Files
test/source/blender/gpu/opengl/gl_uniform_buffer.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

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_);
#ifdef DEBUG
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()
{
#ifdef DEBUG
/* 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