
C++
92 lines
3.5 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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* Storage buffers API. Used to handle many way bigger buffers than Uniform buffers update at once.
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* Make sure that the data structure is compatible with what the implementation expect.
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* (see "7.8 Shader Buffer Variables and Shader Storage Blocks" from the OpenGL spec for more info
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* about std430 layout)
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* Rule of thumb: Padding to 16bytes, don't use vec3.
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*/
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#pragma once
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#include "GPU_texture.hh"
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#include "GPU_vertex_buffer.hh"
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namespace blender::gpu {
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class StorageBuf;
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} // namespace blender::gpu
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blender::gpu::StorageBuf *GPU_storagebuf_create_ex(size_t size,
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const void *data,
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GPUUsageType usage,
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const char *name);
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#define GPU_storagebuf_create(size) \
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GPU_storagebuf_create_ex(size, nullptr, GPU_USAGE_DYNAMIC, __func__);
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void GPU_storagebuf_free(blender::gpu::StorageBuf *ssbo);
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void GPU_storagebuf_update(blender::gpu::StorageBuf *ssbo, const void *data);
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void GPU_storagebuf_bind(blender::gpu::StorageBuf *ssbo, int slot);
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void GPU_storagebuf_unbind(blender::gpu::StorageBuf *ssbo);
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/**
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* Resets the internal slot usage tracking. But there is no guarantee that
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* this actually undo the bindings for the next draw call. Only has effect when G_DEBUG_GPU is set.
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*/
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void GPU_storagebuf_debug_unbind_all();
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void GPU_storagebuf_clear_to_zero(blender::gpu::StorageBuf *ssbo);
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/**
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* Clear the content of the buffer using the given #clear_value. #clear_value will be used as a
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* repeatable pattern of 32bits.
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*/
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void GPU_storagebuf_clear(blender::gpu::StorageBuf *ssbo, uint32_t clear_value);
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/**
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* Explicitly sync updated storage buffer contents back to host within the GPU command stream. This
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* ensures any changes made by the GPU are visible to the host.
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* NOTE: This command is only valid for host-visible storage buffers.
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*/
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void GPU_storagebuf_sync_to_host(blender::gpu::StorageBuf *ssbo);
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/**
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* Read back content of the buffer to CPU for inspection.
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* Slow! Only use for inspection / debugging.
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*
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* NOTE: If GPU_storagebuf_sync_to_host is called, this command is synchronized against that call.
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* If pending GPU updates to the storage buffer are not yet visible to the host, the command will
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* stall until dependent GPU work has completed.
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*
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* Otherwise, this command is synchronized against this call and will stall the CPU until the
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* buffer content can be read by the host.
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*/
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void GPU_storagebuf_read(blender::gpu::StorageBuf *ssbo, void *data);
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/**
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* \brief Copy a part of a vertex buffer to a storage buffer.
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*
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* \param ssbo: destination storage buffer
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* \param src: source vertex buffer
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* \param dst_offset: where to start copying to (in bytes).
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* \param src_offset: where to start copying from (in bytes).
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* \param copy_size: byte size of the segment to copy.
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*/
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void GPU_storagebuf_copy_sub_from_vertbuf(blender::gpu::StorageBuf *ssbo,
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blender::gpu::VertBuf *src,
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uint dst_offset,
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uint src_offset,
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uint copy_size);
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/**
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* Ensure the ssbo is ready to be used as an indirect buffer in `GPU_batch_draw_indirect`.
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* NOTE: Internally, this is only required for the OpenGL backend.
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*/
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void GPU_storagebuf_sync_as_indirect_buffer(blender::gpu::StorageBuf *ssbo);
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