diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-25 19:29:41 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-26 18:28:48 +0300 |
commit | 7b4a21077ab1f08a9109c167359946822ead32b6 (patch) | |
tree | 1966d56f0e988d95d75d6b833c6a36ebfa79820d /source/blender/gpu/intern/gpu_batch.cc | |
parent | d3cecc5007c5f22e71ab3ab58e9ce9489a01ce03 (diff) |
GPU: Move gpu_batch.c to C++
Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.cc | 1049 |
1 files changed, 1049 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc new file mode 100644 index 00000000000..43a8d000547 --- /dev/null +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -0,0 +1,1049 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * 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) 2016 by Mike Erwin. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * GPU geometry batch + * Contains VAOs + VBOs + Shader representing a drawable entity. + */ + +#include "MEM_guardedalloc.h" + +#include "GPU_batch.h" +#include "GPU_batch_presets.h" +#include "GPU_extensions.h" +#include "GPU_matrix.h" +#include "GPU_platform.h" +#include "GPU_shader.h" + +#include "gpu_batch_private.h" +#include "gpu_context_private.h" +#include "gpu_primitive_private.h" +#include "gpu_shader_private.h" + +#include <limits.h> +#include <stdlib.h> +#include <string.h> + +static GLuint g_default_attr_vbo = 0; + +static void batch_update_program_bindings(GPUBatch *batch, uint i_first); + +void GPU_batch_vao_cache_clear(GPUBatch *batch) +{ + if (batch->context == NULL) { + return; + } + if (batch->is_dynamic_vao_count) { + for (int i = 0; i < batch->dynamic_vaos.count; i++) { + if (batch->dynamic_vaos.vao_ids[i]) { + GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); + } + if (batch->dynamic_vaos.interfaces[i]) { + GPU_shaderinterface_remove_batch_ref( + (GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); + } + } + MEM_freeN((void *)batch->dynamic_vaos.interfaces); + MEM_freeN(batch->dynamic_vaos.vao_ids); + } + else { + for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { + if (batch->static_vaos.vao_ids[i]) { + GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); + } + if (batch->static_vaos.interfaces[i]) { + GPU_shaderinterface_remove_batch_ref( + (GPUShaderInterface *)batch->static_vaos.interfaces[i], batch); + } + } + } + batch->is_dynamic_vao_count = false; + for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { + batch->static_vaos.vao_ids[i] = 0; + batch->static_vaos.interfaces[i] = NULL; + } + gpu_context_remove_batch(batch->context, batch); + batch->context = NULL; +} + +GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type, + GPUVertBuf *verts, + GPUIndexBuf *elem, + uint owns_flag) +{ + GPUBatch *batch = (GPUBatch *)MEM_callocN(sizeof(GPUBatch), "GPUBatch"); + GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag); + return batch; +} + +void GPU_batch_init_ex( + GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) +{ +#if TRUST_NO_ONE + assert(verts != NULL); +#endif + + batch->verts[0] = verts; + for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { + batch->verts[v] = NULL; + } + for (int v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { + batch->inst[v] = NULL; + } + batch->elem = elem; + batch->gl_prim_type = convert_prim_type_to_gl(prim_type); + batch->phase = GPU_BATCH_READY_TO_DRAW; + batch->is_dynamic_vao_count = false; + batch->owns_flag = owns_flag; + batch->free_callback = NULL; +} + +/* This will share the VBOs with the new batch. */ +void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src) +{ + GPU_batch_init_ex(batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + + batch_dst->gl_prim_type = batch_src->gl_prim_type; + for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { + batch_dst->verts[v] = batch_src->verts[v]; + } +} + +void GPU_batch_clear(GPUBatch *batch) +{ + if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { + GPU_indexbuf_discard(batch->elem); + } + if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) { + GPU_vertbuf_discard(batch->inst[0]); + GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); + } + if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) { + for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) { + if (batch->verts[v] == NULL) { + break; + } + if (batch->owns_flag & (1 << v)) { + GPU_vertbuf_discard(batch->verts[v]); + } + } + } + GPU_batch_vao_cache_clear(batch); + batch->phase = GPU_BATCH_UNUSED; +} + +void GPU_batch_discard(GPUBatch *batch) +{ + if (batch->free_callback) { + batch->free_callback(batch, batch->callback_data); + } + + GPU_batch_clear(batch); + MEM_freeN(batch); +} + +void GPU_batch_callback_free_set(GPUBatch *batch, + void (*callback)(GPUBatch *, void *), + void *user_data) +{ + batch->free_callback = callback; + batch->callback_data = user_data; +} + +void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) +{ +#if TRUST_NO_ONE + assert(inst != NULL); +#endif + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + if (batch->inst[0] != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { + GPU_vertbuf_discard(batch->inst[0]); + GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); + } + batch->inst[0] = inst; + + if (own_vbo) { + batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; + } + else { + batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES; + } +} + +void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo) +{ + BLI_assert(elem != NULL); + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + if (batch->elem != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INDEX)) { + GPU_indexbuf_discard(batch->elem); + } + batch->elem = elem; + + if (own_ibo) { + batch->owns_flag |= GPU_BATCH_OWNS_INDEX; + } + else { + batch->owns_flag &= ~GPU_BATCH_OWNS_INDEX; + } +} + +/* A bit of a quick hack. Should be streamlined as the vbos handling */ +int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo) +{ + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { + if (batch->inst[v] == NULL) { +#if TRUST_NO_ONE + /* for now all VertexBuffers must have same vertex_len */ + if (batch->inst[0] != NULL) { + /* Allow for different size of vertex buf (will choose the smallest number of verts). */ + // assert(insts->vertex_len == batch->inst[0]->vertex_len); + assert(own_vbo == ((batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) != 0)); + } +#endif + batch->inst[v] = insts; + if (own_vbo) { + batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; + } + return v; + } + } + + /* we only make it this far if there is no room for another GPUVertBuf */ +#if TRUST_NO_ONE + assert(false); +#endif + return -1; +} + +/* Returns the index of verts in the batch. */ +int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) +{ + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) { + if (batch->verts[v] == NULL) { +#if TRUST_NO_ONE + /* for now all VertexBuffers must have same vertex_len */ + if (batch->verts[0] != NULL) { + assert(verts->vertex_len == batch->verts[0]->vertex_len); + } +#endif + batch->verts[v] = verts; + /* TODO: mark dirty so we can keep attribute bindings up-to-date */ + if (own_vbo) { + batch->owns_flag |= (1 << v); + } + return v; + } + } + + /* we only make it this far if there is no room for another GPUVertBuf */ +#if TRUST_NO_ONE + assert(false); +#endif + return -1; +} + +static GLuint batch_vao_get(GPUBatch *batch) +{ + /* Search through cache */ + if (batch->is_dynamic_vao_count) { + for (int i = 0; i < batch->dynamic_vaos.count; i++) { + if (batch->dynamic_vaos.interfaces[i] == batch->interface) { + return batch->dynamic_vaos.vao_ids[i]; + } + } + } + else { + for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { + if (batch->static_vaos.interfaces[i] == batch->interface) { + return batch->static_vaos.vao_ids[i]; + } + } + } + + /* Set context of this batch. + * It will be bound to it until GPU_batch_vao_cache_clear is called. + * Until then it can only be drawn with this context. */ + if (batch->context == NULL) { + batch->context = GPU_context_active_get(); + gpu_context_add_batch(batch->context, batch); + } +#if TRUST_NO_ONE + else { + /* Make sure you are not trying to draw this batch in another context. */ + assert(batch->context == GPU_context_active_get()); + } +#endif + + /* Cache miss, time to add a new entry! */ + GLuint new_vao = 0; + if (!batch->is_dynamic_vao_count) { + int i; /* find first unused slot */ + for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { + if (batch->static_vaos.vao_ids[i] == 0) { + break; + } + } + + if (i < GPU_BATCH_VAO_STATIC_LEN) { + batch->static_vaos.interfaces[i] = batch->interface; + batch->static_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); + } + else { + /* Not enough place switch to dynamic. */ + batch->is_dynamic_vao_count = true; + /* Erase previous entries, they will be added back if drawn again. */ + for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; j++) { + GPU_shaderinterface_remove_batch_ref( + (GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); + GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context); + } + /* Init dynamic arrays and let the branch below set the values. */ + batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN( + batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); + batch->dynamic_vaos.vao_ids = (GLuint *)MEM_callocN( + batch->dynamic_vaos.count * sizeof(GLuint), "dyn vaos ids"); + } + } + + if (batch->is_dynamic_vao_count) { + int i; /* find first unused slot */ + for (i = 0; i < batch->dynamic_vaos.count; i++) { + if (batch->dynamic_vaos.vao_ids[i] == 0) { + break; + } + } + + if (i == batch->dynamic_vaos.count) { + /* Not enough place, realloc the array. */ + i = batch->dynamic_vaos.count; + batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN( + (void *)batch->dynamic_vaos.interfaces, + sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); + batch->dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN( + batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); + } + batch->dynamic_vaos.interfaces[i] = batch->interface; + batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); + } + + GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch); + +#if TRUST_NO_ONE + assert(new_vao != 0); +#endif + + /* We just got a fresh VAO we need to initialize it. */ + glBindVertexArray(new_vao); + batch_update_program_bindings(batch, 0); + glBindVertexArray(0); + + return new_vao; +} + +void GPU_batch_program_set_no_use(GPUBatch *batch, + uint32_t program, + const GPUShaderInterface *shaderface) +{ +#if TRUST_NO_ONE + assert(glIsProgram(program)); + assert(batch->program_in_use == 0); +#endif + batch->interface = shaderface; + batch->program = program; + batch->vao_id = batch_vao_get(batch); +} + +void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) +{ + GPU_batch_program_set_no_use(batch, program, shaderface); + GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */ +} + +void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) +{ + if (batch->is_dynamic_vao_count) { + for (int i = 0; i < batch->dynamic_vaos.count; i++) { + if (batch->dynamic_vaos.interfaces[i] == interface) { + GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); + batch->dynamic_vaos.vao_ids[i] = 0; + batch->dynamic_vaos.interfaces[i] = NULL; + break; /* cannot have duplicates */ + } + } + } + else { + int i; + for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { + if (batch->static_vaos.interfaces[i] == interface) { + GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); + batch->static_vaos.vao_ids[i] = 0; + batch->static_vaos.interfaces[i] = NULL; + break; /* cannot have duplicates */ + } + } + } +} + +static void create_bindings(GPUVertBuf *verts, + const GPUShaderInterface *interface, + uint16_t *attr_mask, + uint v_first, + const bool use_instancing) +{ + const GPUVertFormat *format = &verts->format; + + const uint attr_len = format->attr_len; + uint stride = format->stride; + uint offset = 0; + + GPU_vertbuf_use(verts); + + for (uint a_idx = 0; a_idx < attr_len; a_idx++) { + const GPUVertAttr *a = &format->attrs[a_idx]; + + if (format->deinterleaved) { + offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * verts->vertex_len; + stride = a->sz; + } + else { + offset = a->offset; + } + + const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride; + + for (uint n_idx = 0; n_idx < a->name_len; n_idx++) { + const char *name = GPU_vertformat_attr_name_get(format, a, n_idx); + const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name); + + if (input == NULL) { + continue; + } + + *attr_mask &= ~(1 << input->location); + + if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { +#if TRUST_NO_ONE + assert(a->fetch_mode == GPU_FETCH_FLOAT); + assert(a->gl_comp_type == GL_FLOAT); +#endif + for (int i = 0; i < a->comp_len / 4; i++) { + glEnableVertexAttribArray(input->location + i); + glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0); + glVertexAttribPointer(input->location + i, + 4, + a->gl_comp_type, + GL_FALSE, + stride, + (const GLubyte *)pointer + i * 16); + } + } + else { + glEnableVertexAttribArray(input->location); + glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0); + + switch (a->fetch_mode) { + case GPU_FETCH_FLOAT: + case GPU_FETCH_INT_TO_FLOAT: + glVertexAttribPointer( + input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case GPU_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer( + input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case GPU_FETCH_INT: + glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer); + break; + } + } + } + } +} + +static void batch_update_program_bindings(GPUBatch *batch, uint i_first) +{ + uint16_t attr_mask = batch->interface->enabled_attr_mask; + + /* Reverse order so first VBO'S have more prevalence (in term of attribute override). */ + for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) { + if (batch->verts[v] != NULL) { + create_bindings(batch->verts[v], batch->interface, &attr_mask, 0, false); + } + } + + for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { + if (batch->inst[v]) { + create_bindings(batch->inst[v], batch->interface, &attr_mask, i_first, true); + } + } + + if (attr_mask != 0 && GLEW_ARB_vertex_attrib_binding) { + for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) { + if (attr_mask & mask) { + /* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style. + * Fix issues for some drivers (see T75069). */ + glBindVertexBuffer(a, g_default_attr_vbo, (intptr_t)0, (intptr_t)0); + + glEnableVertexAttribArray(a); + glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0); + glVertexAttribBinding(a, a); + } + } + } + + if (batch->elem) { + GPU_indexbuf_use(batch->elem); + } +} + +void GPU_batch_program_use_begin(GPUBatch *batch) +{ + /* NOTE: use_program & done_using_program are fragile, depend on staying in sync with + * the GL context's active program. + * use_program doesn't mark other programs as "not used". */ + /* TODO: make not fragile (somehow) */ + + if (!batch->program_in_use) { + glUseProgram(batch->program); + batch->program_in_use = true; + } +} + +void GPU_batch_program_use_end(GPUBatch *batch) +{ + if (batch->program_in_use) { +#if PROGRAM_NO_OPTI + glUseProgram(0); +#endif + batch->program_in_use = false; + } +} + +#if TRUST_NO_ONE +# define GET_UNIFORM \ + const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \ + assert(uniform); +#else +# define GET_UNIFORM \ + const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); +#endif + +void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value) +{ + GET_UNIFORM + glUniform1ui(uniform->location, value); +} + +void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) +{ + GET_UNIFORM + glUniform1i(uniform->location, value); +} + +void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value) +{ + GET_UNIFORM + glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); +} + +void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y) +{ + GET_UNIFORM + glUniform2f(uniform->location, x, y); +} + +void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) +{ + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); +} + +void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w) +{ + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); +} + +void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) +{ + GET_UNIFORM + glUniform1f(uniform->location, x); +} + +void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) +{ + GET_UNIFORM + glUniform2fv(uniform->location, 1, data); +} + +void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) +{ + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); +} + +void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) +{ + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); +} + +void GPU_batch_uniform_2fv_array(GPUBatch *batch, + const char *name, + const int len, + const float *data) +{ + GET_UNIFORM + glUniform2fv(uniform->location, len, data); +} + +void GPU_batch_uniform_4fv_array(GPUBatch *batch, + const char *name, + const int len, + const float *data) +{ + GET_UNIFORM + glUniform4fv(uniform->location, len, data); +} + +void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4]) +{ + GET_UNIFORM + glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data); +} + +static void *elem_offset(const GPUIndexBuf *el, int v_first) +{ +#if GPU_TRACK_INDEX_RANGE + if (el->index_type == GPU_INDEX_U16) { + return (GLushort *)0 + v_first + el->index_start; + } +#endif + return (GLuint *)0 + v_first + el->index_start; +} + +/* Use when drawing with GPU_batch_draw_advanced */ +void GPU_batch_bind(GPUBatch *batch) +{ + glBindVertexArray(batch->vao_id); + +#if GPU_TRACK_INDEX_RANGE + /* Can be removed if GL 4.3 is required. */ + if (!GLEW_ARB_ES3_compatibility && batch->elem != NULL) { + GLuint restart_index = (batch->elem->index_type == GPU_INDEX_U16) ? (GLuint)0xFFFF : + (GLuint)0xFFFFFFFF; + glPrimitiveRestartIndex(restart_index); + } +#endif +} + +void GPU_batch_draw(GPUBatch *batch) +{ +#if TRUST_NO_ONE + assert(batch->phase == GPU_BATCH_READY_TO_DRAW); + assert(batch->verts[0]->vbo_id != 0); +#endif + GPU_batch_program_use_begin(batch); + GPU_matrix_bind(batch->interface); // external call. + GPU_shader_set_srgb_uniform(batch->interface); + + GPU_batch_bind(batch); + GPU_batch_draw_advanced(batch, 0, 0, 0, 0); + + GPU_batch_program_use_end(batch); +} + +#if GPU_TRACK_INDEX_RANGE +# define BASE_INDEX(el) ((el)->base_index) +# define INDEX_TYPE(el) ((el)->gl_index_type) +#else +# define BASE_INDEX(el) 0 +# define INDEX_TYPE(el) GL_UNSIGNED_INT +#endif + +void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count) +{ + BLI_assert(batch->program_in_use); + /* TODO could assert that VAO is bound. */ + + if (v_count == 0) { + v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; + } + if (i_count == 0) { + 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 vbos. */ + if (batch->inst[1] && i_count > batch->inst[1]->vertex_len) { + i_count = batch->inst[1]->vertex_len; + } + } + + if (v_count == 0 || i_count == 0) { + /* Nothing to draw. */ + return; + } + + /* Verify there is enough data do draw. */ + /* TODO(fclem) Nice to have but this is invalid when using procedural draw-calls. + * The right assert would be to check if there is an enabled attribute from each VBO + * and check their length. */ + // BLI_assert(i_first + i_count <= (batch->inst ? batch->inst->vertex_len : INT_MAX)); + // BLI_assert(v_first + v_count <= + // (batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len)); + +#ifdef __APPLE__ + GLuint vao = 0; +#endif + + if (!GPU_arb_base_instance_is_supported()) { + if (i_first > 0) { +#ifdef __APPLE__ + /** + * There seems to be a nasty bug when drawing using the same VAO reconfiguring. (see T71147) + * We just use a throwaway VAO for that. Note that this is likely to degrade performance. + **/ + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); +#else + /* If using offset drawing with instancing, we must + * use the default VAO and redo bindings. */ + glBindVertexArray(GPU_vao_default()); +#endif + batch_update_program_bindings(batch, i_first); + } + else { + /* Previous call could have bind the default vao + * see above. */ + glBindVertexArray(batch->vao_id); + } + } + + if (batch->elem) { + const GPUIndexBuf *el = batch->elem; + GLenum index_type = INDEX_TYPE(el); + GLint base_index = BASE_INDEX(el); + void *v_first_ofs = elem_offset(el, v_first); + + if (GPU_arb_base_instance_is_supported()) { + glDrawElementsInstancedBaseVertexBaseInstance( + batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first); + } + else { + glDrawElementsInstancedBaseVertex( + batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index); + } + } + else { +#ifdef __APPLE__ + glDisable(GL_PRIMITIVE_RESTART); +#endif + if (GPU_arb_base_instance_is_supported()) { + glDrawArraysInstancedBaseInstance(batch->gl_prim_type, v_first, v_count, i_count, i_first); + } + else { + glDrawArraysInstanced(batch->gl_prim_type, v_first, v_count, i_count); + } +#ifdef __APPLE__ + glEnable(GL_PRIMITIVE_RESTART); +#endif + } + +#ifdef __APPLE__ + if (vao != 0) { + glDeleteVertexArrays(1, &vao); + } +#endif +} + +/* just draw some vertices and let shader place them where we want. */ +void GPU_draw_primitive(GPUPrimType prim_type, int v_count) +{ + /* we cannot draw without vao ... annoying ... */ + glBindVertexArray(GPU_vao_default()); + + GLenum type = convert_prim_type_to_gl(prim_type); + glDrawArrays(type, 0, v_count); + + /* Performance hog if you are drawing with the same vao multiple time. + * Only activate for debugging.*/ + // glBindVertexArray(0); +} + +/* -------------------------------------------------------------------- */ +/** \name Indirect Draw Calls + * \{ */ + +#if 0 +# define USE_MULTI_DRAW_INDIRECT 0 +#else +# define USE_MULTI_DRAW_INDIRECT \ + (GL_ARB_multi_draw_indirect && GPU_arb_base_instance_is_supported()) +#endif + +typedef struct GPUDrawCommand { + uint v_count; + uint i_count; + uint v_first; + uint i_first; +} GPUDrawCommand; + +typedef struct GPUDrawCommandIndexed { + uint v_count; + uint i_count; + uint v_first; + uint base_index; + uint i_first; +} GPUDrawCommandIndexed; + +struct GPUDrawList { + GPUBatch *batch; + uint base_index; /* Avoid dereferencing batch. */ + uint cmd_offset; /* in bytes, offset inside indirect command buffer. */ + uint cmd_len; /* Number of used command for the next call. */ + uint buffer_size; /* in bytes, size of indirect command buffer. */ + GLuint buffer_id; /* Draw Indirect Buffer id */ + union { + GPUDrawCommand *commands; + GPUDrawCommandIndexed *commands_indexed; + }; +}; + +GPUDrawList *GPU_draw_list_create(int length) +{ + GPUDrawList *list = (GPUDrawList *)MEM_callocN(sizeof(GPUDrawList), "GPUDrawList"); + /* Alloc the biggest possible command list which is indexed. */ + list->buffer_size = sizeof(GPUDrawCommandIndexed) * length; + if (USE_MULTI_DRAW_INDIRECT) { + list->buffer_id = GPU_buf_alloc(); + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id); + glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW); + } + else { + list->commands = (GPUDrawCommand *)MEM_mallocN(list->buffer_size, "GPUDrawList data"); + } + return list; +} + +void GPU_draw_list_discard(GPUDrawList *list) +{ + if (list->buffer_id) { + GPU_buf_free(list->buffer_id); + } + else { + MEM_SAFE_FREE(list->commands); + } + MEM_freeN(list); +} + +void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch) +{ + BLI_assert(batch->phase == GPU_BATCH_READY_TO_DRAW); + list->batch = batch; + list->base_index = batch->elem ? BASE_INDEX(batch->elem) : UINT_MAX; + list->cmd_len = 0; + + if (USE_MULTI_DRAW_INDIRECT) { + if (list->commands == NULL) { + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id); + if (list->cmd_offset >= list->buffer_size) { + /* Orphan buffer data and start fresh. */ + glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW); + list->cmd_offset = 0; + } + GLenum flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; + list->commands = (GPUDrawCommand *)glMapBufferRange( + GL_DRAW_INDIRECT_BUFFER, list->cmd_offset, list->buffer_size - list->cmd_offset, flags); + } + } + else { + list->cmd_offset = 0; + } +} + +void GPU_draw_list_command_add( + GPUDrawList *list, int v_first, int v_count, int i_first, int i_count) +{ + BLI_assert(list->commands); + + if (v_count == 0 || i_count == 0) { + return; + } + + if (list->base_index != UINT_MAX) { + GPUDrawCommandIndexed *cmd = list->commands_indexed + list->cmd_len; + cmd->v_first = v_first; + cmd->v_count = v_count; + cmd->i_count = i_count; + cmd->base_index = list->base_index; + cmd->i_first = i_first; + } + else { + GPUDrawCommand *cmd = list->commands + list->cmd_len; + cmd->v_first = v_first; + cmd->v_count = v_count; + cmd->i_count = i_count; + cmd->i_first = i_first; + } + + list->cmd_len++; + uint offset = list->cmd_offset + list->cmd_len * sizeof(GPUDrawCommandIndexed); + + if (offset == list->buffer_size) { + GPU_draw_list_submit(list); + GPU_draw_list_init(list, list->batch); + } +} + +void GPU_draw_list_submit(GPUDrawList *list) +{ + GPUBatch *batch = list->batch; + + if (list->cmd_len == 0) { + return; + } + + BLI_assert(list->commands); + BLI_assert(batch->program_in_use); + /* TODO could assert that VAO is bound. */ + + /* TODO We loose a bit of memory here if we only draw arrays. Fix that. */ + uintptr_t offset = list->cmd_offset; + uint cmd_len = list->cmd_len; + size_t bytes_used = cmd_len * sizeof(GPUDrawCommandIndexed); + list->cmd_len = 0; /* Avoid reuse. */ + + /* Only do multi-draw indirect if doing more than 2 drawcall. + * This avoids the overhead of buffer mapping if scene is + * not very instance friendly. + * BUT we also need to take into account the case where only + * a few instances are needed to finish filling a call buffer. */ + const bool do_mdi = (cmd_len > 2) || (list->cmd_offset + bytes_used == list->buffer_size); + + if (USE_MULTI_DRAW_INDIRECT && do_mdi) { + GLenum prim = batch->gl_prim_type; + + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id); + glFlushMappedBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, bytes_used); + glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER); + list->commands = NULL; /* Unmapped */ + list->cmd_offset += bytes_used; + + if (batch->elem) { + glMultiDrawElementsIndirect(prim, INDEX_TYPE(batch->elem), (void *)offset, cmd_len, 0); + } + else { + glMultiDrawArraysIndirect(prim, (void *)offset, cmd_len, 0); + } + } + else { + /* Fallback */ + if (batch->elem) { + GPUDrawCommandIndexed *cmd = list->commands_indexed; + for (int i = 0; i < cmd_len; i++, cmd++) { + /* Index start was added by Draw manager. Avoid counting it twice. */ + cmd->v_first -= batch->elem->index_start; + GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count); + } + } + else { + GPUDrawCommand *cmd = list->commands; + for (int i = 0; i < cmd_len; i++, cmd++) { + GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count); + } + } + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Utilities + * \{ */ + +void GPU_batch_program_set_shader(GPUBatch *batch, GPUShader *shader) +{ + GPU_batch_program_set(batch, shader->program, shader->interface); +} + +void GPU_batch_program_set_builtin_with_config(GPUBatch *batch, + eGPUBuiltinShader shader_id, + eGPUShaderConfig sh_cfg) +{ + GPUShader *shader = GPU_shader_get_builtin_shader_with_config(shader_id, sh_cfg); + GPU_batch_program_set(batch, shader->program, shader->interface); +} + +void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id) +{ + GPU_batch_program_set_builtin_with_config(batch, shader_id, GPU_SHADER_CFG_DEFAULT); +} + +/* Bind program bound to IMM to the batch. + * XXX Use this with much care. Drawing with the GPUBatch API is not compatible with IMM. + * DO NOT DRAW WITH THE BATCH BEFORE CALLING immUnbindProgram. */ +void GPU_batch_program_set_imm_shader(GPUBatch *batch) +{ + GLuint program; + GPUShaderInterface *interface; + immGetProgram(&program, &interface); + GPU_batch_program_set(batch, program, interface); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Init/Exit + * \{ */ + +void gpu_batch_init(void) +{ + if (g_default_attr_vbo == 0) { + g_default_attr_vbo = GPU_buf_alloc(); + + float default_attrib_data[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + glBindBuffer(GL_ARRAY_BUFFER, g_default_attr_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4, default_attrib_data, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + + gpu_batch_presets_init(); +} + +void gpu_batch_exit(void) +{ + GPU_buf_free(g_default_attr_vbo); + g_default_attr_vbo = 0; + + gpu_batch_presets_exit(); +} + +/** \} */ |