/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "MEM_guardedalloc.h" #include #include "BLI_blenlib.h" #include "BLI_math_base.h" #include "gpu_backend.hh" #include "gpu_node_graph.h" #include "GPU_material.h" #include "GPU_uniform_buffer.h" #include "gpu_uniform_buffer_private.hh" /* -------------------------------------------------------------------- */ /** \name Creation & Deletion * \{ */ namespace blender::gpu { UniformBuf::UniformBuf(size_t size, const char *name) { /* Make sure that UBO is padded to size of vec4 */ BLI_assert((size % 16) == 0); size_in_bytes_ = size; BLI_strncpy(name_, name, sizeof(name_)); } UniformBuf::~UniformBuf() { MEM_SAFE_FREE(data_); } } // namespace blender::gpu /** \} */ /* -------------------------------------------------------------------- */ /** \name Uniform buffer from GPUInput list * \{ */ /** * 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 != nullptr) && (((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 buffer_from_list_inputs_sort(ListBase *inputs) { /* Only support up to this type, if you want to extend it, make sure static void * inputs_sobuffer_size_compute *inputs) 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] = {nullptr}; eGPUType cur_type = static_cast(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_msg(0, "mat3 not supported in UBO"); continue; } if (input->type > MAX_UBO_GPU_TYPE) { BLI_assert_msg(0, "GPU type not supported in UBO"); continue; } if (input->type == cur_type) { continue; } 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] == nullptr) { return; } LinkData *link = inputs_lookup[GPU_VEC3]; while (link != nullptr && ((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 == nullptr) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) { break; } /* If there is a float, move it next to current vec3. */ if (inputs_lookup[GPU_FLOAT] != nullptr) { 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 } static inline size_t buffer_size_from_list(ListBase *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; return buffer_size; } static inline void buffer_fill_from_list(void *data, ListBase *inputs) { /* 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); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name C-API * \{ */ using namespace blender::gpu; GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name) { UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(size, name); /* Direct init. */ if (data != nullptr) { ubo->update(data); } return wrap(ubo); } GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name) { /* There is no point on creating an UBO if there is no arguments. */ if (BLI_listbase_is_empty(inputs)) { return nullptr; } buffer_from_list_inputs_sort(inputs); size_t buffer_size = buffer_size_from_list(inputs); void *data = MEM_mallocN(buffer_size, __func__); buffer_fill_from_list(data, inputs); UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(buffer_size, name); /* Defer data upload. */ ubo->attach_data(data); return wrap(ubo); } void GPU_uniformbuf_free(GPUUniformBuf *ubo) { delete unwrap(ubo); } void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data) { unwrap(ubo)->update(data); } void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot) { unwrap(ubo)->bind(slot); } void GPU_uniformbuf_unbind(GPUUniformBuf *ubo) { unwrap(ubo)->unbind(); } void GPU_uniformbuf_unbind_all() { /* FIXME */ } /** \} */