Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
112 lines
2.3 KiB
C++
112 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 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_uniform_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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GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
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{
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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_ubo_size);
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}
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GLUniformBuf::~GLUniformBuf()
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{
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GLContext::buf_free(ubo_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 GLUniformBuf::init()
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{
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BLI_assert(GLContext::get());
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glGenBuffers(1, &ubo_id_);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
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glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, nullptr, GL_DYNAMIC_DRAW);
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debug::object_label(GL_UNIFORM_BUFFER, ubo_id_, name_);
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}
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void GLUniformBuf::update(const void *data)
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{
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if (ubo_id_ == 0) {
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this->init();
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}
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
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glBindBuffer(GL_UNIFORM_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 GLUniformBuf::bind(int slot)
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{
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if (slot >= GLContext::max_ubo_binds) {
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fprintf(stderr,
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"Error: Trying to bind \"%s\" ubo 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_ubo_binds);
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return;
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}
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if (ubo_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_UNIFORM_BUFFER, slot_, ubo_id_);
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#ifdef DEBUG
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BLI_assert(slot < 16);
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GLContext::get()->bound_ubo_slots |= 1 << slot;
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#endif
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}
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void GLUniformBuf::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_UNIFORM_BUFFER, slot_, 0);
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/* Hope that the context did not change. */
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GLContext::get()->bound_ubo_slots &= ~(1 << slot_);
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#endif
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slot_ = 0;
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}
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/** \} */
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} // namespace blender::gpu
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