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