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/* 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 "GPU_vertex_buffer.h"
namespace blender::gpu {
/**
* Implementation of Vertex Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class VertBuf {
public:
static size_t memory_usage;
GPUVertFormat format = {};
/** Number of verts we want to draw. */
uint vertex_len = 0;
/** Number of verts data. */
uint vertex_alloc = 0;
/** Status flag. */
GPUVertBufStatus flag = GPU_VERTBUF_INVALID;
/** NULL indicates data in VRAM (unmapped) */
uchar *data = nullptr;
protected:
/** Usage hint for GL optimization. */
GPUUsageType usage_ = GPU_USAGE_STATIC;
private:
/** This counter will only avoid freeing the #GPUVertBuf, not the data. */
int handle_refcount_ = 1;
public:
VertBuf();
virtual ~VertBuf();
void init(const GPUVertFormat *format, GPUUsageType usage);
void clear();
/* Data management. */
void allocate(uint vert_len);
void resize(uint vert_len);
void upload();
virtual void bind_as_ssbo(uint binding) = 0;
virtual void bind_as_texture(uint binding) = 0;
virtual void wrap_handle(uint64_t handle) = 0;
VertBuf *duplicate();
/* Size of the data allocated. */
size_t size_alloc_get() const
{
BLI_assert(format.packed);
return vertex_alloc * format.stride;
}
/* Size of the data uploaded to the GPU. */
size_t size_used_get() const
{
BLI_assert(format.packed);
return vertex_len * format.stride;
}
void reference_add()
{
handle_refcount_++;
}
void reference_remove()
{
BLI_assert(handle_refcount_ > 0);
handle_refcount_--;
if (handle_refcount_ == 0) {
delete this;
}
}
virtual void update_sub(uint start, uint len, const void *data) = 0;
virtual const void *read() const = 0;
virtual void *unmap(const void *mapped_data) const = 0;
protected:
virtual void acquire_data() = 0;
virtual void resize_data() = 0;
virtual void release_data() = 0;
virtual void upload_data() = 0;
virtual void duplicate_data(VertBuf *dst) = 0;
};
/* Syntactic sugar. */
static inline GPUVertBuf *wrap(VertBuf *vert)
{
return reinterpret_cast<GPUVertBuf *>(vert);
}
static inline VertBuf *unwrap(GPUVertBuf *vert)
{
return reinterpret_cast<VertBuf *>(vert);
}
static inline const VertBuf *unwrap(const GPUVertBuf *vert)
{
return reinterpret_cast<const VertBuf *>(vert);
}
} // namespace blender::gpu
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