This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/intern/gpu_uniform_buffer.cc
Clément Foucault 171b36683a GPUExtensions: GL backend isolation
This is part of the Vulkan task T68990.

This commits changes a few things:
- Rename extensions to capabilities (but left the file name untouched).
- Cubemap mip render workaround detection is rewritten using gl
  commands to avoid using the GPU API before initialization.
- Put all the capabilities that are only relevant for the GL backend
  inside GLContext as static variables.
- Cleanup the names of the limit variables.
- Separate all GL related workaround search inside the GL module.
2020-09-07 19:37:04 +02:00

256 lines
7.0 KiB
C++

/*
* 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 "MEM_guardedalloc.h"
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#include "gpu_backend.hh"
#include "gpu_node_graph.h"
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "GPU_uniform_buffer.h"
#include "gpu_uniform_buffer_private.hh"
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
namespace blender::gpu {
UniformBuf::UniformBuf(size_t size, const char *name)
{
/* Make sure that UBO is padded to size of vec4 */
BLI_assert((size % 16) == 0);
size_in_bytes_ = size;
BLI_strncpy(name_, name, sizeof(name_));
}
UniformBuf::~UniformBuf()
{
MEM_SAFE_FREE(data_);
}
} // namespace blender::gpu
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform buffer from GPUInput list
* \{ */
/**
* We need to pad some data types (vec3) on the C side
* To match the GPU expected memory block alignment.
*/
static eGPUType get_padded_gpu_type(LinkData *link)
{
GPUInput *input = (GPUInput *)link->data;
eGPUType gputype = input->type;
/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
if (gputype == GPU_VEC3 && (link->next != NULL) &&
(((GPUInput *)link->next->data)->type != GPU_FLOAT)) {
gputype = GPU_VEC4;
}
return gputype;
}
/**
* Returns 1 if the first item should 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 = (const LinkData *)a, *link_b = (const LinkData *)b;
const GPUInput *input_a = (const GPUInput *)link_a->data;
const GPUInput *input_b = (const GPUInput *)link_b->data;
return input_a->type < input_b->type ? 1 : 0;
}
/**
* Make sure we respect the expected alignment of UBOs.
* mat4, vec4, pad vec3 as vec4, then vec2, then floats.
*/
static void buffer_from_list_inputs_sort(ListBase *inputs)
{
/* Only support up to this type, if you want to extend it, make sure static void
* inputs_sobuffer_size_compute *inputs) padding logic is correct for the new types. */
#define MAX_UBO_GPU_TYPE GPU_MAT4
/* Order them as mat4, vec4, vec3, vec2, float. */
BLI_listbase_sort(inputs, inputs_cmp);
/* Creates a lookup table for the different types; */
LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL};
eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
LISTBASE_FOREACH (LinkData *, link, inputs) {
GPUInput *input = (GPUInput *)link->data;
if (input->type == GPU_MAT3) {
/* Alignment for mat3 is not handled currently, so not supported */
BLI_assert(!"mat3 not supported in UBO");
continue;
}
if (input->type > MAX_UBO_GPU_TYPE) {
BLI_assert(!"GPU type not supported in UBO");
continue;
}
if (input->type == cur_type) {
continue;
}
inputs_lookup[input->type] = link;
cur_type = input->type;
}
/* If there is no GPU_VEC3 there is no need for alignment. */
if (inputs_lookup[GPU_VEC3] == NULL) {
return;
}
LinkData *link = inputs_lookup[GPU_VEC3];
while (link != NULL && ((GPUInput *)link->data)->type == GPU_VEC3) {
LinkData *link_next = link->next;
/* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
if ((link_next == NULL) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
break;
}
/* If there is a float, move it next to current vec3. */
if (inputs_lookup[GPU_FLOAT] != NULL) {
LinkData *float_input = inputs_lookup[GPU_FLOAT];
inputs_lookup[GPU_FLOAT] = float_input->next;
BLI_remlink(inputs, float_input);
BLI_insertlinkafter(inputs, link, float_input);
}
link = link_next;
}
#undef MAX_UBO_GPU_TYPE
}
static inline size_t buffer_size_from_list(ListBase *inputs)
{
size_t buffer_size = 0;
LISTBASE_FOREACH (LinkData *, link, inputs) {
const eGPUType gputype = get_padded_gpu_type(link);
buffer_size += gputype * sizeof(float);
}
/* Round up to size of vec4. (Opengl Requirement) */
size_t alignment = sizeof(float[4]);
buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
return buffer_size;
}
static inline void buffer_fill_from_list(void *data, ListBase *inputs)
{
/* Now that we know the total ubo size we can start populating it. */
float *offset = (float *)data;
LISTBASE_FOREACH (LinkData *, link, inputs) {
GPUInput *input = (GPUInput *)link->data;
memcpy(offset, input->vec, input->type * sizeof(float));
offset += get_padded_gpu_type(link);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
using namespace blender::gpu;
GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
{
UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(size, name);
/* Direct init. */
if (data != NULL) {
ubo->update(data);
}
return reinterpret_cast<GPUUniformBuf *>(ubo);
}
/**
* Create UBO from inputs list.
* Return NULL if failed to create or if \param inputs: is empty.
*
* \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
*/
GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name)
{
/* There is no point on creating an UBO if there is no arguments. */
if (BLI_listbase_is_empty(inputs)) {
return NULL;
}
buffer_from_list_inputs_sort(inputs);
size_t buffer_size = buffer_size_from_list(inputs);
void *data = MEM_mallocN(buffer_size, __func__);
buffer_fill_from_list(data, inputs);
UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(buffer_size, name);
/* Defer data upload. */
ubo->attach_data(data);
return reinterpret_cast<GPUUniformBuf *>(ubo);
}
void GPU_uniformbuf_free(GPUUniformBuf *ubo)
{
delete reinterpret_cast<UniformBuf *>(ubo);
}
void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data)
{
reinterpret_cast<UniformBuf *>(ubo)->update(data);
}
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
{
reinterpret_cast<UniformBuf *>(ubo)->bind(slot);
}
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo)
{
reinterpret_cast<UniformBuf *>(ubo)->unbind();
}
void GPU_uniformbuf_unbind_all(void)
{
/* FIXME */
}
/** \} */