Add buffer_copy method to RenderingDevice interface and an implementation for the Vulkan driver.

Direct buffer copies are required to perform certain operations more efficiently, as the only current alternative is to download the buffer to the CPU and upload it again. As the first use case, the new function is used when enabling motion vectors on multimeshes.
This commit is contained in:
Dario
2023-08-08 14:41:34 -03:00
parent 4714e95896
commit 0d7deca4e2
4 changed files with 63 additions and 6 deletions

View File

@ -840,6 +840,7 @@ public:
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata) = 0;
virtual Error buffer_copy(RID p_src_buffer, RID p_dst_buffer, uint32_t p_src_offset, uint32_t p_dst_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS) = 0;
virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS) = 0;
virtual Vector<uint8_t> buffer_get_data(RID p_buffer, uint32_t p_offset = 0, uint32_t p_size = 0) = 0; // This causes stall, only use to retrieve large buffers for saving.