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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 by Mike Erwin. All rights reserved. */
/** \file
* \ingroup gpu
*
* GPU geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#pragma once
#include "GPU_batch.h"
#include "GPU_context.h"
#include "gpu_index_buffer_private.hh"
#include "gpu_vertex_buffer_private.hh"
namespace blender {
namespace gpu {
/**
* Base class which is then specialized for each implementation (GL, VK, ...).
*
* \note Extends #GPUBatch as we still needs to expose some of the internals to the outside C code.
*/
class Batch : public GPUBatch {
public:
virtual ~Batch() = default;
virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0;
virtual void draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset) = 0;
virtual void multi_draw_indirect(GPUStorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride) = 0;
/* Convenience casts. */
IndexBuf *elem_() const
{
return unwrap(elem);
}
VertBuf *verts_(const int index) const
{
return unwrap(verts[index]);
}
VertBuf *inst_(const int index) const
{
return unwrap(inst[index]);
}
};
} // namespace gpu
} // namespace blender
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