350 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			350 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 */
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "gpu_codegen.h"
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#include "gpu_context_private.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "GPU_material.h"
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#include "GPU_uniformbuffer.h"
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typedef enum eGPUUniformBufferFlag {
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  GPU_UBO_FLAG_INITIALIZED = (1 << 0),
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  GPU_UBO_FLAG_DIRTY = (1 << 1),
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} eGPUUniformBufferFlag;
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typedef enum eGPUUniformBufferType {
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  GPU_UBO_STATIC = 0,
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  GPU_UBO_DYNAMIC = 1,
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} eGPUUniformBufferType;
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struct GPUUniformBuffer {
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  int size;        /* in bytes */
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  GLuint bindcode; /* opengl identifier for UBO */
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  int bindpoint;   /* current binding point */
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  eGPUUniformBufferType type;
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};
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#define GPUUniformBufferStatic GPUUniformBuffer
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typedef struct GPUUniformBufferDynamic {
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  GPUUniformBuffer buffer;
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  void *data; /* Continuous memory block to copy to GPU. */
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  char flag;
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} GPUUniformBufferDynamic;
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/* Prototypes */
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static eGPUType get_padded_gpu_type(struct LinkData *link);
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static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs);
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/* Only support up to this type, if you want to extend it, make sure the
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 * padding logic is correct for the new types. */
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#define MAX_UBO_GPU_TYPE GPU_MAT4
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static void gpu_uniformbuffer_initialize(GPUUniformBuffer *ubo, const void *data)
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{
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  glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
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  glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
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  glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
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{
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  GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic");
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  ubo->size = size;
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  ubo->bindpoint = -1;
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  /* Generate Buffer object */
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  ubo->bindcode = GPU_buf_alloc();
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  if (!ubo->bindcode) {
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    if (err_out) {
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      BLI_strncpy(err_out, "GPUUniformBuffer: UBO create failed", 256);
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    }
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    GPU_uniformbuffer_free(ubo);
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    return NULL;
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  }
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  if (ubo->size > GPU_max_ubo_size()) {
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    if (err_out) {
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      BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256);
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    }
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    GPU_uniformbuffer_free(ubo);
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    return NULL;
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  }
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  gpu_uniformbuffer_initialize(ubo, data);
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  return ubo;
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}
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/**
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 * Create dynamic UBO from parameters
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 * Return NULL if failed to create or if \param inputs: is empty.
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 *
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 * \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
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 */
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GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(ListBase *inputs, char err_out[256])
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{
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  /* There is no point on creating an UBO if there is no arguments. */
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  if (BLI_listbase_is_empty(inputs)) {
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    return NULL;
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  }
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  GPUUniformBufferDynamic *ubo = MEM_callocN(sizeof(GPUUniformBufferDynamic),
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                                             "GPUUniformBufferDynamic");
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  ubo->buffer.type = GPU_UBO_DYNAMIC;
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  ubo->buffer.bindpoint = -1;
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  ubo->flag = GPU_UBO_FLAG_DIRTY;
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  /* Generate Buffer object. */
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  ubo->buffer.bindcode = GPU_buf_alloc();
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  if (!ubo->buffer.bindcode) {
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    if (err_out) {
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      BLI_strncpy(err_out, "GPUUniformBuffer: UBO create failed", 256);
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    }
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    GPU_uniformbuffer_free(&ubo->buffer);
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    return NULL;
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  }
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  if (ubo->buffer.size > GPU_max_ubo_size()) {
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    if (err_out) {
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      BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256);
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    }
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    GPU_uniformbuffer_free(&ubo->buffer);
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    return NULL;
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  }
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  /* Make sure we comply to the ubo alignment requirements. */
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  gpu_uniformbuffer_inputs_sort(inputs);
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  for (LinkData *link = inputs->first; link; link = link->next) {
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    const eGPUType gputype = get_padded_gpu_type(link);
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    ubo->buffer.size += gputype * sizeof(float);
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  }
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  /* Allocate the data. */
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  ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
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  /* Now that we know the total ubo size we can start populating it. */
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  float *offset = ubo->data;
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  for (LinkData *link = inputs->first; link; link = link->next) {
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    GPUInput *input = link->data;
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    memcpy(offset, input->vec, input->type * sizeof(float));
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    offset += get_padded_gpu_type(link);
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  }
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  /* Note since we may create the UBOs in the CPU in a different thread than the main drawing one,
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   * we don't create the UBO in the GPU here. This will happen when we first bind the UBO.
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   */
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  return &ubo->buffer;
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}
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/**
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 * Free the data
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 */
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static void gpu_uniformbuffer_dynamic_free(GPUUniformBuffer *ubo_)
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{
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  BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
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  GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
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  ubo->buffer.size = 0;
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  if (ubo->data) {
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    MEM_freeN(ubo->data);
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  }
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}
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void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
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{
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  if (ubo->type == GPU_UBO_DYNAMIC) {
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    gpu_uniformbuffer_dynamic_free(ubo);
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  }
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  GPU_buf_free(ubo->bindcode);
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  MEM_freeN(ubo);
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}
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static void gpu_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
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{
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  glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
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  glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
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  glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
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{
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  BLI_assert(ubo->type == GPU_UBO_STATIC);
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  gpu_uniformbuffer_update(ubo, data);
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}
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/**
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 * We need to recalculate the internal data, and re-generate it
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 * from its populated items.
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 */
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void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_)
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{
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  BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
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  GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
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  if (ubo->flag & GPU_UBO_FLAG_INITIALIZED) {
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    gpu_uniformbuffer_update(ubo_, ubo->data);
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  }
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  else {
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    ubo->flag |= GPU_UBO_FLAG_INITIALIZED;
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    gpu_uniformbuffer_initialize(ubo_, ubo->data);
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  }
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  ubo->flag &= ~GPU_UBO_FLAG_DIRTY;
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}
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/**
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 * We need to pad some data types (vec3) on the C side
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 * To match the GPU expected memory block alignment.
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 */
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static eGPUType get_padded_gpu_type(LinkData *link)
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{
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  GPUInput *input = link->data;
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  eGPUType gputype = input->type;
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  /* Unless the vec3 is followed by a float we need to treat it as a vec4. */
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  if (gputype == GPU_VEC3 && (link->next != NULL) &&
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      (((GPUInput *)link->next->data)->type != GPU_FLOAT)) {
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    gputype = GPU_VEC4;
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  }
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  return gputype;
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}
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/**
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 * Returns 1 if the first item shold be after second item.
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 * We make sure the vec4 uniforms come first.
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 */
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static int inputs_cmp(const void *a, const void *b)
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{
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  const LinkData *link_a = a, *link_b = b;
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  const GPUInput *input_a = link_a->data, *input_b = link_b->data;
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  return input_a->type < input_b->type ? 1 : 0;
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}
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/**
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 * Make sure we respect the expected alignment of UBOs.
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 * mat4, vec4, pad vec3 as vec4, then vec2, then floats.
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 */
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static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
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{
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  /* Order them as mat4, vec4, vec3, vec2, float. */
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  BLI_listbase_sort(inputs, inputs_cmp);
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  /* Creates a lookup table for the different types; */
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  LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL};
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  eGPUType cur_type = MAX_UBO_GPU_TYPE + 1;
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  for (LinkData *link = inputs->first; link; link = link->next) {
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    GPUInput *input = link->data;
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    if (input->type == GPU_MAT3) {
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      /* Alignment for mat3 is not handled currently, so not supported */
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      BLI_assert(!"mat3 not supported in UBO");
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      continue;
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    }
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    else if (input->type > MAX_UBO_GPU_TYPE) {
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      BLI_assert(!"GPU type not supported in UBO");
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      continue;
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    }
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    if (input->type == cur_type) {
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      continue;
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    }
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    else {
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      inputs_lookup[input->type] = link;
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      cur_type = input->type;
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    }
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  }
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  /* If there is no GPU_VEC3 there is no need for alignment. */
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  if (inputs_lookup[GPU_VEC3] == NULL) {
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    return;
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  }
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  LinkData *link = inputs_lookup[GPU_VEC3];
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  while (link != NULL && ((GPUInput *)link->data)->type == GPU_VEC3) {
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    LinkData *link_next = link->next;
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    /* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
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    if ((link_next == NULL) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
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      break;
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    }
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    /* If there is a float, move it next to current vec3. */
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    if (inputs_lookup[GPU_FLOAT] != NULL) {
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      LinkData *float_input = inputs_lookup[GPU_FLOAT];
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      inputs_lookup[GPU_FLOAT] = float_input->next;
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      BLI_remlink(inputs, float_input);
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      BLI_insertlinkafter(inputs, link, float_input);
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    }
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    link = link_next;
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  }
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}
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void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
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{
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  if (number >= GPU_max_ubo_binds()) {
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    fprintf(stderr, "Not enough UBO slots.\n");
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    return;
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  }
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  if (ubo->type == GPU_UBO_DYNAMIC) {
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    GPUUniformBufferDynamic *ubo_dynamic = (GPUUniformBufferDynamic *)ubo;
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    if (ubo_dynamic->flag & GPU_UBO_FLAG_DIRTY) {
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      GPU_uniformbuffer_dynamic_update(ubo);
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    }
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  }
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  if (ubo->bindcode != 0) {
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    glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
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  }
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  ubo->bindpoint = number;
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}
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void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo)
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{
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  ubo->bindpoint = -1;
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}
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int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
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{
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  return ubo->bindpoint;
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}
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#undef MAX_UBO_GPU_TYPE
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