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authorDalai Felinto <dfelinto@gmail.com>2017-07-14 18:40:54 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-07-14 18:46:10 +0300
commit2a489273d7e2354a9f1afc3212863ff4b463cf86 (patch)
treea12701d9ca43b6ace0993cfc31bc278eed3cc4fb /source/blender/gpu/intern/gpu_uniformbuffer.c
parent73b142529705e75790a4b9279109763014ca63e6 (diff)
Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things are way faster. This is a huge improvement, particularly in systems that have no shader cache. From the code perspective it means we are no longer re-compiling the shader every time a value is tweaked in the UI. We are using uniforms for those values. It would be slow to add that many uniforms for all the shaders. So instead we are using UBO (Uniform Buffer Objects). This fixes the main issue of T51467. However GWN_shaderinterface_create() still needs to be improvedi. When opening a .blend all shaders are compiled once, so optimizing it will bring a measurable impact. ======================================================================== NOTE: This breaks update of Cycles material upon nodetree nodes tweaking. It will be fixed separately by depsgraph, once tackling T51925 (Animated Eevee values slowdown). The idea is to make Depsgraph update more granular. The XXX TODO in rna_nodetree.c will be tackled at that time as well. ======================================================================== Reviewers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D2739
Diffstat (limited to 'source/blender/gpu/intern/gpu_uniformbuffer.c')
-rw-r--r--source/blender/gpu/intern/gpu_uniformbuffer.c214
1 files changed, 205 insertions, 9 deletions
diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.c
index 76aa1a8226f..e3072d729c3 100644
--- a/source/blender/gpu/intern/gpu_uniformbuffer.c
+++ b/source/blender/gpu/intern/gpu_uniformbuffer.c
@@ -29,23 +29,68 @@
* \ingroup gpu
*/
+#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
+#include "gpu_codegen.h"
+
#include "GPU_extensions.h"
#include "GPU_glew.h"
+#include "GPU_material.h"
#include "GPU_uniformbuffer.h"
-struct GPUUniformBuffer {
+typedef enum GPUUniformBufferFlag {
+ GPU_UBO_FLAG_INITIALIZED = (1 << 0),
+ GPU_UBO_FLAG_DIRTY = (1 << 1),
+} GPUUniformBufferFlag;
+
+typedef enum GPUUniformBufferType {
+ GPU_UBO_STATIC = 0,
+ GPU_UBO_DYNAMIC = 1,
+} GPUUniformBufferType;
+
+typedef struct GPUUniformBuffer {
int size; /* in bytes */
GLuint bindcode; /* opengl identifier for UBO */
int bindpoint; /* current binding point */
-};
+ GPUUniformBufferType type;
+} GPUUniformBuffer;
+
+#define GPUUniformBufferStatic GPUUniformBuffer
+
+typedef struct GPUUniformBufferDynamic {
+ GPUUniformBuffer buffer;
+ ListBase items; /* GPUUniformBufferDynamicItem */
+ void *data;
+ char flag;
+} GPUUniformBufferDynamic;
+
+typedef struct GPUUniformBufferDynamicItem {
+ struct GPUUniformBufferDynamicItem *next, *prev;
+ GPUType gputype;
+ float *data;
+ int size;
+} GPUUniformBufferDynamicItem;
+
+
+/* Prototypes */
+static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs);
+
+static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
+ GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num);
+
+static void gpu_uniformbuffer_initialize(GPUUniformBuffer *ubo, const void *data)
+{
+ glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
+ glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256])
{
- GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBuffer), "GPUUniformBuffer");
+ GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic");
ubo->size = size;
/* Generate Buffer object */
@@ -65,26 +110,164 @@ GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_
return NULL;
}
- glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
- glBufferData(GL_UNIFORM_BUFFER, ubo->size, data, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
+ gpu_uniformbuffer_initialize(ubo, data);
return ubo;
}
+/**
+ * Create dynamic UBO from parameters
+ * Return NULL if failed to create or if \param inputs is empty.
+ *
+ * \param inputs ListBase of BLI_genericNodeN(GPUInput)
+ */
+GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(ListBase *inputs, char err_out[256])
+{
+ /* There is no point on creating an UBO if there is no arguments. */
+ if (BLI_listbase_is_empty(inputs)) {
+ return NULL;
+ }
+
+ GPUUniformBufferDynamic *ubo = MEM_callocN(sizeof(GPUUniformBufferDynamic), "GPUUniformBufferDynamic");
+ ubo->buffer.type = GPU_UBO_DYNAMIC;
+ ubo->flag = GPU_UBO_FLAG_DIRTY;
+
+ /* Generate Buffer object. */
+ glGenBuffers(1, &ubo->buffer.bindcode);
+
+ if (!ubo->buffer.bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO create failed");
+ GPU_uniformbuffer_free(&ubo->buffer);
+ return NULL;
+ }
+
+ if (ubo->buffer.size > GPU_max_ubo_size()) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUUniformBuffer: UBO too big");
+ GPU_uniformbuffer_free(&ubo->buffer);
+ return NULL;
+ }
+
+ /* Make sure we comply to the ubo alignment requirements. */
+ gpu_uniformbuffer_inputs_sort(inputs);
+
+ for (LinkData *link = inputs->first; link; link = link->next) {
+ GPUInput *input = link->data;
+ gpu_uniformbuffer_populate(ubo, input->type, input->dynamicvec);
+ }
+
+ ubo->data = MEM_mallocN(ubo->buffer.size, __func__);
+
+ /* Initialize buffer data. */
+ GPU_uniformbuffer_dynamic_update(&ubo->buffer);
+ return &ubo->buffer;
+}
+
+/**
+ * Free the data, and clean the items list.
+ */
+static void gpu_uniformbuffer_dynamic_reset(GPUUniformBufferDynamic *ubo)
+{
+ ubo->buffer.size = 0;
+ if (ubo->data) {
+ MEM_freeN(ubo->data);
+ }
+ BLI_freelistN(&ubo->items);
+}
+
void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
{
+ if (ubo->type == GPU_UBO_DYNAMIC) {
+ gpu_uniformbuffer_dynamic_reset((GPUUniformBufferDynamic *)ubo);
+ }
+
glDeleteBuffers(1, &ubo->bindcode);
MEM_freeN(ubo);
}
-void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+static void gpu_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ BLI_assert(ubo->type == GPU_UBO_STATIC);
+ gpu_uniformbuffer_update(ubo, data);
+}
+
+/**
+ * We need to recalculate the internal data, and re-generate it
+ * from its populated items.
+ */
+void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_)
+{
+ BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
+ GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
+
+ float *offset = ubo->data;
+ for (GPUUniformBufferDynamicItem *item = ubo->items.first; item; item = item->next) {
+ memcpy(offset, item->data, item->size);
+ offset += item->gputype;
+ }
+
+ if (ubo->flag & GPU_UBO_FLAG_INITIALIZED) {
+ gpu_uniformbuffer_update(ubo_, ubo->data);
+ }
+ else {
+ ubo->flag |= GPU_UBO_FLAG_INITIALIZED;
+ gpu_uniformbuffer_initialize(ubo_, ubo->data);
+ }
+
+ ubo->flag &= ~GPU_UBO_FLAG_DIRTY;
+}
+
+/**
+ * Returns 1 if the first item shold be after second item.
+ * We make sure the vec4 uniforms come first.
+ */
+static int inputs_cmp(const void *a, const void *b)
+{
+ const LinkData *link_a = a, *link_b = b;
+ const GPUInput *input_a = link_a->data, *input_b = link_b->data;
+ return input_a->type < input_b->type ? 1 : 0;
+}
+
+/**
+ * Make sure we respect the expected alignment of UBOs.
+ * vec4, pad vec3 as vec4, then vec2, then floats.
+ */
+static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
+{
+ BLI_listbase_sort(inputs, inputs_cmp);
+}
+
+/**
+ * This may now happen from the main thread, so we can't update the UBO
+ * We simply flag it as dirty
+ */
+static GPUUniformBufferDynamicItem *gpu_uniformbuffer_populate(
+ GPUUniformBufferDynamic *ubo, const GPUType gputype, float *num)
+{
+ BLI_assert(gputype <= GPU_VEC4);
+ GPUUniformBufferDynamicItem *item = MEM_callocN(sizeof(GPUUniformBufferDynamicItem), __func__);
+
+ /* Treat VEC3 as VEC4 because of UBO struct alignment requirements. */
+ GPUType type = gputype == GPU_VEC3 ? GPU_VEC4 : gputype;
+
+ item->gputype = type;
+ item->data = num;
+ item->size = type * sizeof(float);
+ ubo->buffer.size += item->size;
+
+ ubo->flag |= GPU_UBO_FLAG_DIRTY;
+ BLI_addtail(&ubo->items, item);
+
+ return item;
+}
+
void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
{
if (number >= GPU_max_ubo_binds()) {
@@ -92,6 +275,13 @@ void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
return;
}
+ if (ubo->type == GPU_UBO_DYNAMIC) {
+ GPUUniformBufferDynamic *ubo_dynamic = (GPUUniformBufferDynamic *)ubo;
+ if (ubo_dynamic->flag & GPU_UBO_FLAG_DIRTY) {
+ GPU_uniformbuffer_dynamic_update(ubo);
+ }
+ }
+
if (ubo->bindcode != 0) {
glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode);
}
@@ -102,4 +292,10 @@ void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number)
int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo)
{
return ubo->bindpoint;
-} \ No newline at end of file
+}
+
+void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo_) {
+ BLI_assert(ubo_->type == GPU_UBO_DYNAMIC);
+ GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_;
+ ubo->flag |= GPU_UBO_FLAG_DIRTY;
+}