/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #pragma once #include "MEM_guardedalloc.h" #include "GPU_texture.h" #include "gpu_vertex_buffer_private.hh" namespace blender { namespace gpu { class GLVertBuf : public VertBuf { friend class GLTexture; /* For buffer texture. */ friend class GLShader; /* For transform feedback. */ friend class GLStorageBuf; /* For sub copy. */ private: /** OpenGL buffer handle. Init on first upload. Immutable after that. */ GLuint vbo_id_ = 0; /** Texture used if the buffer is bound as buffer texture. Init on first use. */ struct ::GPUTexture *buffer_texture_ = nullptr; /** Defines whether the buffer handle is wrapped by this GLVertBuf, i.e. we do not own it and * should not free it. */ bool is_wrapper_ = false; /** Size on the GPU. */ size_t vbo_size_ = 0; public: void bind(); void update_sub(uint start, uint len, const void *data) override; const void *read() const override; void *unmap(const void *mapped_data) const override; void wrap_handle(uint64_t handle) override; protected: void acquire_data() override; void resize_data() override; void release_data() override; void upload_data() override; void duplicate_data(VertBuf *dst) override; void bind_as_ssbo(uint binding) override; void bind_as_texture(uint binding) override; private: bool is_active() const; MEM_CXX_CLASS_ALLOC_FUNCS("GLVertBuf"); }; static inline GLenum to_gl(GPUUsageType type) { switch (type) { case GPU_USAGE_STREAM: return GL_STREAM_DRAW; case GPU_USAGE_DYNAMIC: return GL_DYNAMIC_DRAW; case GPU_USAGE_STATIC: case GPU_USAGE_DEVICE_ONLY: return GL_STATIC_DRAW; default: BLI_assert(0); return GL_STATIC_DRAW; } } static inline GLenum to_gl(GPUVertCompType type) { switch (type) { case GPU_COMP_I8: return GL_BYTE; case GPU_COMP_U8: return GL_UNSIGNED_BYTE; case GPU_COMP_I16: return GL_SHORT; case GPU_COMP_U16: return GL_UNSIGNED_SHORT; case GPU_COMP_I32: return GL_INT; case GPU_COMP_U32: return GL_UNSIGNED_INT; case GPU_COMP_F32: return GL_FLOAT; case GPU_COMP_I10: return GL_INT_2_10_10_10_REV; default: BLI_assert(0); return GL_FLOAT; } } } // namespace gpu } // namespace blender