/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 by Mike Erwin. All rights reserved. */ /** \file * \ingroup gpu * * GPU vertex buffer */ #pragma once #include "BLI_utildefines.h" #include "GPU_vertex_format.h" typedef enum { /** Initial state. */ GPU_VERTBUF_INVALID = 0, /** Was init with a vertex format. */ GPU_VERTBUF_INIT = (1 << 0), /** Data has been touched and need to be re-uploaded. */ GPU_VERTBUF_DATA_DIRTY = (1 << 1), /** The buffer has been created inside GPU memory. */ GPU_VERTBUF_DATA_UPLOADED = (1 << 2), } GPUVertBufStatus; ENUM_OPERATORS(GPUVertBufStatus, GPU_VERTBUF_DATA_UPLOADED) #ifdef __cplusplus extern "C" { #endif /** * How to create a #GPUVertBuf: * 1) verts = GPU_vertbuf_calloc() * 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) */ typedef enum { /* can be extended to support more types */ GPU_USAGE_STREAM = 0, GPU_USAGE_STATIC = 1, /* do not keep data in memory */ GPU_USAGE_DYNAMIC = 2, GPU_USAGE_DEVICE_ONLY = 3, /* Do not do host->device data transfers. */ /** Extended usage flags. */ /* Flag for vertex buffers used for textures. Skips additional padding/compaction to ensure * format matches the texture exactly. Can be masked with other properties, and is stripped * during VertBuf::init. */ GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY = 1 << 3, } GPUUsageType; ENUM_OPERATORS(GPUUsageType, GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY); /** Opaque type hiding blender::gpu::VertBuf. */ typedef struct GPUVertBuf GPUVertBuf; GPUVertBuf *GPU_vertbuf_calloc(void); 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) /** * (Download and) return a pointer containing the data of a vertex buffer. * * Note that the returned pointer is still owned by the driver. To get an * local copy, use `GPU_vertbuf_unmap` after calling `GPU_vertbuf_read`. */ const void *GPU_vertbuf_read(GPUVertBuf *verts); void *GPU_vertbuf_unmap(const GPUVertBuf *verts, const void *mapped_data); /** Same as discard but does not free. */ void GPU_vertbuf_clear(GPUVertBuf *verts); void GPU_vertbuf_discard(GPUVertBuf *); /** * Avoid GPUVertBuf data-block being free but not its data. */ void GPU_vertbuf_handle_ref_add(GPUVertBuf *verts); void GPU_vertbuf_handle_ref_remove(GPUVertBuf *verts); void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType); void GPU_vertbuf_init_build_on_device(GPUVertBuf *verts, GPUVertFormat *format, uint v_len); #define GPU_vertbuf_init_with_format(verts, format) \ GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC) GPUVertBuf *GPU_vertbuf_duplicate(GPUVertBuf *verts); /** * Create a new allocation, discarding any existing data. */ void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len); /** * Resize buffer keeping existing data. */ void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len); /** * Set vertex count but does not change allocation. * Only this many verts will be uploaded to the GPU and rendered. * This is useful for streaming data. */ void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len); /** * The most important #set_attr 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); /** Fills a whole vertex (all attributes). Data must match packed layout. */ void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data); /** * Tightly packed, non interleaved input data. */ void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *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; #ifdef DEBUG /* 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; BLI_assert(data < a->_data_end); 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); /** * Returns the data buffer and set it to null internally to avoid freeing. * \note Be careful when using this. The data needs to match the expected format. */ void *GPU_vertbuf_steal_data(GPUVertBuf *verts); /** * \note Be careful when using this. The data needs to match the expected format. */ void *GPU_vertbuf_get_data(const GPUVertBuf *verts); const GPUVertFormat *GPU_vertbuf_get_format(const GPUVertBuf *verts); uint GPU_vertbuf_get_vertex_alloc(const GPUVertBuf *verts); uint GPU_vertbuf_get_vertex_len(const GPUVertBuf *verts); GPUVertBufStatus GPU_vertbuf_get_status(const GPUVertBuf *verts); void GPU_vertbuf_tag_dirty(GPUVertBuf *verts); /** * Should be rename to #GPU_vertbuf_data_upload. */ void GPU_vertbuf_use(GPUVertBuf *); void GPU_vertbuf_bind_as_ssbo(struct GPUVertBuf *verts, int binding); void GPU_vertbuf_bind_as_texture(struct GPUVertBuf *verts, int binding); void GPU_vertbuf_wrap_handle(GPUVertBuf *verts, uint64_t handle); /** * XXX: do not use! * This is just a wrapper for the use of the Hair refine workaround. * To be used with #GPU_vertbuf_use(). */ void GPU_vertbuf_update_sub(GPUVertBuf *verts, uint start, uint len, const void *data); /* 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) #ifdef __cplusplus } #endif