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/*
* 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
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