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/
153 lines
3.4 KiB
C++
153 lines
3.4 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Foundation
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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_context_private.hh"
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#include "gl_debug.hh"
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#include "gl_texture.hh"
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#include "gl_uniform_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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GLUniformBuf::GLUniformBuf(size_t size, const char *name) : UniformBuf(size, name)
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{
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/* Do not create ubo GL buffer here to allow allocation from any thread. */
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BLI_assert(size <= GLContext::max_ubo_size);
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}
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GLUniformBuf::~GLUniformBuf()
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{
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GLContext::buf_free(ubo_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 GLUniformBuf::init()
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{
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BLI_assert(GLContext::get());
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glGenBuffers(1, &ubo_id_);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
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glBufferData(GL_UNIFORM_BUFFER, size_in_bytes_, nullptr, GL_DYNAMIC_DRAW);
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debug::object_label(GL_UNIFORM_BUFFER, ubo_id_, name_);
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}
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void GLUniformBuf::update(const void *data)
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{
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if (ubo_id_ == 0) {
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this->init();
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}
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_id_);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, size_in_bytes_, data);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void GLUniformBuf::clear_to_zero()
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{
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if (ubo_id_ == 0) {
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this->init();
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}
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uint32_t data = 0;
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eGPUTextureFormat internal_format = GPU_R32UI;
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eGPUDataFormat data_format = GPU_DATA_UINT;
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if (GLContext::direct_state_access_support) {
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glClearNamedBufferData(ubo_id_,
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to_gl_internal_format(internal_format),
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to_gl_data_format(internal_format),
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to_gl(data_format),
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&data);
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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_UNIFORM_BUFFER, ubo_id_);
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glClearBufferData(GL_UNIFORM_BUFFER,
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to_gl_internal_format(internal_format),
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to_gl_data_format(internal_format),
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to_gl(data_format),
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&data);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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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 GLUniformBuf::bind(int slot)
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{
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if (slot >= GLContext::max_ubo_binds) {
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fprintf(
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stderr,
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"Error: Trying to bind \"%s\" ubo 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_ubo_binds);
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return;
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}
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if (ubo_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_UNIFORM_BUFFER, slot_, ubo_id_);
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#ifdef DEBUG
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BLI_assert(slot < 16);
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GLContext::get()->bound_ubo_slots |= 1 << slot;
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#endif
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}
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void GLUniformBuf::bind_as_ssbo(int slot)
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{
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if (ubo_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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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, ubo_id_);
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}
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void GLUniformBuf::unbind()
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{
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#ifdef DEBUG
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/* NOTE: This only unbinds the last bound slot. */
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glBindBufferBase(GL_UNIFORM_BUFFER, slot_, 0);
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/* Hope that the context did not change. */
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GLContext::get()->bound_ubo_slots &= ~(1 << slot_);
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#endif
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slot_ = 0;
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}
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/** \} */
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} // namespace blender::gpu
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