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blender-archive/source/blender/gpu/opengl/gl_index_buffer.cc
Germano Cavalcante 69677827ff Fix #104347: Loop Cut Tool becomes impressive with GPU Subdivision
When updating a mesh, the GPU Subdivision code makes calls to
`GPU_indexbuf_bind_as_ssbo()`.

This may cause the current VAO index buffer to change due to calls from
`glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in
`GPU_indexbuf_bind_as_ssbo()`.

The solution is to unbind the VAO (by calling `glBindVertexArray(0)`)
before creating the index buffer IBO.

Co-authored-by: Germano Cavalcante <grmncv@gmail.com>
Pull Request #104873
2023-02-17 14:30:29 +01:00

89 lines
2.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "gl_context.hh"
#include "gl_index_buffer.hh"
namespace blender::gpu {
GLIndexBuf::~GLIndexBuf()
{
GLContext::buf_free(ibo_id_);
}
void GLIndexBuf::bind()
{
if (is_subrange_) {
static_cast<GLIndexBuf *>(src_)->bind();
return;
}
const bool allocate_on_device = ibo_id_ == 0;
if (allocate_on_device) {
glGenBuffers(1, &ibo_id_);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_);
if (data_ != nullptr || allocate_on_device) {
size_t size = this->size_get();
/* Sends data to GPU. */
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data_, GL_STATIC_DRAW);
/* No need to keep copy of data in system memory. */
MEM_SAFE_FREE(data_);
}
}
void GLIndexBuf::bind_as_ssbo(uint binding)
{
if (ibo_id_ == 0 || data_ != nullptr) {
/* Calling `glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` changes the index buffer
* of the currently bound VAO.
*
* In the OpenGL backend, the VAO state persists even after `GLVertArray::update_bindings`
* is called.
*
* NOTE: For safety, we could call `glBindVertexArray(0)` right after drawing a `GPUBatch`.
* However, for performance reasons, we have chosen not to do so. */
glBindVertexArray(0);
bind();
}
BLI_assert(ibo_id_ != 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ibo_id_);
}
void GLIndexBuf::read(uint32_t *data) const
{
BLI_assert(is_active());
void *buffer = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
memcpy(data, buffer, size_get());
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
bool GLIndexBuf::is_active() const
{
if (!ibo_id_) {
return false;
}
int active_ibo_id = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &active_ibo_id);
return ibo_id_ == active_ibo_id;
}
void GLIndexBuf::upload_data()
{
bind();
}
void GLIndexBuf::update_sub(uint start, uint len, const void *data)
{
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, start, len, data);
}
} // namespace blender::gpu