/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "BLI_string.h" #include "gpu_context_private.hh" #include "gl_debug.hh" #include "gl_texture.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(); } glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_); glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data); glBindBuffer(GL_UNIFORM_BUFFER, 0); } void GLUniformBuf::clear_to_zero() { if (ubo_id_ == 0) { this->init(); } uint32_t data = 0; eGPUTextureFormat internal_format = GPU_R32UI; eGPUDataFormat data_format = GPU_DATA_UINT; if (GLContext::direct_state_access_support) { glClearNamedBufferData(ubo_id_, to_gl_internal_format(internal_format), to_gl_data_format(internal_format), to_gl(data_format), &data); } else { /* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */ glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_); glClearBufferData(GL_UNIFORM_BUFFER, to_gl_internal_format(internal_format), to_gl_data_format(internal_format), to_gl(data_format), &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.\n", name_, slot, GLContext::max_ubo_binds); return; } if (ubo_id_ == 0) { this->init(); } 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::bind_as_ssbo(int slot) { if (ubo_id_ == 0) { this->init(); } if (data_ != nullptr) { this->update(data_); MEM_SAFE_FREE(data_); } glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, ubo_id_); } void GLUniformBuf::unbind() { #ifdef DEBUG /* 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_); #endif slot_ = 0; } /** \} */ } // namespace blender::gpu