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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_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;
typedef struct GPUUniformBuffer {
int size; /* in bytes */
GLuint bindcode; /* opengl identifier for UBO */
int bindpoint; /* current binding point */
GPUUniformBufferType type;
} GPUUniformBuffer;
#define GPUUniformBufferStatic GPUUniformBuffer
typedef struct GPUUniformBufferDynamic {
GPUUniformBuffer buffer;
ListBase items; /* GPUUniformBufferDynamicItem */
void *data;
char flag;
} GPUUniformBufferDynamic;
typedef struct GPUUniformBufferDynamicItem {
struct GPUUniformBufferDynamicItem *next, *prev;
GPUType gputype;
float *data;
int size;
} GPUUniformBufferDynamicItem;
/* Prototypes */
static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs);
static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num);
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;
/* Generate Buffer object */
glGenBuffers(1, &ubo->bindcode);
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->flag = GPU_UBO_FLAG_DIRTY;
/* Generate Buffer object. */
glGenBuffers(1, &ubo->buffer.bindcode);
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) {
GPUInput *input = link->data;
gpu_uniformbuffer_populate(ubo, input->type, input->dynamicvec);
}
ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
/* Initialize buffer data. */
GPU_uniformbuffer_dynamic_update(&ubo->buffer);
return &ubo->buffer;
}
/**
* Free the data, and clean the items list.
*/
static void gpu_uniformbuffer_dynamic_reset(GPUUniformBufferDynamic *ubo)
{
ubo->buffer.size = 0;
if (ubo->data) {
MEM_freeN(ubo->data);
}
BLI_freelistN(&ubo->items);
}
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
{
if (ubo->type == GPU_UBO_DYNAMIC) {
gpu_uniformbuffer_dynamic_reset((GPUUniformBufferDynamic *)ubo);
}
glDeleteBuffers(1, &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_;
float *offset = ubo->data;
for (GPUUniformBufferDynamicItem *item = ubo->items.first; item; item = item->next) {
memcpy(offset, item->data, item->size);
offset += item->gputype;
}
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;
}
/**
* 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)
{
BLI_listbase_sort(inputs, inputs_cmp);
}
/**
* This may now happen from the main thread, so we can't update the UBO
* We simply flag it as dirty
*/
static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num)
{
BLI_assert(gputype <= GPU_VEC4);
GPUUniformBufferDynamicItem *item = MEM_callocN(sizeof(GPUUniformBufferDynamicItem), __func__);
/* Treat VEC3 as VEC4 because of UBO struct alignment requirements. */
GPUType type = gputype == GPU_VEC3 ? GPU_VEC4 : gputype;
item->gputype = type;
item->data = num;
item->size = type * sizeof(float);
ubo->buffer.size += item->size;
ubo->flag |= GPU_UBO_FLAG_DIRTY;
BLI_addtail(&ubo->items, item);
return item;
}
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;
}
int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
{
return ubo->bindpoint;
}
void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo_) {
BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
ubo->flag |= GPU_UBO_FLAG_DIRTY;
}