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blender-archive/source/blender/gpu/intern/gpu_uniformbuffer.c
Dalai Felinto f4bd416b34 Fix ubo vec3 alignment issue
This fixes the Principled shader in Eevee, among other nodes.

Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).

We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.

That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.

It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.

[1] - https://stackoverflow.com/questions/38172696
2017-08-18 12:21:02 +02:00

321 lines
8.4 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Clement Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gpu_uniformbuffer.c
* \ingroup gpu
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "gpu_codegen.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_material.h"
#include "GPU_uniformbuffer.h"
typedef enum GPUUniformBufferFlag {
GPU_UBO_FLAG_INITIALIZED = (1 << 0),
GPU_UBO_FLAG_DIRTY = (1 << 1),
} GPUUniformBufferFlag;
typedef enum GPUUniformBufferType {
GPU_UBO_STATIC = 0,
GPU_UBO_DYNAMIC = 1,
} GPUUniformBufferType;
struct GPUUniformBuffer {
int size; /* in bytes */
GLuint bindcode; /* opengl identifier for UBO */
int bindpoint; /* current binding point */
GPUUniformBufferType type;
};
#define GPUUniformBufferStatic GPUUniformBuffer
typedef struct GPUUniformBufferDynamic {
GPUUniformBuffer buffer;
ListBase items; /* GPUUniformBufferDynamicItem */
void *data;
char flag;
} GPUUniformBufferDynamic;
struct GPUUniformBufferDynamicItem {
struct GPUUniformBufferDynamicItem *next, *prev;
GPUType gputype;
float *data;
int size;
};
/* Prototypes */
static GPUType get_padded_gpu_type(struct LinkData *link);
static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs);
static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num);
static void gpu_uniformbuffer_initialize(GPUUniformBuffer *ubo, const void *data)
{
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
{
GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic");
ubo->size = size;
/* Generate Buffer object */
glGenBuffers(1, &ubo->bindcode);
if (!ubo->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
GPU_uniformbuffer_free(ubo);
return NULL;
}
if (ubo->size > GPU_max_ubo_size()) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
GPU_uniformbuffer_free(ubo);
return NULL;
}
gpu_uniformbuffer_initialize(ubo, data);
return ubo;
}
/**
* Create dynamic UBO from parameters
* Return NULL if failed to create or if \param inputs is empty.
*
* \param inputs ListBase of BLI_genericNodeN(GPUInput)
*/
GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(ListBase *inputs, char err_out[256])
{
/* There is no point on creating an UBO if there is no arguments. */
if (BLI_listbase_is_empty(inputs)) {
return NULL;
}
GPUUniformBufferDynamic *ubo = MEM_callocN(sizeof(GPUUniformBufferDynamic), "GPUUniformBufferDynamic");
ubo->buffer.type = GPU_UBO_DYNAMIC;
ubo->flag = GPU_UBO_FLAG_DIRTY;
/* Generate Buffer object. */
glGenBuffers(1, &ubo->buffer.bindcode);
if (!ubo->buffer.bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
GPU_uniformbuffer_free(&ubo->buffer);
return NULL;
}
if (ubo->buffer.size > GPU_max_ubo_size()) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
GPU_uniformbuffer_free(&ubo->buffer);
return NULL;
}
/* Make sure we comply to the ubo alignment requirements. */
gpu_uniformbuffer_inputs_sort(inputs);
for (LinkData *link = inputs->first; link; link = link->next) {
GPUInput *input = link->data;
GPUType gputype = get_padded_gpu_type(link);
gpu_uniformbuffer_populate(ubo, gputype, input->dynamicvec);
}
ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
/* Initialize buffer data. */
GPU_uniformbuffer_dynamic_update(&ubo->buffer);
return &ubo->buffer;
}
/**
* Free the data, and clean the items list.
*/
static void gpu_uniformbuffer_dynamic_reset(GPUUniformBufferDynamic *ubo)
{
ubo->buffer.size = 0;
if (ubo->data) {
MEM_freeN(ubo->data);
}
BLI_freelistN(&ubo->items);
}
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
{
if (ubo->type == GPU_UBO_DYNAMIC) {
gpu_uniformbuffer_dynamic_reset((GPUUniformBufferDynamic *)ubo);
}
glDeleteBuffers(1, &ubo->bindcode);
MEM_freeN(ubo);
}
static void gpu_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
BLI_assert(ubo->type == GPU_UBO_STATIC);
gpu_uniformbuffer_update(ubo, data);
}
/**
* We need to recalculate the internal data, and re-generate it
* from its populated items.
*/
void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_)
{
BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
float *offset = ubo->data;
for (GPUUniformBufferDynamicItem *item = ubo->items.first; item; item = item->next) {
memcpy(offset, item->data, item->size);
offset += item->gputype;
}
if (ubo->flag & GPU_UBO_FLAG_INITIALIZED) {
gpu_uniformbuffer_update(ubo_, ubo->data);
}
else {
ubo->flag |= GPU_UBO_FLAG_INITIALIZED;
gpu_uniformbuffer_initialize(ubo_, ubo->data);
}
ubo->flag &= ~GPU_UBO_FLAG_DIRTY;
}
/**
* We need to pad some data types (vec3) on the C side
* To match the GPU expected memory block alignment.
*/
static GPUType get_padded_gpu_type(LinkData *link)
{
GPUInput *input = link->data;
GPUType gputype = input->type;
/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
if (gputype == GPU_VEC3 &&
(link->next != NULL) &&
(((GPUInput *)link->next->data)->type != GPU_FLOAT))
{
gputype = GPU_VEC4;
}
return gputype;
}
/**
* Returns 1 if the first item shold be after second item.
* We make sure the vec4 uniforms come first.
*/
static int inputs_cmp(const void *a, const void *b)
{
const LinkData *link_a = a, *link_b = b;
const GPUInput *input_a = link_a->data, *input_b = link_b->data;
return input_a->type < input_b->type ? 1 : 0;
}
/**
* Make sure we respect the expected alignment of UBOs.
* vec4, pad vec3 as vec4, then vec2, then floats.
*/
static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
{
BLI_listbase_sort(inputs, inputs_cmp);
}
/**
* This may now happen from the main thread, so we can't update the UBO
* We simply flag it as dirty
*/
static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num)
{
BLI_assert(gputype <= GPU_VEC4);
GPUUniformBufferDynamicItem *item = MEM_callocN(sizeof(GPUUniformBufferDynamicItem), __func__);
item->gputype = gputype;
item->data = num;
item->size = gputype * sizeof(float);
ubo->buffer.size += item->size;
ubo->flag |= GPU_UBO_FLAG_DIRTY;
BLI_addtail(&ubo->items, item);
return item;
}
void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
{
if (number >= GPU_max_ubo_binds()) {
fprintf(stderr, "Not enough UBO slots.\n");
return;
}
if (ubo->type == GPU_UBO_DYNAMIC) {
GPUUniformBufferDynamic *ubo_dynamic = (GPUUniformBufferDynamic *)ubo;
if (ubo_dynamic->flag & GPU_UBO_FLAG_DIRTY) {
GPU_uniformbuffer_dynamic_update(ubo);
}
}
if (ubo->bindcode != 0) {
glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
}
ubo->bindpoint = number;
}
int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
{
return ubo->bindpoint;
}
void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo_) {
BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
ubo->flag |= GPU_UBO_FLAG_DIRTY;
}