diff options
author | Antonio Vazquez <blendergit@gmail.com> | 2020-08-13 17:57:42 +0300 |
---|---|---|
committer | Antonio Vazquez <blendergit@gmail.com> | 2020-08-13 17:57:42 +0300 |
commit | 735c717a63c8870d2ef4a910d82a2648cbaaa5e1 (patch) | |
tree | 4cff1cfe01053b8cc188cc69e1c2c60946fe37cc /source/blender/gpu | |
parent | cba7391d4a42a44efeddae3ff717e542a3c73738 (diff) | |
parent | 53683dec7d9ac9f324ff91904c9f80b8018b9b9c (diff) |
Merge branch 'master' into greasepencil-edit-curve
Diffstat (limited to 'source/blender/gpu')
30 files changed, 1560 insertions, 996 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 80ea28aca3c..906ae31fbc7 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -63,6 +63,7 @@ set(SRC intern/gpu_codegen.c intern/gpu_context.cc intern/gpu_debug.cc + intern/gpu_drawlist.cc intern/gpu_element.cc intern/gpu_extensions.cc intern/gpu_framebuffer.cc @@ -88,7 +89,10 @@ set(SRC intern/gpu_vertex_format.cc intern/gpu_viewport.c + opengl/gl_batch.cc opengl/gl_context.cc + opengl/gl_drawlist.cc + opengl/gl_vertex_array.cc GPU_attr_binding.h GPU_batch.h @@ -98,6 +102,7 @@ set(SRC GPU_common.h GPU_context.h GPU_debug.h + GPU_drawlist.h GPU_element.h GPU_extensions.h GPU_framebuffer.h @@ -122,9 +127,10 @@ set(SRC intern/gpu_attr_binding_private.h intern/gpu_backend.hh - intern/gpu_batch_private.h + intern/gpu_batch_private.hh intern/gpu_codegen.h intern/gpu_context_private.hh + intern/gpu_drawlist_private.hh intern/gpu_material_library.h intern/gpu_matrix_private.h intern/gpu_node_graph.h @@ -135,7 +141,10 @@ set(SRC intern/gpu_vertex_format_private.h opengl/gl_backend.hh + opengl/gl_batch.hh opengl/gl_context.hh + opengl/gl_drawlist.hh + opengl/gl_vertex_array.hh ) set(LIB diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index 855214c279c..d57739156f8 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -26,85 +26,82 @@ #pragma once +#include "BLI_utildefines.h" + #include "GPU_element.h" #include "GPU_shader.h" -#include "GPU_shader_interface.h" #include "GPU_vertex_buffer.h" -#ifdef __cplusplus -extern "C" { -#endif - -typedef enum { - GPU_BATCH_UNUSED, - GPU_BATCH_READY_TO_FORMAT, - GPU_BATCH_READY_TO_BUILD, - GPU_BATCH_BUILDING, - GPU_BATCH_READY_TO_DRAW, -} GPUBatchPhase; - #define GPU_BATCH_VBO_MAX_LEN 6 #define GPU_BATCH_INST_VBO_MAX_LEN 2 #define GPU_BATCH_VAO_STATIC_LEN 3 #define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16 -typedef struct GPUBatch { - /* geometry */ +typedef enum eGPUBatchFlag { + /** Invalid default state. */ + GPU_BATCH_INVALID = 0, + + /** GPUVertBuf ownership. (One bit per vbo) */ + GPU_BATCH_OWNS_VBO = (1 << 0), + GPU_BATCH_OWNS_VBO_MAX = (GPU_BATCH_OWNS_VBO << (GPU_BATCH_VBO_MAX_LEN - 1)), + GPU_BATCH_OWNS_VBO_ANY = ((GPU_BATCH_OWNS_VBO << GPU_BATCH_VBO_MAX_LEN) - 1), + /** Instance GPUVertBuf ownership. (One bit per vbo) */ + GPU_BATCH_OWNS_INST_VBO = (GPU_BATCH_OWNS_VBO_MAX << 1), + GPU_BATCH_OWNS_INST_VBO_MAX = (GPU_BATCH_OWNS_INST_VBO << (GPU_BATCH_INST_VBO_MAX_LEN - 1)), + GPU_BATCH_OWNS_INST_VBO_ANY = ((GPU_BATCH_OWNS_INST_VBO << GPU_BATCH_INST_VBO_MAX_LEN) - 1) & + ~GPU_BATCH_OWNS_VBO_ANY, + /** GPUIndexBuf ownership. */ + GPU_BATCH_OWNS_INDEX = (GPU_BATCH_OWNS_INST_VBO_MAX << 1), + + /** Has been initialized. At least one VBO is set. */ + GPU_BATCH_INIT = (1 << 16), + /** Batch is initialized but it's VBOs are still being populated. (optional) */ + GPU_BATCH_BUILDING = (1 << 16), + /** Cached data need to be rebuild. (VAO, PSO, ...) */ + GPU_BATCH_DIRTY = (1 << 17), +} eGPUBatchFlag; + +#define GPU_BATCH_OWNS_NONE GPU_BATCH_INVALID + +BLI_STATIC_ASSERT(GPU_BATCH_OWNS_INDEX < GPU_BATCH_INIT, + "eGPUBatchFlag: Error: status flags are shadowed by the ownership bits!") + +ENUM_OPERATORS(eGPUBatchFlag) + +#ifdef __cplusplus +extern "C" { +#endif +/** + * IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only + * the common and "public" part of the struct. Use the provided allocator. + * TODO(fclem) Make the content of this struct hidden and expose getters/setters. + **/ +typedef struct GPUBatch { /** verts[0] is required, others can be NULL */ GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN]; /** Instance attributes. */ GPUVertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN]; /** NULL if element list not needed */ GPUIndexBuf *elem; - uint32_t gl_prim_type; - - /* cached values (avoid dereferencing later) */ - uint32_t vao_id; - uint32_t program; - const struct GPUShaderInterface *interface; - - /* book-keeping */ - uint owns_flag; - /** used to free all vaos. this implies all vaos were created under the same context. */ - struct GPUContext *context; - GPUBatchPhase phase; - bool program_in_use; - - /* Vao management: remembers all geometry state (vertex attribute bindings & element buffer) - * for each shader interface. Start with a static number of vaos and fallback to dynamic count - * if necessary. Once a batch goes dynamic it does not go back. */ - bool is_dynamic_vao_count; - union { - /** Static handle count */ - struct { - const struct GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN]; - uint32_t vao_ids[GPU_BATCH_VAO_STATIC_LEN]; - } static_vaos; - /** Dynamic handle count */ - struct { - uint count; - const struct GPUShaderInterface **interfaces; - uint32_t *vao_ids; - } dynamic_vaos; - }; - - /* XXX This is the only solution if we want to have some data structure using - * batches as key to identify nodes. We must destroy these nodes with this callback. */ - void (*free_callback)(struct GPUBatch *, void *); - void *callback_data; + /** Bookeeping. */ + eGPUBatchFlag flag; + /** Type of geometry to draw. */ + GPUPrimType prim_type; + /** Current assigned shader. DEPRECATED. Here only for uniform binding. */ + struct GPUShader *shader; } GPUBatch; -enum { - GPU_BATCH_OWNS_VBO = (1 << 0), - /* each vbo index gets bit-shifted */ - GPU_BATCH_OWNS_INSTANCES = (1 << 30), - GPU_BATCH_OWNS_INDEX = (1u << 31u), -}; - -GPUBatch *GPU_batch_calloc(uint count); -GPUBatch *GPU_batch_create_ex(GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag); -void GPU_batch_init_ex(GPUBatch *, GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag); +GPUBatch *GPU_batch_calloc(void); +GPUBatch *GPU_batch_create_ex(GPUPrimType prim, + GPUVertBuf *vert, + GPUIndexBuf *elem, + eGPUBatchFlag own_flag); +void GPU_batch_init_ex(GPUBatch *batch, + GPUPrimType prim, + GPUVertBuf *vert, + GPUIndexBuf *elem, + eGPUBatchFlag own_flag); void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src); #define GPU_batch_create(prim, verts, elem) GPU_batch_create_ex(prim, verts, elem, 0) @@ -115,10 +112,6 @@ void GPU_batch_clear(GPUBatch *); void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */ -void GPU_batch_vao_cache_clear(GPUBatch *); - -void GPU_batch_callback_free_set(GPUBatch *, void (*callback)(GPUBatch *, void *), void *); - void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo); @@ -128,19 +121,13 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); #define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false) void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader); -void GPU_batch_set_shader_no_bind(GPUBatch *batch, GPUShader *shader); void GPU_batch_program_set_imm_shader(GPUBatch *batch); void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id); void GPU_batch_program_set_builtin_with_config(GPUBatch *batch, eGPUBuiltinShader shader_id, eGPUShaderConfig sh_cfg); -/* Entire batch draws with one shader program, but can be redrawn later with another program. */ -/* Vertex shader's inputs must be compatible with the batch's vertex format. */ - -void GPU_batch_program_use_begin(GPUBatch *); /* call before Batch_Uniform (temp hack?) */ -void GPU_batch_program_use_end(GPUBatch *); -void GPU_batch_uniform_1ui(GPUBatch *, const char *name, uint value); +/* Will only work after setting the batch program. */ void GPU_batch_uniform_1i(GPUBatch *, const char *name, int value); void GPU_batch_uniform_1b(GPUBatch *, const char *name, bool value); void GPU_batch_uniform_1f(GPUBatch *, const char *name, float value); @@ -154,10 +141,10 @@ void GPU_batch_uniform_2fv_array(GPUBatch *, const char *name, const int len, co void GPU_batch_uniform_4fv_array(GPUBatch *, const char *name, const int len, const float *data); void GPU_batch_uniform_mat4(GPUBatch *, const char *name, const float data[4][4]); -void GPU_batch_draw(GPUBatch *); +void GPU_batch_draw(GPUBatch *batch); +void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count); +void GPU_batch_draw_instanced(GPUBatch *batch, int i_count); -/* Needs to be called before GPU_batch_draw_advanced. */ -void GPU_batch_bind(GPUBatch *); /* This does not bind/unbind shader and does not call GPU_matrix_bind() */ void GPU_batch_draw_advanced(GPUBatch *, int v_first, int v_count, int i_first, int i_count); @@ -199,19 +186,6 @@ GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff #endif /* future plans */ -/** - * #GPUDrawList is an API to do lots of similar draw-calls very fast using multi-draw-indirect. - * There is a fallback if the feature is not supported. - */ -typedef struct GPUDrawList GPUDrawList; - -GPUDrawList *GPU_draw_list_create(int length); -void GPU_draw_list_discard(GPUDrawList *list); -void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch); -void GPU_draw_list_command_add( - GPUDrawList *list, int v_first, int v_count, int i_first, int i_count); -void GPU_draw_list_submit(GPUDrawList *list); - void gpu_batch_init(void); void gpu_batch_exit(void); diff --git a/source/blender/gpu/GPU_batch_presets.h b/source/blender/gpu/GPU_batch_presets.h index 1674cf776db..7a235dd0e12 100644 --- a/source/blender/gpu/GPU_batch_presets.h +++ b/source/blender/gpu/GPU_batch_presets.h @@ -46,11 +46,8 @@ struct GPUBatch *GPU_batch_preset_panel_drag_widget(const float pixelsize, void gpu_batch_presets_init(void); void gpu_batch_presets_register(struct GPUBatch *preset_batch); bool gpu_batch_presets_unregister(struct GPUBatch *preset_batch); -void gpu_batch_presets_reset(void); void gpu_batch_presets_exit(void); -void GPU_batch_presets_reset(void); - #ifdef __cplusplus } #endif diff --git a/source/blender/gpu/GPU_drawlist.h b/source/blender/gpu/GPU_drawlist.h new file mode 100644 index 00000000000..27f70da8cf8 --- /dev/null +++ b/source/blender/gpu/GPU_drawlist.h @@ -0,0 +1,46 @@ +/* + * 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) 2020 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * GPUDrawList is an API to do lots of similar draw-calls very fast using + * multi-draw-indirect. There is a fallback if the feature is not supported. + */ + +#pragma once + +#ifdef __cplusplus +extern "C" { +#endif + +struct GPUBatch; + +typedef void *GPUDrawList; /* Opaque pointer. */ + +/* Create a list with at least length drawcalls. Length can affect performance. */ +GPUDrawList GPU_draw_list_create(int length); +void GPU_draw_list_discard(GPUDrawList list); + +void GPU_draw_list_append(GPUDrawList list, GPUBatch *batch, int i_first, int i_count); +void GPU_draw_list_submit(GPUDrawList list); + +#ifdef __cplusplus +} +#endif diff --git a/source/blender/gpu/GPU_element.h b/source/blender/gpu/GPU_element.h index 3d5195b12fc..5cf85b4ea0e 100644 --- a/source/blender/gpu/GPU_element.h +++ b/source/blender/gpu/GPU_element.h @@ -54,6 +54,8 @@ typedef struct GPUIndexBuf { }; } GPUIndexBuf; +GPUIndexBuf *GPU_indexbuf_calloc(void); + void GPU_indexbuf_use(GPUIndexBuf *); uint GPU_indexbuf_size_get(const GPUIndexBuf *); diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index f782742ae53..0b9109fbd4b 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -104,6 +104,19 @@ void GPU_shader_uniform_vector_int( void GPU_shader_uniform_float(GPUShader *shader, int location, float value); void GPU_shader_uniform_int(GPUShader *shader, int location, int value); +void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value); +void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value); +void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value); +void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y); +void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z); +void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w); +void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]); +void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]); +void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]); +void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]); +void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]); +void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]); + int GPU_shader_get_attribute(GPUShader *shader, const char *name); char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len); diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h index 8aba1236b65..47e4e432d66 100644 --- a/source/blender/gpu/GPU_shader_interface.h +++ b/source/blender/gpu/GPU_shader_interface.h @@ -80,7 +80,7 @@ typedef struct GPUShaderInterface { /** Buffer containing all inputs names separated by '\0'. */ char *name_buffer; /** Reference to GPUBatches using this interface */ - struct GPUBatch **batches; + void **batches; uint batches_len; /** Input counts. */ uint attribute_len; @@ -109,8 +109,8 @@ const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name); /* keep track of batches using this interface */ -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *); -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *); +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *interface, void *cache); +void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *interface, void *cache); #ifdef __cplusplus } diff --git a/source/blender/gpu/GPU_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h index 757255496e0..bd1019bb1f5 100644 --- a/source/blender/gpu/GPU_vertex_buffer.h +++ b/source/blender/gpu/GPU_vertex_buffer.h @@ -59,6 +59,8 @@ typedef struct GPUVertBuf { uint32_t vbo_id; /** Usage hint for GL optimisation. */ GPUUsageType usage; + /** This counter will only avoid freeing the GPUVertBuf, not the data. */ + char handle_refcount; /** Data has been touched and need to be reuploaded to GPU. */ bool dirty; uchar *data; /* NULL indicates data in VRAM (unmapped) */ @@ -73,6 +75,10 @@ GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageTyp void GPU_vertbuf_clear(GPUVertBuf *verts); void GPU_vertbuf_discard(GPUVertBuf *); +/* Avoid GPUVertBuf datablock being free but not its data. */ +void GPU_vertbuf_handle_ref_add(GPUVertBuf *verts); +void GPU_vertbuf_handle_ref_remove(GPUVertBuf *verts); + void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType); void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType); diff --git a/source/blender/gpu/intern/gpu_backend.hh b/source/blender/gpu/intern/gpu_backend.hh index 24f592f214f..ba382e3c3fc 100644 --- a/source/blender/gpu/intern/gpu_backend.hh +++ b/source/blender/gpu/intern/gpu_backend.hh @@ -25,13 +25,27 @@ #pragma once -struct GPUContext; +#include "gpu_context_private.hh" +#include "gpu_drawlist_private.hh" +#include "gpu_batch_private.hh" + +namespace blender { +namespace gpu { class GPUBackend { public: virtual ~GPUBackend(){}; + static GPUBackend *get(void); + virtual GPUContext *context_alloc(void *ghost_window) = 0; + + virtual Batch *batch_alloc(void) = 0; + virtual DrawList *drawlist_alloc(int list_length) = 0; + // virtual FrameBuffer *framebuffer_alloc(void) = 0; + // virtual Shader *shader_alloc(void) = 0; + // virtual Texture *texture_alloc(void) = 0; }; -GPUBackend *gpu_backend_get(void); +} // namespace gpu +} // namespace blender diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc index a6ba4d3d89a..7b006bdc6c2 100644 --- a/source/blender/gpu/intern/gpu_batch.cc +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -26,6 +26,8 @@ #include "MEM_guardedalloc.h" +#include "BLI_math_base.h" + #include "GPU_batch.h" #include "GPU_batch_presets.h" #include "GPU_extensions.h" @@ -33,7 +35,8 @@ #include "GPU_platform.h" #include "GPU_shader.h" -#include "gpu_batch_private.h" +#include "gpu_backend.hh" +#include "gpu_batch_private.hh" #include "gpu_context_private.hh" #include "gpu_primitive_private.h" #include "gpu_shader_private.h" @@ -43,69 +46,38 @@ #include <stdlib.h> #include <string.h> -static GLuint g_default_attr_vbo = 0; - -static void batch_update_program_bindings(GPUBatch *batch, uint i_first); +using namespace blender::gpu; -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; -} +/* -------------------------------------------------------------------- */ +/** \name Creation & Deletion + * \{ */ -GPUBatch *GPU_batch_calloc(uint count) +GPUBatch *GPU_batch_calloc(void) { - return (GPUBatch *)MEM_callocN(sizeof(GPUBatch) * count, "GPUBatch"); + GPUBatch *batch = GPUBackend::get()->batch_alloc(); + memset(batch, 0, sizeof(*batch)); + return batch; } GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, - uint owns_flag) + eGPUBatchFlag owns_flag) { - GPUBatch *batch = GPU_batch_calloc(1); + GPUBatch *batch = GPU_batch_calloc(); 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) +void GPU_batch_init_ex(GPUBatch *batch, + GPUPrimType prim_type, + GPUVertBuf *verts, + GPUIndexBuf *elem, + eGPUBatchFlag owns_flag) { -#if TRUST_NO_ONE - assert(verts != NULL); -#endif + BLI_assert(verts != NULL); + /* Do not pass any other flag */ + BLI_assert((owns_flag & ~(GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX)) == 0); batch->verts[0] = verts; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { @@ -115,19 +87,18 @@ void GPU_batch_init_ex( 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; + batch->prim_type = prim_type; + batch->flag = owns_flag | GPU_BATCH_INIT | GPU_BATCH_DIRTY; + batch->shader = 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); + GPU_batch_init_ex( + batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, GPU_BATCH_INVALID); - batch_dst->gl_prim_type = batch_src->gl_prim_type; + batch_dst->prim_type = batch_src->prim_type; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { batch_dst->verts[v] = batch_src->verts[v]; } @@ -135,484 +106,182 @@ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src) void GPU_batch_clear(GPUBatch *batch) { - if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { + if (batch->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->flag & GPU_BATCH_OWNS_VBO_ANY) { + for (int v = 0; (v < GPU_BATCH_VBO_MAX_LEN) && batch->verts[v]; v++) { + if (batch->flag & (GPU_BATCH_OWNS_VBO << v)) { + GPU_VERTBUF_DISCARD_SAFE(batch->verts[v]); } - if (batch->owns_flag & (1 << v)) { - GPU_vertbuf_discard(batch->verts[v]); + } + } + if (batch->flag & GPU_BATCH_OWNS_INST_VBO_ANY) { + for (int v = 0; (v < GPU_BATCH_INST_VBO_MAX_LEN) && batch->inst[v]; v++) { + if (batch->flag & (GPU_BATCH_OWNS_INST_VBO << v)) { + GPU_VERTBUF_DISCARD_SAFE(batch->inst[v]); } } } - GPU_batch_vao_cache_clear(batch); - batch->phase = GPU_BATCH_UNUSED; + batch->flag = GPU_BATCH_INVALID; } 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; + delete static_cast<Batch *>(batch); } +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Buffers Management + * \{ */ + +/* NOTE: Override ONLY the first instance vbo (and free them if owned). */ 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); + BLI_assert(inst); + batch->flag |= GPU_BATCH_DIRTY; - if (batch->inst[0] != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { + if (batch->inst[0] && (batch->flag & GPU_BATCH_OWNS_INST_VBO)) { 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; - } + SET_FLAG_FROM_TEST(batch->flag, own_vbo, GPU_BATCH_OWNS_INST_VBO); } +/* NOTE: Override any previously assigned elem (and free it if owned). */ 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); + BLI_assert(elem); + batch->flag |= GPU_BATCH_DIRTY; - if (batch->elem != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INDEX)) { + if (batch->elem && (batch->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; - } + SET_FLAG_FROM_TEST(batch->flag, own_ibo, 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); + BLI_assert(insts); + batch->flag |= GPU_BATCH_DIRTY; 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)); + if (batch->inst[0]) { + /* Allow for different size of vertex buf (will choose the smallest + * number of verts). */ + // BLI_assert(insts->vertex_len == batch->inst[0]->vertex_len); } -#endif + batch->inst[v] = insts; - if (own_vbo) { - batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; - } + SET_FLAG_FROM_TEST(batch->flag, own_vbo, (eGPUBatchFlag)(GPU_BATCH_OWNS_INST_VBO << v)); return v; } } - /* we only make it this far if there is no room for another GPUVertBuf */ -#if TRUST_NO_ONE - assert(false); -#endif + BLI_assert(0 && "Not enough Instance VBO slot in batch"); 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); + BLI_assert(verts); + batch->flag |= GPU_BATCH_DIRTY; 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); + BLI_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); - } + SET_FLAG_FROM_TEST(batch->flag, own_vbo, (eGPUBatchFlag)(GPU_BATCH_OWNS_VBO << v)); return v; } } - /* we only make it this far if there is no room for another GPUVertBuf */ -#if TRUST_NO_ONE - assert(false); -#endif + BLI_assert(0 && "Not enough VBO slot in batch"); 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_set_shader_no_bind(GPUBatch *batch, GPUShader *shader) -{ -#if TRUST_NO_ONE - assert(glIsProgram(shader->program)); - assert(batch->program_in_use == 0); -#endif - batch->interface = shader->interface; - batch->program = shader->program; - batch->vao_id = batch_vao_get(batch); -} +/* -------------------------------------------------------------------- */ +/** \name Uniform setters + * + * TODO(fclem) port this to GPUShader. + * \{ */ void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader) { - GPU_batch_set_shader_no_bind(batch, shader); - 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; - const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type)); - - 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) { - BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT); - BLI_assert(a->comp_type == GPU_COMP_F32); - 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, 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, type, GL_FALSE, stride, pointer); - break; - case GPU_FETCH_INT_TO_FLOAT_UNIT: - glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer); - break; - case GPU_FETCH_INT: - glVertexAttribIPointer(input->location, a->comp_len, 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; - } + batch->shader = shader; + GPU_shader_bind(batch->shader); } -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); -} +#define GET_UNIFORM \ + const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->shader->interface, name); \ + BLI_assert(uniform); void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) { GET_UNIFORM - glUniform1i(uniform->location, value); + GPU_shader_uniform_int(batch->shader, 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); + GPU_batch_uniform_1i(batch, name, 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); + const float data[2] = {x, y}; + GPU_batch_uniform_2fv(batch, name, data); } void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) { - GET_UNIFORM - glUniform3f(uniform->location, x, y, z); + const float data[3] = {x, y, z}; + GPU_batch_uniform_3fv(batch, name, data); } 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); + const float data[4] = {x, y, z, w}; + GPU_batch_uniform_4fv(batch, name, data); } void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) { GET_UNIFORM - glUniform1f(uniform->location, x); + GPU_shader_uniform_float(batch->shader, uniform->location, x); } void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) { GET_UNIFORM - glUniform2fv(uniform->location, 1, data); + GPU_shader_uniform_vector(batch->shader, uniform->location, 2, 1, data); } void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) { GET_UNIFORM - glUniform3fv(uniform->location, 1, data); + GPU_shader_uniform_vector(batch->shader, uniform->location, 3, 1, data); } void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) { GET_UNIFORM - glUniform4fv(uniform->location, 1, data); + GPU_shader_uniform_vector(batch->shader, uniform->location, 4, 1, data); } void GPU_batch_uniform_2fv_array(GPUBatch *batch, @@ -621,7 +290,7 @@ void GPU_batch_uniform_2fv_array(GPUBatch *batch, const float *data) { GET_UNIFORM - glUniform2fv(uniform->location, len, data); + GPU_shader_uniform_vector(batch->shader, uniform->location, 2, len, data); } void GPU_batch_uniform_4fv_array(GPUBatch *batch, @@ -630,68 +299,48 @@ void GPU_batch_uniform_4fv_array(GPUBatch *batch, const float *data) { GET_UNIFORM - glUniform4fv(uniform->location, len, data); + GPU_shader_uniform_vector(batch->shader, uniform->location, 4, 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); + GPU_shader_uniform_vector(batch->shader, uniform->location, 16, 1, (const float *)data); } -static void *elem_offset(const GPUIndexBuf *el, int v_first) +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Drawing / Drawcall functions + * \{ */ + +void GPU_batch_draw(GPUBatch *batch) { -#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; + GPU_shader_bind(batch->shader); + GPU_batch_draw_advanced(batch, 0, 0, 0, 0); + GPU_shader_unbind(); } -/* Use when drawing with GPU_batch_draw_advanced */ -void GPU_batch_bind(GPUBatch *batch) +void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count) { - 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 + GPU_shader_bind(batch->shader); + GPU_batch_draw_advanced(batch, v_first, v_count, 0, 0); + GPU_shader_unbind(); } -void GPU_batch_draw(GPUBatch *batch) +/* Draw multiple instance of a batch without having any instance attributes. */ +void GPU_batch_draw_instanced(GPUBatch *batch, int i_count) { -#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); + BLI_assert(batch->inst[0] == NULL); - GPU_batch_program_use_end(batch); + GPU_shader_bind(batch->shader); + GPU_batch_draw_advanced(batch, 0, 0, 0, i_count); + GPU_shader_unbind(); } -#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. */ + BLI_assert(GPU_context_active_get()->shader != NULL); if (v_count == 0) { v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; @@ -699,8 +348,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi 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 (batch->inst[1] != NULL) { + i_count = min_ii(i_count, batch->inst[1]->vertex_len); } } @@ -709,76 +358,7 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi 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 + static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count); } /* just draw some vertices and let shader place them where we want. */ @@ -795,191 +375,6 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) // 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); - } - } - } -} - /** \} */ /* -------------------------------------------------------------------- */ @@ -1015,23 +410,11 @@ void GPU_batch_program_set_imm_shader(GPUBatch *batch) 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(); } diff --git a/source/blender/gpu/intern/gpu_batch_presets.c b/source/blender/gpu/intern/gpu_batch_presets.c index 3d9b4326c7e..71c971d8656 100644 --- a/source/blender/gpu/intern/gpu_batch_presets.c +++ b/source/blender/gpu/intern/gpu_batch_presets.c @@ -380,18 +380,6 @@ bool gpu_batch_presets_unregister(GPUBatch *preset_batch) return false; } -void gpu_batch_presets_reset(void) -{ - BLI_mutex_lock(&g_presets_3d.mutex); - /* Reset vao caches for these every time we switch opengl context. - * This way they will draw correctly for each window. */ - LISTBASE_FOREACH (LinkData *, link, &presets_list) { - GPUBatch *preset = link->data; - GPU_batch_vao_cache_clear(preset); - } - BLI_mutex_unlock(&g_presets_3d.mutex); -} - void gpu_batch_presets_exit(void) { LinkData *link; @@ -404,17 +392,4 @@ void gpu_batch_presets_exit(void) BLI_mutex_end(&g_presets_3d.mutex); } -/** - * This function only needs to be accessed externally because - * we are drawing UI batches with the DRW old context. - * - * And now we use it for drawing the entire area. - * - * XXX (Clément) - to cleanup in the upcoming 2.91 refactor. - **/ -void GPU_batch_presets_reset() -{ - gpu_batch_presets_reset(); -} - /** \} */ diff --git a/source/blender/gpu/intern/gpu_batch_private.h b/source/blender/gpu/intern/gpu_batch_private.hh index 93745b9ca9b..3a8044efc1d 100644 --- a/source/blender/gpu/intern/gpu_batch_private.h +++ b/source/blender/gpu/intern/gpu_batch_private.hh @@ -30,12 +30,16 @@ #include "GPU_context.h" #include "GPU_shader_interface.h" -#ifdef __cplusplus -extern "C" { -#endif +namespace blender { +namespace gpu { -void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface); +class Batch : public GPUBatch { + public: + Batch(){}; + virtual ~Batch(){}; -#ifdef __cplusplus -} -#endif + virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0; +}; + +} // namespace gpu +} // namespace blender diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc index 283784aec20..e04631910c1 100644 --- a/source/blender/gpu/intern/gpu_context.cc +++ b/source/blender/gpu/intern/gpu_context.cc @@ -40,7 +40,7 @@ #include "GHOST_C-api.h" #include "gpu_backend.hh" -#include "gpu_batch_private.h" +#include "gpu_batch_private.hh" #include "gpu_context_private.hh" #include "gpu_matrix_private.h" @@ -83,12 +83,12 @@ bool GPUContext::is_active_on_thread(void) GPUContext *GPU_context_create(void *ghost_window) { - if (gpu_backend_get() == NULL) { + if (GPUBackend::get() == NULL) { /* TODO move where it make sense. */ GPU_backend_init(GPU_BACKEND_OPENGL); } - GPUContext *ctx = gpu_backend_get()->context_alloc(ghost_window); + GPUContext *ctx = GPUBackend::get()->context_alloc(ghost_window); GPU_context_active_set(ctx); return ctx; @@ -173,14 +173,14 @@ void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx) void GPU_buf_free(GLuint buf_id) { /* TODO avoid using backend */ - GPUBackend *backend = gpu_backend_get(); + GPUBackend *backend = GPUBackend::get(); static_cast<GLBackend *>(backend)->buf_free(buf_id); } void GPU_tex_free(GLuint tex_id) { /* TODO avoid using backend */ - GPUBackend *backend = gpu_backend_get(); + GPUBackend *backend = GPUBackend::get(); static_cast<GLBackend *>(backend)->tex_free(tex_id); } @@ -188,18 +188,6 @@ void GPU_tex_free(GLuint tex_id) * which are not shared across contexts. So we need to keep track of * ownership. */ -void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch) -{ - BLI_assert(ctx); - static_cast<GLContext *>(ctx)->batch_register(batch); -} - -void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch) -{ - BLI_assert(ctx); - static_cast<GLContext *>(ctx)->batch_unregister(batch); -} - void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb) { #ifdef DEBUG @@ -285,7 +273,7 @@ void GPU_backend_exit(void) delete g_backend; } -GPUBackend *gpu_backend_get(void) +GPUBackend *GPUBackend::get(void) { return g_backend; } diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh index d369dbe7402..3f9fca16ff7 100644 --- a/source/blender/gpu/intern/gpu_context_private.hh +++ b/source/blender/gpu/intern/gpu_context_private.hh @@ -41,6 +41,7 @@ struct GPUMatrixState; struct GPUContext { public: /** State managment */ + GPUShader *shader = NULL; GPUFrameBuffer *current_fbo = NULL; GPUMatrixState *matrix_state = NULL; @@ -77,9 +78,6 @@ void GPU_tex_free(GLuint tex_id); void GPU_vao_free(GLuint vao_id, GPUContext *ctx); void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx); -void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch); -void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch); - void gpu_context_add_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb); void gpu_context_remove_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb); diff --git a/source/blender/gpu/intern/gpu_drawlist.cc b/source/blender/gpu/intern/gpu_drawlist.cc new file mode 100644 index 00000000000..7b807a2fa80 --- /dev/null +++ b/source/blender/gpu/intern/gpu_drawlist.cc @@ -0,0 +1,59 @@ +/* + * 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 + * + * Implementation of Multi Draw Indirect. + */ + +#include "MEM_guardedalloc.h" + +#include "GPU_batch.h" +#include "GPU_drawlist.h" + +#include "gpu_backend.hh" + +#include "gpu_drawlist_private.hh" + +using namespace blender::gpu; + +GPUDrawList GPU_draw_list_create(int list_length) +{ + DrawList *list_ptr = GPUBackend::get()->drawlist_alloc(list_length); + return reinterpret_cast<DrawList *>(list_ptr); +} + +void GPU_draw_list_discard(GPUDrawList list) +{ + DrawList *list_ptr = reinterpret_cast<DrawList *>(list); + delete list_ptr; +} + +void GPU_draw_list_append(GPUDrawList list, GPUBatch *batch, int i_first, int i_count) +{ + DrawList *list_ptr = reinterpret_cast<DrawList *>(list); + list_ptr->append(batch, i_first, i_count); +} + +void GPU_draw_list_submit(GPUDrawList list) +{ + DrawList *list_ptr = reinterpret_cast<DrawList *>(list); + list_ptr->submit(); +} diff --git a/source/blender/gpu/intern/gpu_drawlist_private.hh b/source/blender/gpu/intern/gpu_drawlist_private.hh new file mode 100644 index 00000000000..04cc18a5ffd --- /dev/null +++ b/source/blender/gpu/intern/gpu_drawlist_private.hh @@ -0,0 +1,40 @@ +/* + * 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) 2020 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + */ + +#pragma once + +#include "MEM_guardedalloc.h" + +namespace blender { +namespace gpu { + +class DrawList { + public: + virtual ~DrawList(){}; + + virtual void append(GPUBatch *batch, int i_first, int i_count) = 0; + virtual void submit() = 0; +}; + +} // namespace gpu +} // namespace blender diff --git a/source/blender/gpu/intern/gpu_element.cc b/source/blender/gpu/intern/gpu_element.cc index cf7cc1d214c..29c95c725fd 100644 --- a/source/blender/gpu/intern/gpu_element.cc +++ b/source/blender/gpu/intern/gpu_element.cc @@ -326,6 +326,11 @@ static void squeeze_indices_short(GPUIndexBufBuilder *builder, #endif /* GPU_TRACK_INDEX_RANGE */ +GPUIndexBuf *GPU_indexbuf_calloc(void) +{ + return (GPUIndexBuf *)MEM_callocN(sizeof(GPUIndexBuf), __func__); +} + GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *builder) { GPUIndexBuf *elem = (GPUIndexBuf *)MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf"); diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 9cededa54f7..2d137c2f21c 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -171,12 +171,8 @@ void immBindBuiltinProgram(eGPUBuiltinShader shader_id) void immUnbindProgram(void) { -#if TRUST_NO_ONE - assert(imm.bound_program != NULL); -#endif -#if PROGRAM_NO_OPTI - glUseProgram(0); -#endif + BLI_assert(imm.bound_program != NULL); + GPU_shader_unbind(); imm.bound_program = NULL; } @@ -321,7 +317,7 @@ GPUBatch *immBeginBatch(GPUPrimType prim_type, uint vertex_len) imm.vertex_data = verts->data; imm.batch = GPU_batch_create_ex(prim_type, verts, NULL, GPU_BATCH_OWNS_VBO); - imm.batch->phase = GPU_BATCH_BUILDING; + imm.batch->flag |= GPU_BATCH_BUILDING; return imm.batch; } @@ -423,7 +419,7 @@ void immEnd(void) /* TODO: resize only if vertex count is much smaller */ } GPU_batch_set_shader(imm.batch, imm.bound_program); - imm.batch->phase = GPU_BATCH_READY_TO_DRAW; + imm.batch->flag &= ~GPU_BATCH_BUILDING; imm.batch = NULL; /* don't free, batch belongs to caller */ } else { diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index 03b7d5402f5..7a44efce7fb 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -42,6 +42,7 @@ #include "GPU_texture.h" #include "GPU_uniformbuffer.h" +#include "gpu_context_private.hh" #include "gpu_shader_private.h" extern "C" char datatoc_gpu_shader_colorspace_lib_glsl[]; @@ -258,38 +259,6 @@ GPUShader *GPU_shader_create_from_python(const char *vertexcode, return sh; } -GPUShader *GPU_shader_load_from_binary(const char *binary, - const int binary_format, - const int binary_len, - const char *shname) -{ - BLI_assert(GL_ARB_get_program_binary); - int success; - int program = glCreateProgram(); - - glProgramBinary(program, binary_format, binary, binary_len); - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success) { - glUseProgram(program); - - GPUShader *shader = (GPUShader *)MEM_callocN(sizeof(*shader), __func__); - shader->interface = GPU_shaderinterface_create(program); - shader->program = program; - -#ifndef NDEBUG - BLI_snprintf(shader->name, sizeof(shader->name), "%s_%u", shname, g_shaderid++); -#else - UNUSED_VARS(shname); -#endif - - return shader; - } - - glDeleteProgram(program); - return NULL; -} - GPUShader *GPU_shader_create_ex(const char *vertexcode, const char *fragcode, const char *geocode, @@ -598,14 +567,27 @@ void GPU_shader_bind(GPUShader *shader) { BLI_assert(shader && shader->program); - glUseProgram(shader->program); - GPU_matrix_bind(shader->interface); - GPU_shader_set_srgb_uniform(shader->interface); + GPUContext *ctx = GPU_context_active_get(); + + if (ctx->shader != shader) { + ctx->shader = shader; + glUseProgram(shader->program); + GPU_matrix_bind(shader->interface); + GPU_shader_set_srgb_uniform(shader->interface); + } + + if (GPU_matrix_dirty_get()) { + GPU_matrix_bind(shader->interface); + } } void GPU_shader_unbind(void) { +#ifndef NDEBUG + GPUContext *ctx = GPU_context_active_get(); + ctx->shader = NULL; glUseProgram(0); +#endif } /** \} */ @@ -709,38 +691,12 @@ int GPU_shader_get_program(GPUShader *shader) return (int)shader->program; } -char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_binary_len) -{ - BLI_assert(GLEW_ARB_get_program_binary); - char *r_binary; - int binary_len = 0; - - glGetProgramiv(shader->program, GL_PROGRAM_BINARY_LENGTH, &binary_len); - r_binary = (char *)MEM_mallocN(binary_len, __func__); - glGetProgramBinary(shader->program, binary_len, NULL, r_binary_format, r_binary); - - if (r_binary_len) { - *r_binary_len = binary_len; - } - - return r_binary; -} - /** \} */ /* -------------------------------------------------------------------- */ /** \name Uniforms setters * \{ */ -void GPU_shader_uniform_float(GPUShader *UNUSED(shader), int location, float value) -{ - if (location == -1) { - return; - } - - glUniform1f(location, value); -} - void GPU_shader_uniform_vector( GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value) { @@ -773,22 +729,9 @@ void GPU_shader_uniform_vector( } } -void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value) -{ - if (location == -1) { - return; - } - - glUniform1i(location, value); -} - void GPU_shader_uniform_vector_int( GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value) { - if (location == -1) { - return; - } - switch (length) { case 1: glUniform1iv(location, arraysize, value); @@ -808,6 +751,91 @@ void GPU_shader_uniform_vector_int( } } +void GPU_shader_uniform_int(GPUShader *shader, int location, int value) +{ + GPU_shader_uniform_vector_int(shader, location, 1, 1, &value); +} + +void GPU_shader_uniform_float(GPUShader *shader, int location, float value) +{ + GPU_shader_uniform_vector(shader, location, 1, 1, &value); +} + +#define GET_UNIFORM \ + const GPUShaderInput *uniform = GPU_shaderinterface_uniform(sh->interface, name); \ + BLI_assert(uniform); + +void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value) +{ + GET_UNIFORM + GPU_shader_uniform_int(sh, uniform->location, value); +} + +void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value) +{ + GPU_shader_uniform_1i(sh, name, value ? 1 : 0); +} + +void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y) +{ + const float data[2] = {x, y}; + GPU_shader_uniform_2fv(sh, name, data); +} + +void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z) +{ + const float data[3] = {x, y, z}; + GPU_shader_uniform_3fv(sh, name, data); +} + +void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w) +{ + const float data[4] = {x, y, z, w}; + GPU_shader_uniform_4fv(sh, name, data); +} + +void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float x) +{ + GET_UNIFORM + GPU_shader_uniform_float(sh, uniform->location, x); +} + +void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]) +{ + GET_UNIFORM + GPU_shader_uniform_vector(sh, uniform->location, 2, 1, data); +} + +void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]) +{ + GET_UNIFORM + GPU_shader_uniform_vector(sh, uniform->location, 3, 1, data); +} + +void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]) +{ + GET_UNIFORM + GPU_shader_uniform_vector(sh, uniform->location, 4, 1, data); +} + +void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]) +{ + GET_UNIFORM + GPU_shader_uniform_vector(sh, uniform->location, 16, 1, (const float *)data); +} + +void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]) +{ + GET_UNIFORM + GPU_shader_uniform_vector(sh, uniform->location, 2, len, (const float *)val); +} + +void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]) +{ + GET_UNIFORM + GPU_shader_uniform_vector(sh, uniform->location, 4, len, (const float *)val); +} + /** \} */ /* -------------------------------------------------------------------- */ diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc index 4511d4a199d..ef90dde1877 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.cc +++ b/source/blender/gpu/intern/gpu_shader_interface.cc @@ -32,9 +32,11 @@ #include "GPU_shader_interface.h" -#include "gpu_batch_private.h" +#include "gpu_batch_private.hh" #include "gpu_context_private.hh" +#include "gl_batch.hh" + #include <stddef.h> #include <stdlib.h> #include <string.h> @@ -45,6 +47,8 @@ # include <stdio.h> #endif +using namespace blender::gpu; + static const char *BuiltinUniform_name(GPUUniformBuiltin u) { switch (u) { @@ -400,8 +404,8 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program) /* Batches ref buffer */ shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), - "GPUShaderInterface batches"); + shaderface->batches = (void **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), + "GPUShaderInterface batches"); MEM_freeN(uniforms_from_blocks); MEM_freeN(inputs_tmp); @@ -468,7 +472,8 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface) /* Remove this interface from all linked Batches vao cache. */ for (int i = 0; i < shaderface->batches_len; i++) { if (shaderface->batches[i] != NULL) { - gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface); + /* XXX GL specific. to be removed during refactor. */ + reinterpret_cast<GLVaoCache *>(shaderface->batches[i])->remove(shaderface); } } MEM_freeN(shaderface->batches); @@ -511,7 +516,7 @@ int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface, return shaderface->builtin_blocks[builtin]; } -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch) +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, void *batch) { int i; /* find first unused slot */ for (i = 0; i < shaderface->batches_len; i++) { @@ -523,13 +528,14 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch /* Not enough place, realloc the array. */ i = shaderface->batches_len; shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches, - sizeof(GPUBatch *) * shaderface->batches_len); + shaderface->batches = (void **)MEM_recallocN(shaderface->batches, + sizeof(void *) * shaderface->batches_len); } - shaderface->batches[i] = batch; + /** XXX todo cleanup. */ + shaderface->batches[i] = reinterpret_cast<void *>(batch); } -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch) +void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, void *batch) { for (int i = 0; i < shaderface->batches_len; i++) { if (shaderface->batches[i] == batch) { diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.cc b/source/blender/gpu/intern/gpu_vertex_buffer.cc index 67ad8835b6a..debf9835c90 100644 --- a/source/blender/gpu/intern/gpu_vertex_buffer.cc +++ b/source/blender/gpu/intern/gpu_vertex_buffer.cc @@ -77,6 +77,7 @@ void GPU_vertbuf_init(GPUVertBuf *verts, GPUUsageType usage) memset(verts, 0, sizeof(GPUVertBuf)); verts->usage = usage; verts->dirty = true; + verts->handle_refcount = 1; } void GPU_vertbuf_init_with_format_ex(GPUVertBuf *verts, @@ -137,7 +138,23 @@ void GPU_vertbuf_clear(GPUVertBuf *verts) void GPU_vertbuf_discard(GPUVertBuf *verts) { GPU_vertbuf_clear(verts); - MEM_freeN(verts); + GPU_vertbuf_handle_ref_remove(verts); +} + +void GPU_vertbuf_handle_ref_add(GPUVertBuf *verts) +{ + verts->handle_refcount++; +} + +void GPU_vertbuf_handle_ref_remove(GPUVertBuf *verts) +{ + BLI_assert(verts->handle_refcount > 0); + verts->handle_refcount--; + if (verts->handle_refcount == 0) { + /* Should already have been cleared. */ + BLI_assert(verts->vbo_id == 0 && verts->data == NULL); + MEM_freeN(verts); + } } uint GPU_vertbuf_size_get(const GPUVertBuf *verts) diff --git a/source/blender/gpu/opengl/gl_backend.hh b/source/blender/gpu/opengl/gl_backend.hh index f7c01b2f184..eba275f0245 100644 --- a/source/blender/gpu/opengl/gl_backend.hh +++ b/source/blender/gpu/opengl/gl_backend.hh @@ -27,7 +27,9 @@ #include "BLI_vector.hh" +#include "gl_batch.hh" #include "gl_context.hh" +#include "gl_drawlist.hh" namespace blender { namespace gpu { @@ -42,6 +44,16 @@ class GLBackend : public GPUBackend { return new GLContext(ghost_window, shared_orphan_list_); }; + Batch *batch_alloc(void) + { + return new GLBatch(); + }; + + DrawList *drawlist_alloc(int list_length) + { + return new GLDrawList(list_length); + }; + /* TODO remove */ void buf_free(GLuint buf_id); void tex_free(GLuint tex_id); diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc new file mode 100644 index 00000000000..00e1a61f7cf --- /dev/null +++ b/source/blender/gpu/opengl/gl_batch.cc @@ -0,0 +1,367 @@ +/* + * 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 + * + * GL implementation of GPUBatch. + * The only specificity of GL here is that it caches a list of + * Vertex Array Objects based on the bound shader interface. + */ + +#include "BLI_assert.h" + +#include "glew-mx.h" + +#include "GPU_extensions.h" + +#include "gpu_batch_private.hh" +#include "gpu_primitive_private.h" +#include "gpu_shader_private.h" + +#include "gl_batch.hh" +#include "gl_context.hh" +#include "gl_vertex_array.hh" + +using namespace blender::gpu; + +/* -------------------------------------------------------------------- */ +/** \name Vao cache + * + * Each GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration. + * TODO(fclem) Could be revisited to avoid so much cross references. + * \{ */ + +GLVaoCache::GLVaoCache(void) +{ + init(); +} + +GLVaoCache::~GLVaoCache() +{ + this->clear(); +} + +void GLVaoCache::init(void) +{ + context_ = NULL; + interface_ = NULL; + is_dynamic_vao_count = false; + for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) { + static_vaos.interfaces[i] = NULL; + static_vaos.vao_ids[i] = 0; + } + vao_base_instance_ = 0; + base_instance_ = 0; +} + +/* Create a new VAO object and store it in the cache. */ +void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao) +{ + /* Now insert the cache. */ + if (!is_dynamic_vao_count) { + int i; /* find first unused slot */ + for (i = 0; i < GPU_VAO_STATIC_LEN; i++) { + if (static_vaos.vao_ids[i] == 0) { + break; + } + } + + if (i < GPU_VAO_STATIC_LEN) { + static_vaos.interfaces[i] = interface; + static_vaos.vao_ids[i] = vao; + } + else { + /* Erase previous entries, they will be added back if drawn again. */ + for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) { + if (static_vaos.interfaces[i] != NULL) { + GPU_shaderinterface_remove_batch_ref( + const_cast<GPUShaderInterface *>(static_vaos.interfaces[i]), this); + context_->vao_free(static_vaos.vao_ids[i]); + } + } + /* Not enough place switch to dynamic. */ + is_dynamic_vao_count = true; + /* Init dynamic arrays and let the branch below set the values. */ + dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; + dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN( + dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); + dynamic_vaos.vao_ids = (GLuint *)MEM_callocN(dynamic_vaos.count * sizeof(GLuint), + "dyn vaos ids"); + } + } + + if (is_dynamic_vao_count) { + int i; /* find first unused slot */ + for (i = 0; i < dynamic_vaos.count; i++) { + if (dynamic_vaos.vao_ids[i] == 0) { + break; + } + } + + if (i == dynamic_vaos.count) { + /* Not enough place, realloc the array. */ + i = dynamic_vaos.count; + dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; + dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN( + (void *)dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * dynamic_vaos.count); + dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN(dynamic_vaos.vao_ids, + sizeof(GLuint) * dynamic_vaos.count); + } + dynamic_vaos.interfaces[i] = interface; + dynamic_vaos.vao_ids[i] = vao; + } + + GPU_shaderinterface_add_batch_ref(const_cast<GPUShaderInterface *>(interface), this); +} + +void GLVaoCache::remove(const GPUShaderInterface *interface) +{ + const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN; + GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids; + const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces : + static_vaos.interfaces; + for (int i = 0; i < count; i++) { + if (interfaces[i] == interface) { + context_->vao_free(vaos[i]); + vaos[i] = 0; + interfaces[i] = NULL; + break; /* cannot have duplicates */ + } + } +} + +void GLVaoCache::clear(void) +{ + GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get()); + const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN; + GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids; + const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces : + static_vaos.interfaces; + /* Early out, nothing to free. */ + if (context_ == NULL) { + return; + } + + if (context_ == ctx) { + glDeleteVertexArrays(count, vaos); + glDeleteVertexArrays(1, &vao_base_instance_); + } + else { + /* TODO(fclem) Slow way. Could avoid multiple mutex lock here */ + for (int i = 0; i < count; i++) { + context_->vao_free(vaos[i]); + } + context_->vao_free(vao_base_instance_); + } + + for (int i = 0; i < count; i++) { + if (interfaces[i] == NULL) { + continue; + } + GPU_shaderinterface_remove_batch_ref(const_cast<GPUShaderInterface *>(interfaces[i]), this); + } + + if (is_dynamic_vao_count) { + MEM_freeN((void *)dynamic_vaos.interfaces); + MEM_freeN(dynamic_vaos.vao_ids); + } + + if (context_) { + context_->vao_cache_unregister(this); + } + /* Reinit. */ + this->init(); +} + +/* Return 0 on cache miss (invalid VAO) */ +GLuint GLVaoCache::lookup(const GPUShaderInterface *interface) +{ + const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN; + const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces : + static_vaos.interfaces; + for (int i = 0; i < count; i++) { + if (interfaces[i] == interface) { + return (is_dynamic_vao_count) ? dynamic_vaos.vao_ids[i] : static_vaos.vao_ids[i]; + } + } + return 0; +} + +/* The GLVaoCache object is only valid for one GLContext. + * Reset the cache if trying to draw in another context; */ +void GLVaoCache::context_check(void) +{ + GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get()); + BLI_assert(ctx); + + if (context_ != ctx) { + if (context_ != NULL) { + /* IMPORTANT: Trying to draw a batch in multiple different context will trash the VAO cache. + * This has major performance impact and should be avoided in most cases. */ + context_->vao_cache_unregister(this); + } + this->clear(); + context_ = ctx; + context_->vao_cache_register(this); + } +} + +GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first) +{ + this->context_check(); + /* Make sure the interface is up to date. */ + if (interface_ != GPU_context_active_get()->shader->interface) { + vao_get(batch); + /* Trigger update. */ + base_instance_ = 0; + } + /** + * There seems to be a nasty bug when drawing using the same VAO reconfiguring (T71147). + * We just use a throwaway VAO for that. Note that this is likely to degrade performance. + **/ +#ifdef __APPLE__ + glDeleteVertexArrays(1, &vao_base_instance_); + vao_base_instance_ = 0; +#endif + + if (vao_base_instance_ == 0) { + glGenVertexArrays(1, &vao_base_instance_); + } + + if (base_instance_ != i_first) { + base_instance_ = i_first; + GLVertArray::update_bindings(vao_base_instance_, batch, interface_, i_first); + } + return base_instance_; +} + +GLuint GLVaoCache::vao_get(GPUBatch *batch) +{ + this->context_check(); + + GPUContext *ctx = GPU_context_active_get(); + if (interface_ != ctx->shader->interface) { + interface_ = ctx->shader->interface; + vao_id_ = this->lookup(interface_); + + if (vao_id_ == 0) { + /* Cache miss, create a new VAO. */ + glGenVertexArrays(1, &vao_id_); + this->insert(interface_, vao_id_); + GLVertArray::update_bindings(vao_id_, batch, interface_, 0); + } + } + + return vao_id_; +} +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Creation & Deletion + * \{ */ + +GLBatch::GLBatch(void) +{ +} + +GLBatch::~GLBatch() +{ +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Drawing + * \{ */ + +#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 GLBatch::bind(int i_first) +{ + if (flag & GPU_BATCH_DIRTY) { + vao_cache_.clear(); + } + +#if GPU_TRACK_INDEX_RANGE + /* Can be removed if GL 4.3 is required. */ + if (!GLEW_ARB_ES3_compatibility && (elem != NULL)) { + glPrimitiveRestartIndex((elem->index_type == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu); + } +#endif + + /* Can be removed if GL 4.2 is required. */ + if (!GPU_arb_base_instance_is_supported() && (i_first > 0)) { + glBindVertexArray(vao_cache_.base_instance_vao_get(this, i_first)); + } + else { + glBindVertexArray(vao_cache_.vao_get(this)); + } +} + +void GLBatch::draw(int v_first, int v_count, int i_first, int i_count) +{ + this->bind(i_first); + + GLenum gl_type = convert_prim_type_to_gl(prim_type); + + if (elem) { + const GPUIndexBuf *el = elem; + GLenum index_type = INDEX_TYPE(el); + GLint base_index = BASE_INDEX(el); + void *v_first_ofs = (GLuint *)0 + v_first + el->index_start; + +#if GPU_TRACK_INDEX_RANGE + if (el->index_type == GPU_INDEX_U16) { + v_first_ofs = (GLushort *)0 + v_first + el->index_start; + } +#endif + + if (GPU_arb_base_instance_is_supported()) { + glDrawElementsInstancedBaseVertexBaseInstance( + gl_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first); + } + else { + glDrawElementsInstancedBaseVertex( + gl_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(gl_type, v_first, v_count, i_count, i_first); + } + else { + glDrawArraysInstanced(gl_type, v_first, v_count, i_count); + } +#ifdef __APPLE__ + glEnable(GL_PRIMITIVE_RESTART); +#endif + } +} + +/** \} */ diff --git a/source/blender/gpu/opengl/gl_batch.hh b/source/blender/gpu/opengl/gl_batch.hh new file mode 100644 index 00000000000..d70f43aed2a --- /dev/null +++ b/source/blender/gpu/opengl/gl_batch.hh @@ -0,0 +1,105 @@ +/* + * 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. + * + * Copyright 2020, Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * GPU geometry batch + * Contains VAOs + VBOs + Shader representing a drawable entity. + */ + +#pragma once + +#include "MEM_guardedalloc.h" + +#include "gpu_batch_private.hh" + +#include "glew-mx.h" + +#include "GPU_shader_interface.h" + +namespace blender { +namespace gpu { + +#define GPU_VAO_STATIC_LEN 3 + +/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer) + * for each shader interface. Start with a static number of vaos and fallback to dynamic count + * if necessary. Once a batch goes dynamic it does not go back. */ +class GLVaoCache { + private: + /** Context for which the vao_cache_ was generated. */ + struct GLContext *context_ = NULL; + /** Last interface this batch was drawn with. */ + GPUShaderInterface *interface_ = NULL; + /** Cached vao for the last interface. */ + GLuint vao_id_ = 0; + /** Used whend arb_base_instance is not supported. */ + GLuint vao_base_instance_ = 0; + int base_instance_ = 0; + + bool is_dynamic_vao_count = false; + union { + /** Static handle count */ + struct { + const GPUShaderInterface *interfaces[GPU_VAO_STATIC_LEN]; + GLuint vao_ids[GPU_VAO_STATIC_LEN]; + } static_vaos; + /** Dynamic handle count */ + struct { + uint count; + const GPUShaderInterface **interfaces; + GLuint *vao_ids; + } dynamic_vaos; + }; + + public: + GLVaoCache(); + ~GLVaoCache(); + + GLuint vao_get(GPUBatch *batch); + GLuint base_instance_vao_get(GPUBatch *batch, int i_first); + + GLuint lookup(const GPUShaderInterface *interface); + void insert(const GPUShaderInterface *interface, GLuint vao_id); + void remove(const GPUShaderInterface *interface); + void clear(void); + + private: + void init(void); + void context_check(void); +}; + +class GLBatch : public Batch { + public: + /** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */ + GLVaoCache vao_cache_; + + public: + GLBatch(); + ~GLBatch(); + + void draw(int v_first, int v_count, int i_first, int i_count) override; + void bind(int i_first); + + MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch"); +}; + +} // namespace gpu +} // namespace blender diff --git a/source/blender/gpu/opengl/gl_context.cc b/source/blender/gpu/opengl/gl_context.cc index 00a10924ff6..dd413612879 100644 --- a/source/blender/gpu/opengl/gl_context.cc +++ b/source/blender/gpu/opengl/gl_context.cc @@ -63,8 +63,8 @@ GLContext::~GLContext() /* For now don't allow GPUFrameBuffers to be reuse in another context. */ BLI_assert(framebuffers_.is_empty()); /* Delete vaos so the batch can be reused in another context. */ - for (GPUBatch *batch : batches_) { - GPU_batch_vao_cache_clear(batch); + for (GLVaoCache *cache : vao_caches_) { + cache->clear(); } glDeleteVertexArrays(1, &default_vao_); glDeleteBuffers(1, &default_attr_vbo_); @@ -197,20 +197,17 @@ void GLBackend::tex_free(GLuint tex_id) * is discarded. * \{ */ -void GLContext::batch_register(struct GPUBatch *batch) +void GLContext::vao_cache_register(GLVaoCache *cache) { lists_mutex_.lock(); - batches_.add(batch); + vao_caches_.add(cache); lists_mutex_.unlock(); } -void GLContext::batch_unregister(struct GPUBatch *batch) +void GLContext::vao_cache_unregister(GLVaoCache *cache) { - /* vao_cache_clear() can acquire lists_mutex_ so avoid deadlock. */ - // reinterpret_cast<GLBatch *>(batch)->vao_cache_clear(); - lists_mutex_.lock(); - batches_.remove(batch); + vao_caches_.remove(cache); lists_mutex_.unlock(); } diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh index 3b55965b9d1..0b762c939f1 100644 --- a/source/blender/gpu/opengl/gl_context.hh +++ b/source/blender/gpu/opengl/gl_context.hh @@ -25,15 +25,16 @@ #include "gpu_context_private.hh" +#include "GPU_framebuffer.h" + #include "BLI_set.hh" #include "BLI_vector.hh" #include "glew-mx.h" -#include <iostream> +#include "gl_batch.hh" + #include <mutex> -#include <unordered_set> -#include <vector> namespace blender { namespace gpu { @@ -50,7 +51,7 @@ class GLSharedOrphanLists { void orphans_clear(void); }; -class GLContext : public GPUContext { +struct GLContext : public GPUContext { /* TODO(fclem) these needs to become private. */ public: /** Default VAO for procedural draw calls. */ @@ -63,7 +64,7 @@ class GLContext : public GPUContext { * GPUBatch & GPUFramebuffer have references to the context they are from, in the case the * context is destroyed, we need to remove any reference to it. */ - Set<GPUBatch *> batches_; + Set<GLVaoCache *> vao_caches_; Set<GPUFrameBuffer *> framebuffers_; /** Mutex for the bellow structures. */ std::mutex lists_mutex_; @@ -87,8 +88,8 @@ class GLContext : public GPUContext { void vao_free(GLuint vao_id); void fbo_free(GLuint fbo_id); - void batch_register(struct GPUBatch *batch); - void batch_unregister(struct GPUBatch *batch); + void vao_cache_register(GLVaoCache *cache); + void vao_cache_unregister(GLVaoCache *cache); void framebuffer_register(struct GPUFrameBuffer *fb); void framebuffer_unregister(struct GPUFrameBuffer *fb); }; diff --git a/source/blender/gpu/opengl/gl_drawlist.cc b/source/blender/gpu/opengl/gl_drawlist.cc new file mode 100644 index 00000000000..c121fb9ba2c --- /dev/null +++ b/source/blender/gpu/opengl/gl_drawlist.cc @@ -0,0 +1,240 @@ +/* + * 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 + * + * Implementation of Multi Draw Indirect using OpenGL. + * Fallback if the needed extensions are not supported. + */ + +#include "BLI_assert.h" + +#include "GPU_batch.h" +#include "GPU_extensions.h" + +#include "glew-mx.h" + +#include "gpu_context_private.hh" +#include "gpu_drawlist_private.hh" +#include "gpu_primitive_private.h" + +#include "gl_backend.hh" +#include "gl_drawlist.hh" + +#include <limits.h> + +#define USE_MULTI_DRAW_INDIRECT 1 + +/* TODO remove. */ +#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 + +using namespace blender::gpu; + +typedef struct GLDrawCommand { + GLuint v_count; + GLuint i_count; + GLuint v_first; + GLuint i_first; +} GLDrawCommand; + +typedef struct GLDrawCommandIndexed { + GLuint v_count; + GLuint i_count; + GLuint v_first; + GLuint base_index; + GLuint i_first; +} GLDrawCommandIndexed; + +#define MDI_ENABLED (buffer_size_ != 0) +#define MDI_DISABLED (buffer_size_ == 0) +#define MDI_INDEXED (base_index_ != UINT_MAX) + +GLDrawList::GLDrawList(int length) +{ + BLI_assert(length > 0); + batch_ = NULL; + buffer_id_ = 0; + command_len_ = 0; + command_offset_ = 0; + data_offset_ = 0; + data_size_ = 0; + data_ = NULL; + + if (USE_MULTI_DRAW_INDIRECT && GLEW_ARB_multi_draw_indirect && + GPU_arb_base_instance_is_supported()) { + /* Alloc the biggest possible command list, which is indexed. */ + buffer_size_ = sizeof(GLDrawCommandIndexed) * length; + } + else { + /* Indicates MDI is not supported. */ + buffer_size_ = 0; + } +} + +GLDrawList::~GLDrawList() +{ + /* TODO This ... */ + static_cast<GLBackend *>(GPUBackend::get())->buf_free(buffer_id_); + /* ... should be this. */ + // context_->buf_free(buffer_id_) +} + +void GLDrawList::init(void) +{ + BLI_assert(GPU_context_active_get()); + BLI_assert(MDI_ENABLED); + BLI_assert(data_ == NULL); + batch_ = NULL; + command_len_ = 0; + + if (buffer_id_ == 0) { + /* Allocate on first use. */ + glGenBuffers(1, &buffer_id_); + context_ = static_cast<GLContext *>(GPU_context_active_get()); + } + + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer_id_); + /* If buffer is full, orphan buffer data and start fresh. */ + // if (command_offset_ >= data_size_) { + glBufferData(GL_DRAW_INDIRECT_BUFFER, buffer_size_, NULL, GL_DYNAMIC_DRAW); + data_offset_ = 0; + // } + /* Map the remaining range. */ + GLbitfield flag = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; + data_size_ = buffer_size_ - data_offset_; + data_ = (GLbyte *)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, data_offset_, data_size_, flag); + command_offset_ = 0; +} + +void GLDrawList::append(GPUBatch *batch, int i_first, int i_count) +{ + /* Fallback when MultiDrawIndirect is not supported/enabled. */ + if (MDI_DISABLED) { + GPU_batch_draw_advanced(batch, 0, 0, i_first, i_count); + return; + } + + if (data_ == NULL) { + this->init(); + } + + if (batch != batch_) { + // BLI_assert(batch->flag | GPU_BATCH_INIT); + this->submit(); + batch_ = batch; + /* Cached for faster access. */ + base_index_ = batch->elem ? BASE_INDEX(batch->elem) : UINT_MAX; + v_first_ = batch->elem ? batch->elem->index_start : 0; + v_count_ = batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len; + } + + if (MDI_INDEXED) { + GLDrawCommandIndexed *cmd = reinterpret_cast<GLDrawCommandIndexed *>(data_ + command_offset_); + cmd->v_first = v_first_; + cmd->v_count = v_count_; + cmd->i_count = i_count; + cmd->base_index = base_index_; + cmd->i_first = i_first; + command_offset_ += sizeof(GLDrawCommandIndexed); + } + else { + GLDrawCommand *cmd = reinterpret_cast<GLDrawCommand *>(data_ + command_offset_); + cmd->v_first = v_first_; + cmd->v_count = v_count_; + cmd->i_count = i_count; + cmd->i_first = i_first; + command_offset_ += sizeof(GLDrawCommand); + } + + command_len_++; + + if (command_offset_ >= data_size_) { + this->submit(); + } +} + +void GLDrawList::submit(void) +{ + if (command_len_ == 0) { + return; + } + /* Something's wrong if we get here without MDI support. */ + BLI_assert(MDI_ENABLED); + BLI_assert(data_); + BLI_assert(GPU_context_active_get()->shader != NULL); + + GLBatch *batch = static_cast<GLBatch *>(batch_); + + /* 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 is_finishing_a_buffer = (command_offset_ >= data_size_); + if (command_len_ > 2 || is_finishing_a_buffer) { + GLenum prim = convert_prim_type_to_gl(batch_->prim_type); + void *offset = (void *)data_offset_; + + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer_id_); + glFlushMappedBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, command_offset_); + glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER); + data_ = NULL; /* Unmapped */ + data_offset_ += command_offset_; + + batch->bind(0); + + if (MDI_INDEXED) { + glMultiDrawElementsIndirect(prim, INDEX_TYPE(batch_->elem), offset, command_len_, 0); + } + else { + glMultiDrawArraysIndirect(prim, offset, command_len_, 0); + } + } + else { + /* Fallback do simple drawcalls, and don't unmap the buffer. */ + if (MDI_INDEXED) { + GLDrawCommandIndexed *cmd = (GLDrawCommandIndexed *)data_; + for (int i = 0; i < command_len_; i++, cmd++) { + /* Index start was already added. Avoid counting it twice. */ + cmd->v_first -= batch->elem->index_start; + batch->draw(cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count); + } + /* Reuse the same data. */ + command_offset_ -= command_len_ * sizeof(GLDrawCommandIndexed); + } + else { + GLDrawCommand *cmd = (GLDrawCommand *)data_; + for (int i = 0; i < command_len_; i++, cmd++) { + batch->draw(cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count); + } + /* Reuse the same data. */ + command_offset_ -= command_len_ * sizeof(GLDrawCommand); + } + } + /* Do not submit this buffer again. */ + command_len_ = 0; +} + +/** \} */
\ No newline at end of file diff --git a/source/blender/gpu/opengl/gl_drawlist.hh b/source/blender/gpu/opengl/gl_drawlist.hh new file mode 100644 index 00000000000..4f085149388 --- /dev/null +++ b/source/blender/gpu/opengl/gl_drawlist.hh @@ -0,0 +1,80 @@ +/* + * 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) 2020 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + */ + +#pragma once + +#include "MEM_guardedalloc.h" + +#include "BLI_sys_types.h" + +#include "GPU_batch.h" +#include "GPU_glew.h" + +#include "gpu_drawlist_private.hh" + +#include "gl_context.hh" + +namespace blender { +namespace gpu { + +class GLDrawList : public DrawList { + public: + GLDrawList(int length); + ~GLDrawList(); + + void append(GPUBatch *batch, int i_first, int i_count) override; + void submit(void) override; + + private: + void init(void); + + /** Batch for which we are recording commands for. */ + GPUBatch *batch_; + /** Mapped memory bounds. */ + GLbyte *data_; + /** Length of the mapped buffer (in byte). */ + GLsizeiptr data_size_; + /** Current offset inside the mapped buffer (in byte). */ + GLintptr command_offset_; + /** Current number of command recorded inside the mapped buffer. */ + uint command_len_; + /** Is UINT_MAX if not drawing indexed geom. Also Avoid dereferencing batch. */ + GLuint base_index_; + /** Also Avoid dereferencing batch. */ + GLuint v_first_, v_count_; + + /** GL Indirect Buffer id. 0 means MultiDrawIndirect is not supported/enabled. */ + GLuint buffer_id_; + /** Length of whole the buffer (in byte). */ + GLsizeiptr buffer_size_; + /** Offset of data_ inside the whole buffer (in byte). */ + GLintptr data_offset_; + + /** To free the buffer_id_. */ + GLContext *context_; + + MEM_CXX_CLASS_ALLOC_FUNCS("GLDrawList"); +}; + +} // namespace gpu +} // namespace blender diff --git a/source/blender/gpu/opengl/gl_vertex_array.cc b/source/blender/gpu/opengl/gl_vertex_array.cc new file mode 100644 index 00000000000..907dc37e46f --- /dev/null +++ b/source/blender/gpu/opengl/gl_vertex_array.cc @@ -0,0 +1,158 @@ +/* + * 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 + */ + +#include "GPU_glew.h" + +#include "GPU_shader_interface.h" +#include "GPU_vertex_buffer.h" + +#include "gpu_vertex_format_private.h" + +#include "gl_batch.hh" +#include "gl_context.hh" + +#include "gl_vertex_array.hh" + +using namespace blender::gpu; + +/* -------------------------------------------------------------------- */ +/** \name Vertex Array Bindings + * \{ */ + +/* Returns enabled vertex pointers as a bitflag (one bit per attrib). */ +static uint16_t vbo_bind(const GPUShaderInterface *interface, + const GPUVertFormat *format, + uint v_first, + uint v_len, + const bool use_instancing) +{ + uint16_t enabled_attrib = 0; + const uint attr_len = format->attr_len; + uint stride = format->stride; + uint offset = 0; + GLuint divisor = (use_instancing) ? 1 : 0; + + 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) * v_len; + stride = a->sz; + } + else { + offset = a->offset; + } + + const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride; + const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type)); + + 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; + } + + enabled_attrib |= (1 << input->location); + + if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { + BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT); + BLI_assert(a->comp_type == GPU_COMP_F32); + for (int i = 0; i < a->comp_len / 4; i++) { + glEnableVertexAttribArray(input->location + i); + glVertexAttribDivisor(input->location + i, divisor); + glVertexAttribPointer( + input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16); + } + } + else { + glEnableVertexAttribArray(input->location); + glVertexAttribDivisor(input->location, divisor); + + switch (a->fetch_mode) { + case GPU_FETCH_FLOAT: + case GPU_FETCH_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer); + break; + case GPU_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer); + break; + case GPU_FETCH_INT: + glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer); + break; + } + } + } + } + return enabled_attrib; +} + +/* Update the Attrib Binding of the currently bound VAO. */ +void GLVertArray::update_bindings(const GLuint vao, + const GPUBatch *batch, + const GPUShaderInterface *interface, + const int base_instance) +{ + uint16_t attr_mask = interface->enabled_attr_mask; + + glBindVertexArray(vao); + + /* 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--) { + GPUVertBuf *vbo = batch->verts[v]; + if (vbo) { + GPU_vertbuf_use(vbo); + attr_mask &= ~vbo_bind(interface, &vbo->format, 0, vbo->vertex_len, false); + } + } + + for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { + GPUVertBuf *vbo = batch->inst[v]; + if (vbo) { + GPU_vertbuf_use(vbo); + attr_mask &= ~vbo_bind(interface, &vbo->format, base_instance, vbo->vertex_len, 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) { + GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get()); + /* 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, ctx->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) { + /* Binds the index buffer. This state is also saved in the VAO. */ + GPU_indexbuf_use(batch->elem); + } +} + +/** \} */ diff --git a/source/blender/gpu/opengl/gl_vertex_array.hh b/source/blender/gpu/opengl/gl_vertex_array.hh new file mode 100644 index 00000000000..6da414d7e62 --- /dev/null +++ b/source/blender/gpu/opengl/gl_vertex_array.hh @@ -0,0 +1,44 @@ +/* + * 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) 2020 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + */ + +#pragma once + +#include "glew-mx.h" + +#include "GPU_batch.h" +#include "GPU_shader_interface.h" + +namespace blender { +namespace gpu { + +namespace GLVertArray { + +void update_bindings(const GLuint vao, + const GPUBatch *batch, + const GPUShaderInterface *interface, + const int base_instance); + +} // namespace GLVertArray + +} // namespace gpu +} // namespace blender |