GPUUniformBuf: GL backend isolation

This is in preparation of vulkan backend. We move all opengl
functionnalities behind an abstract class.

This also cleansup the "dynamic" ubo create and rename it to
`GPU_uniformbuf_from_list()`

Contains, no functional change.

Part of T68990 Vulkan support.
This commit is contained in:
2020-08-21 12:30:55 +02:00
parent 7edd8a7738
commit c4f122ac8f
12 changed files with 361 additions and 120 deletions

View File

@@ -31,6 +31,7 @@
#include "gl_context.hh"
#include "gl_drawlist.hh"
#include "gl_shader.hh"
#include "gl_uniform_buffer.hh"
namespace blender {
namespace gpu {
@@ -40,6 +41,11 @@ class GLBackend : public GPUBackend {
GLSharedOrphanLists shared_orphan_list_;
public:
static GLBackend *get(void)
{
return static_cast<GLBackend *>(GPUBackend::get());
}
GPUContext *context_alloc(void *ghost_window)
{
return new GLContext(ghost_window, shared_orphan_list_);
@@ -60,6 +66,11 @@ class GLBackend : public GPUBackend {
return new GLShader(name);
};
UniformBuf *uniformbuf_alloc(int size, const char *name)
{
return new GLUniformBuf(size, name);
};
/* TODO remove */
void buf_free(GLuint buf_id);
void tex_free(GLuint tex_id);

View File

@@ -35,6 +35,7 @@
namespace blender {
namespace gpu {
class GLContext;
class GLShaderInterface;
#define GPU_VAO_STATIC_LEN 3
@@ -45,7 +46,7 @@ class GLShaderInterface;
class GLVaoCache {
private:
/** Context for which the vao_cache_ was generated. */
struct GLContext *context_ = NULL;
GLContext *context_ = NULL;
/** Last interface this batch was drawn with. */
GLShaderInterface *interface_ = NULL;
/** Cached vao for the last interface. */

View File

@@ -32,13 +32,13 @@
#include "glew-mx.h"
#include "gl_batch.hh"
#include <mutex>
namespace blender {
namespace gpu {
class GLVaoCache;
class GLSharedOrphanLists {
public:
/** Mutex for the bellow structures. */
@@ -51,7 +51,7 @@ class GLSharedOrphanLists {
void orphans_clear(void);
};
struct GLContext : public GPUContext {
class GLContext : public GPUContext {
/* TODO(fclem) these needs to become private. */
public:
/** Default VAO for procedural draw calls. */

View File

@@ -49,7 +49,7 @@ GLShader::GLShader(const char *name) : Shader(name)
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
BLI_snprintf(sh_name, sizeof(sh_name), "ShaderProgram-%s", name);
SNPRINTF(sh_name, "ShaderProgram-%s", name);
glObjectLabel(GL_PROGRAM, shader_program_, -1, sh_name);
}
#endif

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@@ -0,0 +1,126 @@
/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "BLI_string.h"
#include "GPU_extensions.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gl_backend.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. */
}
GLUniformBuf::~GLUniformBuf()
{
GLBackend::get()->buf_free(ubo_id_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Data upload / update
* \{ */
void GLUniformBuf::init(void)
{
BLI_assert(GPU_context_active_get());
glGenBuffers(1, &ubo_id_);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, NULL, GL_DYNAMIC_DRAW);
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "UBO-%s", name_);
glObjectLabel(GL_BUFFER, ubo_id_, -1, sh_name);
}
#endif
}
void GLUniformBuf::update(const void *data)
{
if (ubo_id_ == 0) {
this->init();
}
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Usage
* \{ */
void GLUniformBuf::bind(int slot)
{
if (slot >= GPU_max_ubo_binds()) {
fprintf(stderr,
"Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.",
name_,
slot,
GPU_max_ubo_binds());
return;
}
if (ubo_id_ == 0) {
this->init();
}
if (data_ != NULL) {
this->update(data_);
MEM_SAFE_FREE(data_);
}
slot_ = slot;
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, ubo_id_);
}
void GLUniformBuf::unbind(void)
{
#ifdef DEBUG
/* NOTE: This only unbinds the last bound slot. */
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0);
#endif
slot_ = 0;
}
/** \} */
} // namespace blender::gpu

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@@ -0,0 +1,55 @@
/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "gpu_uniform_buffer_private.hh"
#include "glew-mx.h"
namespace blender {
namespace gpu {
class GLUniformBuf : public UniformBuf {
private:
int slot_ = -1;
GLuint ubo_id_ = 0;
public:
GLUniformBuf(size_t size, const char *name);
~GLUniformBuf();
void update(const void *data) override;
void bind(int slot) override;
void unbind(void) override;
private:
void init(void);
MEM_CXX_CLASS_ALLOC_FUNCS("GLUniformBuf");
};
} // namespace gpu
} // namespace blender