Files
test/source/blender/gpu/opengl/gl_uniform_buffer.cc
Brecht Van Lommel e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00

153 lines
3.4 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BLI_string.h"
#include "gpu_context_private.hh"
#include "gl_debug.hh"
#include "gl_texture.hh"
#include "gl_uniform_buffer.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
{
/* Do not create ubo GL buffer here to allow allocation from any thread. */
BLI_assert(size <= GLContext::max_ubo_size);
}
GLUniformBuf::~GLUniformBuf()
{
GLContext::buf_free(ubo_id_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Data upload / update
* \{ */
void GLUniformBuf::init()
{
BLI_assert(GLContext::get());
glGenBuffers(1, &ubo_id_);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, nullptr, GL_DYNAMIC_DRAW);
debug::object_label(GL_UNIFORM_BUFFER, ubo_id_, name_);
}
void GLUniformBuf::update(const void *data)
{
if (ubo_id_ == 0) {
this->init();
}
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GLUniformBuf::clear_to_zero()
{
if (ubo_id_ == 0) {
this->init();
}
uint32_t data = 0;
eGPUTextureFormat internal_format = GPU_R32UI;
eGPUDataFormat data_format = GPU_DATA_UINT;
if (GLContext::direct_state_access_support) {
glClearNamedBufferData(ubo_id_,
to_gl_internal_format(internal_format),
to_gl_data_format(internal_format),
to_gl(data_format),
&data);
}
else {
/* WATCH(@fclem): This should be ok since we only use clear outside of drawing functions. */
glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
glClearBufferData(GL_UNIFORM_BUFFER,
to_gl_internal_format(internal_format),
to_gl_data_format(internal_format),
to_gl(data_format),
&data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Usage
* \{ */
void GLUniformBuf::bind(int slot)
{
if (slot >= GLContext::max_ubo_binds) {
fprintf(
stderr,
"Error: Trying to bind \"%s\" ubo to slot %d which is above the reported limit of %d.\n",
name_,
slot,
GLContext::max_ubo_binds);
return;
}
if (ubo_id_ == 0) {
this->init();
}
if (data_ != nullptr) {
this->update(data_);
MEM_SAFE_FREE(data_);
}
slot_ = slot;
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, ubo_id_);
#ifndef NDEBUG
BLI_assert(slot < 16);
GLContext::get()->bound_ubo_slots |= 1 << slot;
#endif
}
void GLUniformBuf::bind_as_ssbo(int slot)
{
if (ubo_id_ == 0) {
this->init();
}
if (data_ != nullptr) {
this->update(data_);
MEM_SAFE_FREE(data_);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, ubo_id_);
}
void GLUniformBuf::unbind()
{
#ifndef NDEBUG
/* NOTE: This only unbinds the last bound slot. */
glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0);
/* Hope that the context did not change. */
GLContext::get()->bound_ubo_slots &= ~(1 << slot_);
#endif
slot_ = 0;
}
/** \} */
} // namespace blender::gpu