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authorClément Foucault <foucault.clem@gmail.com>2018-03-10 01:50:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-10 04:18:25 +0300
commit41abbc271c58cdbd24a4e919c102e6bd1c7b64b3 (patch)
tree5a58e94486b95db96049c5af4ccdee890ebafdaf /source/blender/draw/intern
parentdfd8a52cd2e83b350e75cf69ee96d347e921ce26 (diff)
DRW: Change UBOs binding logic.
Use the same logic than textures. Also reset bindings only on shader changes.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_manager.c8
-rw-r--r--source/blender/draw/intern/draw_manager.h2
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c36
3 files changed, 37 insertions, 9 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 703aad2ec39..2f8cf04f476 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -438,6 +438,12 @@ static void drw_viewport_var_init(void)
if (DST.RST.bound_tex_slots == NULL) {
DST.RST.bound_tex_slots = MEM_callocN(sizeof(bool) * GPU_max_textures(), "Bound Texture Slots");
}
+ if (DST.RST.bound_ubos == NULL) {
+ DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
+ }
+ if (DST.RST.bound_ubo_slots == NULL) {
+ DST.RST.bound_ubo_slots = MEM_callocN(sizeof(bool) * GPU_max_textures(), "Bound Ubo Slots");
+ }
if (view_ubo == NULL) {
view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
@@ -1948,6 +1954,8 @@ void DRW_engines_free(void)
MEM_SAFE_FREE(DST.RST.bound_texs);
MEM_SAFE_FREE(DST.RST.bound_tex_slots);
+ MEM_SAFE_FREE(DST.RST.bound_ubos);
+ MEM_SAFE_FREE(DST.RST.bound_ubo_slots);
DRW_opengl_context_disable();
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 689b19a81ff..bde6a4ab24d 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -336,6 +336,8 @@ typedef struct DRWManager {
GPUTexture **bound_texs;
bool *bound_tex_slots;
int bind_tex_inc;
+ GPUUniformBuffer **bound_ubos;
+ bool *bound_ubo_slots;
int bind_ubo_inc;
} RST;
} DRWManager;
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index f53631e7e54..19b55190e6c 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -729,11 +729,20 @@ static void bind_texture(GPUTexture *tex)
static void bind_ubo(GPUUniformBuffer *ubo)
{
- if (DST.RST.bind_ubo_inc < GPU_max_ubo_binds()) {
- GPU_uniformbuffer_bind(ubo, DST.RST.bind_ubo_inc);
- DST.RST.bind_ubo_inc++;
- }
- else {
+ int bind_num = GPU_uniformbuffer_bindpoint(ubo);
+ if (bind_num == -1) {
+ for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
+ DST.RST.bind_ubo_inc = (DST.RST.bind_ubo_inc + 1) % GPU_max_ubo_binds();
+ if (DST.RST.bound_ubo_slots[DST.RST.bind_ubo_inc] == false) {
+ if (DST.RST.bound_ubos[DST.RST.bind_ubo_inc] != NULL) {
+ GPU_uniformbuffer_unbind(DST.RST.bound_ubos[DST.RST.bind_ubo_inc]);
+ }
+ GPU_uniformbuffer_bind(ubo, DST.RST.bind_ubo_inc);
+ DST.RST.bound_ubos[DST.RST.bind_ubo_inc] = ubo;
+ DST.RST.bound_ubo_slots[DST.RST.bind_ubo_inc] = true;
+ return;
+ }
+ }
/* This is not depending on user input.
* It is our responsability to make sure there enough slots. */
BLI_assert(0 && "Not enough ubo slots! This should not happen!\n");
@@ -741,6 +750,7 @@ static void bind_ubo(GPUUniformBuffer *ubo)
/* printf so user can report bad behaviour */
printf("Not enough ubo slots! This should not happen!\n");
}
+ DST.RST.bound_ubo_slots[bind_num] = true;
}
static void release_texture_slots(void)
@@ -750,7 +760,7 @@ static void release_texture_slots(void)
static void release_ubo_slots(void)
{
- DST.RST.bind_ubo_inc = 0;
+ memset(DST.RST.bound_ubo_slots, 0x0, sizeof(bool) * GPU_max_textures());
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
@@ -766,10 +776,10 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
if (DST.shader) GPU_shader_unbind();
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
- }
- release_texture_slots();
- release_ubo_slots();
+ release_texture_slots();
+ release_ubo_slots();
+ }
drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
drw_stencil_set(shgroup->stencil_mask);
@@ -1000,6 +1010,14 @@ static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWSha
}
}
+ /* Clear Bound Ubos */
+ for (int i = 0; i < GPU_max_ubo_binds(); i++) {
+ if (DST.RST.bound_ubos[i] != NULL) {
+ GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
+ DST.RST.bound_ubos[i] = NULL;
+ }
+ }
+
if (DST.shader) {
GPU_shader_unbind();
DST.shader = NULL;