diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-28 16:38:46 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-29 16:03:02 +0300 |
commit | 56d0a554a86e7ff3269ba9f1c4201559d5944b71 (patch) | |
tree | 3157525108eb29eadef42b94c0c41eda694fac95 /source/blender/gpu | |
parent | f84342d7e19f34bb445423cc8bf8267c1675a643 (diff) |
GPU: Move gpu_uniformbuffer.c to C++
This also rewrite and simplify the module a bit.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/blender/gpu/GPU_uniformbuffer.h | 3 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_uniformbuffer.cc (renamed from source/blender/gpu/intern/gpu_uniformbuffer.c) | 308 |
3 files changed, 117 insertions, 196 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index fd04f56bd13..03676c4afff 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -81,7 +81,7 @@ set(SRC intern/gpu_texture.c intern/gpu_texture_image.cc intern/gpu_texture_smoke.cc - intern/gpu_uniformbuffer.c + intern/gpu_uniformbuffer.cc intern/gpu_vertex_buffer.cc intern/gpu_vertex_format.cc intern/gpu_viewport.c diff --git a/source/blender/gpu/GPU_uniformbuffer.h b/source/blender/gpu/GPU_uniformbuffer.h index b221ae035d3..6862c1d960d 100644 --- a/source/blender/gpu/GPU_uniformbuffer.h +++ b/source/blender/gpu/GPU_uniformbuffer.h @@ -42,8 +42,7 @@ void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_); void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number); void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo); - -int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo); +void GPU_uniformbuffer_unbind_all(void); bool GPU_uniformbuffer_is_empty(GPUUniformBuffer *ubo); bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo); diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.cc index 130e8fe7da1..b2e31894f9d 100644 --- a/source/blender/gpu/intern/gpu_uniformbuffer.c +++ b/source/blender/gpu/intern/gpu_uniformbuffer.cc @@ -25,6 +25,7 @@ #include <string.h> #include "BLI_blenlib.h" +#include "BLI_math_base.h" #include "gpu_context_private.h" #include "gpu_node_graph.h" @@ -34,217 +35,63 @@ #include "GPU_material.h" #include "GPU_uniformbuffer.h" -typedef enum eGPUUniformBufferFlag { - GPU_UBO_FLAG_INITIALIZED = (1 << 0), - GPU_UBO_FLAG_DIRTY = (1 << 1), -} eGPUUniformBufferFlag; - -typedef enum eGPUUniformBufferType { - GPU_UBO_STATIC = 0, - GPU_UBO_DYNAMIC = 1, -} eGPUUniformBufferType; - -struct GPUUniformBuffer { - int size; /* in bytes */ - GLuint bindcode; /* opengl identifier for UBO */ - int bindpoint; /* current binding point */ - eGPUUniformBufferType type; -}; - -#define GPUUniformBufferStatic GPUUniformBuffer - -typedef struct GPUUniformBufferDynamic { - GPUUniformBuffer buffer; - void *data; /* Continuous memory block to copy to GPU. */ - char flag; -} GPUUniformBufferDynamic; - -/* Prototypes */ -static eGPUType get_padded_gpu_type(struct LinkData *link); -static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs); - -/* Only support up to this type, if you want to extend it, make sure the - * padding logic is correct for the new types. */ -#define MAX_UBO_GPU_TYPE GPU_MAT4 - -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); -} +typedef struct GPUUniformBuffer { + /** Data size in bytes. */ + int size; + /** GL handle for UBO. */ + GLuint bindcode; + /** Current binding point. */ + int bindpoint; + /** Continuous memory block to copy to GPU. Is own by the GPUUniformBuffer. */ + void *data; +} GPUUniformBuffer; GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]) { /* Make sure that UBO is padded to size of vec4 */ BLI_assert((size % 16) == 0); - GPUUniformBuffer *ubo = MEM_callocN(sizeof(GPUUniformBufferStatic), "GPUUniformBufferStatic"); - ubo->size = size; - ubo->bindpoint = -1; - - /* Generate Buffer object */ - ubo->bindcode = GPU_buf_alloc(); - - if (!ubo->bindcode) { - if (err_out) { - BLI_strncpy(err_out, "GPUUniformBuffer: UBO create failed", 256); - } - GPU_uniformbuffer_free(ubo); - return NULL; - } - - if (ubo->size > GPU_max_ubo_size()) { + if (size > GPU_max_ubo_size()) { if (err_out) { BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256); } - GPU_uniformbuffer_free(ubo); - return NULL; - } - - 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->buffer.bindpoint = -1; - ubo->flag = GPU_UBO_FLAG_DIRTY; - - /* Generate Buffer object. */ - ubo->buffer.bindcode = GPU_buf_alloc(); - - if (!ubo->buffer.bindcode) { - if (err_out) { - BLI_strncpy(err_out, "GPUUniformBuffer: UBO create failed", 256); - } - GPU_uniformbuffer_free(&ubo->buffer); - return NULL; - } - - if (ubo->buffer.size > GPU_max_ubo_size()) { - if (err_out) { - BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256); - } - GPU_uniformbuffer_free(&ubo->buffer); - return NULL; - } - - /* Make sure we comply to the ubo alignment requirements. */ - gpu_uniformbuffer_inputs_sort(inputs); - - LISTBASE_FOREACH (LinkData *, link, inputs) { - const eGPUType gputype = get_padded_gpu_type(link); - ubo->buffer.size += gputype * sizeof(float); - } - - /* Round up to size of vec4 */ - ubo->buffer.size = ((ubo->buffer.size + 15) / 16) * 16; - - /* Allocate the data. */ - ubo->data = MEM_mallocN(ubo->buffer.size, __func__); + GPUUniformBuffer *ubo = (GPUUniformBuffer *)MEM_mallocN(sizeof(GPUUniformBuffer), __func__); + ubo->size = size; + ubo->data = NULL; + ubo->bindcode = 0; + ubo->bindpoint = -1; - /* Now that we know the total ubo size we can start populating it. */ - float *offset = ubo->data; - LISTBASE_FOREACH (LinkData *, link, inputs) { - GPUInput *input = link->data; - memcpy(offset, input->vec, input->type * sizeof(float)); - offset += get_padded_gpu_type(link); + /* Direct init. */ + if (data != NULL) { + GPU_uniformbuffer_update(ubo, data); } - /* Note since we may create the UBOs in the CPU in a different thread than the main drawing one, - * we don't create the UBO in the GPU here. This will happen when we first bind the UBO. - */ - - return &ubo->buffer; -} - -/** - * Free the data - */ -static void gpu_uniformbuffer_dynamic_free(GPUUniformBuffer *ubo_) -{ - BLI_assert(ubo_->type == GPU_UBO_DYNAMIC); - GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_; - - ubo->buffer.size = 0; - if (ubo->data) { - MEM_freeN(ubo->data); - } + return ubo; } void GPU_uniformbuffer_free(GPUUniformBuffer *ubo) { - if (ubo->type == GPU_UBO_DYNAMIC) { - gpu_uniformbuffer_dynamic_free(ubo); - } - + MEM_SAFE_FREE(ubo->data); GPU_buf_free(ubo->bindcode); MEM_freeN(ubo); } -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_; - - 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; -} - /** * We need to pad some data types (vec3) on the C side * To match the GPU expected memory block alignment. */ static eGPUType get_padded_gpu_type(LinkData *link) { - GPUInput *input = link->data; + GPUInput *input = (GPUInput *)link->data; eGPUType gputype = input->type; - /* Unless the vec3 is followed by a float we need to treat it as a vec4. */ if (gputype == GPU_VEC3 && (link->next != NULL) && (((GPUInput *)link->next->data)->type != GPU_FLOAT)) { gputype = GPU_VEC4; } - return gputype; } @@ -254,8 +101,9 @@ static eGPUType get_padded_gpu_type(LinkData *link) */ 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; + const LinkData *link_a = (const LinkData *)a, *link_b = (const LinkData *)b; + const GPUInput *input_a = (const GPUInput *)link_a->data; + const GPUInput *input_b = (const GPUInput *)link_b->data; return input_a->type < input_b->type ? 1 : 0; } @@ -265,15 +113,19 @@ static int inputs_cmp(const void *a, const void *b) */ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs) { +/* Only support up to this type, if you want to extend it, make sure the + * padding logic is correct for the new types. */ +#define MAX_UBO_GPU_TYPE GPU_MAT4 + /* Order them as mat4, vec4, vec3, vec2, float. */ BLI_listbase_sort(inputs, inputs_cmp); /* Creates a lookup table for the different types; */ LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL}; - eGPUType cur_type = MAX_UBO_GPU_TYPE + 1; + eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1); LISTBASE_FOREACH (LinkData *, link, inputs) { - GPUInput *input = link->data; + GPUInput *input = (GPUInput *)link->data; if (input->type == GPU_MAT3) { /* Alignment for mat3 is not handled currently, so not supported */ @@ -319,6 +171,74 @@ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs) link = link_next; } +#undef MAX_UBO_GPU_TYPE +} + +/** + * 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; + } + /* Make sure we comply to the ubo alignment requirements. */ + gpu_uniformbuffer_inputs_sort(inputs); + + size_t buffer_size = 0; + + LISTBASE_FOREACH (LinkData *, link, inputs) { + const eGPUType gputype = get_padded_gpu_type(link); + buffer_size += gputype * sizeof(float); + } + /* Round up to size of vec4. (Opengl Requirement) */ + size_t alignment = sizeof(float[4]); + buffer_size = divide_ceil_u(buffer_size, alignment) * alignment; + void *data = MEM_mallocN(buffer_size, __func__); + + /* Now that we know the total ubo size we can start populating it. */ + float *offset = (float *)data; + LISTBASE_FOREACH (LinkData *, link, inputs) { + GPUInput *input = (GPUInput *)link->data; + memcpy(offset, input->vec, input->type * sizeof(float)); + offset += get_padded_gpu_type(link); + } + + /* Pass data as NULL for late init. */ + GPUUniformBuffer *ubo = GPU_uniformbuffer_create(buffer_size, NULL, err_out); + /* Data will be update just before binding. */ + ubo->data = data; + return ubo; +} + +static void gpu_uniformbuffer_init(GPUUniformBuffer *ubo) +{ + BLI_assert(ubo->bindcode == 0); + ubo->bindcode = GPU_buf_alloc(); + + if (ubo->bindcode == 0) { + fprintf(stderr, "GPUUniformBuffer: UBO create failed"); + BLI_assert(0); + return; + } + + glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode); + glBufferData(GL_UNIFORM_BUFFER, ubo->size, NULL, GL_DYNAMIC_DRAW); +} + +void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data) +{ + if (ubo->bindcode == 0) { + gpu_uniformbuffer_init(ubo); + } + + glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode); + glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); } void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number) @@ -328,28 +248,30 @@ 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) { + gpu_uniformbuffer_init(ubo); } - if (ubo->bindcode != 0) { - glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode); + if (ubo->data != NULL) { + GPU_uniformbuffer_update(ubo, ubo->data); + MEM_SAFE_FREE(ubo->data); } + glBindBufferBase(GL_UNIFORM_BUFFER, number, ubo->bindcode); ubo->bindpoint = number; } void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo) { - ubo->bindpoint = -1; +#ifndef NDEBUG + glBindBufferBase(GL_UNIFORM_BUFFER, ubo->bindpoint, 0); +#endif + ubo->bindpoint = 0; } -int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo) +void GPU_uniformbuffer_unbind_all(void) { - return ubo->bindpoint; -} - -#undef MAX_UBO_GPU_TYPE + for (int i = 0; i < GPU_max_ubo_binds(); i++) { + glBindBufferBase(GL_UNIFORM_BUFFER, i, 0); + } +}
\ No newline at end of file |