While \file doesn't need an argument, it can't have another doxy command after it.
		
			
				
	
	
		
			338 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			338 lines
		
	
	
		
			8.9 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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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #include <string.h>
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| #include "MEM_guardedalloc.h"
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| 
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| #include "BLI_blenlib.h"
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| 
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| #include "gpu_codegen.h"
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| #include "gpu_context_private.h"
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #define GPUUniformBufferStatic GPUUniformBuffer
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	/* Generate Buffer object */
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| 	ubo->bindcode = GPU_buf_alloc();
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| 
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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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| 
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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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| 
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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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| /**
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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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| 
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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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| 
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| 	/* Generate Buffer object. */
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| 	ubo->buffer.bindcode = GPU_buf_alloc();
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	/* Allocate the data. */
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| 	ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
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| 
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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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| 
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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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| 
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| 	return &ubo->buffer;
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| }
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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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| 
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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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| 
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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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| 
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| 	GPU_buf_free(ubo->bindcode);
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| 	MEM_freeN(ubo);
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| }
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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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| 
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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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| /**
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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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| 
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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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| 
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| 	ubo->flag &= ~GPU_UBO_FLAG_DIRTY;
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| }
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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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| 
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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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| 
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| 	return gputype;
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| }
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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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| /**
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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) ||
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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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| 
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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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| 
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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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| 
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| 		link = link_next;
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| 	}
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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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| 
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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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| 
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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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| 
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| 	ubo->bindpoint = number;
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| }
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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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| 
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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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| 
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| #undef MAX_UBO_GPU_TYPE
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