tornavis/source/blender/gpu/vulkan/vk_uniform_buffer.cc

113 lines
3.1 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_uniform_buffer.hh"
#include "vk_context.hh"
#include "vk_shader.hh"
#include "vk_shader_interface.hh"
#include "vk_staging_buffer.hh"
#include "vk_state_manager.hh"
namespace blender::gpu {
void VKUniformBuffer::update(const void *data)
{
if (!buffer_.is_allocated()) {
allocate();
}
VKContext &context = *VKContext::get();
if (buffer_.is_mapped()) {
buffer_.update(data);
}
else {
VKStagingBuffer staging_buffer(buffer_, VKStagingBuffer::Direction::HostToDevice);
staging_buffer.host_buffer_get().update(data);
staging_buffer.copy_to_device(context);
}
}
void VKUniformBuffer::allocate()
{
/*
* TODO: make uniform buffers device local. In order to do that we should remove the upload
* during binding, as that will reset the graphics pipeline and already attached resources would
* not be bound anymore.
*/
const bool is_host_visible = true;
buffer_.create(size_in_bytes_,
GPU_USAGE_STATIC,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT,
is_host_visible);
debug::object_label(buffer_.vk_handle(), name_);
}
void VKUniformBuffer::clear_to_zero()
{
if (!buffer_.is_allocated()) {
allocate();
}
VKContext &context = *VKContext::get();
buffer_.clear(context, 0);
}
void VKUniformBuffer::bind(int slot,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState /*sampler_state*/)
{
if (!buffer_.is_allocated()) {
allocate();
}
/* Upload attached data, during bind time. */
if (data_) {
buffer_.update(data_);
MEM_SAFE_FREE(data_);
}
VKContext &context = *VKContext::get();
VKShader *shader = static_cast<VKShader *>(context.shader);
const VKShaderInterface &shader_interface = shader->interface_get();
const std::optional<VKDescriptorSet::Location> location =
shader_interface.descriptor_set_location(bind_type, slot);
if (location) {
VKDescriptorSetTracker &descriptor_set = context.descriptor_set_get();
/* TODO: move to descriptor set. */
if (bind_type == shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
descriptor_set.bind(*this, *location);
}
else {
descriptor_set.bind_as_ssbo(*this, *location);
}
}
}
void VKUniformBuffer::bind(int slot)
{
VKContext &context = *VKContext::get();
context.state_manager_get().uniform_buffer_bind(this, slot);
}
void VKUniformBuffer::bind_as_ssbo(int slot)
{
VKContext &context = *VKContext::get();
context.state_manager_get().storage_buffer_bind(*this, slot);
}
void VKUniformBuffer::unbind()
{
const VKContext *context = VKContext::get();
if (context != nullptr) {
VKStateManager &state_manager = context->state_manager_get();
state_manager.uniform_buffer_unbind(this);
state_manager.storage_buffer_unbind(*this);
}
}
} // namespace blender::gpu