diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_uniformbuffer.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_uniformbuffer.c | 214 |
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; +} |