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blender-archive/source/blender/gpu/opengl/gl_uniform_buffer.cc
Clément Foucault 53a806f6df GPU: Move UBO binding validation to GL backend
This also make the validation quicker by tracking the currently
bound slots.
2020-09-01 12:03:52 +02:00

133 lines
3.2 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 "BKE_global.h"
#include "BLI_string.h"
#include "GPU_extensions.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gl_backend.hh"
#include "gl_uniform_buffer.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
{
/* Do not create ubo GL buffer here to allow allocation from any thread. */
}
GLUniformBuf::~GLUniformBuf()
{
GLBackend::get()->buf_free(ubo_id_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Data upload / update
* \{ */
void GLUniformBuf::init(void)
{
BLI_assert(GPU_context_active_get());
glGenBuffers(1, &ubo_id_);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, NULL, GL_DYNAMIC_DRAW);
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "UBO-%s", name_);
glObjectLabel(GL_BUFFER, ubo_id_, -1, sh_name);
}
#endif
}
void GLUniformBuf::update(const void *data)
{
if (ubo_id_ == 0) {
this->init();
}
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Usage
* \{ */
void GLUniformBuf::bind(int slot)
{
if (slot >= GPU_max_ubo_binds()) {
fprintf(stderr,
"Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.",
name_,
slot,
GPU_max_ubo_binds());
return;
}
if (ubo_id_ == 0) {
this->init();
}
if (data_ != NULL) {
this->update(data_);
MEM_SAFE_FREE(data_);
}
slot_ = slot;
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, ubo_id_);
#ifdef DEBUG
BLI_assert(slot < 16);
static_cast<GLContext *>(GPU_context_active_get())->bound_ubo_slots |= 1 << slot;
#endif
}
void GLUniformBuf::unbind(void)
{
#ifdef DEBUG
/* NOTE: This only unbinds the last bound slot. */
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0);
/* Hope that the context did not change. */
static_cast<GLContext *>(GPU_context_active_get())->bound_ubo_slots &= ~(1 << slot_);
#endif
slot_ = 0;
}
/** \} */
} // namespace blender::gpu