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Diffstat (limited to 'source/blender/gpu/intern/gpu_uniformbuffer.cc')
-rw-r--r--source/blender/gpu/intern/gpu_uniformbuffer.cc277
1 files changed, 277 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.cc b/source/blender/gpu/intern/gpu_uniformbuffer.cc
new file mode 100644
index 00000000000..b2e31894f9d
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_uniformbuffer.cc
@@ -0,0 +1,277 @@
+/*
+ * 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) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "MEM_guardedalloc.h"
+#include <string.h>
+
+#include "BLI_blenlib.h"
+#include "BLI_math_base.h"
+
+#include "gpu_context_private.h"
+#include "gpu_node_graph.h"
+
+#include "GPU_extensions.h"
+#include "GPU_glew.h"
+#include "GPU_material.h"
+#include "GPU_uniformbuffer.h"
+
+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);
+
+ if (size > GPU_max_ubo_size()) {
+ if (err_out) {
+ BLI_strncpy(err_out, "GPUUniformBuffer: UBO too big", 256);
+ }
+ return NULL;
+ }
+
+ GPUUniformBuffer *ubo = (GPUUniformBuffer *)MEM_mallocN(sizeof(GPUUniformBuffer), __func__);
+ ubo->size = size;
+ ubo->data = NULL;
+ ubo->bindcode = 0;
+ ubo->bindpoint = -1;
+
+ /* Direct init. */
+ if (data != NULL) {
+ GPU_uniformbuffer_update(ubo, data);
+ }
+
+ return ubo;
+}
+
+void GPU_uniformbuffer_free(GPUUniformBuffer *ubo)
+{
+ MEM_SAFE_FREE(ubo->data);
+ GPU_buf_free(ubo->bindcode);
+ MEM_freeN(ubo);
+}
+
+/**
+ * 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 = (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;
+}
+
+/**
+ * Returns 1 if the first item should 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 = (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;
+}
+
+/**
+ * Make sure we respect the expected alignment of UBOs.
+ * mat4, vec4, pad vec3 as vec4, then vec2, then floats.
+ */
+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 = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
+
+ LISTBASE_FOREACH (LinkData *, link, inputs) {
+ GPUInput *input = (GPUInput *)link->data;
+
+ if (input->type == GPU_MAT3) {
+ /* Alignment for mat3 is not handled currently, so not supported */
+ BLI_assert(!"mat3 not supported in UBO");
+ continue;
+ }
+ else if (input->type > MAX_UBO_GPU_TYPE) {
+ BLI_assert(!"GPU type not supported in UBO");
+ continue;
+ }
+
+ if (input->type == cur_type) {
+ continue;
+ }
+ else {
+ inputs_lookup[input->type] = link;
+ cur_type = input->type;
+ }
+ }
+
+ /* If there is no GPU_VEC3 there is no need for alignment. */
+ if (inputs_lookup[GPU_VEC3] == NULL) {
+ return;
+ }
+
+ LinkData *link = inputs_lookup[GPU_VEC3];
+ while (link != NULL && ((GPUInput *)link->data)->type == GPU_VEC3) {
+ LinkData *link_next = link->next;
+
+ /* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
+ if ((link_next == NULL) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
+ break;
+ }
+
+ /* If there is a float, move it next to current vec3. */
+ if (inputs_lookup[GPU_FLOAT] != NULL) {
+ LinkData *float_input = inputs_lookup[GPU_FLOAT];
+ inputs_lookup[GPU_FLOAT] = float_input->next;
+
+ BLI_remlink(inputs, float_input);
+ BLI_insertlinkafter(inputs, link, float_input);
+ }
+
+ 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)
+{
+ if (number >= GPU_max_ubo_binds()) {
+ fprintf(stderr, "Not enough UBO slots.\n");
+ return;
+ }
+
+ if (ubo->bindcode == 0) {
+ gpu_uniformbuffer_init(ubo);
+ }
+
+ 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)
+{
+#ifndef NDEBUG
+ glBindBufferBase(GL_UNIFORM_BUFFER, ubo->bindpoint, 0);
+#endif
+ ubo->bindpoint = 0;
+}
+
+void GPU_uniformbuffer_unbind_all(void)
+{
+ for (int i = 0; i < GPU_max_ubo_binds(); i++) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, i, 0);
+ }
+} \ No newline at end of file