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authorClément Foucault <foucault.clem@gmail.com>2022-08-30 22:54:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-08-30 23:26:11 +0300
commitb15f90bf85c8ef8e22a474f1d242469f8c317616 (patch)
treef7725a789d27db5c2e61c189829a1137ed34871d
parentfe195f51d1a842087ba411488ec5a8b8979583ee (diff)
GPUBatch: Add draw parameter getter
This is used to populate indirect draw commands in the draw manager.
-rw-r--r--source/blender/gpu/GPU_batch.h7
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc24
-rw-r--r--source/blender/gpu/intern/gpu_index_buffer_private.hh8
3 files changed, 39 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index c085b592a77..b79560fdd1e 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -164,6 +164,13 @@ void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
#define GPU_batch_texture_bind(batch, name, tex) \
GPU_texture_bind(tex, GPU_shader_get_texture_binding((batch)->shader, name));
+/**
+ * Return indirect draw call parameters for this batch.
+ * NOTE: r_base_index is set to -1 if not using an index buffer.
+ */
+void GPU_batch_draw_parameter_get(
+ GPUBatch *batch, int *r_v_count, int *r_v_first, int *r_base_index, int *r_i_count);
+
void GPU_batch_draw(GPUBatch *batch);
void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count);
/**
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index 0b47a7b2952..13a91d2c808 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -220,6 +220,30 @@ void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader)
/** \name Drawing / Drawcall functions
* \{ */
+void GPU_batch_draw_parameter_get(
+ GPUBatch *gpu_batch, int *r_v_count, int *r_v_first, int *r_base_index, int *r_i_count)
+{
+ Batch *batch = static_cast<Batch *>(gpu_batch);
+
+ if (batch->elem) {
+ *r_v_count = batch->elem_()->index_len_get();
+ *r_v_first = batch->elem_()->index_start_get();
+ *r_base_index = batch->elem_()->index_base_get();
+ }
+ else {
+ *r_v_count = batch->verts_(0)->vertex_len;
+ *r_v_first = 0;
+ *r_base_index = -1;
+ }
+
+ int i_count = (batch->inst[0]) ? batch->inst_(0)->vertex_len : 1;
+ /* Meh. This is to be able to use different numbers of verts in instance VBO's. */
+ if (batch->inst[1] != nullptr) {
+ i_count = min_ii(i_count, batch->inst_(1)->vertex_len);
+ }
+ *r_i_count = i_count;
+}
+
void GPU_batch_draw(GPUBatch *batch)
{
GPU_shader_bind(batch->shader);
diff --git a/source/blender/gpu/intern/gpu_index_buffer_private.hh b/source/blender/gpu/intern/gpu_index_buffer_private.hh
index 6ce62ae852e..84903b05273 100644
--- a/source/blender/gpu/intern/gpu_index_buffer_private.hh
+++ b/source/blender/gpu/intern/gpu_index_buffer_private.hh
@@ -70,6 +70,14 @@ class IndexBuf {
* They can lead to graphical glitches on some systems. (See T96892) */
return is_empty_ ? 0 : index_len_;
}
+ uint32_t index_start_get() const
+ {
+ return index_start_;
+ }
+ uint32_t index_base_get() const
+ {
+ return index_base_;
+ }
/* Return size in byte of the drawable data buffer range. Actual buffer size might be bigger. */
size_t size_get() const
{