Files
test2/source/blender/gpu/GPU_storage_buffer.hh
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

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3.4 KiB
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/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Storage buffers API. Used to handle many way bigger buffers than Uniform buffers update at once.
* Make sure that the data structure is compatible with what the implementation expect.
* (see "7.8 Shader Buffer Variables and Shader Storage Blocks" from the OpenGL spec for more info
* about std430 layout)
* Rule of thumb: Padding to 16bytes, don't use vec3.
*/
#pragma once
#include "GPU_texture.hh"
#include "GPU_vertex_buffer.hh"
/** Opaque type hiding blender::gpu::StorageBuf. */
struct GPUStorageBuf;
GPUStorageBuf *GPU_storagebuf_create_ex(size_t size,
const void *data,
GPUUsageType usage,
const char *name);
#define GPU_storagebuf_create(size) \
GPU_storagebuf_create_ex(size, nullptr, GPU_USAGE_DYNAMIC, __func__);
void GPU_storagebuf_free(GPUStorageBuf *ssbo);
void GPU_storagebuf_update(GPUStorageBuf *ssbo, const void *data);
void GPU_storagebuf_bind(GPUStorageBuf *ssbo, int slot);
void GPU_storagebuf_unbind(GPUStorageBuf *ssbo);
/**
* Resets the internal slot usage tracking. But there is no guarantee that
* this actually undo the bindings for the next draw call. Only has effect when G_DEBUG_GPU is set.
*/
void GPU_storagebuf_debug_unbind_all();
void GPU_storagebuf_clear_to_zero(GPUStorageBuf *ssbo);
/**
* Clear the content of the buffer using the given #clear_value. #clear_value will be used as a
* repeatable pattern of 32bits.
*/
void GPU_storagebuf_clear(GPUStorageBuf *ssbo, uint32_t clear_value);
/**
* Explicitly sync updated storage buffer contents back to host within the GPU command stream. This
* ensures any changes made by the GPU are visible to the host.
* NOTE: This command is only valid for host-visible storage buffers.
*/
void GPU_storagebuf_sync_to_host(GPUStorageBuf *ssbo);
/**
* Read back content of the buffer to CPU for inspection.
* Slow! Only use for inspection / debugging.
*
* NOTE: If GPU_storagebuf_sync_to_host is called, this command is synchronized against that call.
* If pending GPU updates to the storage buffer are not yet visible to the host, the command will
* stall until dependent GPU work has completed.
*
* Otherwise, this command is synchronized against this call and will stall the CPU until the
* buffer content can be read by the host.
*/
void GPU_storagebuf_read(GPUStorageBuf *ssbo, void *data);
/**
* \brief Copy a part of a vertex buffer to a storage buffer.
*
* \param ssbo: destination storage buffer
* \param src: source vertex buffer
* \param dst_offset: where to start copying to (in bytes).
* \param src_offset: where to start copying from (in bytes).
* \param copy_size: byte size of the segment to copy.
*/
void GPU_storagebuf_copy_sub_from_vertbuf(GPUStorageBuf *ssbo,
blender::gpu::VertBuf *src,
uint dst_offset,
uint src_offset,
uint copy_size);
/**
* Ensure the ssbo is ready to be used as an indirect buffer in `GPU_batch_draw_indirect`.
* NOTE: Internally, this is only required for the OpenGL backend.
*/
void GPU_storagebuf_sync_as_indirect_buffer(GPUStorageBuf *ssbo);