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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "BLI_string.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_uniform_buffer.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
{
/* Do not create ubo GL buffer here to allow allocation from any thread. */
BLI_assert(size <= GLContext::max_ubo_size);
}
GLUniformBuf::~GLUniformBuf()
GLContext::buf_free(ubo_id_);
/** \} */
/** \name Data upload / update
void GLUniformBuf::init()
BLI_assert(GLContext::get());
glGenBuffers(1, &ubo_id_);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, nullptr, GL_DYNAMIC_DRAW);
debug::object_label(GL_UNIFORM_BUFFER, ubo_id_, name_);
void GLUniformBuf::update(const void *data)
if (ubo_id_ == 0) {
this->init();
glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
/** \name Usage
void GLUniformBuf::bind(int slot)
if (slot >= GLContext::max_ubo_binds) {
fprintf(stderr,
"Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.",
name_,
slot,
GLContext::max_ubo_binds);
return;
if (data_ != nullptr) {
this->update(data_);
MEM_SAFE_FREE(data_);
slot_ = slot;
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, ubo_id_);
#ifdef DEBUG
BLI_assert(slot < 16);
GLContext::get()->bound_ubo_slots |= 1 << slot;
#endif
void GLUniformBuf::unbind()
/* NOTE: This only unbinds the last bound slot. */
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0);
/* Hope that the context did not change. */
GLContext::get()->bound_ubo_slots &= ~(1 << slot_);
slot_ = 0;
} // namespace blender::gpu