/* * 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 #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(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); } }