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blender-archive/source/blender/gpu/opengl/gl_storage_buffer.cc
Clément Foucault fe195f51d1 GPUStorageBuf: Add read() function to readback buffer data to host
This is not expected to be fast. This is only for inspecting the content
of the buffer for debugging or validation purpose.
2022-08-30 22:26:11 +02:00

189 lines
4.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "BLI_string.h"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_storage_buffer.hh"
#include "gl_vertex_buffer.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLStorageBuf::GLStorageBuf(size_t size, GPUUsageType usage, const char *name)
: StorageBuf(size, name)
{
usage_ = usage;
/* Do not create UBO GL buffer here to allow allocation from any thread. */
BLI_assert(size <= GLContext::max_ssbo_size);
}
GLStorageBuf::~GLStorageBuf()
{
GLContext::buf_free(ssbo_id_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Data upload / update
* \{ */
void GLStorageBuf::init()
{
BLI_assert(GLContext::get());
glGenBuffers(1, &ssbo_id_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glBufferData(GL_SHADER_STORAGE_BUFFER, size_in_bytes_, nullptr, to_gl(this->usage_));
debug::object_label(GL_SHADER_STORAGE_BUFFER, ssbo_id_, name_);
}
void GLStorageBuf::update(const void *data)
{
if (ssbo_id_ == 0) {
this->init();
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Usage
* \{ */
void GLStorageBuf::bind(int slot)
{
if (slot >= GLContext::max_ssbo_binds) {
fprintf(
stderr,
"Error: Trying to bind \"%s\" ssbo to slot %d which is above the reported limit of %d.\n",
name_,
slot,
GLContext::max_ssbo_binds);
return;
}
if (ssbo_id_ == 0) {
this->init();
}
if (data_ != nullptr) {
this->update(data_);
MEM_SAFE_FREE(data_);
}
slot_ = slot;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, ssbo_id_);
#ifdef DEBUG
BLI_assert(slot < 16);
/* TODO */
// GLContext::get()->bound_ssbo_slots |= 1 << slot;
#endif
}
void GLStorageBuf::bind_as(GLenum target)
{
BLI_assert_msg(ssbo_id_ != 0,
"Trying to use storage buf as indirect buffer but buffer was never filled.");
glBindBuffer(target, ssbo_id_);
}
void GLStorageBuf::unbind()
{
#ifdef DEBUG
/* NOTE: This only unbinds the last bound slot. */
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, 0);
/* Hope that the context did not change. */
/* TODO */
// GLContext::get()->bound_ssbo_slots &= ~(1 << slot_);
#endif
slot_ = 0;
}
void GLStorageBuf::clear(eGPUTextureFormat internal_format, eGPUDataFormat data_format, void *data)
{
if (ssbo_id_ == 0) {
this->init();
}
if (GLContext::direct_state_access_support) {
glClearNamedBufferData(ssbo_id_,
to_gl_internal_format(internal_format),
to_gl_data_format(internal_format),
to_gl(data_format),
data);
}
else {
/* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glClearBufferData(GL_SHADER_STORAGE_BUFFER,
to_gl_internal_format(internal_format),
to_gl_data_format(internal_format),
to_gl(data_format),
data);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
}
void GLStorageBuf::copy_sub(VertBuf *src_, uint dst_offset, uint src_offset, uint copy_size)
{
GLVertBuf *src = static_cast<GLVertBuf *>(src_);
GLStorageBuf *dst = this;
if (dst->ssbo_id_ == 0) {
dst->init();
}
if (src->vbo_id_ == 0) {
src->bind();
}
if (GLContext::direct_state_access_support) {
glCopyNamedBufferSubData(src->vbo_id_, dst->ssbo_id_, src_offset, dst_offset, copy_size);
}
else {
/* This binds the buffer to GL_ARRAY_BUFFER and upload the data if any. */
src->bind();
glBindBuffer(GL_COPY_WRITE_BUFFER, dst->ssbo_id_);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, copy_size);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
}
void GLStorageBuf::read(void *data)
{
if (ssbo_id_ == 0) {
this->init();
}
if (GLContext::direct_state_access_support) {
glGetNamedBufferSubData(ssbo_id_, 0, size_in_bytes_, data);
}
else {
/* This binds the buffer to GL_ARRAY_BUFFER and upload the data if any. */
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
}
/** \} */
} // namespace blender::gpu