This PR adds a context function to consider all buffer bindings obsolete. This is in order to track missing binds and invalid lingering states accross `draw::Pass`es. The functions `GPU_storagebuf_debug_unbind_all` and `GPU_uniformbuf_debug_unbind_all` do nothing more than resetting the internal debug slot bits to zero. This is what OpenGL backend does as it doesn't track the bindings themselves. Other backends might have other way to detect missing bindings. If not they should be implemented separately anyway. I renamed the function to `debug_unbind_all` to denote that it actually does something related to debugging. This also add SSBO binding check for OpenGL as it was also missing. #### Future This error checking logic is pretty much backend agnostic. While it would be nice to move it at `gpu::Context` level, we don't have the resources for that now. Pull Request: https://projects.blender.org/blender/blender/pulls/120716
255 lines
6.5 KiB
C++
255 lines
6.5 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 "MEM_guardedalloc.h"
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#include <cstring>
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#include "BLI_blenlib.h"
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#include "BLI_math_base.h"
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#include "gpu_backend.hh"
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#include "gpu_node_graph.hh"
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#include "GPU_context.hh"
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#include "GPU_material.hh"
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#include "GPU_uniform_buffer.hh"
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#include "gpu_context_private.hh"
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#include "gpu_uniform_buffer_private.hh"
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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namespace blender::gpu {
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UniformBuf::UniformBuf(size_t size, const char *name)
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{
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/* Make sure that UBO is padded to size of vec4 */
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BLI_assert((size % 16) == 0);
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size_in_bytes_ = size;
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STRNCPY(name_, name);
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}
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UniformBuf::~UniformBuf()
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{
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MEM_SAFE_FREE(data_);
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}
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} // namespace blender::gpu
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniform buffer from GPUInput list
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* \{ */
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/**
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* We need to pad some data types (vec3) on the C side
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* To match the GPU expected memory block alignment.
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*/
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static eGPUType get_padded_gpu_type(LinkData *link)
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{
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GPUInput *input = (GPUInput *)link->data;
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eGPUType gputype = input->type;
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/* Metal cannot pack floats after vec3. */
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if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
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return (gputype == GPU_VEC3) ? GPU_VEC4 : gputype;
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}
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/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
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if (gputype == GPU_VEC3 && (link->next != nullptr) &&
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(((GPUInput *)link->next->data)->type != GPU_FLOAT))
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{
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gputype = GPU_VEC4;
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}
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return gputype;
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}
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/**
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* Returns 1 if the first item should be after second item.
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* We make sure the vec4 uniforms come first.
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*/
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static int inputs_cmp(const void *a, const void *b)
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{
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const LinkData *link_a = (const LinkData *)a, *link_b = (const LinkData *)b;
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const GPUInput *input_a = (const GPUInput *)link_a->data;
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const GPUInput *input_b = (const GPUInput *)link_b->data;
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return input_a->type < input_b->type ? 1 : 0;
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}
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/**
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* Make sure we respect the expected alignment of UBOs.
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* mat4, vec4, pad vec3 as vec4, then vec2, then floats.
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*/
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static void buffer_from_list_inputs_sort(ListBase *inputs)
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{
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/* Only support up to this type, if you want to extend it, make sure static void
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* inputs_sobuffer_size_compute *inputs) padding logic is correct for the new types. */
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#define MAX_UBO_GPU_TYPE GPU_MAT4
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/* Order them as mat4, vec4, vec3, vec2, float. */
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BLI_listbase_sort(inputs, inputs_cmp);
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/* Metal cannot pack floats after vec3. */
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if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
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return;
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}
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/* Creates a lookup table for the different types. */
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LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {nullptr};
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eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
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LISTBASE_FOREACH (LinkData *, link, inputs) {
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GPUInput *input = (GPUInput *)link->data;
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if (input->type == GPU_MAT3) {
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/* Alignment for mat3 is not handled currently, so not supported */
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BLI_assert_msg(0, "mat3 not supported in UBO");
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continue;
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}
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if (input->type > MAX_UBO_GPU_TYPE) {
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BLI_assert_msg(0, "GPU type not supported in UBO");
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continue;
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}
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if (input->type == cur_type) {
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continue;
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}
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inputs_lookup[input->type] = link;
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cur_type = input->type;
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}
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/* If there is no GPU_VEC3 there is no need for alignment. */
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if (inputs_lookup[GPU_VEC3] == nullptr) {
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return;
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}
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LinkData *link = inputs_lookup[GPU_VEC3];
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while (link != nullptr && ((GPUInput *)link->data)->type == GPU_VEC3) {
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LinkData *link_next = link->next;
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/* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
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if ((link_next == nullptr) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
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break;
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}
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/* If there is a float, move it next to current vec3. */
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if (inputs_lookup[GPU_FLOAT] != nullptr) {
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LinkData *float_input = inputs_lookup[GPU_FLOAT];
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inputs_lookup[GPU_FLOAT] = float_input->next;
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BLI_remlink(inputs, float_input);
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BLI_insertlinkafter(inputs, link, float_input);
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}
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link = link_next;
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}
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#undef MAX_UBO_GPU_TYPE
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}
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static inline size_t buffer_size_from_list(ListBase *inputs)
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{
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size_t buffer_size = 0;
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LISTBASE_FOREACH (LinkData *, link, inputs) {
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const eGPUType gputype = get_padded_gpu_type(link);
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buffer_size += gputype * sizeof(float);
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}
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/* Round up to size of vec4. (Opengl Requirement) */
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size_t alignment = sizeof(float[4]);
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buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
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return buffer_size;
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}
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static inline void buffer_fill_from_list(void *data, ListBase *inputs)
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{
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/* Now that we know the total ubo size we can start populating it. */
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float *offset = (float *)data;
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LISTBASE_FOREACH (LinkData *, link, inputs) {
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GPUInput *input = (GPUInput *)link->data;
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memcpy(offset, input->vec, input->type * sizeof(float));
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offset += get_padded_gpu_type(link);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name C-API
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* \{ */
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using namespace blender::gpu;
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GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
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{
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UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(size, name);
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/* Direct init. */
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if (data != nullptr) {
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ubo->update(data);
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}
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return wrap(ubo);
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}
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GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name)
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{
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/* There is no point on creating an UBO if there is no arguments. */
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if (BLI_listbase_is_empty(inputs)) {
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return nullptr;
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}
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buffer_from_list_inputs_sort(inputs);
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size_t buffer_size = buffer_size_from_list(inputs);
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void *data = MEM_mallocN(buffer_size, __func__);
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buffer_fill_from_list(data, inputs);
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UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(buffer_size, name);
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/* Defer data upload. */
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ubo->attach_data(data);
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return wrap(ubo);
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}
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void GPU_uniformbuf_free(GPUUniformBuf *ubo)
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{
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delete unwrap(ubo);
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}
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void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data)
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{
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unwrap(ubo)->update(data);
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}
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void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
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{
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unwrap(ubo)->bind(slot);
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}
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void GPU_uniformbuf_bind_as_ssbo(GPUUniformBuf *ubo, int slot)
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{
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unwrap(ubo)->bind_as_ssbo(slot);
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}
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void GPU_uniformbuf_unbind(GPUUniformBuf *ubo)
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{
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unwrap(ubo)->unbind();
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}
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void GPU_uniformbuf_debug_unbind_all()
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{
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Context::get()->debug_unbind_all_ubo();
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}
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void GPU_uniformbuf_clear_to_zero(GPUUniformBuf *ubo)
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{
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unwrap(ubo)->clear_to_zero();
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}
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/** \} */
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