/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu * * GPU vertex buffer */ #pragma once #include "BLI_utildefines.h" #include "GPU_vertex_format.hh" enum GPUVertBufStatus { /** 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), }; ENUM_OPERATORS(GPUVertBufStatus, GPU_VERTBUF_DATA_UPLOADED) /** * How to create a #VertBuf: * 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) */ enum GPUUsageType { /* 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, }; ENUM_OPERATORS(GPUUsageType, GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY); 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; #ifndef NDEBUG /** Usage including extended usage flags. */ GPUUsageType extended_usage_ = GPU_USAGE_STATIC; #endif protected: /** Usage hint for GL optimization. */ GPUUsageType usage_ = GPU_USAGE_STATIC; private: /** This counter will only avoid freeing the #VertBuf, 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; } } GPUUsageType get_usage_type() const { return usage_; } virtual void update_sub(uint start, uint len, const void *data) = 0; virtual void read(void *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; }; } // namespace blender::gpu blender::gpu::VertBuf *GPU_vertbuf_calloc(); blender::gpu::VertBuf *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) fill data with the data from the vertex buffer. * NOTE: caller is responsible to reserve enough memory of the data parameter. */ void GPU_vertbuf_read(blender::gpu::VertBuf *verts, void *data); /** Same as discard but does not free. */ void GPU_vertbuf_clear(blender::gpu::VertBuf *verts); void GPU_vertbuf_discard(blender::gpu::VertBuf *); /** * Avoid blender::gpu::VertBuf data-block being free but not its data. */ void GPU_vertbuf_handle_ref_add(blender::gpu::VertBuf *verts); void GPU_vertbuf_handle_ref_remove(blender::gpu::VertBuf *verts); void GPU_vertbuf_init_with_format_ex(blender::gpu::VertBuf *, const GPUVertFormat *, GPUUsageType); void GPU_vertbuf_init_build_on_device(blender::gpu::VertBuf *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) blender::gpu::VertBuf *GPU_vertbuf_duplicate(blender::gpu::VertBuf *verts); /** * Create a new allocation, discarding any existing data. */ void GPU_vertbuf_data_alloc(blender::gpu::VertBuf *, uint v_len); /** * Resize buffer keeping existing data. */ void GPU_vertbuf_data_resize(blender::gpu::VertBuf *, 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(blender::gpu::VertBuf *, 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(blender::gpu::VertBuf *, 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(blender::gpu::VertBuf *verts, uint v_idx, const void *data); /** * Tightly packed, non interleaved input data. */ void GPU_vertbuf_attr_fill(blender::gpu::VertBuf *, uint a_idx, const void *data); void GPU_vertbuf_attr_fill_stride(blender::gpu::VertBuf *, uint a_idx, uint stride, const void *data); /** * For low level access only. */ struct GPUVertBufRaw { uint size; uint stride; unsigned char *data; unsigned char *data_init; #ifndef NDEBUG /* Only for overflow check */ unsigned char *_data_end; #endif }; GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a) { unsigned char *data = a->data; a->data += a->stride; #ifndef NDEBUG BLI_assert(data < a->_data_end); #endif 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(blender::gpu::VertBuf *, 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(blender::gpu::VertBuf *verts); /** * \note Be careful when using this. The data needs to match the expected format. */ void *GPU_vertbuf_get_data(const blender::gpu::VertBuf *verts); const GPUVertFormat *GPU_vertbuf_get_format(const blender::gpu::VertBuf *verts); uint GPU_vertbuf_get_vertex_alloc(const blender::gpu::VertBuf *verts); uint GPU_vertbuf_get_vertex_len(const blender::gpu::VertBuf *verts); GPUVertBufStatus GPU_vertbuf_get_status(const blender::gpu::VertBuf *verts); void GPU_vertbuf_tag_dirty(blender::gpu::VertBuf *verts); /** * Should be rename to #GPU_vertbuf_data_upload. */ void GPU_vertbuf_use(blender::gpu::VertBuf *); void GPU_vertbuf_bind_as_ssbo(blender::gpu::VertBuf *verts, int binding); void GPU_vertbuf_bind_as_texture(blender::gpu::VertBuf *verts, int binding); void GPU_vertbuf_wrap_handle(blender::gpu::VertBuf *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(blender::gpu::VertBuf *verts, uint start, uint len, const void *data); /* Metrics */ uint GPU_vertbuf_get_memory_usage(); /* Macros */ #define GPU_VERTBUF_DISCARD_SAFE(verts) \ do { \ if (verts != nullptr) { \ GPU_vertbuf_discard(verts); \ verts = nullptr; \ } \ } while (0)