[Bf-blender-cvs] [c4f122ac8f1] master: GPUUniformBuf: GL backend isolation
Clément Foucault
noreply at git.blender.org
Fri Aug 21 14:27:04 CEST 2020
Commit: c4f122ac8f167c5296be9ee23344765f181e6314
Author: Clément Foucault
Date: Fri Aug 21 12:30:55 2020 +0200
Branches: master
https://developer.blender.org/rBc4f122ac8f167c5296be9ee23344765f181e6314
GPUUniformBuf: GL backend isolation
This is in preparation of vulkan backend. We move all opengl
functionnalities behind an abstract class.
This also cleansup the "dynamic" ubo create and rename it to
`GPU_uniformbuf_from_list()`
Contains, no functional change.
Part of T68990 Vulkan support.
===================================================================
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/GPU_uniform_buffer.h
M source/blender/gpu/intern/gpu_backend.hh
M source/blender/gpu/intern/gpu_material.c
M source/blender/gpu/intern/gpu_uniform_buffer.cc
A source/blender/gpu/intern/gpu_uniform_buffer_private.hh
M source/blender/gpu/opengl/gl_backend.hh
M source/blender/gpu/opengl/gl_batch.hh
M source/blender/gpu/opengl/gl_context.hh
M source/blender/gpu/opengl/gl_shader.cc
A source/blender/gpu/opengl/gl_uniform_buffer.cc
A source/blender/gpu/opengl/gl_uniform_buffer.hh
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 3b867429acc..b319a9d91a3 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -95,6 +95,7 @@ set(SRC
opengl/gl_shader.cc
opengl/gl_shader_interface.cc
opengl/gl_state.cc
+ opengl/gl_uniform_buffer.cc
opengl/gl_vertex_array.cc
GPU_attr_binding.h
@@ -142,6 +143,7 @@ set(SRC
intern/gpu_shader_private.hh
intern/gpu_shader_interface.hh
intern/gpu_state_private.hh
+ intern/gpu_uniform_buffer_private.hh
intern/gpu_vertex_format_private.h
opengl/gl_backend.hh
@@ -151,6 +153,7 @@ set(SRC
opengl/gl_shader.hh
opengl/gl_shader_interface.hh
opengl/gl_state.hh
+ opengl/gl_uniform_buffer.hh
opengl/gl_vertex_array.hh
)
diff --git a/source/blender/gpu/GPU_uniform_buffer.h b/source/blender/gpu/GPU_uniform_buffer.h
index 2f3ce61bce0..2026522f2d5 100644
--- a/source/blender/gpu/GPU_uniform_buffer.h
+++ b/source/blender/gpu/GPU_uniform_buffer.h
@@ -29,10 +29,13 @@ extern "C" {
struct ListBase;
-typedef struct GPUUniformBuf GPUUniformBuf;
+/** Opaque pointer */
+typedef struct GPUUniformBuf {
+ void *dummy;
+} GPUUniformBuf;
GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name);
-GPUUniformBuf *GPU_uniformbuf_dynamic_create(struct ListBase *inputs, const char *name);
+GPUUniformBuf *GPU_uniformbuf_create_from_list(struct ListBase *inputs, const char *name);
#define GPU_uniformbuf_create(size) GPU_uniformbuf_create_ex(size, NULL, __func__);
diff --git a/source/blender/gpu/intern/gpu_backend.hh b/source/blender/gpu/intern/gpu_backend.hh
index 6ab0e32a754..f63f3cead2b 100644
--- a/source/blender/gpu/intern/gpu_backend.hh
+++ b/source/blender/gpu/intern/gpu_backend.hh
@@ -25,14 +25,16 @@
#pragma once
-#include "gpu_batch_private.hh"
-#include "gpu_context_private.hh"
-#include "gpu_drawlist_private.hh"
-#include "gpu_shader_private.hh"
+struct GPUContext;
namespace blender {
namespace gpu {
+class Batch;
+class DrawList;
+class Shader;
+class UniformBuf;
+
class GPUBackend {
public:
virtual ~GPUBackend(){};
@@ -46,6 +48,7 @@ class GPUBackend {
// virtual FrameBuffer *framebuffer_alloc(void) = 0;
virtual Shader *shader_alloc(const char *name) = 0;
// virtual Texture *texture_alloc(void) = 0;
+ virtual UniformBuf *uniformbuf_alloc(int size, const char *name) = 0;
};
} // namespace gpu
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 95fb0aa56fc..a0432b78a7e 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -237,7 +237,7 @@ void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
#else
const char *name = NULL;
#endif
- material->ubo = GPU_uniformbuf_dynamic_create(inputs, name);
+ material->ubo = GPU_uniformbuf_create_from_list(inputs, name);
}
/* Eevee Subsurface scattering. */
diff --git a/source/blender/gpu/intern/gpu_uniform_buffer.cc b/source/blender/gpu/intern/gpu_uniform_buffer.cc
index 76459dcf9f0..905d7a4adb3 100644
--- a/source/blender/gpu/intern/gpu_uniform_buffer.cc
+++ b/source/blender/gpu/intern/gpu_uniform_buffer.cc
@@ -13,7 +13,7 @@
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
- * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
@@ -27,64 +27,46 @@
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
-#include "gpu_context_private.hh"
+#include "gpu_backend.hh"
#include "gpu_node_graph.h"
-#include "GPU_extensions.h"
-#include "GPU_glew.h"
#include "GPU_material.h"
+
+#include "GPU_extensions.h"
+
#include "GPU_uniform_buffer.h"
+#include "gpu_uniform_buffer_private.hh"
-typedef struct GPUUniformBuf {
- /** Data size in bytes. */
- int size;
- /** GL handle for UBO. */
- GLuint bindcode;
- /** Current binding point. */
- int bindpoint;
- /** Continuous memory block to copy to GPU. Is own by the GPUUniformBuf. */
- void *data;
-
-#ifndef NDEBUG
- char name[64];
-#endif
-} GPUUniformBuf;
+/* -------------------------------------------------------------------- */
+/** \name Creation & Deletion
+ * \{ */
-GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
+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);
+ BLI_assert(size <= GPU_max_ubo_size());
- if (size > GPU_max_ubo_size()) {
- fprintf(stderr, "GPUUniformBuf: UBO too big. %s", name);
- return NULL;
- }
-
- GPUUniformBuf *ubo = (GPUUniformBuf *)MEM_mallocN(sizeof(GPUUniformBuf), __func__);
- ubo->size = size;
- ubo->data = NULL;
- ubo->bindcode = 0;
- ubo->bindpoint = -1;
+ size_in_bytes_ = size;
-#ifndef NDEBUG
- BLI_strncpy(ubo->name, name, sizeof(ubo->name));
-#endif
-
- /* Direct init. */
- if (data != NULL) {
- GPU_uniformbuf_update(ubo, data);
- }
-
- return ubo;
+ BLI_strncpy(name_, name, sizeof(name_));
}
-void GPU_uniformbuf_free(GPUUniformBuf *ubo)
+UniformBuf::~UniformBuf()
{
- MEM_SAFE_FREE(ubo->data);
- GPU_buf_free(ubo->bindcode);
- MEM_freeN(ubo);
+ 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.
@@ -117,10 +99,10 @@ static int inputs_cmp(const void *a, const void *b)
* Make sure we respect the expected alignment of UBOs.
* mat4, vec4, pad vec3 as vec4, then vec2, then floats.
*/
-static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
+static void buffer_from_list_inputs_sort(ListBase *inputs)
{
-/* Only support up to this type, if you want to extend it, make sure the
- * padding logic is correct for the new types. */
+/* Only support up to this type, if you want to extend it, make sure tstatic 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. */
@@ -179,23 +161,9 @@ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs)
#undef MAX_UBO_GPU_TYPE
}
-/**
- * Create dynamic UBO from parameters
- * Return NULL if failed to create or if \param inputs: is empty.
- *
- * \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
- */
-GPUUniformBuf *GPU_uniformbuf_dynamic_create(ListBase *inputs, const char *name)
+static inline size_t buffer_size_from_list(ListBase *inputs)
{
- /* There is no point on creating an UBO if there is no arguments. */
- if (BLI_listbase_is_empty(inputs)) {
- return NULL;
- }
- /* Make sure we comply to the ubo alignment requirements. */
- gpu_uniformbuffer_inputs_sort(inputs);
-
size_t buffer_size = 0;
-
LISTBASE_FOREACH (LinkData *, link, inputs) {
const eGPUType gputype = get_padded_gpu_type(link);
buffer_size += gputype * sizeof(float);
@@ -203,8 +171,12 @@ GPUUniformBuf *GPU_uniformbuf_dynamic_create(ListBase *inputs, const char *name)
/* Round up to size of vec4. (Opengl Requirement) */
size_t alignment = sizeof(float[4]);
buffer_size = divide_ceil_u(buffer_size, alignment) * alignment;
- void *data = MEM_mallocN(buffer_size, __func__);
+ 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) {
@@ -212,71 +184,73 @@ GPUUniformBuf *GPU_uniformbuf_dynamic_create(ListBase *inputs, const char *name)
memcpy(offset, input->vec, input->type * sizeof(float));
offset += get_padded_gpu_type(link);
}
-
- /* Pass data as NULL for late init. */
- GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(buffer_size, NULL, name);
- /* Data will be update just before binding. */
- ubo->data = data;
- return ubo;
}
-static void gpu_uniformbuffer_init(GPUUniformBuf *ubo)
-{
- BLI_assert(ubo->bindcode == 0);
- ubo->bindcode = GPU_buf_alloc();
+/** \} */
- if (ubo->bindcode == 0) {
- fprintf(stderr, "GPUUniformBuf: UBO create failed");
- BLI_assert(0);
- return;
- }
+/* -------------------------------------------------------------------- */
+/** \name C-API
+ * \{ */
- glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
- glBufferData(GL_UNIFORM_BUFFER, ubo->size, NULL, GL_DYNAMIC_DRAW);
-}
+using namespace blender::gpu;
-void GPU_uniformbuf_update(GPUUniformBuf *ubo, const void *data)
+GPUUniformBuf *GPU_uniformbuf_create_ex(size_t size, const void *data, const char *name)
{
- if (ubo->bindcode == 0) {
- gpu_uniformbuffer_init(ubo);
+ UniformBuf *ubo = GPUBackend::get()->uniformbuf_alloc(size, name);
+ /* Direct init. */
+ if (data != NULL) {
+ ubo->update(data);
}
-
- glBindBuffer(GL_UNIFORM_BUFFER, ubo->bindcode);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo->size, data);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ return reinterpret_cast<GPUUniformBuf *>(ubo);
}
-void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int number)
+/**
+ * Create UBO from inputs list.
+ * Return NULL if failed to create or if \param inputs: is empty.
+ *
+ * \param inputs: ListBase of #BLI_genericNodeN(#GPUInput).
+ */
+GPUUniformBuf *GPU_uniformbuf_create_from_list(ListBase *inputs, const char *name)
{
- if (number >= GPU_max_ubo_binds()) {
- fprintf(stderr, "GPUUniformBuf: UBO too big.");
- return;
+ /* There is no point on creating an UBO if there is no arguments. */
+ if (BLI_listbase_is_empty(inputs)) {
+ return NULL;
}
- if (ubo->bindcode == 0) {
- gpu_uniformbuffer_init(ubo);
- }
+ 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);
- if (ubo
@@ Diff output truncated at 10240 characters. @@
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