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
145 lines
3.1 KiB
C++
145 lines
3.1 KiB
C++
/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "GPU_texture.hh"
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#include "gl_context.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender::gpu {
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void GLVertBuf::acquire_data()
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{
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if (usage_ == GPU_USAGE_DEVICE_ONLY) {
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return;
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}
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/* Discard previous data if any. */
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MEM_SAFE_FREE(data_);
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data_ = MEM_malloc_arrayN<uchar>(this->size_alloc_get(), __func__);
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}
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void GLVertBuf::resize_data()
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{
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if (usage_ == GPU_USAGE_DEVICE_ONLY) {
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return;
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}
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data_ = (uchar *)MEM_reallocN(data_, sizeof(uchar) * this->size_alloc_get());
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}
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void GLVertBuf::release_data()
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{
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if (is_wrapper_) {
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return;
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}
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if (vbo_id_ != 0) {
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GPU_TEXTURE_FREE_SAFE(buffer_texture_);
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GLContext::buffer_free(vbo_id_);
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vbo_id_ = 0;
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memory_usage -= vbo_size_;
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}
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MEM_SAFE_FREE(data_);
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}
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void GLVertBuf::upload_data()
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{
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this->bind();
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}
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void GLVertBuf::bind()
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{
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BLI_assert(GLContext::get() != nullptr);
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if (vbo_id_ == 0) {
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glGenBuffers(1, &vbo_id_);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);
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if (flag & GPU_VERTBUF_DATA_DIRTY) {
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vbo_size_ = this->size_used_get();
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/* This is fine on some systems but will crash on others. */
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BLI_assert(vbo_size_ != 0);
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/* Orphan the vbo to avoid sync then upload data. */
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glBufferData(GL_ARRAY_BUFFER, ceil_to_multiple_ul(vbo_size_, 16), nullptr, to_gl(usage_));
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/* Do not transfer data from host to device when buffer is device only. */
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if (usage_ != GPU_USAGE_DEVICE_ONLY) {
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glBufferSubData(GL_ARRAY_BUFFER, 0, vbo_size_, data_);
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}
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memory_usage += vbo_size_;
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if (usage_ == GPU_USAGE_STATIC) {
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MEM_SAFE_FREE(data_);
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}
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flag &= ~GPU_VERTBUF_DATA_DIRTY;
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flag |= GPU_VERTBUF_DATA_UPLOADED;
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}
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}
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void GLVertBuf::bind_as_ssbo(uint binding)
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{
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bind();
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BLI_assert(vbo_id_ != 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, vbo_id_);
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#ifndef NDEBUG
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BLI_assert(binding < 16);
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GLContext::get()->bound_ssbo_slots |= 1 << binding;
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#endif
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}
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void GLVertBuf::bind_as_texture(uint binding)
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{
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bind();
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BLI_assert(vbo_id_ != 0);
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if (buffer_texture_ == nullptr) {
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buffer_texture_ = GPU_texture_create_from_vertbuf("vertbuf_as_texture", this);
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}
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GPU_texture_bind(buffer_texture_, binding);
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}
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void GLVertBuf::read(void *data) const
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{
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BLI_assert(is_active());
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void *result = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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memcpy(data, result, size_used_get());
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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void GLVertBuf::wrap_handle(uint64_t handle)
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{
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BLI_assert(vbo_id_ == 0);
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BLI_assert(glIsBuffer(uint(handle)));
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is_wrapper_ = true;
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vbo_id_ = uint(handle);
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/* We assume the data is already on the device, so no need to allocate or send it. */
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flag = GPU_VERTBUF_DATA_UPLOADED;
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}
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bool GLVertBuf::is_active() const
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{
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if (!vbo_id_) {
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return false;
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}
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int active_vbo_id = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &active_vbo_id);
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return vbo_id_ == active_vbo_id;
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}
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void GLVertBuf::update_sub(uint start, uint len, const void *data)
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{
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glBufferSubData(GL_ARRAY_BUFFER, start, len, data);
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}
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} // namespace blender::gpu
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