A lot of code in codegen was used by previous GLSL system. Now most of it is not used due to all the things being written from scratch in 2.8 and we can clean most of it. As a side not this make the system a bit less flexible (no support for cubemaps, preview image, etc...) but can be extended again.
346 lines
9.1 KiB
C
346 lines
9.1 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): Clement Foucault.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gpu_uniformbuffer.c
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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 GPUUniformBufferFlag {
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GPU_UBO_FLAG_INITIALIZED = (1 << 0),
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GPU_UBO_FLAG_DIRTY = (1 << 1),
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} GPUUniformBufferFlag;
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typedef enum GPUUniformBufferType {
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GPU_UBO_STATIC = 0,
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GPU_UBO_DYNAMIC = 1,
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} GPUUniformBufferType;
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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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GPUUniformBufferType 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 GPUType 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_VEC4
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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_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
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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_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
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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), "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_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
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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_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
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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 GPUType 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 GPUType get_padded_gpu_type(LinkData *link)
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{
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GPUInput *input = link->data;
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GPUType 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 &&
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(link->next != NULL) &&
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(((GPUInput *)link->next->data)->type != GPU_FLOAT))
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{
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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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* 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 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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GPUType 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 == 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 aligment. */
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if ((link_next == NULL) ||
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((GPUInput *)link_next->data)->type == GPU_FLOAT)
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{
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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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