1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
|
/*
* 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 "MEM_guardedalloc.h"
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#include "gpu_backend.hh"
#include "gpu_node_graph.h"
#include "GPU_material.h"
#include "GPU_extensions.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);
BLI_assert(size <= GPU_max_ubo_size());
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 != 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 buffer_from_list_inputs_sort(ListBase *inputs)
{
/* Only support up to this type, if you want to extend it, make sure tstatic 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] = {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;
}
if (input->type > MAX_UBO_GPU_TYPE) {
BLI_assert(!"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] == 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
}
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 != NULL) {
ubo->update(data);
}
return reinterpret_cast<GPUUniformBuf *>(ubo);
}
/**
* Create UBO from inputs list.
* Return NULL if failed to create or if \param inputs: is empty.
*
* \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
*/
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 NULL;
}
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 reinterpret_cast<GPUUniformBuf *>(ubo);
}
void GPU_uniformbuf_free(GPUUniformBuf *ubo)
{
delete reinterpret_cast<UniformBuf *>(ubo);
}
void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data)
{
reinterpret_cast<UniformBuf *>(ubo)->update(data);
}
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
{
reinterpret_cast<UniformBuf *>(ubo)->bind(slot);
}
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo)
{
reinterpret_cast<UniformBuf *>(ubo)->unbind();
}
void GPU_uniformbuf_unbind_all(void)
{
/* FIXME */
}
/** \} */
|