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Diffstat (limited to 'source/blender/gpu/intern/gpu_uniformbuffer.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_uniformbuffer.cc | 277 |
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); + } +}
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