This allows using the Graphic API to copy buffer data. The GPU module do not expose untyped buffers even if that's what most API do, so the copy function need to be strongly typed. Contains GL backend implementation.
174 lines
4.3 KiB
C++
174 lines
4.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "BKE_global.h"
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#include "BLI_string.h"
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#include "gpu_backend.hh"
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#include "gpu_context_private.hh"
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#include "gl_backend.hh"
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#include "gl_debug.hh"
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#include "gl_storage_buffer.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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GLStorageBuf::GLStorageBuf(size_t size, GPUUsageType usage, const char *name)
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: StorageBuf(size, name)
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{
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usage_ = usage;
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/* Do not create UBO GL buffer here to allow allocation from any thread. */
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BLI_assert(size <= GLContext::max_ssbo_size);
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}
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GLStorageBuf::~GLStorageBuf()
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{
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GLContext::buf_free(ssbo_id_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Data upload / update
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* \{ */
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void GLStorageBuf::init()
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{
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BLI_assert(GLContext::get());
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glGenBuffers(1, &ssbo_id_);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size_in_bytes_, nullptr, to_gl(this->usage_));
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debug::object_label(GL_SHADER_STORAGE_BUFFER, ssbo_id_, name_);
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}
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void GLStorageBuf::update(const void *data)
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{
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if (ssbo_id_ == 0) {
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this->init();
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}
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, size_in_bytes_, data);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Usage
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* \{ */
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void GLStorageBuf::bind(int slot)
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{
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if (slot >= GLContext::max_ssbo_binds) {
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fprintf(
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stderr,
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"Error: Trying to bind \"%s\" ssbo to slot %d which is above the reported limit of %d.",
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name_,
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slot,
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GLContext::max_ssbo_binds);
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return;
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}
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if (ssbo_id_ == 0) {
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this->init();
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}
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if (data_ != nullptr) {
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this->update(data_);
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MEM_SAFE_FREE(data_);
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}
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slot_ = slot;
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, ssbo_id_);
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#ifdef DEBUG
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BLI_assert(slot < 16);
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/* TODO */
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// GLContext::get()->bound_ssbo_slots |= 1 << slot;
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#endif
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}
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void GLStorageBuf::bind_as(GLenum target)
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{
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BLI_assert_msg(ssbo_id_ != 0,
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"Trying to use storage buf as indirect buffer but buffer was never filled.");
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glBindBuffer(target, ssbo_id_);
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}
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void GLStorageBuf::unbind()
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{
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#ifdef DEBUG
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/* NOTE: This only unbinds the last bound slot. */
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, 0);
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/* Hope that the context did not change. */
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/* TODO */
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// GLContext::get()->bound_ssbo_slots &= ~(1 << slot_);
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#endif
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slot_ = 0;
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}
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void GLStorageBuf::clear(eGPUTextureFormat internal_format, eGPUDataFormat data_format, void *data)
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{
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if (ssbo_id_ == 0) {
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this->init();
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}
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if (GLContext::direct_state_access_support) {
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glClearNamedBufferData(ssbo_id_,
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to_gl_internal_format(internal_format),
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to_gl_data_format(internal_format),
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to_gl(data_format),
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data);
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}
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else {
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/* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
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glClearBufferData(GL_SHADER_STORAGE_BUFFER,
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to_gl_internal_format(internal_format),
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to_gl_data_format(internal_format),
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to_gl(data_format),
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data);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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}
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void GLStorageBuf::copy_sub(VertBuf *src_, uint dst_offset, uint src_offset, uint copy_size)
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{
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GLVertBuf *src = static_cast<GLVertBuf *>(src_);
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GLStorageBuf *dst = this;
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if (dst->ssbo_id_ == 0) {
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dst->init();
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}
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if (src->vbo_id_ == 0) {
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src->bind();
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}
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if (GLContext::direct_state_access_support) {
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glCopyNamedBufferSubData(src->vbo_id_, dst->ssbo_id_, src_offset, dst_offset, copy_size);
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}
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else {
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/* This binds the buffer to GL_ARRAY_BUFFER and upload the data if any. */
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src->bind();
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glBindBuffer(GL_COPY_WRITE_BUFFER, dst->ssbo_id_);
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glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, copy_size);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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}
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}
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/** \} */
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} // namespace blender::gpu
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