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blender-archive/source/blender/gpu/intern/gpu_uniformbuffer.cc

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#include "gpu_context_private.h"
#include "gpu_node_graph.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_material.h"
#include "GPU_uniformbuffer.h"
typedef struct GPUUniformBuffer {
/** Data size in bytes. */
int size;
/** GL handle for UBO. */
GLuint bindcode;
/** Current binding point. */
int bindpoint;
/** Continuous memory block to copy to GPU. Is own by the GPUUniformBuffer. */
void *data;
} GPUUniformBuffer;
GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
{
/* Make sure that UBO is padded to size of vec4 */
BLI_assert((size % 16) == 0);
if (size > GPU_max_ubo_size()) {
if (err_out) {
BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256);
}
return NULL;
}
GPUUniformBuffer *ubo = (GPUUniformBuffer *)MEM_mallocN(sizeof(GPUUniformBuffer), __func__);
ubo->size = size;
ubo->data = NULL;
ubo->bindcode = 0;
ubo->bindpoint = -1;
/* Direct init. */
if (data != NULL) {
GPU_uniformbuffer_update(ubo, data);
}
return ubo;
}
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
{
MEM_SAFE_FREE(ubo->data);
GPU_buf_free(ubo->bindcode);
MEM_freeN(ubo);
}
/**
* We need to pad some data types (vec3) on the C side
* To match the GPU expected memory block alignment.
*/
static eGPUType get_padded_gpu_type(LinkData *link)
{
GPUInput *input = (GPUInput *)link->data;
eGPUType gputype = input->type;
/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
if (gputype == GPU_VEC3 && (link->next != NULL) &&
(((GPUInput *)link->next->data)->type != GPU_FLOAT)) {
gputype = GPU_VEC4;
}
return gputype;
}
/**
2019-04-29 14:14:14 +10:00
* Returns 1 if the first item should be after second item.
* We make sure the vec4 uniforms come first.
*/
static int inputs_cmp(const void *a, const void *b)
{
const LinkData *link_a = (const LinkData *)a, *link_b = (const LinkData *)b;
const GPUInput *input_a = (const GPUInput *)link_a->data;
const GPUInput *input_b = (const GPUInput *)link_b->data;
return input_a->type < input_b->type ? 1 : 0;
}
/**
* Make sure we respect the expected alignment of UBOs.
* mat4, vec4, pad vec3 as vec4, then vec2, then floats.
*/
static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
{
/* Only support up to this type, if you want to extend it, make sure the
* padding logic is correct for the new types. */
#define MAX_UBO_GPU_TYPE GPU_MAT4
/* Order them as mat4, vec4, vec3, vec2, float. */
BLI_listbase_sort(inputs, inputs_cmp);
/* Creates a lookup table for the different types; */
LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL};
eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
LISTBASE_FOREACH (LinkData *, link, inputs) {
GPUInput *input = (GPUInput *)link->data;
if (input->type == GPU_MAT3) {
/* Alignment for mat3 is not handled currently, so not supported */
BLI_assert(!"mat3 not supported in UBO");
continue;
}
else if (input->type > MAX_UBO_GPU_TYPE) {
BLI_assert(!"GPU type not supported in UBO");
continue;
}
if (input->type == cur_type) {
continue;
}
else {
inputs_lookup[input->type] = link;
cur_type = input->type;
}
}
/* If there is no GPU_VEC3 there is no need for alignment. */
if (inputs_lookup[GPU_VEC3] == NULL) {
return;
}
LinkData *link = inputs_lookup[GPU_VEC3];
while (link != NULL && ((GPUInput *)link->data)->type == GPU_VEC3) {
LinkData *link_next = link->next;
/* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
if ((link_next == NULL) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
break;
}
/* If there is a float, move it next to current vec3. */
if (inputs_lookup[GPU_FLOAT] != NULL) {
LinkData *float_input = inputs_lookup[GPU_FLOAT];
inputs_lookup[GPU_FLOAT] = float_input->next;
BLI_remlink(inputs, float_input);
BLI_insertlinkafter(inputs, link, float_input);
}
link = link_next;
}
#undef MAX_UBO_GPU_TYPE
}
/**
* Create dynamic UBO from parameters
* Return NULL if failed to create or if \param inputs: is empty.
*
* \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
*/
GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(ListBase *inputs, char err_out[256])
{
/* There is no point on creating an UBO if there is no arguments. */
if (BLI_listbase_is_empty(inputs)) {
return NULL;
}
/* Make sure we comply to the ubo alignment requirements. */
gpu_uniformbuffer_inputs_sort(inputs);
size_t buffer_size = 0;
LISTBASE_FOREACH (LinkData *, link, inputs) {
const eGPUType gputype = get_padded_gpu_type(link);
buffer_size += gputype * sizeof(float);
}
/* Round up to size of vec4. (Opengl Requirement) */
size_t alignment = sizeof(float[4]);
buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
void *data = MEM_mallocN(buffer_size, __func__);
/* Now that we know the total ubo size we can start populating it. */
float *offset = (float *)data;
LISTBASE_FOREACH (LinkData *, link, inputs) {
GPUInput *input = (GPUInput *)link->data;
memcpy(offset, input->vec, input->type * sizeof(float));
offset += get_padded_gpu_type(link);
}
/* Pass data as NULL for late init. */
GPUUniformBuffer *ubo = GPU_uniformbuffer_create(buffer_size, NULL, err_out);
/* Data will be update just before binding. */
ubo->data = data;
return ubo;
}
static void gpu_uniformbuffer_init(GPUUniformBuffer *ubo)
{
BLI_assert(ubo->bindcode == 0);
ubo->bindcode = GPU_buf_alloc();
if (ubo->bindcode == 0) {
fprintf(stderr, "GPUUniformBuffer: UBO create failed");
BLI_assert(0);
return;
}
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferData(GL_UNIFORM_BUFFER, ubo->size, NULL, GL_DYNAMIC_DRAW);
}
void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
if (ubo->bindcode == 0) {
gpu_uniformbuffer_init(ubo);
}
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
{
if (number >= GPU_max_ubo_binds()) {
fprintf(stderr, "Not enough UBO slots.\n");
return;
}
if (ubo->bindcode == 0) {
gpu_uniformbuffer_init(ubo);
}
if (ubo->data != NULL) {
GPU_uniformbuffer_update(ubo, ubo->data);
MEM_SAFE_FREE(ubo->data);
}
glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
ubo->bindpoint = number;
}
void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo)
{
#ifndef NDEBUG
glBindBufferBase(GL_UNIFORM_BUFFER, ubo->bindpoint, 0);
#endif
ubo->bindpoint = 0;
}
void GPU_uniformbuffer_unbind_all(void)
{
for (int i = 0; i < GPU_max_ubo_binds(); i++) {
glBindBufferBase(GL_UNIFORM_BUFFER, i, 0);
}
}