/* * 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) 2020 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_uniform_buffer.hh" namespace blender::gpu { /* -------------------------------------------------------------------- */ /** \name Creation & Deletion * \{ */ GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name) { /* Do not create ubo GL buffer here to allow allocation from any thread. */ BLI_assert(size <= GLContext::max_ubo_size); } GLUniformBuf::~GLUniformBuf() { GLContext::buf_free(ubo_id_); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Data upload / update * \{ */ void GLUniformBuf::init(void) { BLI_assert(GLContext::get()); glGenBuffers(1, &ubo_id_); glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_); glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, NULL, GL_DYNAMIC_DRAW); #ifndef __APPLE__ if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) { char sh_name[64]; SNPRINTF(sh_name, "UBO-%s", name_); glObjectLabel(GL_BUFFER, ubo_id_, -1, sh_name); } #endif } void GLUniformBuf::update(const void *data) { if (ubo_id_ == 0) { this->init(); } glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_); glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data); glBindBuffer(GL_UNIFORM_BUFFER, 0); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Usage * \{ */ void GLUniformBuf::bind(int slot) { if (slot >= GLContext::max_ubo_binds) { fprintf(stderr, "Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.", name_, slot, GLContext::max_ubo_binds); return; } if (ubo_id_ == 0) { this->init(); } if (data_ != NULL) { this->update(data_); MEM_SAFE_FREE(data_); } slot_ = slot; glBindBufferBase(GL_UNIFORM_BUFFER, slot_, ubo_id_); #ifdef DEBUG BLI_assert(slot < 16); GLContext::get()->bound_ubo_slots |= 1 << slot; #endif } void GLUniformBuf::unbind(void) { #ifdef DEBUG /* NOTE: This only unbinds the last bound slot. */ glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0); /* Hope that the context did not change. */ GLContext::get()->bound_ubo_slots &= ~(1 << slot_); #endif slot_ = 0; } /** \} */ } // namespace blender::gpu