[Bf-blender-cvs] [41abbc271c5] blender2.8: DRW: Change UBOs binding logic.

Clément Foucault noreply at git.blender.org
Sat Mar 10 02:49:02 CET 2018


Commit: 41abbc271c58cdbd24a4e919c102e6bd1c7b64b3
Author: Clément Foucault
Date:   Fri Mar 9 23:50:30 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB41abbc271c58cdbd24a4e919c102e6bd1c7b64b3

DRW: Change UBOs binding logic.

Use the same logic than textures. Also reset bindings only on shader changes.

===================================================================

M	source/blender/draw/intern/draw_manager.c
M	source/blender/draw/intern/draw_manager.h
M	source/blender/draw/intern/draw_manager_exec.c
M	source/blender/gpu/intern/gpu_extensions.c

===================================================================

diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 703aad2ec39..2f8cf04f476 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -438,6 +438,12 @@ static void drw_viewport_var_init(void)
 	if (DST.RST.bound_tex_slots == NULL) {
 		DST.RST.bound_tex_slots = MEM_callocN(sizeof(bool) * GPU_max_textures(), "Bound Texture Slots");
 	}
+	if (DST.RST.bound_ubos == NULL) {
+		DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
+	}
+	if (DST.RST.bound_ubo_slots == NULL) {
+		DST.RST.bound_ubo_slots = MEM_callocN(sizeof(bool) * GPU_max_textures(), "Bound Ubo Slots");
+	}
 
 	if (view_ubo == NULL) {
 		view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
@@ -1948,6 +1954,8 @@ void DRW_engines_free(void)
 
 	MEM_SAFE_FREE(DST.RST.bound_texs);
 	MEM_SAFE_FREE(DST.RST.bound_tex_slots);
+	MEM_SAFE_FREE(DST.RST.bound_ubos);
+	MEM_SAFE_FREE(DST.RST.bound_ubo_slots);
 
 	DRW_opengl_context_disable();
 
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 689b19a81ff..bde6a4ab24d 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -336,6 +336,8 @@ typedef struct DRWManager {
 		GPUTexture **bound_texs;
 		bool *bound_tex_slots;
 		int bind_tex_inc;
+		GPUUniformBuffer **bound_ubos;
+		bool *bound_ubo_slots;
 		int bind_ubo_inc;
 	} RST;
 } DRWManager;
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index f53631e7e54..19b55190e6c 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -729,11 +729,20 @@ static void bind_texture(GPUTexture *tex)
 
 static void bind_ubo(GPUUniformBuffer *ubo)
 {
-	if (DST.RST.bind_ubo_inc < GPU_max_ubo_binds()) {
-		GPU_uniformbuffer_bind(ubo, DST.RST.bind_ubo_inc);
-		DST.RST.bind_ubo_inc++;
-	}
-	else {
+	int bind_num = GPU_uniformbuffer_bindpoint(ubo);
+	if (bind_num == -1) {
+		for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
+			DST.RST.bind_ubo_inc = (DST.RST.bind_ubo_inc + 1) % GPU_max_ubo_binds();
+			if (DST.RST.bound_ubo_slots[DST.RST.bind_ubo_inc] == false) {
+				if (DST.RST.bound_ubos[DST.RST.bind_ubo_inc] != NULL) {
+					GPU_uniformbuffer_unbind(DST.RST.bound_ubos[DST.RST.bind_ubo_inc]);
+				}
+				GPU_uniformbuffer_bind(ubo, DST.RST.bind_ubo_inc);
+				DST.RST.bound_ubos[DST.RST.bind_ubo_inc] = ubo;
+				DST.RST.bound_ubo_slots[DST.RST.bind_ubo_inc] = true;
+				return;
+			}
+		}
 		/* This is not depending on user input.
 		 * It is our responsability to make sure there enough slots. */
 		BLI_assert(0 && "Not enough ubo slots! This should not happen!\n");
@@ -741,6 +750,7 @@ static void bind_ubo(GPUUniformBuffer *ubo)
 		/* printf so user can report bad behaviour */
 		printf("Not enough ubo slots! This should not happen!\n");
 	}
+	DST.RST.bound_ubo_slots[bind_num] = true;
 }
 
 static void release_texture_slots(void)
@@ -750,7 +760,7 @@ static void release_texture_slots(void)
 
 static void release_ubo_slots(void)
 {
-	DST.RST.bind_ubo_inc = 0;
+	memset(DST.RST.bound_ubo_slots, 0x0, sizeof(bool) * GPU_max_textures());
 }
 
 static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
@@ -766,10 +776,10 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
 		if (DST.shader) GPU_shader_unbind();
 		GPU_shader_bind(shgroup->shader);
 		DST.shader = shgroup->shader;
-	}
 
-	release_texture_slots();
-	release_ubo_slots();
+		release_texture_slots();
+		release_ubo_slots();
+	}
 
 	drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
 	drw_stencil_set(shgroup->stencil_mask);
@@ -1000,6 +1010,14 @@ static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWSha
 		}
 	}
 
+	/* Clear Bound Ubos */
+	for (int i = 0; i < GPU_max_ubo_binds(); i++) {
+		if (DST.RST.bound_ubos[i] != NULL) {
+			GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
+			DST.RST.bound_ubos[i] = NULL;
+		}
+	}
+
 	if (DST.shader) {
 		GPU_shader_unbind();
 		DST.shader = NULL;
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index 6bf330179d3..73e86c1b391 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -149,7 +149,7 @@ void gpu_extensions_init(void)
 	else
 		GG.max_anisotropy = 1.0f;
 
-	glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &GG.maxubobinds);
+	glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
 	glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
 
 #ifndef NDEBUG



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