/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2022 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "BKE_global.h" #include "BLI_string.h" #include "gpu_backend.hh" #include "gpu_context_private.hh" #include "gl_backend.hh" #include "gl_debug.hh" #include "gl_storage_buffer.hh" #include "gl_vertex_buffer.hh" namespace blender::gpu { /* -------------------------------------------------------------------- */ /** \name Creation & Deletion * \{ */ GLStorageBuf::GLStorageBuf(size_t size, GPUUsageType usage, const char *name) : StorageBuf(size, name) { usage_ = usage; /* Do not create UBO GL buffer here to allow allocation from any thread. */ BLI_assert(size <= GLContext::max_ssbo_size); } GLStorageBuf::~GLStorageBuf() { GLContext::buf_free(ssbo_id_); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Data upload / update * \{ */ void GLStorageBuf::init() { BLI_assert(GLContext::get()); glGenBuffers(1, &ssbo_id_); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_); glBufferData(GL_SHADER_STORAGE_BUFFER, size_in_bytes_, nullptr, to_gl(this->usage_)); debug::object_label(GL_SHADER_STORAGE_BUFFER, ssbo_id_, name_); } void GLStorageBuf::update(const void *data) { if (ssbo_id_ == 0) { this->init(); } glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_); glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, size_in_bytes_, data); glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Usage * \{ */ void GLStorageBuf::bind(int slot) { if (slot >= GLContext::max_ssbo_binds) { fprintf( stderr, "Error: Trying to bind \"%s\" ssbo to slot %d which is above the reported limit of %d.", name_, slot, GLContext::max_ssbo_binds); return; } if (ssbo_id_ == 0) { this->init(); } if (data_ != nullptr) { this->update(data_); MEM_SAFE_FREE(data_); } slot_ = slot; glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, ssbo_id_); #ifdef DEBUG BLI_assert(slot < 16); /* TODO */ // GLContext::get()->bound_ssbo_slots |= 1 << slot; #endif } void GLStorageBuf::bind_as(GLenum target) { BLI_assert_msg(ssbo_id_ != 0, "Trying to use storage buf as indirect buffer but buffer was never filled."); glBindBuffer(target, ssbo_id_); } void GLStorageBuf::unbind() { #ifdef DEBUG /* NOTE: This only unbinds the last bound slot. */ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, 0); /* Hope that the context did not change. */ /* TODO */ // GLContext::get()->bound_ssbo_slots &= ~(1 << slot_); #endif slot_ = 0; } void GLStorageBuf::clear(eGPUTextureFormat internal_format, eGPUDataFormat data_format, void *data) { if (ssbo_id_ == 0) { this->init(); } if (GLContext::direct_state_access_support) { glClearNamedBufferData(ssbo_id_, to_gl_internal_format(internal_format), to_gl_data_format(internal_format), to_gl(data_format), data); } else { /* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */ glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_); glClearBufferData(GL_SHADER_STORAGE_BUFFER, to_gl_internal_format(internal_format), to_gl_data_format(internal_format), to_gl(data_format), data); glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); } } void GLStorageBuf::copy_sub(VertBuf *src_, uint dst_offset, uint src_offset, uint copy_size) { GLVertBuf *src = static_cast(src_); GLStorageBuf *dst = this; if (dst->ssbo_id_ == 0) { dst->init(); } if (src->vbo_id_ == 0) { src->bind(); } if (GLContext::direct_state_access_support) { glCopyNamedBufferSubData(src->vbo_id_, dst->ssbo_id_, src_offset, dst_offset, copy_size); } else { /* This binds the buffer to GL_ARRAY_BUFFER and upload the data if any. */ src->bind(); glBindBuffer(GL_COPY_WRITE_BUFFER, dst->ssbo_id_); glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, copy_size); glBindBuffer(GL_COPY_WRITE_BUFFER, 0); } } /** \} */ } // namespace blender::gpu