Files
test/source/blender/gpu/opengl/gl_storage_buffer.cc
Clément Foucault f2ae04db10 GPU: Implement missing UBO/SSBO bind tracking
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
2024-04-17 11:06:39 +02:00

249 lines
6.1 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());
glGenBuffers(1, &ssbo_id_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo_id_);
glBufferData(GL_SHADER_STORAGE_BUFFER, 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,
size_in_bytes_,
nullptr,
GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT);
persistent_ptr_ = glMapBufferRange(
GL_SHADER_STORAGE_BUFFER, 0, 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_);
}
if (GLContext::direct_state_access_support) {
glCopyNamedBufferSubData(ssbo_id_, read_ssbo_id_, 0, 0, size_in_bytes_);
}
else {
glBindBuffer(GL_COPY_READ_BUFFER, ssbo_id_);
glBindBuffer(GL_COPY_WRITE_BUFFER, read_ssbo_id_);
glCopyBufferSubData(GL_SHADER_STORAGE_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, 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_ = 0;
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