Files
test/source/blender/gpu/opengl/gl_storage_buffer.cc
Jeroen Bakker 15d88e544a GPU: Storage buffer allocation alignment
Since the introduction of storage buffers in Blender, the calling
code has been responsible for ensuring the buffer meets allocation
requirements. All backends require the allocation size to be divisible
by 16 bytes. Until now, this was sufficient, but with GPU subdivision
changes, an external library must also adhere to these requirements.

For OpenSubdiv (OSD), some buffers are not 16-byte aligned, leading
to potential misallocation. Currently, this is mitigated by allocating
a few extra bytes, but this approach has the drawback of potentially
reading unintended bytes beyond the source buffer.

This PR adopts a similar approach to vertex buffers: the backend handles
extra byte allocation while ensuring data uploads and downloads function
correctly without requiring those additional bytes.

No changes were needed for Metal, as its allocation size is already
aligned to 256 bytes.

**Alternative solutions considered**:

- Copying the CPU buffer to a larger buffer when needed (performance impact).
- Modifying OSD buffers to allocate extra space (requires changes to an external library).
- Implementing GPU_storagebuf_update_sub.

Ref #135873

Pull Request: https://projects.blender.org/blender/blender/pulls/135716
2025-03-13 15:05:16 +01:00

253 lines
6.4 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_string.h"
#include "GPU_capabilities.hh"
#include "gpu_backend.hh"
#include "gpu_context_private.hh"
#include "gl_backend.hh"
#include "gl_debug.hh"
#include "gl_storage_buffer.hh"
#include "gl_vertex_buffer.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLStorageBuf::GLStorageBuf(size_t size, GPUUsageType usage, const char *name)
: StorageBuf(size, name)
{
usage_ = usage;
/* Do not create UBO GL buffer here to allow allocation from any thread. */
BLI_assert(size <= GPU_max_storage_buffer_size());
}
GLStorageBuf::~GLStorageBuf()
{
if (read_fence_) {
glDeleteSync(read_fence_);
}
if (persistent_ptr_) {
if (GLContext::direct_state_access_support) {
glUnmapNamedBuffer(read_ssbo_id_);
}
else {
glBindBuffer(GL_SHADER_STORAGE_BUFFER, read_ssbo_id_);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
}
if (read_ssbo_id_) {
GLContext::buf_free(read_ssbo_id_);
}
GLContext::buf_free(ssbo_id_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Data upload / update
* \{ */
void GLStorageBuf::init()
{
BLI_assert(GLContext::get());
alloc_size_in_bytes_ = ceil_to_multiple_ul(size_in_bytes_, 16);
glGenBuffers(1, &ssbo_id_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glBufferData(GL_SHADER_STORAGE_BUFFER, alloc_size_in_bytes_, nullptr, to_gl(this->usage_));
debug::object_label(GL_SHADER_STORAGE_BUFFER, ssbo_id_, name_);
}
void GLStorageBuf::update(const void *data)
{
if (ssbo_id_ == 0) {
this->init();
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Usage
* \{ */
void GLStorageBuf::bind(int slot)
{
if (slot >= GLContext::max_ssbo_binds) {
fprintf(
stderr,
"Error: Trying to bind \"%s\" ssbo to slot %d which is above the reported limit of %d.\n",
name_,
slot,
GLContext::max_ssbo_binds);
return;
}
if (ssbo_id_ == 0) {
this->init();
}
if (data_ != nullptr) {
this->update(data_);
MEM_SAFE_FREE(data_);
}
slot_ = slot;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, ssbo_id_);
#ifndef NDEBUG
BLI_assert(slot < 16);
GLContext::get()->bound_ssbo_slots |= 1 << slot;
#endif
}
void GLStorageBuf::bind_as(GLenum target)
{
BLI_assert_msg(ssbo_id_ != 0,
"Trying to use storage buf as indirect buffer but buffer was never filled.");
glBindBuffer(target, ssbo_id_);
}
void GLStorageBuf::unbind()
{
#ifndef NDEBUG
/* NOTE: This only unbinds the last bound slot. */
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot_, 0);
/* Hope that the context did not change. */
GLContext::get()->bound_ssbo_slots &= ~(1 << slot_);
#endif
slot_ = 0;
}
void GLStorageBuf::clear(uint32_t clear_value)
{
if (ssbo_id_ == 0) {
this->init();
}
if (GLContext::direct_state_access_support) {
glClearNamedBufferData(ssbo_id_, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, &clear_value);
}
else {
/* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glClearBufferData(
GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, &clear_value);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
}
void GLStorageBuf::copy_sub(VertBuf *src_, uint dst_offset, uint src_offset, uint copy_size)
{
GLVertBuf *src = static_cast<GLVertBuf *>(src_);
GLStorageBuf *dst = this;
if (dst->ssbo_id_ == 0) {
dst->init();
}
if (src->vbo_id_ == 0) {
src->bind();
}
if (GLContext::direct_state_access_support) {
glCopyNamedBufferSubData(src->vbo_id_, dst->ssbo_id_, src_offset, dst_offset, copy_size);
}
else {
/* This binds the buffer to GL_ARRAY_BUFFER and upload the data if any. */
src->bind();
glBindBuffer(GL_COPY_WRITE_BUFFER, dst->ssbo_id_);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, copy_size);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
}
void GLStorageBuf::async_flush_to_host()
{
if (ssbo_id_ == 0) {
this->init();
}
if (read_ssbo_id_ == 0) {
glGenBuffers(1, &read_ssbo_id_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, read_ssbo_id_);
glBufferStorage(GL_SHADER_STORAGE_BUFFER,
alloc_size_in_bytes_,
nullptr,
GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT);
persistent_ptr_ = glMapBufferRange(GL_SHADER_STORAGE_BUFFER,
0,
alloc_size_in_bytes_,
GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT);
BLI_assert(persistent_ptr_);
debug::object_label(GL_SHADER_STORAGE_BUFFER, read_ssbo_id_, name_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
if (GLContext::direct_state_access_support) {
glCopyNamedBufferSubData(ssbo_id_, read_ssbo_id_, 0, 0, alloc_size_in_bytes_);
}
else {
glBindBuffer(GL_COPY_READ_BUFFER, ssbo_id_);
glBindBuffer(GL_COPY_WRITE_BUFFER, read_ssbo_id_);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, alloc_size_in_bytes_);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
if (read_fence_) {
glDeleteSync(read_fence_);
}
read_fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void GLStorageBuf::read(void *data)
{
if (data == nullptr) {
return;
}
if (!persistent_ptr_ || !read_fence_) {
this->async_flush_to_host();
}
while (glClientWaitSync(read_fence_, GL_SYNC_FLUSH_COMMANDS_BIT, 1000) == GL_TIMEOUT_EXPIRED) {
/* Repeat until the data is ready. */
}
glDeleteSync(read_fence_);
read_fence_ = nullptr;
memcpy(data, persistent_ptr_, size_in_bytes_);
}
void GLStorageBuf::sync_as_indirect_buffer()
{
bind_as(GL_DRAW_INDIRECT_BUFFER);
glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
}
/** \} */
} // namespace blender::gpu