/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. */ /** \file * \ingroup gpu * * Storage buffers API. Used to handle many way bigger buffers than Uniform buffers update at once. * Make sure that the data structure is compatible with what the implementation expect. * (see "7.8 Shader Buffer Variables and Shader Storage Blocks" from the OpenGL spec for more info * about std430 layout) * Rule of thumb: Padding to 16bytes, don't use vec3. */ #pragma once #include "GPU_vertex_buffer.h" #ifdef __cplusplus extern "C" { #endif struct ListBase; /** Opaque type hiding blender::gpu::StorageBuf. */ typedef struct GPUStorageBuf GPUStorageBuf; GPUStorageBuf *GPU_storagebuf_create_ex(size_t size, const void *data, GPUUsageType usage, const char *name); #define GPU_storagebuf_create(size) \ GPU_storagebuf_create_ex(size, NULL, GPU_USAGE_DYNAMIC, __func__); void GPU_storagebuf_free(GPUStorageBuf *ubo); void GPU_storagebuf_update(GPUStorageBuf *ubo, const void *data); void GPU_storagebuf_bind(GPUStorageBuf *ubo, int slot); void GPU_storagebuf_unbind(GPUStorageBuf *ubo); void GPU_storagebuf_unbind_all(void); #ifdef __cplusplus } #endif