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

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Clement Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gpu_uniformbuffer.c
* \ingroup gpu
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "gpu_codegen.h"
#include "gpu_context_private.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_material.h"
#include "GPU_uniformbuffer.h"
typedef enum GPUUniformBufferFlag {
GPU_UBO_FLAG_INITIALIZED = (1 << 0),
GPU_UBO_FLAG_DIRTY = (1 << 1),
} GPUUniformBufferFlag;
typedef enum GPUUniformBufferType {
GPU_UBO_STATIC = 0,
GPU_UBO_DYNAMIC = 1,
} GPUUniformBufferType;
struct GPUUniformBuffer {
int size; /* in bytes */
GLuint bindcode; /* opengl identifier for UBO */
int bindpoint; /* current binding point */
GPUUniformBufferType type;
};
#define GPUUniformBufferStatic GPUUniformBuffer
typedef struct GPUUniformBufferDynamic {
GPUUniformBuffer buffer;
void *data; /* Continuous memory block to copy to GPU. */
char flag;
} GPUUniformBufferDynamic;
/* Prototypes */
static GPUType get_padded_gpu_type(struct LinkData *link);
static void gpu_uniformbuffer_inputs_sort(struct 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_VEC4
static void gpu_uniformbuffer_initialize(GPUUniformBuffer *ubo, const void *data)
{
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
{
GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic");
ubo->size = size;
ubo->bindpoint = -1;
/* Generate Buffer object */
ubo->bindcode = GPU_buf_alloc();
if (!ubo->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
GPU_uniformbuffer_free(ubo);
return NULL;
}
if (ubo->size > GPU_max_ubo_size()) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
GPU_uniformbuffer_free(ubo);
return NULL;
}
gpu_uniformbuffer_initialize(ubo, data);
return ubo;
}
/**
* 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;
}
GPUUniformBufferDynamic *ubo = MEM_callocN(sizeof(GPUUniformBufferDynamic), "GPUUniformBufferDynamic");
ubo->buffer.type = GPU_UBO_DYNAMIC;
ubo->buffer.bindpoint = -1;
ubo->flag = GPU_UBO_FLAG_DIRTY;
/* Generate Buffer object. */
ubo->buffer.bindcode = GPU_buf_alloc();
if (!ubo->buffer.bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
GPU_uniformbuffer_free(&ubo->buffer);
return NULL;
}
if (ubo->buffer.size > GPU_max_ubo_size()) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
GPU_uniformbuffer_free(&ubo->buffer);
return NULL;
}
/* Make sure we comply to the ubo alignment requirements. */
gpu_uniformbuffer_inputs_sort(inputs);
for (LinkData *link = inputs->first; link; link = link->next) {
const GPUType gputype = get_padded_gpu_type(link);
ubo->buffer.size += gputype * sizeof(float);
}
/* Allocate the data. */
ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
/* Now that we know the total ubo size we can start populating it. */
float *offset = ubo->data;
for (LinkData *link = inputs->first; link; link = link->next) {
GPUInput *input = link->data;
memcpy(offset, input->vec, input->type * sizeof(float));
offset += get_padded_gpu_type(link);
}
/* Note since we may create the UBOs in the CPU in a different thread than the main drawing one,
* we don't create the UBO in the GPU here. This will happen when we first bind the UBO.
*/
return &ubo->buffer;
}
/**
* Free the data
*/
static void gpu_uniformbuffer_dynamic_free(GPUUniformBuffer *ubo_)
{
BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
ubo->buffer.size = 0;
if (ubo->data) {
MEM_freeN(ubo->data);
}
}
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
{
if (ubo->type == GPU_UBO_DYNAMIC) {
gpu_uniformbuffer_dynamic_free(ubo);
}
GPU_buf_free(ubo->bindcode);
MEM_freeN(ubo);
}
static void gpu_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
BLI_assert(ubo->type == GPU_UBO_STATIC);
gpu_uniformbuffer_update(ubo, data);
}
/**
* We need to recalculate the internal data, and re-generate it
* from its populated items.
*/
void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_)
{
BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
if (ubo->flag & GPU_UBO_FLAG_INITIALIZED) {
gpu_uniformbuffer_update(ubo_, ubo->data);
}
else {
ubo->flag |= GPU_UBO_FLAG_INITIALIZED;
gpu_uniformbuffer_initialize(ubo_, ubo->data);
}
ubo->flag &= ~GPU_UBO_FLAG_DIRTY;
}
/**
* We need to pad some data types (vec3) on the C side
* To match the GPU expected memory block alignment.
*/
static GPUType get_padded_gpu_type(LinkData *link)
{
GPUInput *input = link->data;
GPUType gputype = input->type;
/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
if (gputype == GPU_VEC3 &&
2017-10-07 15:57:14 +11:00
(link->next != NULL) &&
(((GPUInput *)link->next->data)->type != GPU_FLOAT))
{
gputype = GPU_VEC4;
}
return gputype;
}
/**
* Returns 1 if the first item shold 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 = a, *link_b = b;
const GPUInput *input_a = link_a->data, *input_b = link_b->data;
return input_a->type < input_b->type ? 1 : 0;
}
/**
* Make sure we respect the expected alignment of UBOs.
* vec4, pad vec3 as vec4, then vec2, then floats.
*/
static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
{
/* Order them as 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};
GPUType cur_type = MAX_UBO_GPU_TYPE + 1;
for (LinkData *link = inputs->first; link; link = link->next) {
GPUInput *input = link->data;
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 aligment. */
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;
}
}
void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
{
if (number >= GPU_max_ubo_binds()) {
fprintf(stderr, "Not enough UBO slots.\n");
return;
}
if (ubo->type == GPU_UBO_DYNAMIC) {
GPUUniformBufferDynamic *ubo_dynamic = (GPUUniformBufferDynamic *)ubo;
if (ubo_dynamic->flag & GPU_UBO_FLAG_DIRTY) {
GPU_uniformbuffer_dynamic_update(ubo);
}
}
if (ubo->bindcode != 0) {
glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
}
ubo->bindpoint = number;
}
void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo)
{
ubo->bindpoint = -1;
}
int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
{
return ubo->bindpoint;
}
#undef MAX_UBO_GPU_TYPE