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