/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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) 2016 by Mike Erwin. * All rights reserved. * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/GPU_vertex_buffer.h * \ingroup gpu * * GPU vertex buffer */ #ifndef __GPU_VERTEX_BUFFER_H__ #define __GPU_VERTEX_BUFFER_H__ #include "GPU_vertex_format.h" #define VRAM_USAGE 1 /* How to create a GPUVertBuf: */ /* 1) verts = GPU_vertbuf_create() or GPU_vertbuf_init(verts) */ /* 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) */ /* Is GPUVertBuf always used as part of a GPUBatch? */ typedef enum { /* can be extended to support more types */ GPU_USAGE_STREAM, GPU_USAGE_STATIC, /* do not keep data in memory */ GPU_USAGE_DYNAMIC } GPUUsageType; typedef struct GPUVertBuf { GPUVertFormat format; uint vertex_len; /* number of verts we want to draw */ uint vertex_alloc; /* number of verts data */ bool dirty; unsigned char *data; /* NULL indicates data in VRAM (unmapped) */ uint32_t vbo_id; /* 0 indicates not yet allocated */ GPUUsageType usage; /* usage hint for GL optimisation */ } GPUVertBuf; GPUVertBuf *GPU_vertbuf_create(GPUUsageType); 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) void GPU_vertbuf_discard(GPUVertBuf *); void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType); void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType); #define GPU_vertbuf_init_with_format(verts, format) \ GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC) uint GPU_vertbuf_size_get(const GPUVertBuf *); void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len); void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len); void GPU_vertbuf_vertex_count_set(GPUVertBuf *, uint v_len); /* The most important set_attrib 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); void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); /* tightly packed, non interleaved input 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; #if TRUST_NO_ONE /* 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; #if TRUST_NO_ONE 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); /* TODO: decide whether to keep the functions below */ /* doesn't immediate mode satisfy these needs? */ /* void setAttrib1f(uint a_idx, uint v_idx, float x); */ /* void setAttrib2f(uint a_idx, unsigned v_idx, float x, float y); */ /* void setAttrib3f(unsigned a_idx, unsigned v_idx, float x, float y, float z); */ /* void setAttrib4f(unsigned a_idx, unsigned v_idx, float x, float y, float z, float w); */ /* void setAttrib3ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b); */ /* void setAttrib4ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b, unsigned char a); */ void GPU_vertbuf_use(GPUVertBuf *); /* 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) #endif /* __GPU_VERTEX_BUFFER_H__ */