Files
test/source/blender/gpu/intern/gpu_uniform_buffer.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

254 lines
6.4 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include <cstring>
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#include "gpu_backend.hh"
#include "gpu_node_graph.h"
#include "GPU_context.h"
#include "GPU_material.h"
#include "GPU_uniform_buffer.h"
#include "gpu_uniform_buffer_private.hh"
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
namespace blender::gpu {
UniformBuf::UniformBuf(size_t size, const char *name)
{
/* Make sure that UBO is padded to size of vec4 */
BLI_assert((size % 16) == 0);
size_in_bytes_ = size;
STRNCPY(name_, name);
}
UniformBuf::~UniformBuf()
{
MEM_SAFE_FREE(data_);
}
} // namespace blender::gpu
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform buffer from GPUInput list
* \{ */
/**
* We need to pad some data types (vec3) on the C side
* To match the GPU expected memory block alignment.
*/
static eGPUType get_padded_gpu_type(LinkData *link)
{
GPUInput *input = (GPUInput *)link->data;
eGPUType gputype = input->type;
/* Metal cannot pack floats after vec3. */
if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
return (gputype == GPU_VEC3) ? GPU_VEC4 : gputype;
}
/* Unless the vec3 is followed by a float we need to treat it as a vec4. */
if (gputype == GPU_VEC3 && (link->next != nullptr) &&
(((GPUInput *)link->next->data)->type != GPU_FLOAT))
{
gputype = GPU_VEC4;
}
return gputype;
}
/**
* Returns 1 if the first item should be after second item.
* We make sure the vec4 uniforms come first.
*/
static int inputs_cmp(const void *a, const void *b)
{
const LinkData *link_a = (const LinkData *)a, *link_b = (const LinkData *)b;
const GPUInput *input_a = (const GPUInput *)link_a->data;
const GPUInput *input_b = (const GPUInput *)link_b->data;
return input_a->type < input_b->type ? 1 : 0;
}
/**
* Make sure we respect the expected alignment of UBOs.
* mat4, vec4, pad vec3 as vec4, then vec2, then floats.
*/
static void buffer_from_list_inputs_sort(ListBase *inputs)
{
/* Only support up to this type, if you want to extend it, make sure static void
* inputs_sobuffer_size_compute *inputs) padding logic is correct for the new types. */
#define MAX_UBO_GPU_TYPE GPU_MAT4
/* Order them as mat4, vec4, vec3, vec2, float. */
BLI_listbase_sort(inputs, inputs_cmp);
/* Metal cannot pack floats after vec3. */
if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
return;
}
/* Creates a lookup table for the different types; */
LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {nullptr};
eGPUType cur_type = static_cast<eGPUType>(MAX_UBO_GPU_TYPE + 1);
LISTBASE_FOREACH (LinkData *, link, inputs) {
GPUInput *input = (GPUInput *)link->data;
if (input->type == GPU_MAT3) {
/* Alignment for mat3 is not handled currently, so not supported */
BLI_assert_msg(0, "mat3 not supported in UBO");
continue;
}
if (input->type > MAX_UBO_GPU_TYPE) {
BLI_assert_msg(0, "GPU type not supported in UBO");
continue;
}
if (input->type == cur_type) {
continue;
}
inputs_lookup[input->type] = link;
cur_type = input->type;
}
/* If there is no GPU_VEC3 there is no need for alignment. */
if (inputs_lookup[GPU_VEC3] == nullptr) {
return;
}
LinkData *link = inputs_lookup[GPU_VEC3];
while (link != nullptr && ((GPUInput *)link->data)->type == GPU_VEC3) {
LinkData *link_next = link->next;
/* If GPU_VEC3 is followed by nothing or a GPU_FLOAT, no need for alignment. */
if ((link_next == nullptr) || ((GPUInput *)link_next->data)->type == GPU_FLOAT) {
break;
}
/* If there is a float, move it next to current vec3. */
if (inputs_lookup[GPU_FLOAT] != nullptr) {
LinkData *float_input = inputs_lookup[GPU_FLOAT];
inputs_lookup[GPU_FLOAT] = float_input->next;
BLI_remlink(inputs, float_input);
BLI_insertlinkafter(inputs, link, float_input);
}
link = link_next;
}
#undef MAX_UBO_GPU_TYPE
}
static inline size_t buffer_size_from_list(ListBase *inputs)
{
size_t buffer_size = 0;
LISTBASE_FOREACH (LinkData *, link, inputs) {
const eGPUType gputype = get_padded_gpu_type(link);
buffer_size += gputype * sizeof(float);
}
/* Round up to size of vec4. (Opengl Requirement) */
size_t alignment = sizeof(float[4]);
buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
return buffer_size;
}
static inline void buffer_fill_from_list(void *data, ListBase *inputs)
{
/* Now that we know the total ubo size we can start populating it. */
float *offset = (float *)data;
LISTBASE_FOREACH (LinkData *, link, inputs) {
GPUInput *input = (GPUInput *)link->data;
memcpy(offset, input->vec, input->type * sizeof(float));
offset += get_padded_gpu_type(link);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
using namespace blender::gpu;
GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
{
UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(size, name);
/* Direct init. */
if (data != nullptr) {
ubo->update(data);
}
return wrap(ubo);
}
GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name)
{
/* There is no point on creating an UBO if there is no arguments. */
if (BLI_listbase_is_empty(inputs)) {
return nullptr;
}
buffer_from_list_inputs_sort(inputs);
size_t buffer_size = buffer_size_from_list(inputs);
void *data = MEM_mallocN(buffer_size, __func__);
buffer_fill_from_list(data, inputs);
UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(buffer_size, name);
/* Defer data upload. */
ubo->attach_data(data);
return wrap(ubo);
}
void GPU_uniformbuf_free(GPUUniformBuf *ubo)
{
delete unwrap(ubo);
}
void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data)
{
unwrap(ubo)->update(data);
}
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
{
unwrap(ubo)->bind(slot);
}
void GPU_uniformbuf_bind_as_ssbo(GPUUniformBuf *ubo, int slot)
{
unwrap(ubo)->bind_as_ssbo(slot);
}
void GPU_uniformbuf_unbind(GPUUniformBuf *ubo)
{
unwrap(ubo)->unbind();
}
void GPU_uniformbuf_unbind_all()
{
/* FIXME */
}
void GPU_uniformbuf_clear_to_zero(GPUUniformBuf *ubo)
{
unwrap(ubo)->clear_to_zero();
}
/** \} */