The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
252 lines
6.4 KiB
C++
252 lines
6.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation */
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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.h"
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#include "GPU_context.h"
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#include "GPU_material.h"
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#include "GPU_uniform_buffer.h"
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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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BLI_strncpy(name_, name, sizeof(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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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_unbind_all()
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{
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/* FIXME */
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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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