The previous API for clearing storage buffers was following the OpenGL api. OpenGL has many options to support for data conversions, striding and sizzling. Metal and Vulkan don't have these features and we have to deal it ourselves. Blender internally only uses a tiny subset for what is possible in OpenGL. Making the current API to difficult to implement on our future platforms as we had to implement all cases, most even not used at all. By changing the API we make future development easier as we only need to implement what we are actually using. **New API** `GPU_storagebuf_clear(GPUStorageBuf* ssbo, uint32_t clear_value)` Related issue: #105492 Pull Request: blender/blender#105521
182 lines
4.4 KiB
C++
182 lines
4.4 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 "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.\n",
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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(uint32_t clear_value)
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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_, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, &clear_value);
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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(
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GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, &clear_value);
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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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void GLStorageBuf::read(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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glGetNamedBufferSubData(ssbo_id_, 0, size_in_bytes_, data);
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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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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
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glGetBufferSubData(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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} // namespace blender::gpu
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