This is to improve debugging on older hardware that may not support 4.3 debug capabilities (like Macs). This avoids sprinkling glGetErrors manually. This might still be needed to find the root cause since not all functions are covered. This overrides the functions pointers that GLEW have already init. This is only enabled if using --debug-gpu option and the debug extension are not available. This also cleanup the usage of GLContext::debug_layer_support and use wrapper to set object labels.
127 lines
3.0 KiB
C++
127 lines
3.0 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) 2020 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 "BKE_global.h"
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#include "BLI_string.h"
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#include "gpu_backend.hh"
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#include "gpu_context_private.hh"
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#include "gl_backend.hh"
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#include "gl_debug.hh"
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#include "gl_uniform_buffer.hh"
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
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{
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/* Do not create ubo GL buffer here to allow allocation from any thread. */
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BLI_assert(size <= GLContext::max_ubo_size);
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}
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GLUniformBuf::~GLUniformBuf()
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{
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GLContext::buf_free(ubo_id_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Data upload / update
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* \{ */
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void GLUniformBuf::init(void)
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{
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BLI_assert(GLContext::get());
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glGenBuffers(1, &ubo_id_);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
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glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, NULL, GL_DYNAMIC_DRAW);
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debug::object_label(GL_UNIFORM_BUFFER, ubo_id_, name_);
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}
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void GLUniformBuf::update(const void *data)
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{
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if (ubo_id_ == 0) {
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this->init();
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}
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Usage
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* \{ */
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void GLUniformBuf::bind(int slot)
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{
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if (slot >= GLContext::max_ubo_binds) {
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fprintf(stderr,
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"Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.",
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name_,
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slot,
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GLContext::max_ubo_binds);
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return;
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}
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if (ubo_id_ == 0) {
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this->init();
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}
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if (data_ != NULL) {
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this->update(data_);
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MEM_SAFE_FREE(data_);
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}
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slot_ = slot;
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glBindBufferBase(GL_UNIFORM_BUFFER, slot_, ubo_id_);
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#ifdef DEBUG
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BLI_assert(slot < 16);
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GLContext::get()->bound_ubo_slots |= 1 << slot;
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#endif
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}
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void GLUniformBuf::unbind(void)
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{
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#ifdef DEBUG
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/* NOTE: This only unbinds the last bound slot. */
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glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0);
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/* Hope that the context did not change. */
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GLContext::get()->bound_ubo_slots &= ~(1 << slot_);
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#endif
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slot_ = 0;
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}
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/** \} */
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} // namespace blender::gpu
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