49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Uniform buffers API. Used to handle many uniforms update at once.
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* Make sure that the data structure is compatible with what the implementation expect.
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* (see "7.6.2.2 Standard Uniform Block Layout" from the OpenGL spec for more info about std140
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* layout)
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* Rule of thumb: Padding to 16bytes, don't use vec3, don't use arrays of anything that is not vec4
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* aligned.
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*/
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#pragma once
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struct ListBase;
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/** Opaque type hiding blender::gpu::UniformBuf. */
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struct GPUUniformBuf;
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
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/**
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* Create UBO from inputs list.
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* Return nullptr if failed to create or if \param inputs: is empty.
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*
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* \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
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*/
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GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name);
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#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, nullptr, __func__);
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void GPU_uniformbuf_free(GPUUniformBuf *ubo);
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void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data);
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void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot);
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void GPU_uniformbuf_bind_as_ssbo(GPUUniformBuf *ubo, int slot);
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void GPU_uniformbuf_unbind(GPUUniformBuf *ubo);
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void GPU_uniformbuf_unbind_all();
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void GPU_uniformbuf_clear_to_zero(GPUUniformBuf *ubo);
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#define GPU_UBO_BLOCK_NAME "node_tree"
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#define GPU_ATTRIBUTE_UBO_BLOCK_NAME "unf_attrs"
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#define GPU_LAYER_ATTRIBUTE_UBO_BLOCK_NAME "drw_layer_attrs"
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#define GPU_NODE_TREE_UBO_SLOT 0
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