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.
256 lines
7.0 KiB
C++
256 lines
7.0 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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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) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "MEM_guardedalloc.h"
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#include <string.h>
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#include "BLI_blenlib.h"
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#include "BLI_math_base.h"
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#include "gpu_backend.hh"
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#include "gpu_node_graph.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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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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namespace blender::gpu {
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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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size_in_bytes_ = size;
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BLI_strncpy(name_, name, sizeof(name_));
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}
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UniformBuf::~UniformBuf()
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{
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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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*/
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static eGPUType get_padded_gpu_type(LinkData *link)
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{
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GPUInput *input = (GPUInput *)link->data;
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eGPUType gputype = input->type;
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/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
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if (gputype == GPU_VEC3 && (link->next != NULL) &&
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(((GPUInput *)link->next->data)->type != GPU_FLOAT)) {
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gputype = GPU_VEC4;
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}
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return gputype;
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}
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/**
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* Returns 1 if the first item should be after second item.
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* We make sure the vec4 uniforms come first.
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*/
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static int inputs_cmp(const void *a, const void *b)
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{
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const LinkData *link_a = (const LinkData *)a, *link_b = (const LinkData *)b;
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const GPUInput *input_a = (const GPUInput *)link_a->data;
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const GPUInput *input_b = (const GPUInput *)link_b->data;
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return input_a->type < input_b->type ? 1 : 0;
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}
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/**
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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 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 static 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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BLI_listbase_sort(inputs, inputs_cmp);
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/* Creates a lookup table for the different types; */
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LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL};
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eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
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LISTBASE_FOREACH (LinkData *, link, inputs) {
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GPUInput *input = (GPUInput *)link->data;
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if (input->type == GPU_MAT3) {
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/* Alignment for mat3 is not handled currently, so not supported */
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BLI_assert(!"mat3 not supported in UBO");
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continue;
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}
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if (input->type > MAX_UBO_GPU_TYPE) {
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BLI_assert(!"GPU type not supported in UBO");
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continue;
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}
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if (input->type == cur_type) {
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continue;
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}
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inputs_lookup[input->type] = link;
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cur_type = input->type;
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}
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/* If there is no GPU_VEC3 there is no need for alignment. */
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if (inputs_lookup[GPU_VEC3] == NULL) {
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return;
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}
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LinkData *link = inputs_lookup[GPU_VEC3];
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while (link != NULL && ((GPUInput *)link->data)->type == GPU_VEC3) {
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LinkData *link_next = link->next;
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/* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
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if ((link_next == NULL) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
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break;
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}
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/* If there is a float, move it next to current vec3. */
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if (inputs_lookup[GPU_FLOAT] != NULL) {
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LinkData *float_input = inputs_lookup[GPU_FLOAT];
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inputs_lookup[GPU_FLOAT] = float_input->next;
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BLI_remlink(inputs, float_input);
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BLI_insertlinkafter(inputs, link, float_input);
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}
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link = link_next;
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}
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#undef MAX_UBO_GPU_TYPE
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}
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static inline size_t buffer_size_from_list(ListBase *inputs)
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{
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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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}
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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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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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GPUInput *input = (GPUInput *)link->data;
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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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}
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/** \} */
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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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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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reinterpret_cast<UniformBuf *>(ubo)->update(data);
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}
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void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
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{
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reinterpret_cast<UniformBuf *>(ubo)->bind(slot);
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}
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void GPU_uniformbuf_unbind(GPUUniformBuf *ubo)
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{
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reinterpret_cast<UniformBuf *>(ubo)->unbind();
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}
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void GPU_uniformbuf_unbind_all(void)
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{
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/* FIXME */
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}
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/** \} */
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