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authorLukas Tönne <lukas.toenne@gmail.com>2018-08-12 14:52:49 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2018-08-12 14:52:49 +0300
commitdc2d841b7c50565302af2986d62ddbd29c332acd (patch)
tree324f234e56fde77fb80dfdef0c7c21f01968f71b /source/blender/gpu/intern/gpu_vertex_buffer.c
parent27b28e437d974ebbafa234205941c07aa0ab546c (diff)
parent4b6fa4d897a0bb3252b16383492b526d2cef3920 (diff)
Merge branch 'blender2.8' into hair_guideshair_guides
Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_buffer.c')
-rw-r--r--source/blender/gpu/intern/gpu_vertex_buffer.c272
1 files changed, 272 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c
new file mode 100644
index 00000000000..05100b8a23f
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_vertex_buffer.c
@@ -0,0 +1,272 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Clément Foucault
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_vertex_buffer.c
+ * \ingroup gpu
+ *
+ * GPU vertex buffer
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "GPU_vertex_buffer.h"
+
+#include "gpu_context_private.h"
+#include "gpu_vertex_format_private.h"
+
+#include <stdlib.h>
+#include <string.h>
+
+#define KEEP_SINGLE_COPY 1
+
+static uint vbo_memory_usage;
+
+static GLenum convert_usage_type_to_gl(GPUUsageType type)
+{
+ static const GLenum table[] = {
+ [GPU_USAGE_STREAM] = GL_STREAM_DRAW,
+ [GPU_USAGE_STATIC] = GL_STATIC_DRAW,
+ [GPU_USAGE_DYNAMIC] = GL_DYNAMIC_DRAW
+ };
+ return table[type];
+}
+
+GPUVertBuf *GPU_vertbuf_create(GPUUsageType usage)
+{
+ GPUVertBuf *verts = MEM_mallocN(sizeof(GPUVertBuf), "GPUVertBuf");
+ GPU_vertbuf_init(verts, usage);
+ return verts;
+}
+
+GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *format, GPUUsageType usage)
+{
+ GPUVertBuf *verts = GPU_vertbuf_create(usage);
+ GPU_vertformat_copy(&verts->format, format);
+ if (!format->packed) {
+ VertexFormat_pack(&verts->format);
+ }
+ return verts;
+
+ /* this function might seem redundant, but there is potential for memory savings here... */
+ /* TODO: implement those memory savings */
+}
+
+void GPU_vertbuf_init(GPUVertBuf *verts, GPUUsageType usage)
+{
+ memset(verts, 0, sizeof(GPUVertBuf));
+ verts->usage = usage;
+ verts->dirty = true;
+}
+
+void GPU_vertbuf_init_with_format_ex(GPUVertBuf *verts, const GPUVertFormat *format, GPUUsageType usage)
+{
+ GPU_vertbuf_init(verts, usage);
+ GPU_vertformat_copy(&verts->format, format);
+ if (!format->packed) {
+ VertexFormat_pack(&verts->format);
+ }
+}
+
+void GPU_vertbuf_discard(GPUVertBuf *verts)
+{
+ if (verts->vbo_id) {
+ GPU_buf_free(verts->vbo_id);
+#if VRAM_USAGE
+ vbo_memory_usage -= GPU_vertbuf_size_get(verts);
+#endif
+ }
+ if (verts->data) {
+ MEM_freeN(verts->data);
+ }
+ MEM_freeN(verts);
+}
+
+uint GPU_vertbuf_size_get(const GPUVertBuf *verts)
+{
+ return vertex_buffer_size(&verts->format, verts->vertex_len);
+}
+
+/* create a new allocation, discarding any existing data */
+void GPU_vertbuf_data_alloc(GPUVertBuf *verts, uint v_len)
+{
+ GPUVertFormat *format = &verts->format;
+ if (!format->packed) {
+ VertexFormat_pack(format);
+ }
+#if TRUST_NO_ONE
+ /* catch any unnecessary use */
+ assert(verts->vertex_alloc != v_len || verts->data == NULL);
+#endif
+ /* only create the buffer the 1st time */
+ if (verts->vbo_id == 0) {
+ verts->vbo_id = GPU_buf_alloc();
+ }
+ /* discard previous data if any */
+ if (verts->data) {
+ MEM_freeN(verts->data);
+ }
+#if VRAM_USAGE
+ uint new_size = vertex_buffer_size(&verts->format, v_len);
+ vbo_memory_usage += new_size - GPU_vertbuf_size_get(verts);
+#endif
+ verts->dirty = true;
+ verts->vertex_len = verts->vertex_alloc = v_len;
+ verts->data = MEM_mallocN(sizeof(GLubyte) * GPU_vertbuf_size_get(verts), "GPUVertBuf data");
+}
+
+/* resize buffer keeping existing data */
+void GPU_vertbuf_data_resize(GPUVertBuf *verts, uint v_len)
+{
+#if TRUST_NO_ONE
+ assert(verts->data != NULL);
+ assert(verts->vertex_alloc != v_len);
+#endif
+
+#if VRAM_USAGE
+ uint new_size = vertex_buffer_size(&verts->format, v_len);
+ vbo_memory_usage += new_size - GPU_vertbuf_size_get(verts);
+#endif
+ verts->dirty = true;
+ verts->vertex_len = verts->vertex_alloc = v_len;
+ verts->data = MEM_reallocN(verts->data, sizeof(GLubyte) * GPU_vertbuf_size_get(verts));
+}
+
+/* Set vertex count but does not change allocation.
+ * Only this many verts will be uploaded to the GPU and rendered.
+ * This is usefull for streaming data. */
+void GPU_vertbuf_vertex_count_set(GPUVertBuf *verts, uint v_len)
+{
+#if TRUST_NO_ONE
+ assert(verts->data != NULL); /* only for dynamic data */
+ assert(v_len <= verts->vertex_alloc);
+#endif
+
+#if VRAM_USAGE
+ uint new_size = vertex_buffer_size(&verts->format, v_len);
+ vbo_memory_usage += new_size - GPU_vertbuf_size_get(verts);
+#endif
+ verts->vertex_len = v_len;
+}
+
+void GPU_vertbuf_attr_set(GPUVertBuf *verts, uint a_idx, uint v_idx, const void *data)
+{
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attr_len);
+ assert(v_idx < verts->vertex_alloc);
+ assert(verts->data != NULL);
+#endif
+ verts->dirty = true;
+ memcpy((GLubyte *)verts->data + a->offset + v_idx * format->stride, data, a->sz);
+}
+
+void GPU_vertbuf_attr_fill(GPUVertBuf *verts, uint a_idx, const void *data)
+{
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attr_len);
+#endif
+ const uint stride = a->sz; /* tightly packed input data */
+
+ GPU_vertbuf_attr_fill_stride(verts, a_idx, stride, data);
+}
+
+void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, const void *data)
+{
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attr_len);
+ assert(verts->data != NULL);
+#endif
+ verts->dirty = true;
+ const uint vertex_len = verts->vertex_len;
+
+ if (format->attr_len == 1 && stride == format->stride) {
+ /* we can copy it all at once */
+ memcpy(verts->data, data, vertex_len * a->sz);
+ }
+ else {
+ /* we must copy it per vertex */
+ for (uint v = 0; v < vertex_len; ++v) {
+ memcpy((GLubyte *)verts->data + a->offset + v * format->stride, (const GLubyte *)data + v * stride, a->sz);
+ }
+ }
+}
+
+void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *verts, uint a_idx, GPUVertBufRaw *access)
+{
+ const GPUVertFormat *format = &verts->format;
+ const GPUVertAttr *a = format->attribs + a_idx;
+
+#if TRUST_NO_ONE
+ assert(a_idx < format->attr_len);
+ assert(verts->data != NULL);
+#endif
+
+ verts->dirty = true;
+
+ access->size = a->sz;
+ access->stride = format->stride;
+ access->data = (GLubyte *)verts->data + a->offset;
+ access->data_init = access->data;
+#if TRUST_NO_ONE
+ access->_data_end = access->data_init + (size_t)(verts->vertex_alloc * format->stride);
+#endif
+}
+
+static void VertBuffer_upload_data(GPUVertBuf *verts)
+{
+ uint buffer_sz = GPU_vertbuf_size_get(verts);
+
+ /* orphan the vbo to avoid sync */
+ glBufferData(GL_ARRAY_BUFFER, buffer_sz, NULL, convert_usage_type_to_gl(verts->usage));
+ /* upload data */
+ glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_sz, verts->data);
+
+ if (verts->usage == GPU_USAGE_STATIC) {
+ MEM_freeN(verts->data);
+ verts->data = NULL;
+ }
+ verts->dirty = false;
+}
+
+void GPU_vertbuf_use(GPUVertBuf *verts)
+{
+ glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id);
+ if (verts->dirty) {
+ VertBuffer_upload_data(verts);
+ }
+}
+
+uint GPU_vertbuf_get_memory_usage(void)
+{
+ return vbo_memory_usage;
+}