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:
		@@ -95,6 +95,7 @@ set(SRC
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  opengl/gl_shader.cc
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  opengl/gl_shader_interface.cc
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  opengl/gl_state.cc
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  opengl/gl_uniform_buffer.cc
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  opengl/gl_vertex_array.cc
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  GPU_attr_binding.h
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@@ -142,6 +143,7 @@ set(SRC
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  intern/gpu_shader_private.hh
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  intern/gpu_shader_interface.hh
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  intern/gpu_state_private.hh
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  intern/gpu_uniform_buffer_private.hh
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  intern/gpu_vertex_format_private.h
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  opengl/gl_backend.hh
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@@ -151,6 +153,7 @@ set(SRC
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  opengl/gl_shader.hh
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  opengl/gl_shader_interface.hh
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  opengl/gl_state.hh
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  opengl/gl_uniform_buffer.hh
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  opengl/gl_vertex_array.hh
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)
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@@ -29,10 +29,13 @@ extern "C" {
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struct ListBase;
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typedef struct GPUUniformBuf GPUUniformBuf;
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/** Opaque pointer */
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typedef struct GPUUniformBuf {
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  void *dummy;
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} GPUUniformBuf;
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
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GPUUniformBuf *GPU_uniformbuf_dynamic_create(struct ListBase *inputs, const char *name);
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GPUUniformBuf *GPU_uniformbuf_create_from_list(struct ListBase *inputs, const char *name);
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#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, NULL, __func__);
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@@ -25,14 +25,16 @@
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#pragma once
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#include "gpu_batch_private.hh"
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#include "gpu_context_private.hh"
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#include "gpu_drawlist_private.hh"
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#include "gpu_shader_private.hh"
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struct GPUContext;
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namespace blender {
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namespace gpu {
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class Batch;
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class DrawList;
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class Shader;
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class UniformBuf;
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class GPUBackend {
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 public:
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  virtual ~GPUBackend(){};
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@@ -46,6 +48,7 @@ class GPUBackend {
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  // virtual FrameBuffer *framebuffer_alloc(void) = 0;
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  virtual Shader *shader_alloc(const char *name) = 0;
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  // virtual Texture *texture_alloc(void) = 0;
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  virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
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};
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}  // namespace gpu
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@@ -237,7 +237,7 @@ void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
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#else
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  const char *name = NULL;
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#endif
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  material->ubo = GPU_uniformbuf_dynamic_create(inputs, name);
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  material->ubo = GPU_uniformbuf_create_from_list(inputs, name);
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}
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/* Eevee Subsurface scattering. */
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@@ -13,7 +13,7 @@
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * The Original Code is Copyright (C) 2020 Blender Foundation.
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 * All rights reserved.
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 */
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@@ -27,64 +27,46 @@
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#include "BLI_blenlib.h"
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#include "BLI_math_base.h"
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#include "gpu_context_private.hh"
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#include "gpu_backend.hh"
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#include "gpu_node_graph.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "GPU_material.h"
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#include "GPU_extensions.h"
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#include "GPU_uniform_buffer.h"
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#include "gpu_uniform_buffer_private.hh"
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typedef struct GPUUniformBuf {
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  /** Data size in bytes. */
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  int size;
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  /** GL handle for UBO. */
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  GLuint bindcode;
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  /** Current binding point. */
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  int bindpoint;
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  /** Continuous memory block to copy to GPU. Is own by the GPUUniformBuf. */
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  void *data;
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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 * \{ */
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#ifndef NDEBUG
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  char name[64];
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#endif
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} GPUUniformBuf;
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namespace blender::gpu {
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
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UniformBuf::UniformBuf(size_t size, const char *name)
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{
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  /* Make sure that UBO is padded to size of vec4 */
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  BLI_assert((size % 16) == 0);
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  BLI_assert(size <= GPU_max_ubo_size());
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  if (size > GPU_max_ubo_size()) {
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    fprintf(stderr, "GPUUniformBuf: UBO too big. %s", name);
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    return NULL;
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  }
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  size_in_bytes_ = size;
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  GPUUniformBuf *ubo = (GPUUniformBuf *)MEM_mallocN(sizeof(GPUUniformBuf), __func__);
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  ubo->size = size;
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  ubo->data = NULL;
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  ubo->bindcode = 0;
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  ubo->bindpoint = -1;
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#ifndef NDEBUG
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  BLI_strncpy(ubo->name, name, sizeof(ubo->name));
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#endif
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  /* Direct init. */
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  if (data != NULL) {
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    GPU_uniformbuf_update(ubo, data);
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  }
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  return ubo;
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  BLI_strncpy(name_, name, sizeof(name_));
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}
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void GPU_uniformbuf_free(GPUUniformBuf *ubo)
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UniformBuf::~UniformBuf()
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{
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  MEM_SAFE_FREE(ubo->data);
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  GPU_buf_free(ubo->bindcode);
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  MEM_freeN(ubo);
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  MEM_SAFE_FREE(data_);
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}
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}  // namespace blender::gpu
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniform buffer from GPUInput list
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 * \{ */
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/**
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 * We need to pad some data types (vec3) on the C side
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 * To match the GPU expected memory block alignment.
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@@ -117,10 +99,10 @@ static int inputs_cmp(const void *a, const void *b)
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 * Make sure we respect the expected alignment of UBOs.
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 * mat4, vec4, pad vec3 as vec4, then vec2, then floats.
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 */
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static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
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static void buffer_from_list_inputs_sort(ListBase *inputs)
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{
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/* Only support up to this type, if you want to extend it, make sure the
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 * padding logic is correct for the new types. */
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/* Only support up to this type, if you want to extend it, make sure tstatic void
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 * inputs_sobuffer_size_compute *inputs) padding logic is correct for the new types. */
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#define MAX_UBO_GPU_TYPE GPU_MAT4
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  /* Order them as mat4, vec4, vec3, vec2, float. */
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@@ -179,23 +161,9 @@ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
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#undef MAX_UBO_GPU_TYPE
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}
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/**
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 * Create dynamic UBO from parameters
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 * Return NULL if failed to create or if \param inputs: is empty.
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 *
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 * \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
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 */
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GPUUniformBuf *GPU_uniformbuf_dynamic_create(ListBase *inputs, const char *name)
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static inline size_t buffer_size_from_list(ListBase *inputs)
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{
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  /* There is no point on creating an UBO if there is no arguments. */
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  if (BLI_listbase_is_empty(inputs)) {
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    return NULL;
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  }
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  /* Make sure we comply to the ubo alignment requirements. */
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  gpu_uniformbuffer_inputs_sort(inputs);
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  size_t buffer_size = 0;
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  LISTBASE_FOREACH (LinkData *, link, inputs) {
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    const eGPUType gputype = get_padded_gpu_type(link);
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    buffer_size += gputype * sizeof(float);
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@@ -203,8 +171,12 @@ GPUUniformBuf *GPU_uniformbuf_dynamic_create(ListBase *inputs, const char *name)
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  /* Round up to size of vec4. (Opengl Requirement) */
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  size_t alignment = sizeof(float[4]);
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  buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
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  void *data = MEM_mallocN(buffer_size, __func__);
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  return buffer_size;
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}
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static inline void buffer_fill_from_list(void *data, ListBase *inputs)
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{
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  /* Now that we know the total ubo size we can start populating it. */
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  float *offset = (float *)data;
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  LISTBASE_FOREACH (LinkData *, link, inputs) {
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@@ -212,71 +184,73 @@ GPUUniformBuf *GPU_uniformbuf_dynamic_create(ListBase *inputs, const char *name)
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    memcpy(offset, input->vec, input->type * sizeof(float));
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    offset += get_padded_gpu_type(link);
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  }
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  /* Pass data as NULL for late init. */
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  GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(buffer_size, NULL, name);
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  /* Data will be update just before binding. */
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  ubo->data = data;
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  return ubo;
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}
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static void gpu_uniformbuffer_init(GPUUniformBuf *ubo)
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{
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  BLI_assert(ubo->bindcode == 0);
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  ubo->bindcode = GPU_buf_alloc();
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/** \} */
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  if (ubo->bindcode == 0) {
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    fprintf(stderr, "GPUUniformBuf: UBO create failed");
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    BLI_assert(0);
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    return;
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/* -------------------------------------------------------------------- */
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/** \name C-API
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 * \{ */
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using namespace blender::gpu;
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
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{
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  UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(size, name);
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  /* Direct init. */
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  if (data != NULL) {
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    ubo->update(data);
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  }
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  return reinterpret_cast<GPUUniformBuf *>(ubo);
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}
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/**
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 * Create UBO from inputs list.
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 * Return NULL if failed to create or if \param inputs: is empty.
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 *
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 * \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
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 */
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GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name)
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{
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  /* There is no point on creating an UBO if there is no arguments. */
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  if (BLI_listbase_is_empty(inputs)) {
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    return NULL;
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  }
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  glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
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  glBufferData(GL_UNIFORM_BUFFER, ubo->size, NULL, GL_DYNAMIC_DRAW);
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  buffer_from_list_inputs_sort(inputs);
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  size_t buffer_size = buffer_size_from_list(inputs);
 | 
			
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  void *data = MEM_mallocN(buffer_size, __func__);
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  buffer_fill_from_list(data, inputs);
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  UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(buffer_size, name);
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  /* Defer data upload. */
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  ubo->attach_data(data);
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  return reinterpret_cast<GPUUniformBuf *>(ubo);
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}
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void GPU_uniformbuf_free(GPUUniformBuf *ubo)
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{
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  delete reinterpret_cast<UniformBuf *>(ubo);
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}
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void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data)
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{
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  if (ubo->bindcode == 0) {
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    gpu_uniformbuffer_init(ubo);
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  }
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  glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
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  glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
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		||||
  glBindBuffer(GL_UNIFORM_BUFFER, 0);
 | 
			
		||||
  reinterpret_cast<UniformBuf *>(ubo)->update(data);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int number)
 | 
			
		||||
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
 | 
			
		||||
{
 | 
			
		||||
  if (number >= GPU_max_ubo_binds()) {
 | 
			
		||||
    fprintf(stderr, "GPUUniformBuf: UBO too big.");
 | 
			
		||||
    return;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  if (ubo->bindcode == 0) {
 | 
			
		||||
    gpu_uniformbuffer_init(ubo);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  if (ubo->data != NULL) {
 | 
			
		||||
    GPU_uniformbuf_update(ubo, ubo->data);
 | 
			
		||||
    MEM_SAFE_FREE(ubo->data);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
 | 
			
		||||
  ubo->bindpoint = number;
 | 
			
		||||
  reinterpret_cast<UniformBuf *>(ubo)->bind(slot);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo)
 | 
			
		||||
{
 | 
			
		||||
#ifndef NDEBUG
 | 
			
		||||
  glBindBufferBase(GL_UNIFORM_BUFFER, ubo->bindpoint, 0);
 | 
			
		||||
#endif
 | 
			
		||||
  ubo->bindpoint = 0;
 | 
			
		||||
  reinterpret_cast<UniformBuf *>(ubo)->unbind();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GPU_uniformbuf_unbind_all(void)
 | 
			
		||||
{
 | 
			
		||||
  for (int i = 0; i < GPU_max_ubo_binds(); i++) {
 | 
			
		||||
    glBindBufferBase(GL_UNIFORM_BUFFER, i, 0);
 | 
			
		||||
  }
 | 
			
		||||
  /* FIXME */
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/** \} */
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										65
									
								
								source/blender/gpu/intern/gpu_uniform_buffer_private.hh
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										65
									
								
								source/blender/gpu/intern/gpu_uniform_buffer_private.hh
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,65 @@
 | 
			
		||||
/*
 | 
			
		||||
 * 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.
 | 
			
		||||
 *
 | 
			
		||||
 * Copyright 2020, Blender Foundation.
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
/** \file
 | 
			
		||||
 * \ingroup gpu
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include "BLI_sys_types.h"
 | 
			
		||||
 | 
			
		||||
namespace blender {
 | 
			
		||||
namespace gpu {
 | 
			
		||||
 | 
			
		||||
#ifdef DEBUG
 | 
			
		||||
#  define DEBUG_NAME_LEN 8
 | 
			
		||||
#else
 | 
			
		||||
#  define DEBUG_NAME_LEN 64
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
class UniformBuf {
 | 
			
		||||
 protected:
 | 
			
		||||
  /** Data size in bytes. */
 | 
			
		||||
  size_t size_in_bytes_;
 | 
			
		||||
  /** Continuous memory block to copy to GPU. This data is owned by the UniformBuf. */
 | 
			
		||||
  void *data_ = NULL;
 | 
			
		||||
  /** Debugging name */
 | 
			
		||||
  char name_[DEBUG_NAME_LEN];
 | 
			
		||||
 | 
			
		||||
 public:
 | 
			
		||||
  UniformBuf(size_t size, const char *name);
 | 
			
		||||
  virtual ~UniformBuf();
 | 
			
		||||
 | 
			
		||||
  virtual void update(const void *data) = 0;
 | 
			
		||||
  virtual void bind(int slot) = 0;
 | 
			
		||||
  virtual void unbind(void) = 0;
 | 
			
		||||
 | 
			
		||||
  /** Used to defer data upload at drawing time.
 | 
			
		||||
   * This is useful if the thread has no context bound.
 | 
			
		||||
   * This transfers ownership to this UniformBuf. */
 | 
			
		||||
  void attach_data(void *data)
 | 
			
		||||
  {
 | 
			
		||||
    data_ = data;
 | 
			
		||||
  }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#undef DEBUG_NAME_LEN
 | 
			
		||||
 | 
			
		||||
}  // namespace gpu
 | 
			
		||||
}  // namespace blender
 | 
			
		||||
@@ -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);
 | 
			
		||||
 
 | 
			
		||||
@@ -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. */
 | 
			
		||||
 
 | 
			
		||||
@@ -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. */
 | 
			
		||||
 
 | 
			
		||||
@@ -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
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										126
									
								
								source/blender/gpu/opengl/gl_uniform_buffer.cc
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										126
									
								
								source/blender/gpu/opengl/gl_uniform_buffer.cc
									
									
									
									
									
										Normal file
									
								
							@@ -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
 | 
			
		||||
							
								
								
									
										55
									
								
								source/blender/gpu/opengl/gl_uniform_buffer.hh
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										55
									
								
								source/blender/gpu/opengl/gl_uniform_buffer.hh
									
									
									
									
									
										Normal file
									
								
							@@ -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
 | 
			
		||||
		Reference in New Issue
	
	Block a user