Files
test/source/blender/gpu/opengl/gl_index_buffer.cc
Clément Foucault 581073533f GPU: Shader: Add orphan list to allow delayed deletion
This avoid crashes when a thread without GL context tries
to free a shader.

Fix #145966
Fix #144526

Pull Request: https://projects.blender.org/blender/blender/pulls/146720
2025-09-25 12:28:14 +02:00

106 lines
2.5 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "gl_context.hh"
#include "gl_index_buffer.hh"
namespace blender::gpu {
GLIndexBuf::~GLIndexBuf()
{
GLContext::buffer_free(ibo_id_);
}
void GLIndexBuf::bind()
{
if (is_subrange_) {
static_cast<GLIndexBuf *>(src_)->bind();
return;
}
const bool allocate_on_device = ibo_id_ == 0;
if (allocate_on_device) {
glGenBuffers(1, &ibo_id_);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_);
if (data_ != nullptr || allocate_on_device) {
size_t size = this->size_get();
/* Pad the buffer to avoid out of bound reads when using vertex pulling mode. */
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ceil_to_multiple_ul(size, 16), nullptr, GL_STATIC_DRAW);
if (data_ != nullptr) {
/* Sends data to GPU. */
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, size, data_);
}
/* No need to keep copy of data in system memory. */
MEM_SAFE_FREE(data_);
}
}
void GLIndexBuf::bind_as_ssbo(uint binding)
{
if (is_subrange_) {
src_->bind_as_ssbo(binding);
return;
}
if (ibo_id_ == 0 || data_ != nullptr) {
/* Calling `glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` changes the index buffer
* of the currently bound VAO.
*
* In the OpenGL backend, the VAO state persists even after `GLVertArray::update_bindings`
* is called.
*
* NOTE: For safety, we could call `glBindVertexArray(0)` right after drawing a `gpu::Batch`.
* However, for performance reasons, we have chosen not to do so. */
glBindVertexArray(0);
bind();
}
BLI_assert(ibo_id_ != 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, ibo_id_);
#ifndef NDEBUG
BLI_assert(binding < 16);
GLContext::get()->bound_ssbo_slots |= 1 << binding;
#endif
}
void GLIndexBuf::read(uint32_t *data) const
{
BLI_assert(is_active());
const void *buffer = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
memcpy(data, buffer, size_get());
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
bool GLIndexBuf::is_active() const
{
if (!ibo_id_) {
return false;
}
int active_ibo_id = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &active_ibo_id);
return ibo_id_ == active_ibo_id;
}
void GLIndexBuf::upload_data()
{
bind();
}
void GLIndexBuf::update_sub(uint start, uint len, const void *data)
{
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, start, len, data);
}
} // namespace blender::gpu