diff options
author | Clément Foucault <fclem> | 2022-09-02 19:30:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-09-02 19:45:14 +0300 |
commit | 65ad36f5fd71904e776f3deaf77e47b3935ae178 (patch) | |
tree | 8d9db20aa88d1de2934e888e1a345db8dfa25140 /source/blender/draw/intern/shaders/common_view_lib.glsl | |
parent | fd47fe4006a54559e0bc97b056a3503bd03e31b2 (diff) |
DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
This only ports features that are not considered deprecated or to be
removed.
The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.
The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.
Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.
In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
by their parent pass) and not from draw manager pools. So passes "can"
potentially be recorded once and submitted multiple time (but this is
not really encouraged for now). The only implicit link is between resource
lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
state stack concept anymore. Ensure the correct render state is set before
drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
This is to remove any implicit dependency between `Pass` and `Manager`.
This was a huge problem in old implementation since the manager did not
know what to pull from the object. Now it is explicitly requested by the
engine.
- The pases need to be submitted to a `draw::Manager` instance which can
be retrieved using `DRW_manager_get()` (for now).
Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
breakage.
- `draw::View` now contains culling data for all objects in the scene
allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.
What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15817
Diffstat (limited to 'source/blender/draw/intern/shaders/common_view_lib.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_view_lib.glsl | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 8ab2ef10e4c..6521476c3a7 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -155,7 +155,11 @@ uniform int drw_ResourceID; # define PASS_RESOURCE_ID # elif defined(GPU_VERTEX_SHADER) -# define resource_id gpu_InstanceIndex +# if defined(UNIFORM_RESOURCE_ID_NEW) +# define resource_id drw_ResourceID +# else +# define resource_id gpu_InstanceIndex +# endif # define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id; # elif defined(GPU_GEOMETRY_SHADER) @@ -203,8 +207,8 @@ flat in int resourceIDFrag; # ifndef DRW_SHADER_SHARED_H struct ObjectMatrices { - mat4 drw_modelMatrix; - mat4 drw_modelMatrixInverse; + mat4 model; + mat4 model_inverse; }; # endif /* DRW_SHADER_SHARED_H */ @@ -214,8 +218,8 @@ layout(std140) uniform modelBlock ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN]; }; -# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix) -# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse) +# define ModelMatrix (drw_matrices[resource_id].model) +# define ModelMatrixInverse (drw_matrices[resource_id].model_inverse) # endif /* USE_GPU_SHADER_CREATE_INFO */ #else /* GPU_INTEL */ |