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authorClément Foucault <fclem>2022-09-02 19:30:48 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-02 19:45:14 +0300
commit65ad36f5fd71904e776f3deaf77e47b3935ae178 (patch)
tree8d9db20aa88d1de2934e888e1a345db8dfa25140 /source/blender
parentfd47fe4006a54559e0bc97b056a3503bd03e31b2 (diff)
DRWManager: New implementation.
This is a new implementation of the draw manager using modern rendering practices and GPU driven culling. This only ports features that are not considered deprecated or to be removed. The old DRW API is kept working along side this new one, and does not interfeer with it. However this needed some more hacking inside the draw_view_lib.glsl. At least the create info are well separated. The reviewer might start by looking at `draw_pass_test.cc` to see the API in usage. Important files are `draw_pass.hh`, `draw_command.hh`, `draw_command_shared.hh`. In a nutshell (for a developper used to old DRW API): - `DRWShadingGroups` are replaced by `Pass<T>::Sub`. - Contrary to DRWShadingGroups, all commands recorded inside a pass or sub-pass (even binds / push_constant / uniforms) will be executed in order. - All memory is managed per object (except for Sub-Pass which are managed by their parent pass) and not from draw manager pools. So passes "can" potentially be recorded once and submitted multiple time (but this is not really encouraged for now). The only implicit link is between resource lifetime and `ResourceHandles` - Sub passes can be any level deep. - IMPORTANT: All state propagate from sub pass to subpass. There is no state stack concept anymore. Ensure the correct render state is set before drawing anything using `Pass::state_set()`. - The drawcalls now needs a `ResourceHandle` instead of an `Object *`. This is to remove any implicit dependency between `Pass` and `Manager`. This was a huge problem in old implementation since the manager did not know what to pull from the object. Now it is explicitly requested by the engine. - The pases need to be submitted to a `draw::Manager` instance which can be retrieved using `DRW_manager_get()` (for now). Internally: - All object data are stored in contiguous storage buffers. Removing a lot of complexity in the pass submission. - Draw calls are sorted and visibility tested on GPU. Making more modern culling and better instancing usage possible in the future. - Unit Tests have been added for regression testing and avoid most API breakage. - `draw::View` now contains culling data for all objects in the scene allowing caching for multiple views. - Bounding box and sphere final setup is moved to GPU. - Some global resources locations have been hardcoded to reduce complexity. What is missing: - ~~Workaround for lack of gl_BaseInstanceARB.~~ Done - ~~Object Uniform Attributes.~~ Done (Not in this patch) - Workaround for hardware supporting a maximum of 8 SSBO. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15817
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/CMakeLists.txt24
-rw-r--r--source/blender/draw/intern/DRW_gpu_wrapper.hh31
-rw-r--r--source/blender/draw/intern/DRW_render.h78
-rw-r--r--source/blender/draw/intern/draw_command.cc600
-rw-r--r--source/blender/draw/intern/draw_command.hh533
-rw-r--r--source/blender/draw/intern/draw_command_shared.hh87
-rw-r--r--source/blender/draw/intern/draw_common_shader_shared.h2
-rw-r--r--source/blender/draw/intern/draw_debug.cc48
-rw-r--r--source/blender/draw/intern/draw_defines.h27
-rw-r--r--source/blender/draw/intern/draw_handle.hh59
-rw-r--r--source/blender/draw/intern/draw_manager.c4
-rw-r--r--source/blender/draw/intern/draw_manager.cc205
-rw-r--r--source/blender/draw/intern/draw_manager.h3
-rw-r--r--source/blender/draw/intern/draw_manager.hh192
-rw-r--r--source/blender/draw/intern/draw_pass.hh1004
-rw-r--r--source/blender/draw/intern/draw_resource.hh199
-rw-r--r--source/blender/draw/intern/draw_shader.cc34
-rw-r--r--source/blender/draw/intern/draw_shader.h3
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h169
-rw-r--r--source/blender/draw/intern/draw_state.h225
-rw-r--r--source/blender/draw/intern/draw_view.cc332
-rw-r--r--source/blender/draw/intern/draw_view.hh94
-rw-r--r--source/blender/draw/intern/draw_view_data.cc46
-rw-r--r--source/blender/draw/intern/shaders/common_debug_draw_lib.glsl3
-rw-r--r--source/blender/draw/intern/shaders/common_debug_print_lib.glsl3
-rw-r--r--source/blender/draw/intern/shaders/common_intersect_lib.glsl68
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl14
-rw-r--r--source/blender/draw/intern/shaders/draw_command_generate_comp.glsl84
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_info.hh8
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh12
-rw-r--r--source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl64
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh81
-rw-r--r--source/blender/draw/intern/shaders/draw_visibility_comp.glsl46
-rw-r--r--source/blender/draw/tests/draw_pass_test.cc441
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_batch.h7
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc7
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc5
-rw-r--r--source/blender/gpu/opengl/gl_vertex_array.cc13
-rw-r--r--source/blender/makesdna/DNA_userdef_types.h2
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h9
-rw-r--r--source/blender/makesrna/intern/rna_space.c7
-rw-r--r--source/blender/makesrna/intern/rna_userdef.c8
45 files changed, 4721 insertions, 165 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 939e302b3d2..5704c9e6774 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -79,19 +79,21 @@ set(SRC
intern/draw_cache_impl_subdivision.cc
intern/draw_cache_impl_volume.c
intern/draw_color_management.cc
+ intern/draw_command.cc
intern/draw_common.c
intern/draw_curves.cc
intern/draw_debug.cc
intern/draw_fluid.c
intern/draw_hair.cc
intern/draw_instance_data.c
- intern/draw_manager.c
intern/draw_manager_data.c
intern/draw_manager_exec.c
intern/draw_manager_profiling.c
intern/draw_manager_shader.c
intern/draw_manager_text.c
intern/draw_manager_texture.c
+ intern/draw_manager.c
+ intern/draw_manager.cc
intern/draw_select_buffer.c
intern/draw_shader.cc
intern/draw_texture_pool.cc
@@ -206,28 +208,32 @@ set(SRC
intern/DRW_gpu_wrapper.hh
intern/DRW_render.h
intern/draw_attributes.h
- intern/draw_cache.h
intern/draw_cache_extract.hh
intern/draw_cache_impl.h
intern/draw_cache_inline.h
+ intern/draw_cache.h
intern/draw_color_management.h
- intern/draw_common.h
+ intern/draw_command.hh
intern/draw_common_shader_shared.h
+ intern/draw_common.h
intern/draw_curves_private.h
intern/draw_debug.h
intern/draw_debug.hh
intern/draw_hair_private.h
intern/draw_instance_data.h
- intern/draw_manager.h
intern/draw_manager_profiling.h
intern/draw_manager_testing.h
intern/draw_manager_text.h
- intern/draw_shader.h
+ intern/draw_manager.h
+ intern/draw_manager.hh
+ intern/draw_pass.hh
intern/draw_shader_shared.h
+ intern/draw_shader.h
intern/draw_subdivision.h
intern/draw_texture_pool.h
- intern/draw_view.h
intern/draw_view_data.h
+ intern/draw_view.cc
+ intern/draw_view.h
intern/mesh_extractors/extract_mesh.hh
intern/smaa_textures.h
engines/basic/basic_engine.h
@@ -496,14 +502,19 @@ set(GLSL_SRC
intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
intern/shaders/common_view_clipping_lib.glsl
intern/shaders/common_view_lib.glsl
+ intern/shaders/draw_command_generate_comp.glsl
intern/shaders/draw_debug_draw_display_frag.glsl
intern/shaders/draw_debug_draw_display_vert.glsl
intern/shaders/draw_debug_info.hh
intern/shaders/draw_debug_print_display_frag.glsl
intern/shaders/draw_debug_print_display_vert.glsl
+ intern/shaders/draw_resource_finalize_comp.glsl
+ intern/shaders/draw_visibility_comp.glsl
intern/draw_common_shader_shared.h
+ intern/draw_command_shared.hh
intern/draw_shader_shared.h
+ intern/draw_defines.h
engines/gpencil/shaders/gpencil_frag.glsl
engines/gpencil/shaders/gpencil_vert.glsl
@@ -708,6 +719,7 @@ if(WITH_GTESTS)
if(WITH_OPENGL_DRAW_TESTS)
set(TEST_SRC
tests/draw_testing.cc
+ tests/draw_pass_test.cc
tests/shaders_test.cc
tests/draw_testing.hh
diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh
index 8ed6594c31e..d9122657144 100644
--- a/source/blender/draw/intern/DRW_gpu_wrapper.hh
+++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh
@@ -238,6 +238,11 @@ class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable
GPU_storagebuf_clear_to_zero(ssbo_);
}
+ void read()
+ {
+ GPU_storagebuf_read(ssbo_, this->data_);
+ }
+
operator GPUStorageBuf *() const
{
return ssbo_;
@@ -850,6 +855,32 @@ class TextureFromPool : public Texture, NonMovable {
GPUTexture *stencil_view() = delete;
};
+/**
+ * Dummy type to bind texture as image.
+ * It is just a GPUTexture in disguise.
+ */
+class Image {};
+
+static inline Image *as_image(GPUTexture *tex)
+{
+ return reinterpret_cast<Image *>(tex);
+}
+
+static inline Image **as_image(GPUTexture **tex)
+{
+ return reinterpret_cast<Image **>(tex);
+}
+
+static inline GPUTexture *as_texture(Image *img)
+{
+ return reinterpret_cast<GPUTexture *>(img);
+}
+
+static inline GPUTexture **as_texture(Image **img)
+{
+ return reinterpret_cast<GPUTexture **>(img);
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 30c1144739e..7b80ffd2b88 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -41,6 +41,7 @@
#include "draw_debug.h"
#include "draw_manager_profiling.h"
+#include "draw_state.h"
#include "draw_view_data.h"
#include "MEM_guardedalloc.h"
@@ -288,83 +289,6 @@ void DRW_shader_library_free(DRWShaderLibrary *lib);
/* Batches */
-/**
- * DRWState is a bit-mask that stores the current render state and the desired render state. Based
- * on the differences the minimum state changes can be invoked to setup the desired render state.
- *
- * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
- * therefore they aren't ordered as a bit mask.
- */
-typedef enum {
- /** To be used for compute passes. */
- DRW_STATE_NO_DRAW = 0,
- /** Write mask */
- DRW_STATE_WRITE_DEPTH = (1 << 0),
- DRW_STATE_WRITE_COLOR = (1 << 1),
- /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
- DRW_STATE_WRITE_STENCIL = (1 << 2),
- DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
- DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
- /** Depth test. These options are mutual exclusive and packed into 3 bits */
- DRW_STATE_DEPTH_ALWAYS = (1 << 4),
- DRW_STATE_DEPTH_LESS = (2 << 4),
- DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
- DRW_STATE_DEPTH_EQUAL = (4 << 4),
- DRW_STATE_DEPTH_GREATER = (5 << 4),
- DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
- /** Culling test */
- DRW_STATE_CULL_BACK = (1 << 7),
- DRW_STATE_CULL_FRONT = (1 << 8),
- /** Stencil test. These options are mutually exclusive and packed into 2 bits. */
- DRW_STATE_STENCIL_ALWAYS = (1 << 9),
- DRW_STATE_STENCIL_EQUAL = (2 << 9),
- DRW_STATE_STENCIL_NEQUAL = (3 << 9),
-
- /** Blend state. These options are mutual exclusive and packed into 4 bits */
- DRW_STATE_BLEND_ADD = (1 << 11),
- /** Same as additive but let alpha accumulate without pre-multiply. */
- DRW_STATE_BLEND_ADD_FULL = (2 << 11),
- /** Standard alpha blending. */
- DRW_STATE_BLEND_ALPHA = (3 << 11),
- /** Use that if color is already pre-multiply by alpha. */
- DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
- DRW_STATE_BLEND_BACKGROUND = (5 << 11),
- DRW_STATE_BLEND_OIT = (6 << 11),
- DRW_STATE_BLEND_MUL = (7 << 11),
- DRW_STATE_BLEND_SUB = (8 << 11),
- /** Use dual source blending. WARNING: Only one color buffer allowed. */
- DRW_STATE_BLEND_CUSTOM = (9 << 11),
- DRW_STATE_LOGIC_INVERT = (10 << 11),
- DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (11 << 11),
-
- DRW_STATE_IN_FRONT_SELECT = (1 << 27),
- DRW_STATE_SHADOW_OFFSET = (1 << 28),
- DRW_STATE_CLIP_PLANES = (1 << 29),
- DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
- /** DO NOT USE. Assumed always enabled. Only used internally. */
- DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
-} DRWState;
-
-ENUM_OPERATORS(DRWState, DRW_STATE_PROGRAM_POINT_SIZE);
-
-#define DRW_STATE_DEFAULT \
- (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
-#define DRW_STATE_BLEND_ENABLED \
- (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
- DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
- DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
-#define DRW_STATE_RASTERIZER_ENABLED \
- (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
- DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
-#define DRW_STATE_DEPTH_TEST_ENABLED \
- (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
- DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
-#define DRW_STATE_STENCIL_TEST_ENABLED \
- (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
-#define DRW_STATE_WRITE_STENCIL_ENABLED \
- (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
- DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
-
typedef enum {
DRW_ATTR_INT,
DRW_ATTR_FLOAT,
diff --git a/source/blender/draw/intern/draw_command.cc b/source/blender/draw/intern/draw_command.cc
new file mode 100644
index 00000000000..7d5ea5c2048
--- /dev/null
+++ b/source/blender/draw/intern/draw_command.cc
@@ -0,0 +1,600 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "GPU_batch.h"
+#include "GPU_capabilities.h"
+#include "GPU_compute.h"
+#include "GPU_debug.h"
+
+#include "draw_command.hh"
+#include "draw_shader.h"
+#include "draw_view.hh"
+
+#include <bitset>
+#include <sstream>
+
+namespace blender::draw::command {
+
+/* -------------------------------------------------------------------- */
+/** \name Commands Execution
+ * \{ */
+
+void ShaderBind::execute(RecordingState &state) const
+{
+ if (assign_if_different(state.shader, shader)) {
+ GPU_shader_bind(shader);
+ }
+}
+
+void ResourceBind::execute() const
+{
+ if (slot == -1) {
+ return;
+ }
+ switch (type) {
+ case ResourceBind::Type::Sampler:
+ GPU_texture_bind_ex(is_reference ? *texture_ref : texture, sampler, slot, false);
+ break;
+ case ResourceBind::Type::Image:
+ GPU_texture_image_bind(is_reference ? *texture_ref : texture, slot);
+ break;
+ case ResourceBind::Type::UniformBuf:
+ GPU_uniformbuf_bind(is_reference ? *uniform_buf_ref : uniform_buf, slot);
+ break;
+ case ResourceBind::Type::StorageBuf:
+ GPU_storagebuf_bind(is_reference ? *storage_buf_ref : storage_buf, slot);
+ break;
+ }
+}
+
+void PushConstant::execute(RecordingState &state) const
+{
+ if (location == -1) {
+ return;
+ }
+ switch (type) {
+ case PushConstant::Type::IntValue:
+ GPU_shader_uniform_vector_int(state.shader, location, comp_len, array_len, int4_value);
+ break;
+ case PushConstant::Type::IntReference:
+ GPU_shader_uniform_vector_int(state.shader, location, comp_len, array_len, int_ref);
+ break;
+ case PushConstant::Type::FloatValue:
+ GPU_shader_uniform_vector(state.shader, location, comp_len, array_len, float4_value);
+ break;
+ case PushConstant::Type::FloatReference:
+ GPU_shader_uniform_vector(state.shader, location, comp_len, array_len, float_ref);
+ break;
+ }
+}
+
+void Draw::execute(RecordingState &state) const
+{
+ state.front_facing_set(handle.has_inverted_handedness());
+
+ if (GPU_shader_draw_parameters_support() == false) {
+ GPU_batch_resource_id_buf_set(batch, state.resource_id_buf);
+ }
+
+ GPU_batch_set_shader(batch, state.shader);
+ GPU_batch_draw_advanced(batch, vertex_first, vertex_len, 0, instance_len);
+}
+
+void DrawMulti::execute(RecordingState &state) const
+{
+ DrawMultiBuf::DrawCommandBuf &indirect_buf = multi_draw_buf->command_buf_;
+ DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
+
+ uint group_index = this->group_first;
+ while (group_index != (uint)-1) {
+ const DrawGroup &group = groups[group_index];
+
+ if (group.vertex_len > 0) {
+ if (GPU_shader_draw_parameters_support() == false) {
+ GPU_batch_resource_id_buf_set(group.gpu_batch, state.resource_id_buf);
+ }
+
+ GPU_batch_set_shader(group.gpu_batch, state.shader);
+
+ constexpr intptr_t stride = sizeof(DrawCommand);
+ /* We have 2 indirect command reserved per draw group. */
+ intptr_t offset = stride * group_index * 2;
+
+ /* Draw negatively scaled geometry first. */
+ if (group.len - group.front_facing_len > 0) {
+ state.front_facing_set(true);
+ GPU_batch_draw_indirect(group.gpu_batch, indirect_buf, offset);
+ }
+
+ if (group.front_facing_len > 0) {
+ state.front_facing_set(false);
+ GPU_batch_draw_indirect(group.gpu_batch, indirect_buf, offset + stride);
+ }
+ }
+
+ group_index = group.next;
+ }
+}
+
+void DrawIndirect::execute(RecordingState &state) const
+{
+ state.front_facing_set(handle.has_inverted_handedness());
+
+ GPU_batch_draw_indirect(batch, *indirect_buf, 0);
+}
+
+void Dispatch::execute(RecordingState &state) const
+{
+ if (is_reference) {
+ GPU_compute_dispatch(state.shader, size_ref->x, size_ref->y, size_ref->z);
+ }
+ else {
+ GPU_compute_dispatch(state.shader, size.x, size.y, size.z);
+ }
+}
+
+void DispatchIndirect::execute(RecordingState &state) const
+{
+ GPU_compute_dispatch_indirect(state.shader, *indirect_buf);
+}
+
+void Barrier::execute() const
+{
+ GPU_memory_barrier(type);
+}
+
+void Clear::execute() const
+{
+ GPUFrameBuffer *fb = GPU_framebuffer_active_get();
+ GPU_framebuffer_clear(fb, (eGPUFrameBufferBits)clear_channels, color, depth, stencil);
+}
+
+void StateSet::execute(RecordingState &recording_state) const
+{
+ /**
+ * Does not support locked state for the moment and never should.
+ * Better implement a less hacky selection!
+ */
+ BLI_assert(DST.state_lock == 0);
+
+ if (!assign_if_different(recording_state.pipeline_state, new_state)) {
+ return;
+ }
+
+ /* Keep old API working. Keep the state tracking in sync. */
+ /* TODO(fclem): Move at the end of a pass. */
+ DST.state = new_state;
+
+ GPU_state_set(to_write_mask(new_state),
+ to_blend(new_state),
+ to_face_cull_test(new_state),
+ to_depth_test(new_state),
+ to_stencil_test(new_state),
+ to_stencil_op(new_state),
+ to_provoking_vertex(new_state));
+
+ if (new_state & DRW_STATE_SHADOW_OFFSET) {
+ GPU_shadow_offset(true);
+ }
+ else {
+ GPU_shadow_offset(false);
+ }
+
+ /* TODO: this should be part of shader state. */
+ if (new_state & DRW_STATE_CLIP_PLANES) {
+ GPU_clip_distances(recording_state.view_clip_plane_count);
+ }
+ else {
+ GPU_clip_distances(0);
+ }
+
+ if (new_state & DRW_STATE_IN_FRONT_SELECT) {
+ /* XXX `GPU_depth_range` is not a perfect solution
+ * since very distant geometries can still be occluded.
+ * Also the depth test precision of these geometries is impaired.
+ * However, it solves the selection for the vast majority of cases. */
+ GPU_depth_range(0.0f, 0.01f);
+ }
+ else {
+ GPU_depth_range(0.0f, 1.0f);
+ }
+
+ if (new_state & DRW_STATE_PROGRAM_POINT_SIZE) {
+ GPU_program_point_size(true);
+ }
+ else {
+ GPU_program_point_size(false);
+ }
+}
+
+void StencilSet::execute() const
+{
+ GPU_stencil_write_mask_set(write_mask);
+ GPU_stencil_compare_mask_set(compare_mask);
+ GPU_stencil_reference_set(reference);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Commands Serialization for debugging
+ * \{ */
+
+std::string ShaderBind::serialize() const
+{
+ return std::string(".shader_bind(") + GPU_shader_get_name(shader) + ")";
+}
+
+std::string ResourceBind::serialize() const
+{
+ switch (type) {
+ case Type::Sampler:
+ return std::string(".bind_texture") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) +
+ (sampler != GPU_SAMPLER_MAX ? ", sampler=" + std::to_string(sampler) : "") + ")";
+ case Type::Image:
+ return std::string(".bind_image") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) + ")";
+ case Type::UniformBuf:
+ return std::string(".bind_uniform_buf") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) + ")";
+ case Type::StorageBuf:
+ return std::string(".bind_storage_buf") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) + ")";
+ default:
+ BLI_assert_unreachable();
+ return "";
+ }
+}
+
+std::string PushConstant::serialize() const
+{
+ std::stringstream ss;
+ for (int i = 0; i < array_len; i++) {
+ switch (comp_len) {
+ case 1:
+ switch (type) {
+ case Type::IntValue:
+ ss << int1_value;
+ break;
+ case Type::IntReference:
+ ss << int_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float1_value;
+ break;
+ case Type::FloatReference:
+ ss << float_ref[i];
+ break;
+ }
+ break;
+ case 2:
+ switch (type) {
+ case Type::IntValue:
+ ss << int2_value;
+ break;
+ case Type::IntReference:
+ ss << int2_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float2_value;
+ break;
+ case Type::FloatReference:
+ ss << float2_ref[i];
+ break;
+ }
+ break;
+ case 3:
+ switch (type) {
+ case Type::IntValue:
+ ss << int3_value;
+ break;
+ case Type::IntReference:
+ ss << int3_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float3_value;
+ break;
+ case Type::FloatReference:
+ ss << float3_ref[i];
+ break;
+ }
+ break;
+ case 4:
+ switch (type) {
+ case Type::IntValue:
+ ss << int4_value;
+ break;
+ case Type::IntReference:
+ ss << int4_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float4_value;
+ break;
+ case Type::FloatReference:
+ ss << float4_ref[i];
+ break;
+ }
+ break;
+ case 16:
+ switch (type) {
+ case Type::IntValue:
+ case Type::IntReference:
+ BLI_assert_unreachable();
+ break;
+ case Type::FloatValue:
+ ss << *reinterpret_cast<const float4x4 *>(&float4_value);
+ break;
+ case Type::FloatReference:
+ ss << *float4x4_ref;
+ break;
+ }
+ break;
+ }
+ if (i < array_len - 1) {
+ ss << ", ";
+ }
+ }
+
+ return std::string(".push_constant(") + std::to_string(location) + ", data=" + ss.str() + ")";
+}
+
+std::string Draw::serialize() const
+{
+ std::string inst_len = (instance_len == (uint)-1) ? "from_batch" : std::to_string(instance_len);
+ std::string vert_len = (vertex_len == (uint)-1) ? "from_batch" : std::to_string(vertex_len);
+ std::string vert_first = (vertex_first == (uint)-1) ? "from_batch" :
+ std::to_string(vertex_first);
+ return std::string(".draw(inst_len=") + inst_len + ", vert_len=" + vert_len +
+ ", vert_first=" + vert_first + ", res_id=" + std::to_string(handle.resource_index()) +
+ ")";
+}
+
+std::string DrawMulti::serialize(std::string line_prefix) const
+{
+ DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
+
+ MutableSpan<DrawPrototype> prototypes(multi_draw_buf->prototype_buf_.data(),
+ multi_draw_buf->prototype_count_);
+
+ /* This emulates the GPU sorting but without the unstable draw order. */
+ std::sort(
+ prototypes.begin(), prototypes.end(), [](const DrawPrototype &a, const DrawPrototype &b) {
+ return (a.group_id < b.group_id) ||
+ (a.group_id == b.group_id && a.resource_handle > b.resource_handle);
+ });
+
+ /* Compute prefix sum to have correct offsets. */
+ uint prefix_sum = 0u;
+ for (DrawGroup &group : groups) {
+ group.start = prefix_sum;
+ prefix_sum += group.front_proto_len + group.back_proto_len;
+ }
+
+ std::stringstream ss;
+
+ uint group_len = 0;
+ uint group_index = this->group_first;
+ while (group_index != (uint)-1) {
+ const DrawGroup &grp = groups[group_index];
+
+ ss << std::endl << line_prefix << " .group(id=" << group_index << ", len=" << grp.len << ")";
+
+ intptr_t offset = grp.start;
+
+ if (grp.back_proto_len > 0) {
+ for (DrawPrototype &proto : prototypes.slice({offset, grp.back_proto_len})) {
+ BLI_assert(proto.group_id == group_index);
+ ResourceHandle handle(proto.resource_handle);
+ BLI_assert(handle.has_inverted_handedness());
+ ss << std::endl
+ << line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
+ << ", resource_id=" << std::to_string(handle.resource_index()) << ", back_face)";
+ }
+ offset += grp.back_proto_len;
+ }
+
+ if (grp.front_proto_len > 0) {
+ for (DrawPrototype &proto : prototypes.slice({offset, grp.front_proto_len})) {
+ BLI_assert(proto.group_id == group_index);
+ ResourceHandle handle(proto.resource_handle);
+ BLI_assert(!handle.has_inverted_handedness());
+ ss << std::endl
+ << line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
+ << ", resource_id=" << std::to_string(handle.resource_index()) << ", front_face)";
+ }
+ }
+
+ group_index = grp.next;
+ group_len++;
+ }
+
+ ss << std::endl;
+
+ return line_prefix + ".draw_multi(" + std::to_string(group_len) + ")" + ss.str();
+}
+
+std::string DrawIndirect::serialize() const
+{
+ return std::string(".draw_indirect()");
+}
+
+std::string Dispatch::serialize() const
+{
+ int3 sz = is_reference ? *size_ref : size;
+ return std::string(".dispatch") + (is_reference ? "_ref" : "") + "(" + std::to_string(sz.x) +
+ ", " + std::to_string(sz.y) + ", " + std::to_string(sz.z) + ")";
+}
+
+std::string DispatchIndirect::serialize() const
+{
+ return std::string(".dispatch_indirect()");
+}
+
+std::string Barrier::serialize() const
+{
+ /* TOOD(fclem): Better serialization... */
+ return std::string(".barrier(") + std::to_string(type) + ")";
+}
+
+std::string Clear::serialize() const
+{
+ std::stringstream ss;
+ if (eGPUFrameBufferBits(clear_channels) & GPU_COLOR_BIT) {
+ ss << "color=" << color;
+ if (eGPUFrameBufferBits(clear_channels) & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
+ ss << ", ";
+ }
+ }
+ if (eGPUFrameBufferBits(clear_channels) & GPU_DEPTH_BIT) {
+ ss << "depth=" << depth;
+ if (eGPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
+ ss << ", ";
+ }
+ }
+ if (eGPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
+ ss << "stencil=0b" << std::bitset<8>(stencil) << ")";
+ }
+ return std::string(".clear(") + ss.str() + ")";
+}
+
+std::string StateSet::serialize() const
+{
+ /* TOOD(fclem): Better serialization... */
+ return std::string(".state_set(") + std::to_string(new_state) + ")";
+}
+
+std::string StencilSet::serialize() const
+{
+ std::stringstream ss;
+ ss << ".stencil_set(write_mask=0b" << std::bitset<8>(write_mask) << ", compare_mask=0b"
+ << std::bitset<8>(compare_mask) << ", reference=0b" << std::bitset<8>(reference);
+ return ss.str();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Commands buffers binding / command / resource ID generation
+ * \{ */
+
+void DrawCommandBuf::bind(RecordingState &state,
+ Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands)
+{
+ UNUSED_VARS(headers, commands);
+
+ resource_id_count_ = 0;
+
+ for (const Header &header : headers) {
+ if (header.type != Type::Draw) {
+ continue;
+ }
+
+ Draw &cmd = commands[header.index].draw;
+
+ int batch_vert_len, batch_vert_first, batch_base_index, batch_inst_len;
+ /* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
+ GPU_batch_draw_parameter_get(
+ cmd.batch, &batch_vert_len, &batch_vert_first, &batch_base_index, &batch_inst_len);
+ /* Instancing attributes are not supported using the new pipeline since we use the base
+ * instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
+ BLI_assert(batch_inst_len == 1);
+
+ if (cmd.vertex_len == (uint)-1) {
+ cmd.vertex_len = batch_vert_len;
+ }
+
+ if (cmd.handle.raw > 0) {
+ /* Save correct offset to start of resource_id buffer region for this draw. */
+ uint instance_first = resource_id_count_;
+ resource_id_count_ += cmd.instance_len;
+ /* Ensure the buffer is big enough. */
+ resource_id_buf_.get_or_resize(resource_id_count_ - 1);
+
+ /* Copy the resource id for all instances. */
+ uint index = cmd.handle.resource_index();
+ for (int i = instance_first; i < (instance_first + cmd.instance_len); i++) {
+ resource_id_buf_[i] = index;
+ }
+ }
+ }
+
+ resource_id_buf_.push_update();
+
+ if (GPU_shader_draw_parameters_support() == false) {
+ state.resource_id_buf = resource_id_buf_;
+ }
+ else {
+ GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
+ }
+}
+
+void DrawMultiBuf::bind(RecordingState &state,
+ Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ VisibilityBuf &visibility_buf)
+{
+ UNUSED_VARS(headers, commands);
+
+ GPU_debug_group_begin("DrawMultiBuf.bind");
+
+ resource_id_count_ = 0u;
+ for (DrawGroup &group : MutableSpan<DrawGroup>(group_buf_.data(), group_count_)) {
+ /* Compute prefix sum of all instance of previous group. */
+ group.start = resource_id_count_;
+ resource_id_count_ += group.len;
+
+ int batch_inst_len;
+ /* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
+ GPU_batch_draw_parameter_get(group.gpu_batch,
+ &group.vertex_len,
+ &group.vertex_first,
+ &group.base_index,
+ &batch_inst_len);
+
+ /* Instancing attributes are not supported using the new pipeline since we use the base
+ * instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
+ BLI_assert(batch_inst_len == 1);
+ UNUSED_VARS_NDEBUG(batch_inst_len);
+
+ /* Now that we got the batch infos, we can set the counters to 0. */
+ group.total_counter = group.front_facing_counter = group.back_facing_counter = 0;
+ }
+
+ group_buf_.push_update();
+ prototype_buf_.push_update();
+ /* Allocate enough for the expansion pass. */
+ resource_id_buf_.get_or_resize(resource_id_count_);
+ /* Two command per group. */
+ command_buf_.get_or_resize(group_count_ * 2);
+
+ if (prototype_count_ > 0) {
+ GPUShader *shader = DRW_shader_draw_command_generate_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "prototype_len", prototype_count_);
+ GPU_storagebuf_bind(group_buf_, GPU_shader_get_ssbo(shader, "group_buf"));
+ GPU_storagebuf_bind(visibility_buf, GPU_shader_get_ssbo(shader, "visibility_buf"));
+ GPU_storagebuf_bind(prototype_buf_, GPU_shader_get_ssbo(shader, "prototype_buf"));
+ GPU_storagebuf_bind(command_buf_, GPU_shader_get_ssbo(shader, "command_buf"));
+ GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
+ GPU_compute_dispatch(shader, divide_ceil_u(prototype_count_, DRW_COMMAND_GROUP_SIZE), 1, 1);
+ if (GPU_shader_draw_parameters_support() == false) {
+ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
+ state.resource_id_buf = resource_id_buf_;
+ }
+ else {
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
+ }
+
+ GPU_debug_group_end();
+}
+
+/** \} */
+
+}; // namespace blender::draw::command
diff --git a/source/blender/draw/intern/draw_command.hh b/source/blender/draw/intern/draw_command.hh
new file mode 100644
index 00000000000..e24a620bb73
--- /dev/null
+++ b/source/blender/draw/intern/draw_command.hh
@@ -0,0 +1,533 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Commands stored inside draw passes. Converted into GPU commands upon pass submission.
+ *
+ * Draw calls (primitive rendering commands) are managed by either `DrawCommandBuf` or
+ * `DrawMultiBuf`. See implementation details at their definition.
+ */
+
+#include "BKE_global.h"
+#include "BLI_map.hh"
+#include "DRW_gpu_wrapper.hh"
+
+#include "draw_command_shared.hh"
+#include "draw_handle.hh"
+#include "draw_state.h"
+#include "draw_view.hh"
+
+namespace blender::draw::command {
+
+class DrawCommandBuf;
+class DrawMultiBuf;
+
+/* -------------------------------------------------------------------- */
+/** \name Recording State
+ * \{ */
+
+/**
+ * Command recording state.
+ * Keep track of several states and avoid redundant state changes.
+ */
+struct RecordingState {
+ GPUShader *shader = nullptr;
+ bool front_facing = true;
+ bool inverted_view = false;
+ DRWState pipeline_state = DRW_STATE_NO_DRAW;
+ int view_clip_plane_count = 0;
+ /** Used for gl_BaseInstance workaround. */
+ GPUStorageBuf *resource_id_buf = nullptr;
+
+ void front_facing_set(bool facing)
+ {
+ /* Facing is inverted if view is not in expected handedness. */
+ facing = this->inverted_view == facing;
+ /* Remove redundant changes. */
+ if (assign_if_different(this->front_facing, facing)) {
+ GPU_front_facing(!facing);
+ }
+ }
+
+ void cleanup()
+ {
+ if (front_facing == false) {
+ GPU_front_facing(false);
+ }
+
+ if (G.debug & G_DEBUG_GPU) {
+ GPU_storagebuf_unbind_all();
+ GPU_texture_image_unbind_all();
+ GPU_texture_unbind_all();
+ GPU_uniformbuf_unbind_all();
+ }
+ }
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Regular Commands
+ * \{ */
+
+enum class Type : uint8_t {
+ /**
+ * None Type commands are either uninitialized or are repurposed as data storage.
+ * They are skipped during submission.
+ */
+ None = 0,
+
+ /** Commands stored as Undetermined in regular command buffer. */
+ Barrier,
+ Clear,
+ Dispatch,
+ DispatchIndirect,
+ Draw,
+ DrawIndirect,
+ PushConstant,
+ ResourceBind,
+ ShaderBind,
+ StateSet,
+ StencilSet,
+
+ /** Special commands stored in separate buffers. */
+ SubPass,
+ DrawMulti,
+};
+
+/**
+ * The index of the group is implicit since it is known by the one who want to
+ * access it. This also allows to have an indexed object to split the command
+ * stream.
+ */
+struct Header {
+ /** Command type. */
+ Type type;
+ /** Command index in command heap of this type. */
+ uint index;
+};
+
+struct ShaderBind {
+ GPUShader *shader;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct ResourceBind {
+ eGPUSamplerState sampler;
+ int slot;
+ bool is_reference;
+
+ enum class Type : uint8_t {
+ Sampler = 0,
+ Image,
+ UniformBuf,
+ StorageBuf,
+ } type;
+
+ union {
+ /** TODO: Use draw::Texture|StorageBuffer|UniformBuffer as resources as they will give more
+ * debug info. */
+ GPUUniformBuf *uniform_buf;
+ GPUUniformBuf **uniform_buf_ref;
+ GPUStorageBuf *storage_buf;
+ GPUStorageBuf **storage_buf_ref;
+ /** NOTE: Texture is used for both Sampler and Image binds. */
+ GPUTexture *texture;
+ GPUTexture **texture_ref;
+ };
+
+ ResourceBind() = default;
+
+ ResourceBind(int slot_, GPUUniformBuf *res)
+ : slot(slot_), is_reference(false), type(Type::UniformBuf), uniform_buf(res){};
+ ResourceBind(int slot_, GPUUniformBuf **res)
+ : slot(slot_), is_reference(true), type(Type::UniformBuf), uniform_buf_ref(res){};
+ ResourceBind(int slot_, GPUStorageBuf *res)
+ : slot(slot_), is_reference(false), type(Type::StorageBuf), storage_buf(res){};
+ ResourceBind(int slot_, GPUStorageBuf **res)
+ : slot(slot_), is_reference(true), type(Type::StorageBuf), storage_buf_ref(res){};
+ ResourceBind(int slot_, draw::Image *res)
+ : slot(slot_), is_reference(false), type(Type::Image), texture(draw::as_texture(res)){};
+ ResourceBind(int slot_, draw::Image **res)
+ : slot(slot_), is_reference(true), type(Type::Image), texture_ref(draw::as_texture(res)){};
+ ResourceBind(int slot_, GPUTexture *res, eGPUSamplerState state)
+ : sampler(state), slot(slot_), is_reference(false), type(Type::Sampler), texture(res){};
+ ResourceBind(int slot_, GPUTexture **res, eGPUSamplerState state)
+ : sampler(state), slot(slot_), is_reference(true), type(Type::Sampler), texture_ref(res){};
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+struct PushConstant {
+ int location;
+ uint8_t array_len;
+ uint8_t comp_len;
+ enum class Type : uint8_t {
+ IntValue = 0,
+ FloatValue,
+ IntReference,
+ FloatReference,
+ } type;
+ /**
+ * IMPORTANT: Data is at the end of the struct as it can span over the next commands.
+ * These next commands are not real commands but just memory to hold the data and are not
+ * referenced by any Command::Header.
+ * This is a hack to support float4x4 copy.
+ */
+ union {
+ int int1_value;
+ int2 int2_value;
+ int3 int3_value;
+ int4 int4_value;
+ float float1_value;
+ float2 float2_value;
+ float3 float3_value;
+ float4 float4_value;
+ const int *int_ref;
+ const int2 *int2_ref;
+ const int3 *int3_ref;
+ const int4 *int4_ref;
+ const float *float_ref;
+ const float2 *float2_ref;
+ const float3 *float3_ref;
+ const float4 *float4_ref;
+ const float4x4 *float4x4_ref;
+ };
+
+ PushConstant() = default;
+
+ PushConstant(int loc, const float &val)
+ : location(loc), array_len(1), comp_len(1), type(Type::FloatValue), float1_value(val){};
+ PushConstant(int loc, const float2 &val)
+ : location(loc), array_len(1), comp_len(2), type(Type::FloatValue), float2_value(val){};
+ PushConstant(int loc, const float3 &val)
+ : location(loc), array_len(1), comp_len(3), type(Type::FloatValue), float3_value(val){};
+ PushConstant(int loc, const float4 &val)
+ : location(loc), array_len(1), comp_len(4), type(Type::FloatValue), float4_value(val){};
+
+ PushConstant(int loc, const int &val)
+ : location(loc), array_len(1), comp_len(1), type(Type::IntValue), int1_value(val){};
+ PushConstant(int loc, const int2 &val)
+ : location(loc), array_len(1), comp_len(2), type(Type::IntValue), int2_value(val){};
+ PushConstant(int loc, const int3 &val)
+ : location(loc), array_len(1), comp_len(3), type(Type::IntValue), int3_value(val){};
+ PushConstant(int loc, const int4 &val)
+ : location(loc), array_len(1), comp_len(4), type(Type::IntValue), int4_value(val){};
+
+ PushConstant(int loc, const float *val, int arr)
+ : location(loc), array_len(arr), comp_len(1), type(Type::FloatReference), float_ref(val){};
+ PushConstant(int loc, const float2 *val, int arr)
+ : location(loc), array_len(arr), comp_len(2), type(Type::FloatReference), float2_ref(val){};
+ PushConstant(int loc, const float3 *val, int arr)
+ : location(loc), array_len(arr), comp_len(3), type(Type::FloatReference), float3_ref(val){};
+ PushConstant(int loc, const float4 *val, int arr)
+ : location(loc), array_len(arr), comp_len(4), type(Type::FloatReference), float4_ref(val){};
+ PushConstant(int loc, const float4x4 *val)
+ : location(loc), array_len(1), comp_len(16), type(Type::FloatReference), float4x4_ref(val){};
+
+ PushConstant(int loc, const int *val, int arr)
+ : location(loc), array_len(arr), comp_len(1), type(Type::IntReference), int_ref(val){};
+ PushConstant(int loc, const int2 *val, int arr)
+ : location(loc), array_len(arr), comp_len(2), type(Type::IntReference), int2_ref(val){};
+ PushConstant(int loc, const int3 *val, int arr)
+ : location(loc), array_len(arr), comp_len(3), type(Type::IntReference), int3_ref(val){};
+ PushConstant(int loc, const int4 *val, int arr)
+ : location(loc), array_len(arr), comp_len(4), type(Type::IntReference), int4_ref(val){};
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct Draw {
+ GPUBatch *batch;
+ uint instance_len;
+ uint vertex_len;
+ uint vertex_first;
+ ResourceHandle handle;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct DrawMulti {
+ GPUBatch *batch;
+ DrawMultiBuf *multi_draw_buf;
+ uint group_first;
+ uint uuid;
+
+ void execute(RecordingState &state) const;
+ std::string serialize(std::string line_prefix) const;
+};
+
+struct DrawIndirect {
+ GPUBatch *batch;
+ GPUStorageBuf **indirect_buf;
+ ResourceHandle handle;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct Dispatch {
+ bool is_reference;
+ union {
+ int3 size;
+ int3 *size_ref;
+ };
+
+ Dispatch() = default;
+
+ Dispatch(int3 group_len) : is_reference(false), size(group_len){};
+ Dispatch(int3 *group_len) : is_reference(true), size_ref(group_len){};
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct DispatchIndirect {
+ GPUStorageBuf **indirect_buf;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct Barrier {
+ eGPUBarrier type;
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+struct Clear {
+ uint8_t clear_channels; /* #eGPUFrameBufferBits. But want to save some bits. */
+ uint8_t stencil;
+ float depth;
+ float4 color;
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+struct StateSet {
+ DRWState new_state;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct StencilSet {
+ uint write_mask;
+ uint compare_mask;
+ uint reference;
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+union Undetermined {
+ ShaderBind shader_bind;
+ ResourceBind resource_bind;
+ PushConstant push_constant;
+ Draw draw;
+ DrawMulti draw_multi;
+ DrawIndirect draw_indirect;
+ Dispatch dispatch;
+ DispatchIndirect dispatch_indirect;
+ Barrier barrier;
+ Clear clear;
+ StateSet state_set;
+ StencilSet stencil_set;
+};
+
+/** Try to keep the command size as low as possible for performance. */
+BLI_STATIC_ASSERT(sizeof(Undetermined) <= 24, "One of the command type is too large.")
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Commands
+ *
+ * A draw command buffer used to issue single draw commands without instance merging or any
+ * other optimizations.
+ *
+ * It still uses a ResourceIdBuf to keep the same shader interface as multi draw commands.
+ *
+ * \{ */
+
+class DrawCommandBuf {
+ friend Manager;
+
+ private:
+ using ResourceIdBuf = StorageArrayBuffer<uint, 128, false>;
+
+ /** Array of resource id. One per instance. Generated on GPU and send to GPU. */
+ ResourceIdBuf resource_id_buf_;
+ /** Used items in the resource_id_buf_. Not it's allocated length. */
+ uint resource_id_count_ = 0;
+
+ public:
+ void clear(){};
+
+ void append_draw(Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ GPUBatch *batch,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+ {
+ vertex_first = vertex_first != -1 ? vertex_first : 0;
+ instance_len = instance_len != -1 ? instance_len : 1;
+
+ int64_t index = commands.append_and_get_index({});
+ headers.append({Type::Draw, static_cast<uint>(index)});
+ commands[index].draw = {batch, instance_len, vertex_len, vertex_first, handle};
+ }
+
+ void bind(RecordingState &state, Vector<Header, 0> &headers, Vector<Undetermined, 0> &commands);
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Multi Draw Commands
+ *
+ * For efficient rendering of large scene we strive to minimize the number of draw call and state
+ * changes. To this end, we group many rendering commands and sort them per render state using
+ * `DrawGroup` as a container. This is done automatically for any successive commands with the
+ * same state.
+ *
+ * A `DrawGroup` is the combination of a `GPUBatch` (VBO state) and a `command::DrawMulti`
+ * (Pipeline State).
+ *
+ * Inside each `DrawGroup` all instances of a same `GPUBatch` is merged into a single indirect
+ * command.
+ *
+ * To support this arbitrary reordering, we only need to know the offset of all the commands for a
+ * specific `DrawGroup`. This is done on CPU by doing a simple prefix sum. The result is pushed to
+ * GPU and used on CPU to issue the right command indirect.
+ *
+ * Each draw command is stored in an unsorted array of `DrawPrototype` and sent directly to the
+ * GPU.
+ *
+ * A command generation compute shader then go over each `DrawPrototype`. For each it adds it (or
+ * not depending on visibility) to the correct draw command using the offset of the `DrawGroup`
+ * computed on CPU. After that, it also outputs one resource ID for each instance inside a
+ * `DrawPrototype`.
+ *
+ * \{ */
+
+class DrawMultiBuf {
+ friend Manager;
+ friend DrawMulti;
+
+ private:
+ using DrawGroupBuf = StorageArrayBuffer<DrawGroup, 16>;
+ using DrawPrototypeBuf = StorageArrayBuffer<DrawPrototype, 16>;
+ using DrawCommandBuf = StorageArrayBuffer<DrawCommand, 16, true>;
+ using ResourceIdBuf = StorageArrayBuffer<uint, 128, true>;
+
+ using DrawGroupKey = std::pair<uint, GPUBatch *>;
+ using DrawGroupMap = Map<DrawGroupKey, uint>;
+ /** Maps a DrawMulti command and a gpu batch to their unique DrawGroup command. */
+ DrawGroupMap group_ids_;
+
+ /** DrawGroup Command heap. Uploaded to GPU for sorting. */
+ DrawGroupBuf group_buf_ = {"DrawGroupBuf"};
+ /** Command Prototypes. Unsorted */
+ DrawPrototypeBuf prototype_buf_ = {"DrawPrototypeBuf"};
+ /** Command list generated by the sorting / compaction steps. Lives on GPU. */
+ DrawCommandBuf command_buf_ = {"DrawCommandBuf"};
+ /** Array of resource id. One per instance. Lives on GPU. */
+ ResourceIdBuf resource_id_buf_ = {"ResourceIdBuf"};
+ /** Give unique ID to each header so we can use that as hash key. */
+ uint header_id_counter_ = 0;
+ /** Number of groups inside group_buf_. */
+ uint group_count_ = 0;
+ /** Number of prototype command inside prototype_buf_. */
+ uint prototype_count_ = 0;
+ /** Used items in the resource_id_buf_. Not it's allocated length. */
+ uint resource_id_count_ = 0;
+
+ public:
+ void clear()
+ {
+ header_id_counter_ = 0;
+ group_count_ = 0;
+ prototype_count_ = 0;
+ group_ids_.clear();
+ }
+
+ void append_draw(Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ GPUBatch *batch,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+ {
+ /* Unsupported for now. Use PassSimple. */
+ BLI_assert(vertex_first == 0 || vertex_first == -1);
+ BLI_assert(vertex_len == -1);
+
+ instance_len = instance_len != -1 ? instance_len : 1;
+
+ /* If there was some state changes since previous call, we have to create another command. */
+ if (headers.is_empty() || headers.last().type != Type::DrawMulti) {
+ uint index = commands.append_and_get_index({});
+ headers.append({Type::DrawMulti, index});
+ commands[index].draw_multi = {batch, this, (uint)-1, header_id_counter_++};
+ }
+
+ DrawMulti &cmd = commands.last().draw_multi;
+
+ uint &group_id = group_ids_.lookup_or_add(DrawGroupKey(cmd.uuid, batch), (uint)-1);
+
+ bool inverted = handle.has_inverted_handedness();
+
+ if (group_id == (uint)-1) {
+ uint new_group_id = group_count_++;
+
+ DrawGroup &group = group_buf_.get_or_resize(new_group_id);
+ group.next = cmd.group_first;
+ group.len = instance_len;
+ group.front_facing_len = inverted ? 0 : instance_len;
+ group.gpu_batch = batch;
+ group.front_proto_len = 0;
+ group.back_proto_len = 0;
+ /* For serialization only. */
+ (inverted ? group.back_proto_len : group.front_proto_len)++;
+ /* Append to list. */
+ cmd.group_first = new_group_id;
+ group_id = new_group_id;
+ }
+ else {
+ DrawGroup &group = group_buf_[group_id];
+ group.len += instance_len;
+ group.front_facing_len += inverted ? 0 : instance_len;
+ /* For serialization only. */
+ (inverted ? group.back_proto_len : group.front_proto_len)++;
+ }
+
+ DrawPrototype &draw = prototype_buf_.get_or_resize(prototype_count_++);
+ draw.group_id = group_id;
+ draw.resource_handle = handle.raw;
+ draw.instance_len = instance_len;
+ }
+
+ void bind(RecordingState &state,
+ Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ VisibilityBuf &visibility_buf);
+};
+
+/** \} */
+
+}; // namespace blender::draw::command \ No newline at end of file
diff --git a/source/blender/draw/intern/draw_command_shared.hh b/source/blender/draw/intern/draw_command_shared.hh
new file mode 100644
index 00000000000..22d1facfb09
--- /dev/null
+++ b/source/blender/draw/intern/draw_command_shared.hh
@@ -0,0 +1,87 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#ifndef GPU_SHADER
+# include "BLI_span.hh"
+# include "GPU_shader_shared_utils.h"
+
+namespace blender::draw::command {
+
+struct RecordingState;
+
+#endif
+
+/* -------------------------------------------------------------------- */
+/** \name Multi Draw
+ * \{ */
+
+/**
+ * A DrawGroup allow to split the command stream into batch-able chunks of commands with
+ * the same render state.
+ */
+struct DrawGroup {
+ /** Index of next DrawGroup from the same header. */
+ uint next;
+
+ /** Index of the first instances after sorting. */
+ uint start;
+ /** Total number of instances (including inverted facing). Needed to issue the draw call. */
+ uint len;
+ /** Number of non inverted scaling instances in this Group. */
+ uint front_facing_len;
+
+ /** GPUBatch values to be copied to DrawCommand after sorting (if not overriden). */
+ int vertex_len;
+ int vertex_first;
+ int base_index;
+
+ /** Atomic counters used during command sorting. */
+ uint total_counter;
+
+#ifndef GPU_SHADER
+ /* NOTE: Union just to make sure the struct has always the same size on all platform. */
+ union {
+ struct {
+ /** For debug printing only. */
+ uint front_proto_len;
+ uint back_proto_len;
+ /** Needed to create the correct draw call. */
+ GPUBatch *gpu_batch;
+ };
+ struct {
+#endif
+ uint front_facing_counter;
+ uint back_facing_counter;
+ uint _pad0, _pad1;
+#ifndef GPU_SHADER
+ };
+ };
+#endif
+};
+BLI_STATIC_ASSERT_ALIGN(DrawGroup, 16)
+
+/**
+ * Representation of a future draw call inside a DrawGroup. This #DrawPrototype is then
+ * converted into #DrawCommand on GPU after visibility and compaction. Multiple
+ * #DrawPrototype might get merged into the same final #DrawCommand.
+ */
+struct DrawPrototype {
+ /* Reference to parent DrawGroup to get the GPUBatch vertex / instance count. */
+ uint group_id;
+ /* Resource handle associated with this call. Also reference visibility. */
+ uint resource_handle;
+ /* Number of instances. */
+ uint instance_len;
+ uint _pad0;
+};
+BLI_STATIC_ASSERT_ALIGN(DrawPrototype, 16)
+
+/** \} */
+
+#ifndef GPU_SHADER
+}; // namespace blender::draw::command
+#endif
diff --git a/source/blender/draw/intern/draw_common_shader_shared.h b/source/blender/draw/intern/draw_common_shader_shared.h
index c9819d9da87..57cb7880ce6 100644
--- a/source/blender/draw/intern/draw_common_shader_shared.h
+++ b/source/blender/draw/intern/draw_common_shader_shared.h
@@ -19,7 +19,7 @@ typedef struct GlobalsUboStorage GlobalsUboStorage;
#define UBO_LAST_COLOR color_uv_shadow
/* Used as ubo but colors can be directly referenced as well */
-/* NOTE: Also keep all color as vec4 and between #UBO_FIRST_COLOR and #UBO_LAST_COLOR. */
+/* \note Also keep all color as vec4 and between #UBO_FIRST_COLOR and #UBO_LAST_COLOR. */
struct GlobalsUboStorage {
/* UBOs data needs to be 16 byte aligned (size of vec4) */
float4 color_wire;
diff --git a/source/blender/draw/intern/draw_debug.cc b/source/blender/draw/intern/draw_debug.cc
index ab78db5d913..9cb79d73812 100644
--- a/source/blender/draw/intern/draw_debug.cc
+++ b/source/blender/draw/intern/draw_debug.cc
@@ -63,26 +63,26 @@ DebugDraw::DebugDraw()
void DebugDraw::init()
{
- cpu_print_buf_.command.v_count = 0;
- cpu_print_buf_.command.v_first = 0;
- cpu_print_buf_.command.i_count = 1;
- cpu_print_buf_.command.i_first = 0;
-
- cpu_draw_buf_.command.v_count = 0;
- cpu_draw_buf_.command.v_first = 0;
- cpu_draw_buf_.command.i_count = 1;
- cpu_draw_buf_.command.i_first = 0;
-
- gpu_print_buf_.command.v_count = 0;
- gpu_print_buf_.command.v_first = 0;
- gpu_print_buf_.command.i_count = 1;
- gpu_print_buf_.command.i_first = 0;
+ cpu_print_buf_.command.vertex_len = 0;
+ cpu_print_buf_.command.vertex_first = 0;
+ cpu_print_buf_.command.instance_len = 1;
+ cpu_print_buf_.command.instance_first_array = 0;
+
+ cpu_draw_buf_.command.vertex_len = 0;
+ cpu_draw_buf_.command.vertex_first = 0;
+ cpu_draw_buf_.command.instance_len = 1;
+ cpu_draw_buf_.command.instance_first_array = 0;
+
+ gpu_print_buf_.command.vertex_len = 0;
+ gpu_print_buf_.command.vertex_first = 0;
+ gpu_print_buf_.command.instance_len = 1;
+ gpu_print_buf_.command.instance_first_array = 0;
gpu_print_buf_used = false;
- gpu_draw_buf_.command.v_count = 0;
- gpu_draw_buf_.command.v_first = 0;
- gpu_draw_buf_.command.i_count = 1;
- gpu_draw_buf_.command.i_first = 0;
+ gpu_draw_buf_.command.vertex_len = 0;
+ gpu_draw_buf_.command.vertex_first = 0;
+ gpu_draw_buf_.command.instance_len = 1;
+ gpu_draw_buf_.command.instance_first_array = 0;
gpu_draw_buf_used = false;
modelmat_reset();
@@ -323,11 +323,11 @@ template<> void DebugDraw::print_value<uint4>(const uint4 &value)
void DebugDraw::draw_line(float3 v1, float3 v2, uint color)
{
DebugDrawBuf &buf = cpu_draw_buf_;
- uint index = buf.command.v_count;
+ uint index = buf.command.vertex_len;
if (index + 2 < DRW_DEBUG_DRAW_VERT_MAX) {
buf.verts[index + 0] = vert_pack(model_mat_ * v1, color);
buf.verts[index + 1] = vert_pack(model_mat_ * v2, color);
- buf.command.v_count += 2;
+ buf.command.vertex_len += 2;
}
}
@@ -356,7 +356,7 @@ DRWDebugVert DebugDraw::vert_pack(float3 pos, uint color)
void DebugDraw::print_newline()
{
print_col_ = 0u;
- print_row_ = ++cpu_print_buf_.command.i_first;
+ print_row_ = ++cpu_print_buf_.command.instance_first_array;
}
void DebugDraw::print_string_start(uint len)
@@ -406,7 +406,7 @@ void DebugDraw::print_char4(uint data)
break;
}
/* NOTE: Do not skip the header manually like in GPU. */
- uint cursor = cpu_print_buf_.command.v_count++;
+ uint cursor = cpu_print_buf_.command.vertex_len++;
if (cursor < DRW_DEBUG_PRINT_MAX) {
/* For future usage. (i.e: Color) */
uint flags = 0u;
@@ -504,7 +504,7 @@ void DebugDraw::print_value_uint(uint value,
void DebugDraw::display_lines()
{
- if (cpu_draw_buf_.command.v_count == 0 && gpu_draw_buf_used == false) {
+ if (cpu_draw_buf_.command.vertex_len == 0 && gpu_draw_buf_used == false) {
return;
}
GPU_debug_group_begin("Lines");
@@ -541,7 +541,7 @@ void DebugDraw::display_lines()
void DebugDraw::display_prints()
{
- if (cpu_print_buf_.command.v_count == 0 && gpu_print_buf_used == false) {
+ if (cpu_print_buf_.command.vertex_len == 0 && gpu_print_buf_used == false) {
return;
}
GPU_debug_group_begin("Prints");
diff --git a/source/blender/draw/intern/draw_defines.h b/source/blender/draw/intern/draw_defines.h
new file mode 100644
index 00000000000..3df7e47cffb
--- /dev/null
+++ b/source/blender/draw/intern/draw_defines.h
@@ -0,0 +1,27 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw
+ *
+ * List of defines that are shared with the GPUShaderCreateInfos. We do this to avoid
+ * dragging larger headers into the createInfo pipeline which would cause problems.
+ */
+
+#pragma once
+
+#define DRW_VIEW_UBO_SLOT 0
+
+#define DRW_RESOURCE_ID_SLOT 11
+#define DRW_OBJ_MAT_SLOT 10
+#define DRW_OBJ_INFOS_SLOT 9
+#define DRW_OBJ_ATTR_SLOT 8
+
+#define DRW_DEBUG_PRINT_SLOT 15
+#define DRW_DEBUG_DRAW_SLOT 14
+
+#define DRW_COMMAND_GROUP_SIZE 64
+#define DRW_FINALIZE_GROUP_SIZE 64
+/* Must be multiple of 32. Set to 32 for shader simplicity. */
+#define DRW_VISIBILITY_GROUP_SIZE 32
diff --git a/source/blender/draw/intern/draw_handle.hh b/source/blender/draw/intern/draw_handle.hh
new file mode 100644
index 00000000000..5f96bfa5dcd
--- /dev/null
+++ b/source/blender/draw/intern/draw_handle.hh
@@ -0,0 +1,59 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * A unique identifier for each object component.
+ * It is used to access each component data such as matrices and object attributes.
+ * It is valid only for the current draw, it is not persistent.
+ *
+ * The most significant bit is used to encode if the object needs to invert the front face winding
+ * because of its object matrix handedness. This is handy because this means sorting inside
+ * #DrawGroup command will put all inverted commands last.
+ *
+ * Default value of 0 points toward an non-cull-able object with unit bounding box centered at
+ * the origin.
+ */
+
+#include "draw_shader_shared.h"
+
+struct Object;
+struct DupliObject;
+
+namespace blender::draw {
+
+struct ResourceHandle {
+ uint raw;
+
+ ResourceHandle() = default;
+ ResourceHandle(uint raw_) : raw(raw_){};
+ ResourceHandle(uint index, bool inverted_handedness)
+ {
+ raw = index;
+ SET_FLAG_FROM_TEST(raw, inverted_handedness, 0x80000000u);
+ }
+
+ bool has_inverted_handedness() const
+ {
+ return (raw & 0x80000000u) != 0;
+ }
+
+ uint resource_index() const
+ {
+ return (raw & 0x7FFFFFFFu);
+ }
+};
+
+/* TODO(fclem): Move to somewhere more appropriated after cleaning up the header dependencies. */
+struct ObjectRef {
+ Object *object;
+ /** Dupli object that corresponds to the current object. */
+ DupliObject *dupli_object;
+ /** Object that created the dupli-list the current object is part of. */
+ Object *dupli_parent;
+};
+
+}; // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index f44cd33fb2b..799d0544e34 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1001,6 +1001,8 @@ static void drw_engines_init(void)
static void drw_engines_cache_init(void)
{
+ DRW_manager_begin_sync();
+
DRW_ENABLED_ENGINE_ITER (DST.view_data_active, engine, data) {
if (data->text_draw_cache) {
DRW_text_cache_destroy(data->text_draw_cache);
@@ -1072,6 +1074,8 @@ static void drw_engines_cache_finish(void)
engine->cache_finish(data);
}
}
+
+ DRW_manager_end_sync();
}
static void drw_engines_draw_scene(void)
diff --git a/source/blender/draw/intern/draw_manager.cc b/source/blender/draw/intern/draw_manager.cc
new file mode 100644
index 00000000000..8fb2ffb39e8
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.cc
@@ -0,0 +1,205 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "BKE_global.h"
+#include "GPU_compute.h"
+
+#include "draw_debug.hh"
+#include "draw_defines.h"
+#include "draw_manager.h"
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader.h"
+
+namespace blender::draw {
+
+Manager::~Manager()
+{
+ for (GPUTexture *texture : acquired_textures) {
+ /* Decrease refcount and free if 0. */
+ GPU_texture_free(texture);
+ }
+}
+
+void Manager::begin_sync()
+{
+ /* TODO: This means the reference is kept until further redraw or manager teardown. Instead, they
+ * should be released after each draw loop. But for now, mimics old DRW behavior. */
+ for (GPUTexture *texture : acquired_textures) {
+ /* Decrease refcount and free if 0. */
+ GPU_texture_free(texture);
+ }
+
+ acquired_textures.clear();
+
+#ifdef DEBUG
+ /* Detect non-init data. */
+ memset(matrix_buf.data(), 0xF0, resource_len_ * sizeof(*matrix_buf.data()));
+ memset(bounds_buf.data(), 0xF0, resource_len_ * sizeof(*bounds_buf.data()));
+ memset(infos_buf.data(), 0xF0, resource_len_ * sizeof(*infos_buf.data()));
+#endif
+ resource_len_ = 0;
+ /* TODO(fclem): Resize buffers if too big, but with an hysteresis threshold. */
+
+ object_active = DST.draw_ctx.obact;
+
+ /* Init the 0 resource. */
+ resource_handle(float4x4::identity());
+}
+
+void Manager::end_sync()
+{
+ GPU_debug_group_begin("Manager.end_sync");
+
+ matrix_buf.push_update();
+ bounds_buf.push_update();
+ infos_buf.push_update();
+
+ debug_bind();
+
+ /* Dispatch compute to finalize the resources on GPU. Save a bit of CPU time. */
+ uint thread_groups = divide_ceil_u(resource_len_, DRW_FINALIZE_GROUP_SIZE);
+ GPUShader *shader = DRW_shader_draw_resource_finalize_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "resource_len", resource_len_);
+ GPU_storagebuf_bind(matrix_buf, GPU_shader_get_ssbo(shader, "matrix_buf"));
+ GPU_storagebuf_bind(bounds_buf, GPU_shader_get_ssbo(shader, "bounds_buf"));
+ GPU_storagebuf_bind(infos_buf, GPU_shader_get_ssbo(shader, "infos_buf"));
+ GPU_compute_dispatch(shader, thread_groups, 1, 1);
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+
+ GPU_debug_group_end();
+}
+
+void Manager::debug_bind()
+{
+#ifdef DEBUG
+ if (DST.debug == nullptr) {
+ return;
+ }
+ GPU_storagebuf_bind(drw_debug_gpu_draw_buf_get(), DRW_DEBUG_DRAW_SLOT);
+ GPU_storagebuf_bind(drw_debug_gpu_print_buf_get(), DRW_DEBUG_PRINT_SLOT);
+# ifndef DISABLE_DEBUG_SHADER_PRINT_BARRIER
+ /* Add a barrier to allow multiple shader writing to the same buffer. */
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+# endif
+#endif
+}
+
+void Manager::submit(PassSimple &pass, View &view)
+{
+ view.bind();
+
+ debug_bind();
+
+ command::RecordingState state;
+ state.inverted_view = view.is_inverted();
+
+ pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_);
+
+ GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
+ GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
+ // GPU_storagebuf_bind(attribute_buf, DRW_OBJ_ATTR_SLOT); /* TODO */
+
+ pass.submit(state);
+
+ state.cleanup();
+}
+
+void Manager::submit(PassMain &pass, View &view)
+{
+ view.bind();
+
+ debug_bind();
+
+ bool freeze_culling = (U.experimental.use_viewport_debug && DST.draw_ctx.v3d &&
+ (DST.draw_ctx.v3d->debug_flag & V3D_DEBUG_FREEZE_CULLING) != 0);
+
+ view.compute_visibility(bounds_buf, resource_len_, freeze_culling);
+
+ command::RecordingState state;
+ state.inverted_view = view.is_inverted();
+
+ pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_, view.visibility_buf_);
+
+ GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
+ GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
+ // GPU_storagebuf_bind(attribute_buf, DRW_OBJ_ATTR_SLOT); /* TODO */
+
+ pass.submit(state);
+
+ state.cleanup();
+}
+
+void Manager::submit(PassSortable &pass, View &view)
+{
+ pass.sort();
+
+ this->submit(static_cast<PassMain &>(pass), view);
+}
+
+void Manager::submit(PassSimple &pass)
+{
+ debug_bind();
+
+ command::RecordingState state;
+
+ pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_);
+
+ GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
+ GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
+ // GPU_storagebuf_bind(attribute_buf, DRW_OBJ_ATTR_SLOT); /* TODO */
+
+ pass.submit(state);
+
+ state.cleanup();
+}
+
+Manager::SubmitDebugOutput Manager::submit_debug(PassSimple &pass, View &view)
+{
+ submit(pass, view);
+
+ pass.draw_commands_buf_.resource_id_buf_.read();
+
+ Manager::SubmitDebugOutput output;
+ output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
+ pass.draw_commands_buf_.resource_id_count_};
+ /* There is no visibility data for PassSimple. */
+ output.visibility = {(uint *)view.visibility_buf_.data(), 0};
+ return output;
+}
+
+Manager::SubmitDebugOutput Manager::submit_debug(PassMain &pass, View &view)
+{
+ submit(pass, view);
+
+ GPU_finish();
+
+ pass.draw_commands_buf_.resource_id_buf_.read();
+ view.visibility_buf_.read();
+
+ Manager::SubmitDebugOutput output;
+ output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
+ pass.draw_commands_buf_.resource_id_count_};
+ output.visibility = {(uint *)view.visibility_buf_.data(), divide_ceil_u(resource_len_, 32)};
+ return output;
+}
+
+Manager::DataDebugOutput Manager::data_debug()
+{
+ matrix_buf.read();
+ bounds_buf.read();
+ infos_buf.read();
+
+ Manager::DataDebugOutput output;
+ output.matrices = {matrix_buf.data(), resource_len_};
+ output.bounds = {bounds_buf.data(), resource_len_};
+ output.infos = {infos_buf.data(), resource_len_};
+ return output;
+}
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index a29f2fa7507..83ebe1b3c3b 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -694,6 +694,9 @@ bool drw_engine_data_engines_data_validate(GPUViewport *viewport, void **engine_
void drw_engine_data_cache_release(GPUViewport *viewport);
void drw_engine_data_free(GPUViewport *viewport);
+void DRW_manager_begin_sync(void);
+void DRW_manager_end_sync(void);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/draw/intern/draw_manager.hh b/source/blender/draw/intern/draw_manager.hh
new file mode 100644
index 00000000000..5f110b8bb6b
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.hh
@@ -0,0 +1,192 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * `draw::Manager` is the interface between scene data and viewport engines.
+ *
+ * It holds per component data (`ObjectInfo`, `ObjectMatrices`, ...) indexed per `ResourceHandle`.
+ *
+ * \note It is currently work in progress and should replace the old global draw manager.
+ */
+
+#include "BLI_sys_types.h"
+
+#include "draw_resource.hh"
+#include "draw_view.hh"
+
+#include <string>
+
+namespace blender::draw {
+
+/* Forward declarations. */
+
+namespace detail {
+template<typename T> class Pass;
+} // namespace detail
+
+namespace command {
+class DrawCommandBuf;
+class DrawMultiBuf;
+} // namespace command
+
+using PassSimple = detail::Pass<command::DrawCommandBuf>;
+using PassMain = detail::Pass<command::DrawMultiBuf>;
+class PassSortable;
+
+class Manager {
+ using ObjectMatricesBuf = StorageArrayBuffer<ObjectMatrices, 128>;
+ using ObjectBoundsBuf = StorageArrayBuffer<ObjectBounds, 128>;
+ using ObjectInfosBuf = StorageArrayBuffer<ObjectInfos, 128>;
+
+ public:
+ struct SubmitDebugOutput {
+ /** Indexed by resource id. */
+ Span<uint32_t> visibility;
+ /** Indexed by drawn instance. */
+ Span<uint32_t> resource_id;
+ };
+
+ struct DataDebugOutput {
+ /** Indexed by resource id. */
+ Span<ObjectMatrices> matrices;
+ /** Indexed by resource id. */
+ Span<ObjectBounds> bounds;
+ /** Indexed by resource id. */
+ Span<ObjectInfos> infos;
+ };
+
+ /**
+ * Buffers containing all object data. Referenced by resource index.
+ * Exposed as public members for shader access after sync.
+ */
+ ObjectMatricesBuf matrix_buf;
+ ObjectBoundsBuf bounds_buf;
+ ObjectInfosBuf infos_buf;
+
+ /** List of textures coming from Image data-blocks. They need to be refcounted in order to avoid
+ * beeing freed in another thread. */
+ Vector<GPUTexture *> acquired_textures;
+
+ private:
+ uint resource_len_ = 0;
+ Object *object = nullptr;
+
+ Object *object_active = nullptr;
+
+ public:
+ Manager(){};
+ ~Manager();
+
+ /**
+ * Create a new resource handle for the given object. Can be called multiple time with the
+ * same object **successively** without duplicating the data.
+ */
+ ResourceHandle resource_handle(const ObjectRef ref);
+ /**
+ * Get resource id for a loose matrix. The draw-calls for this resource handle won't be culled
+ * and there won't be any associated object info / bounds. Assumes correct handedness / winding.
+ */
+ ResourceHandle resource_handle(const float4x4 &model_matrix);
+ /**
+ * Get resource id for a loose matrix with bounds. The draw-calls for this resource handle will
+ * be culled bute there won't be any associated object info / bounds. Assumes correct handedness
+ * / winding.
+ */
+ ResourceHandle resource_handle(const float4x4 &model_matrix,
+ const float3 &bounds_center,
+ const float3 &bounds_half_extent);
+
+ /**
+ * Populate additional per resource data on demand.
+ */
+ void extract_object_attributes(ResourceHandle handle,
+ Object &object,
+ Span<GPUMaterial *> materials);
+
+ /**
+ * Submit a pass for drawing. All resource reference will be dereferenced and commands will be
+ * sent to GPU.
+ */
+ void submit(PassSimple &pass, View &view);
+ void submit(PassMain &pass, View &view);
+ void submit(PassSortable &pass, View &view);
+ /**
+ * Variant without any view. Must not contain any shader using `draw_view` create info.
+ */
+ void submit(PassSimple &pass);
+
+ /**
+ * Submit a pass for drawing but read back all data buffers for inspection.
+ */
+ SubmitDebugOutput submit_debug(PassSimple &pass, View &view);
+ SubmitDebugOutput submit_debug(PassMain &pass, View &view);
+
+ /**
+ * Check data buffers of the draw manager. Only to be used after end_sync().
+ */
+ DataDebugOutput data_debug();
+
+ /**
+ * Will acquire the texture using ref counting and release it after drawing. To be used for
+ * texture coming from blender Image.
+ */
+ void acquire_texture(GPUTexture *texture)
+ {
+ GPU_texture_ref(texture);
+ acquired_textures.append(texture);
+ }
+
+ /** TODO(fclem): The following should become private at some point. */
+ void begin_sync();
+ void end_sync();
+
+ void debug_bind();
+};
+
+inline ResourceHandle Manager::resource_handle(const ObjectRef ref)
+{
+ bool is_active_object = (ref.dupli_object ? ref.dupli_parent : ref.object) == object_active;
+ matrix_buf.get_or_resize(resource_len_).sync(*ref.object);
+ bounds_buf.get_or_resize(resource_len_).sync(*ref.object);
+ infos_buf.get_or_resize(resource_len_).sync(ref, is_active_object);
+ return ResourceHandle(resource_len_++, (ref.object->transflag & OB_NEG_SCALE) != 0);
+}
+
+inline ResourceHandle Manager::resource_handle(const float4x4 &model_matrix)
+{
+ matrix_buf.get_or_resize(resource_len_).sync(model_matrix);
+ bounds_buf.get_or_resize(resource_len_).sync();
+ infos_buf.get_or_resize(resource_len_).sync();
+ return ResourceHandle(resource_len_++, false);
+}
+
+inline ResourceHandle Manager::resource_handle(const float4x4 &model_matrix,
+ const float3 &bounds_center,
+ const float3 &bounds_half_extent)
+{
+ matrix_buf.get_or_resize(resource_len_).sync(model_matrix);
+ bounds_buf.get_or_resize(resource_len_).sync(bounds_center, bounds_half_extent);
+ infos_buf.get_or_resize(resource_len_).sync();
+ return ResourceHandle(resource_len_++, false);
+}
+
+inline void Manager::extract_object_attributes(ResourceHandle handle,
+ Object &object,
+ Span<GPUMaterial *> materials)
+{
+ /* TODO */
+ (void)handle;
+ (void)object;
+ (void)materials;
+}
+
+} // namespace blender::draw
+
+/* TODO(@fclem): This is for testing. The manager should be passed to the engine through the
+ * callbacks. */
+blender::draw::Manager *DRW_manager_get();
+blender::draw::ObjectRef DRW_object_ref_get(Object *object);
diff --git a/source/blender/draw/intern/draw_pass.hh b/source/blender/draw/intern/draw_pass.hh
new file mode 100644
index 00000000000..65faa9febbc
--- /dev/null
+++ b/source/blender/draw/intern/draw_pass.hh
@@ -0,0 +1,1004 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Passes record draw commands. Commands are executed only when a pass is submitted for execution.
+ *
+ * `PassMain`:
+ * Should be used on heavy load passes such as ones that may contain scene objects. Draw call
+ * submission is optimized for large number of draw calls. But has a significant overhead per
+ * #Pass. Use many #PassSub along with a main #Pass to reduce the overhead and allow groupings of
+ * commands. \note The draw call order inside a batch of multiple draw with the exact same state is
+ * not guaranteed and is not even deterministic. Use a PassSimple or PassSortable if ordering is
+ * needed. \note As of now, it is also quite limited in the type of draw command it can record
+ * (no custom vertex count, no custom first vertex).
+ *
+ * `PassSimple`:
+ * Does not have the overhead of #PassMain but does not have the culling and batching optimization.
+ * It should be used for passes that needs a few commands or that needs guaranteed draw call order.
+ *
+ * `Pass<T>::Sub`:
+ * A lightweight #Pass that lives inside a main #Pass. It can only be created from #Pass.sub()
+ * and is auto managed. This mean it can be created, filled and thrown away. A #PassSub reference
+ * is valid until the next #Pass.init() of the parent pass. Commands recorded inside a #PassSub are
+ * inserted inside the parent #Pass where the sub have been created durring submission.
+ *
+ * `PassSortable`:
+ * This is a sort of `PassMain` augmented with a per sub-pass sorting value. They can't directly
+ * contain draw command, everything needs to be inside sub-passes. Sub-passes are automatically
+ * sorted before submission.
+ *
+ * \note A pass can be recorded once and resubmitted any number of time. This can be a good
+ * optimization for passes that are always the same for each frame. The only thing to be aware of
+ * is the life time of external resources. If a pass contains draw-calls with non default
+ * ResourceHandle (not 0) or a reference to any non static resources (GPUBatch, PushConstant ref,
+ * ResourceBind ref) it will have to be re-recorded if any of these reference becomes invalid.
+ */
+
+#include "BKE_image.h"
+#include "BLI_vector.hh"
+#include "DRW_gpu_wrapper.hh"
+#include "GPU_debug.h"
+#include "GPU_material.h"
+
+#include "draw_command.hh"
+#include "draw_handle.hh"
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader_shared.h"
+#include "draw_state.h"
+
+#include "intern/gpu_codegen.h"
+
+namespace blender::draw {
+
+using namespace blender::draw;
+using namespace blender::draw::command;
+
+class Manager;
+
+/* -------------------------------------------------------------------- */
+/** \name Pass API
+ * \{ */
+
+namespace detail {
+
+/**
+ * Special container that never moves allocated items and has fast indexing.
+ */
+template<typename T,
+ /** Numbers of element of type T to allocate together. */
+ int64_t block_size = 16>
+class SubPassVector {
+ private:
+ Vector<std::unique_ptr<Vector<T, block_size>>, 0> blocks_;
+
+ public:
+ void clear()
+ {
+ blocks_.clear();
+ }
+
+ int64_t append_and_get_index(T &&elem)
+ {
+ /* Do not go over the inline size so that existing members never move. */
+ if (blocks_.is_empty() || blocks_.last()->size() == block_size) {
+ blocks_.append(std::make_unique<Vector<T, block_size>>());
+ }
+ return blocks_.last()->append_and_get_index(std::move(elem)) +
+ (blocks_.size() - 1) * block_size;
+ }
+
+ T &operator[](int64_t index)
+ {
+ return (*blocks_[index / block_size])[index % block_size];
+ }
+
+ const T &operator[](int64_t index) const
+ {
+ return (*blocks_[index / block_size])[index % block_size];
+ }
+};
+
+/**
+ * Public API of a draw pass.
+ */
+template<
+ /** Type of command buffer used to create the draw calls. */
+ typename DrawCommandBufType>
+class PassBase {
+ friend Manager;
+
+ /** Will use texture own sampler state. */
+ static constexpr eGPUSamplerState sampler_auto = GPU_SAMPLER_MAX;
+
+ protected:
+ /** Highest level of the command stream. Split command stream in different command types. */
+ Vector<command::Header, 0> headers_;
+ /** Commands referenced by headers (which contains their types). */
+ Vector<command::Undetermined, 0> commands_;
+ /* Reference to draw commands buffer. Either own or from parent pass. */
+ DrawCommandBufType &draw_commands_buf_;
+ /* Reference to sub-pass commands buffer. Either own or from parent pass. */
+ SubPassVector<PassBase<DrawCommandBufType>> &sub_passes_;
+ /** Currently bound shader. Used for interface queries. */
+ GPUShader *shader_;
+
+ public:
+ const char *debug_name;
+
+ PassBase(const char *name,
+ DrawCommandBufType &draw_command_buf,
+ SubPassVector<PassBase<DrawCommandBufType>> &sub_passes,
+ GPUShader *shader = nullptr)
+ : draw_commands_buf_(draw_command_buf),
+ sub_passes_(sub_passes),
+ shader_(shader),
+ debug_name(name){};
+
+ /**
+ * Reset the pass command pool.
+ * \note Implemented in derived class. Not a virtual function to avoid indirection. Here only for
+ * API readability listing.
+ */
+ void init();
+
+ /**
+ * Create a sub-pass inside this pass.
+ */
+ PassBase<DrawCommandBufType> &sub(const char *name);
+
+ /**
+ * Changes the fixed function pipeline state.
+ * Starts as DRW_STATE_NO_DRAW at the start of a Pass submission.
+ * SubPass inherit previous pass state.
+ *
+ * IMPORTANT: This does not set the stencil mask/reference values. Add a call to state_stencil()
+ * to ensure correct behavior of stencil aware draws.
+ */
+ void state_set(DRWState state);
+
+ /**
+ * Clear the current frame-buffer.
+ */
+ void clear_color(float4 color);
+ void clear_depth(float depth);
+ void clear_stencil(uint8_t stencil);
+ void clear_depth_stencil(float depth, uint8_t stencil);
+ void clear_color_depth_stencil(float4 color, float depth, uint8_t stencil);
+
+ /**
+ * Reminders:
+ * - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
+ * stencil_value being the value stored in the stencil buffer.
+ * - (write-mask & reference) is what gets written if the test condition is fulfilled.
+ */
+ void state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask);
+
+ /**
+ * Bind a shader. Any following bind() or push_constant() call will use its interface.
+ */
+ void shader_set(GPUShader *shader);
+
+ /**
+ * Bind a material shader along with its associated resources. Any following bind() or
+ * push_constant() call will use its interface.
+ * IMPORTANT: Assumes material is compiled and can be used (no compilation error).
+ */
+ void material_set(Manager &manager, GPUMaterial *material);
+
+ /**
+ * Record a draw call.
+ * \note Setting the count or first to -1 will use the values from the batch.
+ * \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
+ */
+ void draw(GPUBatch *batch,
+ uint instance_len = -1,
+ uint vertex_len = -1,
+ uint vertex_first = -1,
+ ResourceHandle handle = {0});
+
+ /**
+ * Shorter version for the common case.
+ * \note Implemented in derived class. Not a virtual function to avoid indirection.
+ */
+ void draw(GPUBatch *batch, ResourceHandle handle);
+
+ /**
+ * Record a procedural draw call. Geometry is **NOT** source from a GPUBatch.
+ * \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
+ */
+ void draw_procedural(GPUPrimType primitive,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first = -1,
+ ResourceHandle handle = {0});
+
+ /**
+ * Indirect variants.
+ * \note If needed, the resource id need to also be set accordingly in the DrawCommand.
+ */
+ void draw_indirect(GPUBatch *batch,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle = {0});
+ void draw_procedural_indirect(GPUPrimType primitive,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle = {0});
+
+ /**
+ * Record a compute dispatch call.
+ */
+ void dispatch(int3 group_len);
+ void dispatch(int3 *group_len);
+ void dispatch(StorageBuffer<DispatchCommand> &indirect_buffer);
+
+ /**
+ * Record a barrier call to synchronize arbitrary load/store operation between draw calls.
+ */
+ void barrier(eGPUBarrier type);
+
+ /**
+ * Bind a shader resource.
+ *
+ * Reference versions are to be used when the resource might be resize / realloc or even change
+ * between the time it is referenced and the time it is dereferenced for drawing.
+ *
+ * IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
+ * still alive until pass submission.
+ *
+ * \note Variations using slot will not query a shader interface and can be used before
+ * binding a shader.
+ */
+ void bind_image(const char *name, GPUTexture *image);
+ void bind_image(const char *name, GPUTexture **image);
+ void bind_image(int slot, GPUTexture *image);
+ void bind_image(int slot, GPUTexture **image);
+ void bind_texture(const char *name, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(const char *name, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
+ void bind_ssbo(const char *name, GPUStorageBuf *buffer);
+ void bind_ssbo(const char *name, GPUStorageBuf **buffer);
+ void bind_ssbo(int slot, GPUStorageBuf *buffer);
+ void bind_ssbo(int slot, GPUStorageBuf **buffer);
+ void bind_ubo(const char *name, GPUUniformBuf *buffer);
+ void bind_ubo(const char *name, GPUUniformBuf **buffer);
+ void bind_ubo(int slot, GPUUniformBuf *buffer);
+ void bind_ubo(int slot, GPUUniformBuf **buffer);
+
+ /**
+ * Update a shader constant.
+ *
+ * Reference versions are to be used when the resource might change between the time it is
+ * referenced and the time it is dereferenced for drawing.
+ *
+ * IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
+ * still alive until pass submission.
+ *
+ * \note bool reference version is expected to take bool1 reference which is aliased to int.
+ */
+ void push_constant(const char *name, const float &data);
+ void push_constant(const char *name, const float2 &data);
+ void push_constant(const char *name, const float3 &data);
+ void push_constant(const char *name, const float4 &data);
+ void push_constant(const char *name, const int &data);
+ void push_constant(const char *name, const int2 &data);
+ void push_constant(const char *name, const int3 &data);
+ void push_constant(const char *name, const int4 &data);
+ void push_constant(const char *name, const bool &data);
+ void push_constant(const char *name, const float4x4 &data);
+ void push_constant(const char *name, const float *data, int array_len = 1);
+ void push_constant(const char *name, const float2 *data, int array_len = 1);
+ void push_constant(const char *name, const float3 *data, int array_len = 1);
+ void push_constant(const char *name, const float4 *data, int array_len = 1);
+ void push_constant(const char *name, const int *data, int array_len = 1);
+ void push_constant(const char *name, const int2 *data, int array_len = 1);
+ void push_constant(const char *name, const int3 *data, int array_len = 1);
+ void push_constant(const char *name, const int4 *data, int array_len = 1);
+ void push_constant(const char *name, const float4x4 *data);
+
+ /**
+ * Turn the pass into a string for inspection.
+ */
+ std::string serialize(std::string line_prefix = "") const;
+
+ friend std::ostream &operator<<(std::ostream &stream, const PassBase &pass)
+ {
+ return stream << pass.serialize();
+ }
+
+ protected:
+ /**
+ * Internal Helpers
+ */
+
+ int push_constant_offset(const char *name);
+
+ void clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil);
+
+ GPUBatch *procedural_batch_get(GPUPrimType primitive);
+
+ /**
+ * Return a new command recorded with the given type.
+ */
+ command::Undetermined &create_command(command::Type type);
+
+ void submit(command::RecordingState &state) const;
+};
+
+template<typename DrawCommandBufType> class Pass : public detail::PassBase<DrawCommandBufType> {
+ public:
+ using Sub = detail::PassBase<DrawCommandBufType>;
+
+ private:
+ /** Sub-passes referenced by headers. */
+ SubPassVector<detail::PassBase<DrawCommandBufType>> sub_passes_main_;
+ /** Draws are recorded as indirect draws for compatibility with the multi-draw pipeline. */
+ DrawCommandBufType draw_commands_buf_main_;
+
+ public:
+ Pass(const char *name)
+ : detail::PassBase<DrawCommandBufType>(name, draw_commands_buf_main_, sub_passes_main_){};
+
+ void init()
+ {
+ this->headers_.clear();
+ this->commands_.clear();
+ this->sub_passes_.clear();
+ this->draw_commands_buf_.clear();
+ }
+}; // namespace blender::draw
+
+} // namespace detail
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Pass types
+ * \{ */
+
+/**
+ * Normal pass type. No visibility or draw-call optimisation.
+ */
+// using PassSimple = detail::Pass<DrawCommandBuf>;
+
+/**
+ * Main pass type.
+ * Optimized for many draw calls and sub-pass.
+ *
+ * IMPORTANT: To be used only for passes containing lots of draw calls since it has a potentially
+ * high overhead due to batching and culling optimizations.
+ */
+// using PassMain = detail::Pass<DrawMultiBuf>;
+
+/**
+ * Special pass type for rendering transparent objects.
+ * The base level can only be composed of sub passes that will be ordered by a sorting value.
+ */
+class PassSortable : public PassMain {
+ friend Manager;
+
+ private:
+ /** Sorting value associated with each sub pass. */
+ Vector<float> sorting_values_;
+
+ bool sorted_ = false;
+
+ public:
+ PassSortable(const char *name_) : PassMain(name_){};
+
+ void init()
+ {
+ sorting_values_.clear();
+ sorted_ = false;
+ PassMain::init();
+ }
+
+ PassMain::Sub &sub(const char *name, float sorting_value)
+ {
+ int64_t index = sub_passes_.append_and_get_index(
+ PassBase(name, draw_commands_buf_, sub_passes_, shader_));
+ headers_.append({Type::SubPass, static_cast<uint>(index)});
+ sorting_values_.append(sorting_value);
+ return sub_passes_[index];
+ }
+
+ std::string serialize(std::string line_prefix = "") const
+ {
+ if (sorted_ == false) {
+ const_cast<PassSortable *>(this)->sort();
+ }
+ return PassMain::serialize(line_prefix);
+ }
+
+ protected:
+ void sort()
+ {
+ if (sorted_ == false) {
+ std::sort(headers_.begin(), headers_.end(), [&](Header &a, Header &b) {
+ BLI_assert(a.type == Type::SubPass && b.type == Type::SubPass);
+ float a_val = sorting_values_[a.index];
+ float b_val = sorting_values_[b.index];
+ return a_val < b_val || (a_val == b_val && a.index < b.index);
+ });
+ sorted_ = true;
+ }
+ }
+};
+
+/** \} */
+
+namespace detail {
+
+/* -------------------------------------------------------------------- */
+/** \name PassBase Implementation
+ * \{ */
+
+template<class T> inline command::Undetermined &PassBase<T>::create_command(command::Type type)
+{
+ int64_t index = commands_.append_and_get_index({});
+ headers_.append({type, static_cast<uint>(index)});
+ return commands_[index];
+}
+
+template<class T>
+inline void PassBase<T>::clear(eGPUFrameBufferBits planes,
+ float4 color,
+ float depth,
+ uint8_t stencil)
+{
+ create_command(command::Type::Clear).clear = {(uint8_t)planes, stencil, depth, color};
+}
+
+template<class T> inline GPUBatch *PassBase<T>::procedural_batch_get(GPUPrimType primitive)
+{
+ switch (primitive) {
+ case GPU_PRIM_POINTS:
+ return drw_cache_procedural_points_get();
+ case GPU_PRIM_LINES:
+ return drw_cache_procedural_lines_get();
+ case GPU_PRIM_TRIS:
+ return drw_cache_procedural_triangles_get();
+ case GPU_PRIM_TRI_STRIP:
+ return drw_cache_procedural_triangle_strips_get();
+ default:
+ /* Add new one as needed. */
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+}
+
+template<class T> inline PassBase<T> &PassBase<T>::sub(const char *name)
+{
+ int64_t index = sub_passes_.append_and_get_index(
+ PassBase(name, draw_commands_buf_, sub_passes_, shader_));
+ headers_.append({command::Type::SubPass, static_cast<uint>(index)});
+ return sub_passes_[index];
+}
+
+template<class T> void PassBase<T>::submit(command::RecordingState &state) const
+{
+ GPU_debug_group_begin(debug_name);
+
+ for (const command::Header &header : headers_) {
+ switch (header.type) {
+ default:
+ case Type::None:
+ break;
+ case Type::SubPass:
+ sub_passes_[header.index].submit(state);
+ break;
+ case command::Type::ShaderBind:
+ commands_[header.index].shader_bind.execute(state);
+ break;
+ case command::Type::ResourceBind:
+ commands_[header.index].resource_bind.execute();
+ break;
+ case command::Type::PushConstant:
+ commands_[header.index].push_constant.execute(state);
+ break;
+ case command::Type::Draw:
+ commands_[header.index].draw.execute(state);
+ break;
+ case command::Type::DrawMulti:
+ commands_[header.index].draw_multi.execute(state);
+ break;
+ case command::Type::DrawIndirect:
+ commands_[header.index].draw_indirect.execute(state);
+ break;
+ case command::Type::Dispatch:
+ commands_[header.index].dispatch.execute(state);
+ break;
+ case command::Type::DispatchIndirect:
+ commands_[header.index].dispatch_indirect.execute(state);
+ break;
+ case command::Type::Barrier:
+ commands_[header.index].barrier.execute();
+ break;
+ case command::Type::Clear:
+ commands_[header.index].clear.execute();
+ break;
+ case command::Type::StateSet:
+ commands_[header.index].state_set.execute(state);
+ break;
+ case command::Type::StencilSet:
+ commands_[header.index].stencil_set.execute();
+ break;
+ }
+ }
+
+ GPU_debug_group_end();
+}
+
+template<class T> std::string PassBase<T>::serialize(std::string line_prefix) const
+{
+ std::stringstream ss;
+ ss << line_prefix << "." << debug_name << std::endl;
+ line_prefix += " ";
+ for (const command::Header &header : headers_) {
+ switch (header.type) {
+ default:
+ case Type::None:
+ break;
+ case Type::SubPass:
+ ss << sub_passes_[header.index].serialize(line_prefix);
+ break;
+ case Type::ShaderBind:
+ ss << line_prefix << commands_[header.index].shader_bind.serialize() << std::endl;
+ break;
+ case Type::ResourceBind:
+ ss << line_prefix << commands_[header.index].resource_bind.serialize() << std::endl;
+ break;
+ case Type::PushConstant:
+ ss << line_prefix << commands_[header.index].push_constant.serialize() << std::endl;
+ break;
+ case Type::Draw:
+ ss << line_prefix << commands_[header.index].draw.serialize() << std::endl;
+ break;
+ case Type::DrawMulti:
+ ss << commands_[header.index].draw_multi.serialize(line_prefix);
+ break;
+ case Type::DrawIndirect:
+ ss << line_prefix << commands_[header.index].draw_indirect.serialize() << std::endl;
+ break;
+ case Type::Dispatch:
+ ss << line_prefix << commands_[header.index].dispatch.serialize() << std::endl;
+ break;
+ case Type::DispatchIndirect:
+ ss << line_prefix << commands_[header.index].dispatch_indirect.serialize() << std::endl;
+ break;
+ case Type::Barrier:
+ ss << line_prefix << commands_[header.index].barrier.serialize() << std::endl;
+ break;
+ case Type::Clear:
+ ss << line_prefix << commands_[header.index].clear.serialize() << std::endl;
+ break;
+ case Type::StateSet:
+ ss << line_prefix << commands_[header.index].state_set.serialize() << std::endl;
+ break;
+ case Type::StencilSet:
+ ss << line_prefix << commands_[header.index].stencil_set.serialize() << std::endl;
+ break;
+ }
+ }
+ return ss.str();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw calls
+ * \{ */
+
+template<class T>
+inline void PassBase<T>::draw(
+ GPUBatch *batch, uint instance_len, uint vertex_len, uint vertex_first, ResourceHandle handle)
+{
+ if (instance_len == 0 || vertex_len == 0) {
+ return;
+ }
+ BLI_assert(shader_);
+ draw_commands_buf_.append_draw(
+ headers_, commands_, batch, instance_len, vertex_len, vertex_first, handle);
+}
+
+template<class T> inline void PassBase<T>::draw(GPUBatch *batch, ResourceHandle handle)
+{
+ this->draw(batch, -1, -1, -1, handle);
+}
+
+template<class T>
+inline void PassBase<T>::draw_procedural(GPUPrimType primitive,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+{
+ this->draw(procedural_batch_get(primitive), instance_len, vertex_len, vertex_first, handle);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Indirect draw calls
+ * \{ */
+
+template<class T>
+inline void PassBase<T>::draw_indirect(GPUBatch *batch,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle)
+{
+ BLI_assert(shader_);
+ create_command(Type::DrawIndirect).draw_indirect = {batch, &indirect_buffer, handle};
+}
+
+template<class T>
+inline void PassBase<T>::draw_procedural_indirect(
+ GPUPrimType primitive,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle)
+{
+ this->draw_indirect(procedural_batch_get(primitive), indirect_buffer, handle);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Compute Dispatch Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::dispatch(int3 group_len)
+{
+ BLI_assert(shader_);
+ create_command(Type::Dispatch).dispatch = {group_len};
+}
+
+template<class T> inline void PassBase<T>::dispatch(int3 *group_len)
+{
+ BLI_assert(shader_);
+ create_command(Type::Dispatch).dispatch = {group_len};
+}
+
+template<class T>
+inline void PassBase<T>::dispatch(StorageBuffer<DispatchCommand> &indirect_buffer)
+{
+ BLI_assert(shader_);
+ create_command(Type::DispatchIndirect).dispatch_indirect = {&indirect_buffer};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Clear Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::clear_color(float4 color)
+{
+ this->clear(GPU_COLOR_BIT, color, 0.0f, 0);
+}
+
+template<class T> inline void PassBase<T>::clear_depth(float depth)
+{
+ this->clear(GPU_DEPTH_BIT, float4(0.0f), depth, 0);
+}
+
+template<class T> inline void PassBase<T>::clear_stencil(uint8_t stencil)
+{
+ this->clear(GPU_STENCIL_BIT, float4(0.0f), 0.0f, stencil);
+}
+
+template<class T> inline void PassBase<T>::clear_depth_stencil(float depth, uint8_t stencil)
+{
+ this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT, float4(0.0f), depth, stencil);
+}
+
+template<class T>
+inline void PassBase<T>::clear_color_depth_stencil(float4 color, float depth, uint8_t stencil)
+{
+ this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT | GPU_COLOR_BIT, color, depth, stencil);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Barrier Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::barrier(eGPUBarrier type)
+{
+ create_command(Type::Barrier).barrier = {type};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name State Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::state_set(DRWState state)
+{
+ create_command(Type::StateSet).state_set = {state};
+}
+
+template<class T>
+inline void PassBase<T>::state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)
+{
+ create_command(Type::StencilSet).stencil_set = {write_mask, reference, compare_mask};
+}
+
+template<class T> inline void PassBase<T>::shader_set(GPUShader *shader)
+{
+ shader_ = shader;
+ create_command(Type::ShaderBind).shader_bind = {shader};
+}
+
+template<class T> inline void PassBase<T>::material_set(Manager &manager, GPUMaterial *material)
+{
+ GPUPass *gpupass = GPU_material_get_pass(material);
+ shader_set(GPU_pass_shader_get(gpupass));
+
+ /* Bind all textures needed by the material. */
+ ListBase textures = GPU_material_textures(material);
+ for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
+ if (tex->ima) {
+ /* Image */
+ ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
+ if (tex->tiled_mapping_name[0]) {
+ GPUTexture *tiles = BKE_image_get_gpu_tiles(tex->ima, iuser, nullptr);
+ manager.acquire_texture(tiles);
+ bind_texture(tex->sampler_name, tiles, (eGPUSamplerState)tex->sampler_state);
+
+ GPUTexture *tile_map = BKE_image_get_gpu_tilemap(tex->ima, iuser, nullptr);
+ manager.acquire_texture(tile_map);
+ bind_texture(tex->tiled_mapping_name, tile_map, (eGPUSamplerState)tex->sampler_state);
+ }
+ else {
+ GPUTexture *texture = BKE_image_get_gpu_texture(tex->ima, iuser, nullptr);
+ manager.acquire_texture(texture);
+ bind_texture(tex->sampler_name, texture, (eGPUSamplerState)tex->sampler_state);
+ }
+ }
+ else if (tex->colorband) {
+ /* Color Ramp */
+ bind_texture(tex->sampler_name, *tex->colorband);
+ }
+ }
+
+ GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material);
+ if (ubo != nullptr) {
+ bind_ubo(GPU_UBO_BLOCK_NAME, ubo);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Resource bind Implementation
+ * \{ */
+
+template<class T> inline int PassBase<T>::push_constant_offset(const char *name)
+{
+ return GPU_shader_get_uniform(shader_, name);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf *buffer)
+{
+ this->bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf *buffer)
+{
+ this->bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(const char *name,
+ GPUTexture *texture,
+ eGPUSamplerState state)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
+}
+
+template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture *image)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), image);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf *buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf *buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
+}
+
+template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture *image)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf **buffer)
+{
+ this->bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf **buffer)
+{
+ this->bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(const char *name,
+ GPUTexture **texture,
+ eGPUSamplerState state)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
+}
+
+template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture **image)
+{
+ this->bind_image(GPU_shader_get_texture_binding(shader_, name), image);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf **buffer)
+{
+
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf **buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
+}
+
+template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture **image)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Push Constant Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float2 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float3 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int2 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int3 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int4 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const bool &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float2 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float3 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float4 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int2 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int3 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int4 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 *data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 &data)
+{
+ /* WORKAROUND: Push 3 consecutive commands to hold the 64 bytes of the float4x4.
+ * This assumes that all commands are always stored in flat array of memory. */
+ Undetermined commands[3];
+
+ PushConstant &cmd = commands[0].push_constant;
+ cmd.location = push_constant_offset(name);
+ cmd.array_len = 1;
+ cmd.comp_len = 16;
+ cmd.type = PushConstant::Type::FloatValue;
+ /* Copy overrides the next 2 commands. We append them as Type::None to not evaluate them. */
+ *reinterpret_cast<float4x4 *>(&cmd.float4_value) = data;
+
+ create_command(Type::PushConstant) = commands[0];
+ create_command(Type::None) = commands[1];
+ create_command(Type::None) = commands[2];
+}
+
+/** \} */
+
+} // namespace detail
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_resource.hh b/source/blender/draw/intern/draw_resource.hh
new file mode 100644
index 00000000000..503833e8a6d
--- /dev/null
+++ b/source/blender/draw/intern/draw_resource.hh
@@ -0,0 +1,199 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Component / Object level resources like object attributes, matrices, visibility etc...
+ * Each of them are reference by resource index (#ResourceHandle).
+ */
+
+#include "BKE_curve.h"
+#include "BKE_duplilist.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_volume.h"
+#include "BLI_hash.h"
+#include "DNA_curve_types.h"
+#include "DNA_layer_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_object_types.h"
+
+#include "draw_handle.hh"
+#include "draw_manager.hh"
+#include "draw_shader_shared.h"
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectMatrices
+ * \{ */
+
+inline void ObjectMatrices::sync(const Object &object)
+{
+ model = object.obmat;
+ model_inverse = object.imat;
+}
+
+inline void ObjectMatrices::sync(const float4x4 &model_matrix)
+{
+ model = model_matrix;
+ model_inverse = model_matrix.inverted();
+}
+
+inline std::ostream &operator<<(std::ostream &stream, const ObjectMatrices &matrices)
+{
+ stream << "ObjectMatrices(" << std::endl;
+ stream << "model=" << matrices.model << ", " << std::endl;
+ stream << "model_inverse=" << matrices.model_inverse << ")" << std::endl;
+ return stream;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectInfos
+ * \{ */
+
+ENUM_OPERATORS(eObjectInfoFlag, OBJECT_NEGATIVE_SCALE)
+
+inline void ObjectInfos::sync()
+{
+ flag = eObjectInfoFlag::OBJECT_NO_INFO;
+}
+
+inline void ObjectInfos::sync(const blender::draw::ObjectRef ref, bool is_active_object)
+{
+ color = ref.object->color;
+ index = ref.object->index;
+ SET_FLAG_FROM_TEST(flag, is_active_object, eObjectInfoFlag::OBJECT_ACTIVE);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->base_flag & BASE_SELECTED, eObjectInfoFlag::OBJECT_SELECTED);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->base_flag & BASE_FROM_DUPLI, eObjectInfoFlag::OBJECT_FROM_DUPLI);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->base_flag & BASE_FROM_SET, eObjectInfoFlag::OBJECT_FROM_SET);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->transflag & OB_NEG_SCALE, eObjectInfoFlag::OBJECT_NEGATIVE_SCALE);
+
+ if (ref.dupli_object == nullptr) {
+ /* TODO(fclem): this is rather costly to do at draw time. Maybe we can
+ * put it in ob->runtime and make depsgraph ensure it is up to date. */
+ random = BLI_hash_int_2d(BLI_hash_string(ref.object->id.name + 2), 0) * (1.0f / 0xFFFFFFFF);
+ }
+ else {
+ random = ref.dupli_object->random_id * (1.0f / 0xFFFFFFFF);
+ }
+ /* Default values. Set if needed. */
+ random = 0.0f;
+
+ if (ref.object->data == nullptr) {
+ orco_add = float3(0.0f);
+ orco_mul = float3(1.0f);
+ return;
+ }
+
+ switch (GS(reinterpret_cast<ID *>(ref.object->data)->name)) {
+ case ID_VO: {
+ BoundBox &bbox = *BKE_volume_boundbox_get(ref.object);
+ orco_add = (float3(bbox.vec[6]) + float3(bbox.vec[0])) * 0.5f; /* Center. */
+ orco_mul = float3(bbox.vec[6]) - float3(bbox.vec[0]); /* Size. */
+ break;
+ }
+ case ID_ME: {
+ BKE_mesh_texspace_get(static_cast<Mesh *>(ref.object->data), orco_add, orco_mul);
+ break;
+ }
+ case ID_CU_LEGACY: {
+ Curve &cu = *static_cast<Curve *>(ref.object->data);
+ BKE_curve_texspace_ensure(&cu);
+ orco_add = cu.loc;
+ orco_mul = cu.size;
+ break;
+ }
+ case ID_MB: {
+ MetaBall &mb = *static_cast<MetaBall *>(ref.object->data);
+ orco_add = mb.loc;
+ orco_mul = mb.size;
+ break;
+ }
+ default:
+ orco_add = float3(0.0f);
+ orco_mul = float3(1.0f);
+ break;
+ }
+}
+
+inline std::ostream &operator<<(std::ostream &stream, const ObjectInfos &infos)
+{
+ stream << "ObjectInfos(";
+ if (infos.flag == eObjectInfoFlag::OBJECT_NO_INFO) {
+ stream << "skipped)" << std::endl;
+ return stream;
+ }
+ stream << "orco_add=" << infos.orco_add << ", ";
+ stream << "orco_mul=" << infos.orco_mul << ", ";
+ stream << "color=" << infos.color << ", ";
+ stream << "index=" << infos.index << ", ";
+ stream << "random=" << infos.random << ", ";
+ stream << "flag=" << infos.flag << ")" << std::endl;
+ return stream;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectBounds
+ * \{ */
+
+inline void ObjectBounds::sync()
+{
+ bounding_sphere.w = -1.0f; /* Disable test. */
+}
+
+inline void ObjectBounds::sync(Object &ob)
+{
+ const BoundBox *bbox = BKE_object_boundbox_get(&ob);
+ if (bbox == nullptr) {
+ bounding_sphere.w = -1.0f; /* Disable test. */
+ return;
+ }
+ *reinterpret_cast<float3 *>(&bounding_corners[0]) = bbox->vec[0];
+ *reinterpret_cast<float3 *>(&bounding_corners[1]) = bbox->vec[4];
+ *reinterpret_cast<float3 *>(&bounding_corners[2]) = bbox->vec[3];
+ *reinterpret_cast<float3 *>(&bounding_corners[3]) = bbox->vec[1];
+ bounding_sphere.w = 0.0f; /* Enable test. */
+}
+
+inline void ObjectBounds::sync(const float3 &center, const float3 &size)
+{
+ *reinterpret_cast<float3 *>(&bounding_corners[0]) = center - size;
+ *reinterpret_cast<float3 *>(&bounding_corners[1]) = center + float3(+size.x, -size.y, -size.z);
+ *reinterpret_cast<float3 *>(&bounding_corners[2]) = center + float3(-size.x, +size.y, -size.z);
+ *reinterpret_cast<float3 *>(&bounding_corners[3]) = center + float3(-size.x, -size.y, +size.z);
+ bounding_sphere.w = 0.0; /* Enable test. */
+}
+
+inline std::ostream &operator<<(std::ostream &stream, const ObjectBounds &bounds)
+{
+ stream << "ObjectBounds(";
+ if (bounds.bounding_sphere.w == -1.0f) {
+ stream << "skipped)" << std::endl;
+ return stream;
+ }
+ stream << std::endl;
+ stream << ".bounding_corners[0]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[0]) << std::endl;
+ stream << ".bounding_corners[1]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[1]) << std::endl;
+ stream << ".bounding_corners[2]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[2]) << std::endl;
+ stream << ".bounding_corners[3]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[3]) << std::endl;
+ stream << ".sphere=(pos=" << float3(bounds.bounding_sphere)
+ << ", rad=" << bounds.bounding_sphere.w << std::endl;
+ stream << ")" << std::endl;
+ return stream;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_shader.cc b/source/blender/draw/intern/draw_shader.cc
index ecb30d54b64..960348b4a94 100644
--- a/source/blender/draw/intern/draw_shader.cc
+++ b/source/blender/draw/intern/draw_shader.cc
@@ -17,15 +17,15 @@
#include "draw_shader.h"
extern "C" char datatoc_common_hair_lib_glsl[];
-
extern "C" char datatoc_common_hair_refine_vert_glsl[];
-extern "C" char datatoc_common_hair_refine_comp_glsl[];
-extern "C" char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
static struct {
struct GPUShader *hair_refine_sh[PART_REFINE_MAX_SHADER];
struct GPUShader *debug_print_display_sh;
struct GPUShader *debug_draw_display_sh;
+ struct GPUShader *draw_visibility_compute_sh;
+ struct GPUShader *draw_resource_finalize_sh;
+ struct GPUShader *draw_command_generate_sh;
} e_data = {{nullptr}};
/* -------------------------------------------------------------------- */
@@ -127,6 +127,31 @@ GPUShader *DRW_shader_debug_draw_display_get()
return e_data.debug_draw_display_sh;
}
+GPUShader *DRW_shader_draw_visibility_compute_get()
+{
+ if (e_data.draw_visibility_compute_sh == nullptr) {
+ e_data.draw_visibility_compute_sh = GPU_shader_create_from_info_name(
+ "draw_visibility_compute");
+ }
+ return e_data.draw_visibility_compute_sh;
+}
+
+GPUShader *DRW_shader_draw_resource_finalize_get()
+{
+ if (e_data.draw_resource_finalize_sh == nullptr) {
+ e_data.draw_resource_finalize_sh = GPU_shader_create_from_info_name("draw_resource_finalize");
+ }
+ return e_data.draw_resource_finalize_sh;
+}
+
+GPUShader *DRW_shader_draw_command_generate_get()
+{
+ if (e_data.draw_command_generate_sh == nullptr) {
+ e_data.draw_command_generate_sh = GPU_shader_create_from_info_name("draw_command_generate");
+ }
+ return e_data.draw_command_generate_sh;
+}
+
/** \} */
void DRW_shaders_free()
@@ -136,4 +161,7 @@ void DRW_shaders_free()
}
DRW_SHADER_FREE_SAFE(e_data.debug_print_display_sh);
DRW_SHADER_FREE_SAFE(e_data.debug_draw_display_sh);
+ DRW_SHADER_FREE_SAFE(e_data.draw_visibility_compute_sh);
+ DRW_SHADER_FREE_SAFE(e_data.draw_resource_finalize_sh);
+ DRW_SHADER_FREE_SAFE(e_data.draw_command_generate_sh);
}
diff --git a/source/blender/draw/intern/draw_shader.h b/source/blender/draw/intern/draw_shader.h
index dabb4b3327f..3b8c0425fa9 100644
--- a/source/blender/draw/intern/draw_shader.h
+++ b/source/blender/draw/intern/draw_shader.h
@@ -32,6 +32,9 @@ struct GPUShader *DRW_shader_curves_refine_get(CurvesEvalShader type,
struct GPUShader *DRW_shader_debug_print_display_get(void);
struct GPUShader *DRW_shader_debug_draw_display_get(void);
+struct GPUShader *DRW_shader_draw_visibility_compute_get(void);
+struct GPUShader *DRW_shader_draw_resource_finalize_get(void);
+struct GPUShader *DRW_shader_draw_command_generate_get(void);
void DRW_shaders_free(void);
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
index 90a6475c42b..00d54311548 100644
--- a/source/blender/draw/intern/draw_shader_shared.h
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -5,18 +5,35 @@
# include "GPU_shader.h"
# include "GPU_shader_shared_utils.h"
+# include "draw_defines.h"
typedef struct ViewInfos ViewInfos;
typedef struct ObjectMatrices ObjectMatrices;
typedef struct ObjectInfos ObjectInfos;
+typedef struct ObjectBounds ObjectBounds;
typedef struct VolumeInfos VolumeInfos;
typedef struct CurvesInfos CurvesInfos;
typedef struct DrawCommand DrawCommand;
-typedef struct DrawCommandIndexed DrawCommandIndexed;
typedef struct DispatchCommand DispatchCommand;
typedef struct DRWDebugPrintBuffer DRWDebugPrintBuffer;
typedef struct DRWDebugVert DRWDebugVert;
typedef struct DRWDebugDrawBuffer DRWDebugDrawBuffer;
+
+# ifdef __cplusplus
+/* C++ only forward declarations. */
+struct Object;
+
+namespace blender::draw {
+
+struct ObjectRef;
+
+} // namespace blender::draw
+
+# else /* __cplusplus */
+/* C only forward declarations. */
+typedef enum eObjectInfoFlag eObjectInfoFlag;
+
+# endif
#endif
#define DRW_SHADER_SHARED_H
@@ -48,15 +65,18 @@ struct ViewInfos {
float2 viewport_size_inverse;
/** Frustum culling data. */
- /** NOTE: vec3 arrays are padded to vec4. */
+ /** \note vec3 array padded to vec4. */
float4 frustum_corners[8];
float4 frustum_planes[6];
+ float4 frustum_bound_sphere;
/** For debugging purpose */
/* Mouse pixel. */
int2 mouse_pixel;
- int2 _pad0;
+ /** True if facing needs to be inverted. */
+ bool1 is_inverted;
+ int _pad0;
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
@@ -74,23 +94,89 @@ BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
# define CameraTexCoFactors drw_view.viewcamtexcofac
#endif
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug draw shapes
+ * \{ */
+
struct ObjectMatrices {
- float4x4 drw_modelMatrix;
- float4x4 drw_modelMatrixInverse;
+ float4x4 model;
+ float4x4 model_inverse;
+
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ void sync(const Object &object);
+ void sync(const float4x4 &model_matrix);
+#endif
+};
+BLI_STATIC_ASSERT_ALIGN(ObjectMatrices, 16)
+
+enum eObjectInfoFlag {
+ OBJECT_SELECTED = (1u << 0u),
+ OBJECT_FROM_DUPLI = (1u << 1u),
+ OBJECT_FROM_SET = (1u << 2u),
+ OBJECT_ACTIVE = (1u << 3u),
+ OBJECT_NEGATIVE_SCALE = (1u << 4u),
+ /* Avoid skipped info to change culling. */
+ OBJECT_NO_INFO = ~OBJECT_NEGATIVE_SCALE
};
-BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
struct ObjectInfos {
- float4 drw_OrcoTexCoFactors[2];
- float4 drw_ObjectColor;
- float4 drw_Infos;
+#if defined(GPU_SHADER) && !defined(DRAW_FINALIZE_SHADER)
+ /* TODO Rename to struct member for glsl too. */
+ float4 orco_mul_bias[2];
+ float4 color;
+ float4 infos;
+#else
+ /** Uploaded as center + size. Converted to mul+bias to local coord. */
+ float3 orco_add;
+ float _pad0;
+ float3 orco_mul;
+ float _pad1;
+
+ float4 color;
+ uint index;
+ uint _pad2;
+ float random;
+ eObjectInfoFlag flag;
+#endif
+
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ void sync();
+ void sync(const blender::draw::ObjectRef ref, bool is_active_object);
+#endif
};
-BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+BLI_STATIC_ASSERT_ALIGN(ObjectInfos, 16)
+
+struct ObjectBounds {
+ /**
+ * Uploaded as vertex (0, 4, 3, 1) of the bbox in local space, matching XYZ axis order.
+ * Then processed by GPU and stored as (0, 4-0, 3-0, 1-0) in world space for faster culling.
+ */
+ float4 bounding_corners[4];
+ /** Bounding sphere derived from the bounding corner. Computed on GPU. */
+ float4 bounding_sphere;
+ /** Radius of the inscribed sphere derived from the bounding corner. Computed on GPU. */
+#define _inner_sphere_radius bounding_corners[3].w
+
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ void sync();
+ void sync(Object &ob);
+ void sync(const float3 &center, const float3 &size);
+#endif
+};
+BLI_STATIC_ASSERT_ALIGN(ObjectBounds, 16)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Object attributes
+ * \{ */
struct VolumeInfos {
- /* Object to grid-space. */
+ /** Object to grid-space. */
float4x4 grids_xform[DRW_GRID_PER_VOLUME_MAX];
- /* NOTE: vec4 for alignment. Only float3 needed. */
+ /** \note vec4 for alignment. Only float3 needed. */
float4 color_mul;
float density_scale;
float temperature_mul;
@@ -100,38 +186,41 @@ struct VolumeInfos {
BLI_STATIC_ASSERT_ALIGN(VolumeInfos, 16)
struct CurvesInfos {
- /* Per attribute scope, follows loading order.
- * NOTE: uint as bool in GLSL is 4 bytes.
- * NOTE: GLSL pad arrays of scalar to 16 bytes (std140). */
+ /** Per attribute scope, follows loading order.
+ * \note uint as bool in GLSL is 4 bytes.
+ * \note GLSL pad arrays of scalar to 16 bytes (std140). */
uint4 is_point_attribute[DRW_ATTRIBUTE_PER_CURVES_MAX];
};
BLI_STATIC_ASSERT_ALIGN(CurvesInfos, 16)
-#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
-#define ObjectInfo (drw_infos[resource_id].drw_Infos)
-#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
+/** \} */
-/* Indirect commands structures. */
+/* -------------------------------------------------------------------- */
+/** \name Indirect commands structures.
+ * \{ */
struct DrawCommand {
- uint v_count;
- uint i_count;
- uint v_first;
- uint i_first;
-};
-BLI_STATIC_ASSERT_ALIGN(DrawCommand, 16)
-
-struct DrawCommandIndexed {
- uint v_count;
- uint i_count;
- uint v_first;
+ /* TODO(fclem): Rename */
+ uint vertex_len;
+ uint instance_len;
+ uint vertex_first;
+#if defined(GPU_SHADER)
uint base_index;
- uint i_first;
- uint _pad0;
- uint _pad1;
- uint _pad2;
+ /** \note base_index is i_first for non-indexed draw-calls. */
+# define _instance_first_array base_index
+#else
+ union {
+ uint base_index;
+ /* Use this instead of instance_first_indexed for non indexed draw calls. */
+ uint instance_first_array;
+ };
+#endif
+
+ uint instance_first_indexed;
+
+ uint _pad0, _pad1, _pad2;
};
-BLI_STATIC_ASSERT_ALIGN(DrawCommandIndexed, 16)
+BLI_STATIC_ASSERT_ALIGN(DrawCommand, 16)
struct DispatchCommand {
uint num_groups_x;
@@ -141,13 +230,15 @@ struct DispatchCommand {
};
BLI_STATIC_ASSERT_ALIGN(DispatchCommand, 16)
+/** \} */
+
/* -------------------------------------------------------------------- */
/** \name Debug print
* \{ */
/* Take the header (DrawCommand) into account. */
#define DRW_DEBUG_PRINT_MAX (8 * 1024) - 4
-/* NOTE: Cannot be more than 255 (because of column encoding). */
+/** \note Cannot be more than 255 (because of column encoding). */
#define DRW_DEBUG_PRINT_WORD_WRAP_COLUMN 120u
/* The debug print buffer is laid-out as the following struct.
@@ -164,6 +255,9 @@ BLI_STATIC_ASSERT_ALIGN(DRWDebugPrintBuffer, 16)
/* Reuse first instance as row index as we don't use instancing. Equivalent to
* `DRWDebugPrintBuffer.command.i_first`. */
#define drw_debug_print_row_shared drw_debug_print_buf[3]
+/** Offset to the first data. Equal to: sizeof(DrawCommand) / sizeof(uint).
+ * This is needed because we bind the whole buffer as a `uint` array. */
+#define drw_debug_print_offset 8
/** \} */
@@ -194,5 +288,8 @@ BLI_STATIC_ASSERT_ALIGN(DRWDebugPrintBuffer, 16)
/* Equivalent to `DRWDebugDrawBuffer.command.v_count`. */
#define drw_debug_draw_v_count drw_debug_verts_buf[0].pos0
+/** Offset to the first data. Equal to: sizeof(DrawCommand) / sizeof(DRWDebugVert).
+ * This is needed because we bind the whole buffer as a `DRWDebugVert` array. */
+#define drw_debug_draw_offset 2
/** \} */
diff --git a/source/blender/draw/intern/draw_state.h b/source/blender/draw/intern/draw_state.h
new file mode 100644
index 00000000000..bf1e63e0852
--- /dev/null
+++ b/source/blender/draw/intern/draw_state.h
@@ -0,0 +1,225 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/** \file
+ * \ingroup draw
+ *
+ * Internal Pipeline State tracking. It is higher level than GPU state as everything fits a single
+ * enum.
+ */
+
+/**
+ * DRWState is a bit-mask that stores the current render state and the desired render state. Based
+ * on the differences the minimum state changes can be invoked to setup the desired render state.
+ *
+ * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
+ * therefore they aren't ordered as a bit mask.
+ */
+typedef enum {
+ /** To be used for compute passes. */
+ DRW_STATE_NO_DRAW = 0,
+ /** Write mask */
+ DRW_STATE_WRITE_DEPTH = (1 << 0),
+ DRW_STATE_WRITE_COLOR = (1 << 1),
+ /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
+ DRW_STATE_WRITE_STENCIL = (1 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
+ /** Depth test. These options are mutual exclusive and packed into 3 bits */
+ DRW_STATE_DEPTH_ALWAYS = (1 << 4),
+ DRW_STATE_DEPTH_LESS = (2 << 4),
+ DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
+ DRW_STATE_DEPTH_EQUAL = (4 << 4),
+ DRW_STATE_DEPTH_GREATER = (5 << 4),
+ DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
+ /** Culling test */
+ DRW_STATE_CULL_BACK = (1 << 7),
+ DRW_STATE_CULL_FRONT = (1 << 8),
+ /** Stencil test. These options are mutually exclusive and packed into 2 bits. */
+ DRW_STATE_STENCIL_ALWAYS = (1 << 9),
+ DRW_STATE_STENCIL_EQUAL = (2 << 9),
+ DRW_STATE_STENCIL_NEQUAL = (3 << 9),
+
+ /** Blend state. These options are mutual exclusive and packed into 4 bits */
+ DRW_STATE_BLEND_ADD = (1 << 11),
+ /** Same as additive but let alpha accumulate without pre-multiply. */
+ DRW_STATE_BLEND_ADD_FULL = (2 << 11),
+ /** Standard alpha blending. */
+ DRW_STATE_BLEND_ALPHA = (3 << 11),
+ /** Use that if color is already pre-multiply by alpha. */
+ DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
+ DRW_STATE_BLEND_BACKGROUND = (5 << 11),
+ DRW_STATE_BLEND_OIT = (6 << 11),
+ DRW_STATE_BLEND_MUL = (7 << 11),
+ DRW_STATE_BLEND_SUB = (8 << 11),
+ /** Use dual source blending. WARNING: Only one color buffer allowed. */
+ DRW_STATE_BLEND_CUSTOM = (9 << 11),
+ DRW_STATE_LOGIC_INVERT = (10 << 11),
+ DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (11 << 11),
+
+ DRW_STATE_IN_FRONT_SELECT = (1 << 27),
+ DRW_STATE_SHADOW_OFFSET = (1 << 28),
+ DRW_STATE_CLIP_PLANES = (1 << 29),
+ DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
+ /** DO NOT USE. Assumed always enabled. Only used internally. */
+ DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
+} DRWState;
+
+ENUM_OPERATORS(DRWState, DRW_STATE_PROGRAM_POINT_SIZE);
+
+#define DRW_STATE_DEFAULT \
+ (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
+#define DRW_STATE_BLEND_ENABLED \
+ (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
+ DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
+ DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
+#define DRW_STATE_RASTERIZER_ENABLED \
+ (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
+#define DRW_STATE_DEPTH_TEST_ENABLED \
+ (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
+ DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
+#define DRW_STATE_STENCIL_TEST_ENABLED \
+ (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
+#define DRW_STATE_WRITE_STENCIL_ENABLED \
+ (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
+
+#ifdef __cplusplus
+}
+#endif
+
+#ifdef __cplusplus
+
+namespace blender::draw {
+
+/* -------------------------------------------------------------------- */
+/** \name DRWState to GPU state conversion
+ * \{ */
+
+static inline eGPUWriteMask to_write_mask(DRWState state)
+{
+ eGPUWriteMask write_mask = GPU_WRITE_NONE;
+ if (state & DRW_STATE_WRITE_DEPTH) {
+ write_mask |= GPU_WRITE_DEPTH;
+ }
+ if (state & DRW_STATE_WRITE_COLOR) {
+ write_mask |= GPU_WRITE_COLOR;
+ }
+ if (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ write_mask |= GPU_WRITE_STENCIL;
+ }
+ return write_mask;
+}
+
+static inline eGPUFaceCullTest to_face_cull_test(DRWState state)
+{
+ switch (state & (DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT)) {
+ case DRW_STATE_CULL_BACK:
+ return GPU_CULL_BACK;
+ case DRW_STATE_CULL_FRONT:
+ return GPU_CULL_FRONT;
+ default:
+ return GPU_CULL_NONE;
+ }
+}
+
+static inline eGPUDepthTest to_depth_test(DRWState state)
+{
+ switch (state & DRW_STATE_DEPTH_TEST_ENABLED) {
+ case DRW_STATE_DEPTH_LESS:
+ return GPU_DEPTH_LESS;
+ case DRW_STATE_DEPTH_LESS_EQUAL:
+ return GPU_DEPTH_LESS_EQUAL;
+ case DRW_STATE_DEPTH_EQUAL:
+ return GPU_DEPTH_EQUAL;
+ case DRW_STATE_DEPTH_GREATER:
+ return GPU_DEPTH_GREATER;
+ case DRW_STATE_DEPTH_GREATER_EQUAL:
+ return GPU_DEPTH_GREATER_EQUAL;
+ case DRW_STATE_DEPTH_ALWAYS:
+ return GPU_DEPTH_ALWAYS;
+ default:
+ return GPU_DEPTH_NONE;
+ }
+}
+
+static inline eGPUStencilOp to_stencil_op(DRWState state)
+{
+ switch (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ case DRW_STATE_WRITE_STENCIL:
+ return GPU_STENCIL_OP_REPLACE;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
+ return GPU_STENCIL_OP_COUNT_DEPTH_PASS;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
+ return GPU_STENCIL_OP_COUNT_DEPTH_FAIL;
+ default:
+ return GPU_STENCIL_OP_NONE;
+ }
+}
+
+static inline eGPUStencilTest to_stencil_test(DRWState state)
+{
+ switch (state & DRW_STATE_STENCIL_TEST_ENABLED) {
+ case DRW_STATE_STENCIL_ALWAYS:
+ return GPU_STENCIL_ALWAYS;
+ case DRW_STATE_STENCIL_EQUAL:
+ return GPU_STENCIL_EQUAL;
+ case DRW_STATE_STENCIL_NEQUAL:
+ return GPU_STENCIL_NEQUAL;
+ default:
+ return GPU_STENCIL_NONE;
+ }
+}
+
+static inline eGPUBlend to_blend(DRWState state)
+{
+ switch (state & DRW_STATE_BLEND_ENABLED) {
+ case DRW_STATE_BLEND_ADD:
+ return GPU_BLEND_ADDITIVE;
+ case DRW_STATE_BLEND_ADD_FULL:
+ return GPU_BLEND_ADDITIVE_PREMULT;
+ case DRW_STATE_BLEND_ALPHA:
+ return GPU_BLEND_ALPHA;
+ case DRW_STATE_BLEND_ALPHA_PREMUL:
+ return GPU_BLEND_ALPHA_PREMULT;
+ case DRW_STATE_BLEND_BACKGROUND:
+ return GPU_BLEND_BACKGROUND;
+ case DRW_STATE_BLEND_OIT:
+ return GPU_BLEND_OIT;
+ case DRW_STATE_BLEND_MUL:
+ return GPU_BLEND_MULTIPLY;
+ case DRW_STATE_BLEND_SUB:
+ return GPU_BLEND_SUBTRACT;
+ case DRW_STATE_BLEND_CUSTOM:
+ return GPU_BLEND_CUSTOM;
+ case DRW_STATE_LOGIC_INVERT:
+ return GPU_BLEND_INVERT;
+ case DRW_STATE_BLEND_ALPHA_UNDER_PREMUL:
+ return GPU_BLEND_ALPHA_UNDER_PREMUL;
+ default:
+ return GPU_BLEND_NONE;
+ }
+}
+
+static inline eGPUProvokingVertex to_provoking_vertex(DRWState state)
+{
+ switch (state & DRW_STATE_FIRST_VERTEX_CONVENTION) {
+ case DRW_STATE_FIRST_VERTEX_CONVENTION:
+ return GPU_VERTEX_FIRST;
+ default:
+ return GPU_VERTEX_LAST;
+ }
+}
+
+/** \} */
+
+}; // namespace blender::draw
+
+#endif
diff --git a/source/blender/draw/intern/draw_view.cc b/source/blender/draw/intern/draw_view.cc
new file mode 100644
index 00000000000..326e8629e52
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.cc
@@ -0,0 +1,332 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "BLI_math_geom.h"
+#include "GPU_compute.h"
+#include "GPU_debug.h"
+
+#include "draw_debug.hh"
+#include "draw_shader.h"
+#include "draw_view.hh"
+
+namespace blender::draw {
+
+void View::sync(const float4x4 &view_mat, const float4x4 &win_mat)
+{
+ data_.viewmat = view_mat;
+ data_.viewinv = view_mat.inverted();
+ data_.winmat = win_mat;
+ data_.wininv = win_mat.inverted();
+ data_.persmat = data_.winmat * data_.viewmat;
+ data_.persinv = data_.persmat.inverted();
+ /* Should not be used anymore. */
+ data_.viewcamtexcofac = float4(1.0f, 1.0f, 0.0f, 0.0f);
+
+ data_.is_inverted = (is_negative_m4(view_mat.ptr()) == is_negative_m4(win_mat.ptr()));
+
+ update_view_vectors();
+
+ BoundBox &bound_box = *reinterpret_cast<BoundBox *>(&data_.frustum_corners);
+ BoundSphere &bound_sphere = *reinterpret_cast<BoundSphere *>(&data_.frustum_bound_sphere);
+ frustum_boundbox_calc(bound_box);
+ frustum_culling_planes_calc();
+ frustum_culling_sphere_calc(bound_box, bound_sphere);
+
+ dirty_ = true;
+}
+
+void View::frustum_boundbox_calc(BoundBox &bbox)
+{
+ /* Extract the 8 corners from a Projection Matrix. */
+#if 0 /* Equivalent to this but it has accuracy problems. */
+ BKE_boundbox_init_from_minmax(&bbox, float3(-1.0f),float3(1.0f));
+ for (int i = 0; i < 8; i++) {
+ mul_project_m4_v3(data_.wininv.ptr(), bbox.vec[i]);
+ }
+#endif
+
+ float left, right, bottom, top, near, far;
+ bool is_persp = data_.winmat[3][3] == 0.0f;
+
+ projmat_dimensions(data_.winmat.ptr(), &left, &right, &bottom, &top, &near, &far);
+
+ bbox.vec[0][2] = bbox.vec[3][2] = bbox.vec[7][2] = bbox.vec[4][2] = -near;
+ bbox.vec[0][0] = bbox.vec[3][0] = left;
+ bbox.vec[4][0] = bbox.vec[7][0] = right;
+ bbox.vec[0][1] = bbox.vec[4][1] = bottom;
+ bbox.vec[7][1] = bbox.vec[3][1] = top;
+
+ /* Get the coordinates of the far plane. */
+ if (is_persp) {
+ float sca_far = far / near;
+ left *= sca_far;
+ right *= sca_far;
+ bottom *= sca_far;
+ top *= sca_far;
+ }
+
+ bbox.vec[1][2] = bbox.vec[2][2] = bbox.vec[6][2] = bbox.vec[5][2] = -far;
+ bbox.vec[1][0] = bbox.vec[2][0] = left;
+ bbox.vec[6][0] = bbox.vec[5][0] = right;
+ bbox.vec[1][1] = bbox.vec[5][1] = bottom;
+ bbox.vec[2][1] = bbox.vec[6][1] = top;
+
+ /* Transform into world space. */
+ for (int i = 0; i < 8; i++) {
+ mul_m4_v3(data_.viewinv.ptr(), bbox.vec[i]);
+ }
+}
+
+void View::frustum_culling_planes_calc()
+{
+ planes_from_projmat(data_.persmat.ptr(),
+ data_.frustum_planes[0],
+ data_.frustum_planes[5],
+ data_.frustum_planes[1],
+ data_.frustum_planes[3],
+ data_.frustum_planes[4],
+ data_.frustum_planes[2]);
+
+ /* Normalize. */
+ for (int p = 0; p < 6; p++) {
+ data_.frustum_planes[p].w /= normalize_v3(data_.frustum_planes[p]);
+ }
+}
+
+void View::frustum_culling_sphere_calc(const BoundBox &bbox, BoundSphere &bsphere)
+{
+ /* Extract Bounding Sphere */
+ if (data_.winmat[3][3] != 0.0f) {
+ /* Orthographic */
+ /* The most extreme points on the near and far plane. (normalized device coords). */
+ const float *nearpoint = bbox.vec[0];
+ const float *farpoint = bbox.vec[6];
+
+ /* just use median point */
+ mid_v3_v3v3(bsphere.center, farpoint, nearpoint);
+ bsphere.radius = len_v3v3(bsphere.center, farpoint);
+ }
+ else if (data_.winmat[2][0] == 0.0f && data_.winmat[2][1] == 0.0f) {
+ /* Perspective with symmetrical frustum. */
+
+ /* We obtain the center and radius of the circumscribed circle of the
+ * isosceles trapezoid composed by the diagonals of the near and far clipping plane */
+
+ /* center of each clipping plane */
+ float mid_min[3], mid_max[3];
+ mid_v3_v3v3(mid_min, bbox.vec[3], bbox.vec[4]);
+ mid_v3_v3v3(mid_max, bbox.vec[2], bbox.vec[5]);
+
+ /* square length of the diagonals of each clipping plane */
+ float a_sq = len_squared_v3v3(bbox.vec[3], bbox.vec[4]);
+ float b_sq = len_squared_v3v3(bbox.vec[2], bbox.vec[5]);
+
+ /* distance squared between clipping planes */
+ float h_sq = len_squared_v3v3(mid_min, mid_max);
+
+ float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
+
+ /* The goal is to get the smallest sphere,
+ * not the sphere that passes through each corner */
+ CLAMP(fac, 0.0f, 1.0f);
+
+ interp_v3_v3v3(bsphere.center, mid_min, mid_max, fac);
+
+ /* distance from the center to one of the points of the far plane (1, 2, 5, 6) */
+ bsphere.radius = len_v3v3(bsphere.center, bbox.vec[1]);
+ }
+ else {
+ /* Perspective with asymmetrical frustum. */
+
+ /* We put the sphere center on the line that goes from origin
+ * to the center of the far clipping plane. */
+
+ /* Detect which of the corner of the far clipping plane is the farthest to the origin */
+ float nfar[4]; /* most extreme far point in NDC space */
+ float farxy[2]; /* far-point projection onto the near plane */
+ float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */
+ float nearpoint[3]; /* most extreme near point in camera coordinate */
+ float farcenter[3] = {0.0f}; /* center of far clipping plane in camera coordinate */
+ float F = -1.0f, N; /* square distance of far and near point to origin */
+ float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */
+ float e, s; /* far and near clipping distance (<0) */
+ float c; /* slope of center line = distance of far clipping center
+ * to z axis / far clipping distance. */
+ float z; /* projection of sphere center on z axis (<0) */
+
+ /* Find farthest corner and center of far clip plane. */
+ float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */
+ for (int i = 0; i < 4; i++) {
+ float point[3];
+ mul_v3_project_m4_v3(point, data_.wininv.ptr(), corner);
+ float len = len_squared_v3(point);
+ if (len > F) {
+ copy_v3_v3(nfar, corner);
+ copy_v3_v3(farpoint, point);
+ F = len;
+ }
+ add_v3_v3(farcenter, point);
+ /* rotate by 90 degree to walk through the 4 points of the far clip plane */
+ float tmp = corner[0];
+ corner[0] = -corner[1];
+ corner[1] = tmp;
+ }
+
+ /* the far center is the average of the far clipping points */
+ mul_v3_fl(farcenter, 0.25f);
+ /* the extreme near point is the opposite point on the near clipping plane */
+ copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f);
+ mul_v3_project_m4_v3(nearpoint, data_.wininv.ptr(), nfar);
+ /* this is a frustum projection */
+ N = len_squared_v3(nearpoint);
+ e = farpoint[2];
+ s = nearpoint[2];
+ /* distance to view Z axis */
+ f = len_v2(farpoint);
+ /* get corresponding point on the near plane */
+ mul_v2_v2fl(farxy, farpoint, s / e);
+ /* this formula preserve the sign of n */
+ sub_v2_v2(nearpoint, farxy);
+ n = f * s / e - len_v2(nearpoint);
+ c = len_v2(farcenter) / e;
+ /* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */
+ z = (F - N) / (2.0f * (e - s + c * (f - n)));
+
+ bsphere.center[0] = farcenter[0] * z / e;
+ bsphere.center[1] = farcenter[1] * z / e;
+ bsphere.center[2] = z;
+
+ /* For XR, the view matrix may contain a scale factor. Then, transforming only the center
+ * into world space after calculating the radius will result in incorrect behavior. */
+ mul_m4_v3(data_.viewinv.ptr(), bsphere.center); /* Transform to world space. */
+ mul_m4_v3(data_.viewinv.ptr(), farpoint);
+ bsphere.radius = len_v3v3(bsphere.center, farpoint);
+ }
+}
+
+void View::set_clip_planes(Span<float4> planes)
+{
+ BLI_assert(planes.size() <= ARRAY_SIZE(data_.clip_planes));
+ int i = 0;
+ for (const auto &plane : planes) {
+ data_.clip_planes[i++] = plane;
+ }
+}
+
+void View::update_viewport_size()
+{
+ float4 viewport;
+ GPU_viewport_size_get_f(viewport);
+ float2 viewport_size = float2(viewport.z, viewport.w);
+ if (assign_if_different(data_.viewport_size, viewport_size)) {
+ dirty_ = true;
+ }
+}
+
+void View::update_view_vectors()
+{
+ bool is_persp = data_.winmat[3][3] == 0.0f;
+
+ /* Near clip distance. */
+ data_.viewvecs[0][3] = (is_persp) ? -data_.winmat[3][2] / (data_.winmat[2][2] - 1.0f) :
+ -(data_.winmat[3][2] + 1.0f) / data_.winmat[2][2];
+
+ /* Far clip distance. */
+ data_.viewvecs[1][3] = (is_persp) ? -data_.winmat[3][2] / (data_.winmat[2][2] + 1.0f) :
+ -(data_.winmat[3][2] - 1.0f) / data_.winmat[2][2];
+
+ /* View vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float3 view_vecs[4] = {
+ {-1.0f, -1.0f, -1.0f},
+ {1.0f, -1.0f, -1.0f},
+ {-1.0f, 1.0f, -1.0f},
+ {-1.0f, -1.0f, 1.0f},
+ };
+
+ /* Convert the view vectors to view space */
+ for (int i = 0; i < 4; i++) {
+ mul_project_m4_v3(data_.wininv.ptr(), view_vecs[i]);
+ /* Normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ if (is_persp) {
+ view_vecs[i].x /= view_vecs[i].z;
+ view_vecs[i].y /= view_vecs[i].z;
+ }
+ }
+
+ /**
+ * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
+ * view_vecs[1] is the vector going from the near-bottom-left corner to
+ * the far-top-right corner.
+ * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
+ * when Z = 1, and top-left corner if Z = 1.
+ * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
+ * distance from the near plane to the far clip plane.
+ */
+ copy_v3_v3(data_.viewvecs[0], view_vecs[0]);
+
+ /* we need to store the differences */
+ data_.viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
+ data_.viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
+ data_.viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
+}
+
+void View::bind()
+{
+ update_viewport_size();
+
+ if (dirty_) {
+ dirty_ = false;
+ data_.push_update();
+ }
+
+ GPU_uniformbuf_bind(data_, DRW_VIEW_UBO_SLOT);
+}
+
+void View::compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze)
+{
+ if (debug_freeze && frozen_ == false) {
+ data_freeze_ = static_cast<ViewInfos>(data_);
+ data_freeze_.push_update();
+ }
+#ifdef DEBUG
+ if (debug_freeze) {
+ drw_debug_matrix_as_bbox(data_freeze_.persinv, float4(0, 1, 0, 1));
+ }
+#endif
+ frozen_ = debug_freeze;
+
+ GPU_debug_group_begin("View.compute_visibility");
+
+ /* TODO(fclem): Early out if visibility hasn't changed. */
+ /* TODO(fclem): Resize to nearest pow2 to reduce fragmentation. */
+ visibility_buf_.resize(divide_ceil_u(resource_len, 128));
+
+ uint32_t data = 0xFFFFFFFFu;
+ GPU_storagebuf_clear(visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data);
+
+ if (do_visibility_) {
+ GPUShader *shader = DRW_shader_draw_visibility_compute_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "resource_len", resource_len);
+ GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf"));
+ GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf"));
+ GPU_uniformbuf_bind((frozen_) ? data_freeze_ : data_, DRW_VIEW_UBO_SLOT);
+ GPU_compute_dispatch(shader, divide_ceil_u(resource_len, DRW_VISIBILITY_GROUP_SIZE), 1, 1);
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
+
+ if (frozen_) {
+ /* Bind back the non frozen data. */
+ GPU_uniformbuf_bind(data_, DRW_VIEW_UBO_SLOT);
+ }
+
+ GPU_debug_group_end();
+}
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_view.hh b/source/blender/draw/intern/draw_view.hh
new file mode 100644
index 00000000000..82e74774a5a
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.hh
@@ -0,0 +1,94 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "DRW_gpu_wrapper.hh"
+#include "DRW_render.h"
+
+#include "draw_shader_shared.h"
+
+namespace blender::draw {
+
+class Manager;
+
+/* TODO deduplicate. */
+using ObjectBoundsBuf = StorageArrayBuffer<ObjectBounds, 128>;
+/** \note Using uint4 for declaration but bound as uint. */
+using VisibilityBuf = StorageArrayBuffer<uint4, 1, true>;
+
+class View {
+ friend Manager;
+
+ private:
+ UniformBuffer<ViewInfos> data_;
+ /** Freezed version of data_ used for debugging culling. */
+ UniformBuffer<ViewInfos> data_freeze_;
+ /** Result of the visibility computation. 1 bit per resource ID. */
+ VisibilityBuf visibility_buf_;
+
+ const char *debug_name_;
+
+ bool do_visibility_ = true;
+ bool dirty_ = true;
+ bool frozen_ = false;
+
+ public:
+ View(const char *name) : visibility_buf_(name), debug_name_(name){};
+ /* For compatibility with old system. Will be removed at some point. */
+ View(const char *name, const DRWView *view) : visibility_buf_(name), debug_name_(name)
+ {
+ float4x4 view_mat, win_mat;
+ DRW_view_viewmat_get(view, view_mat.ptr(), false);
+ DRW_view_winmat_get(view, win_mat.ptr(), false);
+ this->sync(view_mat, win_mat);
+ }
+
+ void set_clip_planes(Span<float4> planes);
+
+ void sync(const float4x4 &view_mat, const float4x4 &win_mat);
+
+ bool is_persp() const
+ {
+ return data_.winmat[3][3] == 0.0f;
+ }
+
+ bool is_inverted() const
+ {
+ return data_.is_inverted;
+ }
+
+ float far_clip() const
+ {
+ if (is_persp()) {
+ return -data_.winmat[3][2] / (data_.winmat[2][2] + 1.0f);
+ }
+ return -(data_.winmat[3][2] - 1.0f) / data_.winmat[2][2];
+ }
+
+ float near_clip() const
+ {
+ if (is_persp()) {
+ return -data_.winmat[3][2] / (data_.winmat[2][2] - 1.0f);
+ }
+ return -(data_.winmat[3][2] + 1.0f) / data_.winmat[2][2];
+ }
+
+ private:
+ /** Called from draw manager. */
+ void bind();
+ void compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze);
+
+ void update_view_vectors();
+ void update_viewport_size();
+
+ void frustum_boundbox_calc(BoundBox &bbox);
+ void frustum_culling_planes_calc();
+ void frustum_culling_sphere_calc(const BoundBox &bbox, BoundSphere &bsphere);
+};
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_view_data.cc b/source/blender/draw/intern/draw_view_data.cc
index 55f1ab83b3a..58d826e0218 100644
--- a/source/blender/draw/intern/draw_view_data.cc
+++ b/source/blender/draw/intern/draw_view_data.cc
@@ -7,6 +7,7 @@
#include "BLI_vector.hh"
+#include "GPU_capabilities.h"
#include "GPU_viewport.h"
#include "DRW_render.h"
@@ -16,6 +17,7 @@
#include "draw_manager_text.h"
#include "draw_manager.h"
+#include "draw_manager.hh"
#include "draw_view_data.h"
using namespace blender;
@@ -33,6 +35,22 @@ struct DRWViewData {
Vector<ViewportEngineData> engines;
Vector<ViewportEngineData *> enabled_engines;
+
+ /** New per view/viewport manager. Null if not supported by current hardware. */
+ draw::Manager *manager = nullptr;
+
+ DRWViewData()
+ {
+ /* Only for GL >= 4.3 implementation for now. */
+ if (GPU_shader_storage_buffer_objects_support() && GPU_compute_shader_support()) {
+ manager = new draw::Manager();
+ }
+ };
+
+ ~DRWViewData()
+ {
+ delete manager;
+ };
};
DRWViewData *DRW_view_data_create(ListBase *engine_types)
@@ -237,3 +255,31 @@ ViewportEngineData *DRW_view_data_enabled_engine_iter_step(DRWEngineIterator *it
ViewportEngineData *engine = iterator->engines[iterator->id++];
return engine;
}
+
+draw::Manager *DRW_manager_get()
+{
+ BLI_assert(DST.view_data_active->manager);
+ return reinterpret_cast<draw::Manager *>(DST.view_data_active->manager);
+}
+
+draw::ObjectRef DRW_object_ref_get(Object *object)
+{
+ BLI_assert(DST.view_data_active->manager);
+ return {object, DST.dupli_source, DST.dupli_parent};
+}
+
+void DRW_manager_begin_sync()
+{
+ if (DST.view_data_active->manager == nullptr) {
+ return;
+ }
+ reinterpret_cast<draw::Manager *>(DST.view_data_active->manager)->begin_sync();
+}
+
+void DRW_manager_end_sync()
+{
+ if (DST.view_data_active->manager == nullptr) {
+ return;
+ }
+ reinterpret_cast<draw::Manager *>(DST.view_data_active->manager)->end_sync();
+}
diff --git a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
index 5f795d3abdb..3287897e73c 100644
--- a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
@@ -17,8 +17,7 @@ const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
uint drw_debug_start_draw(uint v_needed)
{
uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed);
- /* NOTE: Skip the header manually. */
- vertid += 1;
+ vertid += drw_debug_draw_offset;
return vertid;
}
diff --git a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
index 0c7f32bd00d..89d1729b52d 100644
--- a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
@@ -71,8 +71,7 @@ void drw_print_char4(uint data)
break;
}
uint cursor = atomicAdd(drw_debug_print_cursor, 1u);
- /* NOTE: Skip the header manually. */
- cursor += 4;
+ cursor += drw_debug_print_offset;
if (cursor < DRW_DEBUG_PRINT_MAX) {
/* For future usage. (i.e: Color) */
uint flags = 0u;
diff --git a/source/blender/draw/intern/shaders/common_intersect_lib.glsl b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
index 33378588553..83223f89277 100644
--- a/source/blender/draw/intern/shaders/common_intersect_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
@@ -70,6 +70,30 @@ IsectBox isect_data_setup(Box shape)
return data;
}
+/* Construct box from 1 corner point + 3 side vectors. */
+IsectBox isect_data_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z)
+{
+ IsectBox data;
+ data.corners[0] = origin;
+ data.corners[1] = origin + side_x;
+ data.corners[2] = origin + side_y + side_x;
+ data.corners[3] = origin + side_y;
+ data.corners[4] = data.corners[0] + side_z;
+ data.corners[5] = data.corners[1] + side_z;
+ data.corners[6] = data.corners[2] + side_z;
+ data.corners[7] = data.corners[3] + side_z;
+
+ data.planes[0] = isect_plane_setup(data.corners[0], side_y, side_z);
+ data.planes[1] = isect_plane_setup(data.corners[0], side_x, side_y);
+ data.planes[2] = isect_plane_setup(data.corners[0], side_z, side_x);
+ /* Assumes that the box is actually a box! */
+ data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, data.corners[6]));
+ data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, data.corners[6]));
+ data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, data.corners[6]));
+
+ return data;
+}
+
struct IsectFrustum {
vec3 corners[8];
vec4 planes[6];
@@ -194,6 +218,50 @@ bool intersect_view(Box box)
return intersects;
}
+bool intersect_view(IsectBox i_box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(i_box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
bool intersect_view(Sphere sphere)
{
bool intersects = true;
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 8ab2ef10e4c..6521476c3a7 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -155,7 +155,11 @@ uniform int drw_ResourceID;
# define PASS_RESOURCE_ID
# elif defined(GPU_VERTEX_SHADER)
-# define resource_id gpu_InstanceIndex
+# if defined(UNIFORM_RESOURCE_ID_NEW)
+# define resource_id drw_ResourceID
+# else
+# define resource_id gpu_InstanceIndex
+# endif
# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
# elif defined(GPU_GEOMETRY_SHADER)
@@ -203,8 +207,8 @@ flat in int resourceIDFrag;
# ifndef DRW_SHADER_SHARED_H
struct ObjectMatrices {
- mat4 drw_modelMatrix;
- mat4 drw_modelMatrixInverse;
+ mat4 model;
+ mat4 model_inverse;
};
# endif /* DRW_SHADER_SHARED_H */
@@ -214,8 +218,8 @@ layout(std140) uniform modelBlock
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
-# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
-# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+# define ModelMatrix (drw_matrices[resource_id].model)
+# define ModelMatrixInverse (drw_matrices[resource_id].model_inverse)
# endif /* USE_GPU_SHADER_CREATE_INFO */
#else /* GPU_INTEL */
diff --git a/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl b/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
new file mode 100644
index 00000000000..70842e5bb81
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
@@ -0,0 +1,84 @@
+
+/**
+ * Convert DrawPrototype into draw commands.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+#define atomicAddAndGet(dst, val) (atomicAdd(dst, val) + val)
+
+/* This is only called by the last thread executed over the group's prototype draws. */
+void write_draw_call(DrawGroup group, uint group_id)
+{
+ DrawCommand cmd;
+ cmd.vertex_len = group.vertex_len;
+ cmd.vertex_first = group.vertex_first;
+ if (group.base_index != -1) {
+ cmd.base_index = group.base_index;
+ cmd.instance_first_indexed = group.start;
+ }
+ else {
+ cmd._instance_first_array = group.start;
+ }
+ /* Back-facing command. */
+ cmd.instance_len = group_buf[group_id].back_facing_counter;
+ command_buf[group_id * 2 + 0] = cmd;
+ /* Front-facing command. */
+ cmd.instance_len = group_buf[group_id].front_facing_counter;
+ command_buf[group_id * 2 + 1] = cmd;
+
+ /* Reset the counters for a next command gen dispatch. Avoids resending the whole data just
+ * for this purpose. Only the last thread will execute this so it is threadsafe. */
+ group_buf[group_id].front_facing_counter = 0u;
+ group_buf[group_id].back_facing_counter = 0u;
+ group_buf[group_id].total_counter = 0u;
+}
+
+void main()
+{
+ uint proto_id = gl_GlobalInvocationID.x;
+ if (proto_id >= prototype_len) {
+ return;
+ }
+
+ DrawPrototype proto = prototype_buf[proto_id];
+ uint group_id = proto.group_id;
+ bool is_inverted = (proto.resource_handle & 0x80000000u) != 0;
+ uint resource_index = (proto.resource_handle & 0x7FFFFFFFu);
+
+ /* Visibility test result. */
+ bool is_visible = ((visibility_buf[resource_index / 32u] & (1u << (resource_index % 32u)))) != 0;
+
+ DrawGroup group = group_buf[group_id];
+
+ if (!is_visible) {
+ /* Skip the draw but still count towards the completion. */
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ return;
+ }
+
+ uint back_facing_len = group.len - group.front_facing_len;
+ uint front_facing_len = group.front_facing_len;
+ uint dst_index = group.start;
+ if (is_inverted) {
+ uint offset = atomicAdd(group_buf[group_id].back_facing_counter, proto.instance_len);
+ dst_index += offset;
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ }
+ else {
+ uint offset = atomicAdd(group_buf[group_id].front_facing_counter, proto.instance_len);
+ dst_index += back_facing_len + offset;
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ }
+
+ for (uint i = dst_index; i < dst_index + proto.instance_len; i++) {
+ /* Fill resource_id buffer for each instance of this draw */
+ resource_id_buf[i] = resource_index;
+ }
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
index ab76df819d5..4061dda5d1c 100644
--- a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
@@ -6,7 +6,7 @@
void main()
{
/* Skip the first vertex containing header data. */
- DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 1];
+ DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 2];
vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2));
vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu) / 255.0;
diff --git a/source/blender/draw/intern/shaders/draw_debug_info.hh b/source/blender/draw/intern/shaders/draw_debug_info.hh
index 893a5e537d9..ce450bb1210 100644
--- a/source/blender/draw/intern/shaders/draw_debug_info.hh
+++ b/source/blender/draw/intern/shaders/draw_debug_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -10,7 +11,7 @@
GPU_SHADER_CREATE_INFO(draw_debug_print)
.typedef_source("draw_shader_shared.h")
- .storage_buf(7, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
+ .storage_buf(DRW_DEBUG_PRINT_SLOT, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface, "").flat(Type::UINT, "char_index");
@@ -34,7 +35,10 @@ GPU_SHADER_CREATE_INFO(draw_debug_print_display)
GPU_SHADER_CREATE_INFO(draw_debug_draw)
.typedef_source("draw_shader_shared.h")
- .storage_buf(6, Qualifier::READ_WRITE, "DRWDebugVert", "drw_debug_verts_buf[]");
+ .storage_buf(DRW_DEBUG_DRAW_SLOT,
+ Qualifier::READ_WRITE,
+ "DRWDebugVert",
+ "drw_debug_verts_buf[]");
GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface, "interp").flat(Type::VEC4, "color");
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
index f67e9d3f9e0..cb379056e2b 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -8,7 +8,7 @@
void main()
{
/* Skip first 4 chars containing header data. */
- uint char_data = drw_debug_print_buf[gl_VertexID + 4];
+ uint char_data = drw_debug_print_buf[gl_VertexID + 8];
char_index = (char_data & 0xFFu) - 0x20u;
/* Discard invalid chars. */
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
index 8fd55ea351f..2ec40ab76e3 100644
--- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -1,10 +1,14 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(draw_object_infos)
.typedef_source("draw_shader_shared.h")
.define("OBINFO_LIB")
+ .define("OrcoTexCoFactors", "(drw_infos[resource_id].orco_mul_bias)")
+ .define("ObjectInfo", "(drw_infos[resource_id].infos)")
+ .define("ObjectColor", "(drw_infos[resource_id].color)")
.uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
GPU_SHADER_CREATE_INFO(draw_volume_infos)
@@ -14,3 +18,11 @@ GPU_SHADER_CREATE_INFO(draw_volume_infos)
GPU_SHADER_CREATE_INFO(draw_curves_infos)
.typedef_source("draw_shader_shared.h")
.uniform_buf(2, "CurvesInfos", "drw_curves", Frequency::BATCH);
+
+GPU_SHADER_CREATE_INFO(draw_object_infos_new)
+ .typedef_source("draw_shader_shared.h")
+ .define("OBINFO_LIB")
+ .define("OrcoTexCoFactors", "(drw_infos[resource_id].orco_mul_bias)")
+ .define("ObjectInfo", "(drw_infos[resource_id].infos)")
+ .define("ObjectColor", "(drw_infos[resource_id].color)")
+ .storage_buf(DRW_OBJ_INFOS_SLOT, Qualifier::READ, "ObjectInfos", "drw_infos[]"); \ No newline at end of file
diff --git a/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl b/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl
new file mode 100644
index 00000000000..d834435e54e
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl
@@ -0,0 +1,64 @@
+
+/**
+ * Finish computation of a few draw resource after sync.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+void main()
+{
+ uint resource_id = gl_GlobalInvocationID.x;
+ if (resource_id >= resource_len) {
+ return;
+ }
+
+ mat4 model_mat = matrix_buf[resource_id].model;
+ ObjectInfos infos = infos_buf[resource_id];
+ ObjectBounds bounds = bounds_buf[resource_id];
+
+ if (bounds.bounding_sphere.w != -1.0) {
+ /* Convert corners to origin + sides in world space. */
+ vec3 p0 = bounds.bounding_corners[0].xyz;
+ vec3 p01 = bounds.bounding_corners[1].xyz - p0;
+ vec3 p02 = bounds.bounding_corners[2].xyz - p0;
+ vec3 p03 = bounds.bounding_corners[3].xyz - p0;
+ /* Avoid flat box. */
+ p01.x = max(p01.x, 1e-4);
+ p02.y = max(p02.y, 1e-4);
+ p03.z = max(p03.z, 1e-4);
+ vec3 diagonal = p01 + p02 + p03;
+ vec3 center = p0 + diagonal * 0.5;
+ float min_axis = min_v3(abs(diagonal));
+ bounds_buf[resource_id].bounding_sphere.xyz = transform_point(model_mat, center);
+ /* We have to apply scaling to the diagonal. */
+ bounds_buf[resource_id].bounding_sphere.w = length(transform_direction(model_mat, diagonal)) *
+ 0.5;
+ bounds_buf[resource_id]._inner_sphere_radius = min_axis;
+ bounds_buf[resource_id].bounding_corners[0].xyz = transform_point(model_mat, p0);
+ bounds_buf[resource_id].bounding_corners[1].xyz = transform_direction(model_mat, p01);
+ bounds_buf[resource_id].bounding_corners[2].xyz = transform_direction(model_mat, p02);
+ bounds_buf[resource_id].bounding_corners[3].xyz = transform_direction(model_mat, p03);
+ /* Always have correct handedness in the corners vectors. */
+ if (flag_test(infos.flag, OBJECT_NEGATIVE_SCALE)) {
+ bounds_buf[resource_id].bounding_corners[0].xyz +=
+ bounds_buf[resource_id].bounding_corners[1].xyz;
+ bounds_buf[resource_id].bounding_corners[1].xyz =
+ -bounds_buf[resource_id].bounding_corners[1].xyz;
+ }
+
+ /* TODO: Bypass test for very large objects (see T67319). */
+ if (bounds_buf[resource_id].bounding_sphere.w > 1e12) {
+ bounds_buf[resource_id].bounding_sphere.w = -1.0;
+ }
+ }
+
+ vec3 loc = infos.orco_add; /* Box center. */
+ vec3 size = infos.orco_mul; /* Box half-extent. */
+ /* This is what the original computation looks like.
+ * Simplify to a nice MADD in shading code. */
+ // orco = (pos - loc) / size;
+ // orco = pos * (1.0 / size) + (-loc / size);
+ vec3 size_inv = safe_rcp(size);
+ infos_buf[resource_id].orco_add = -loc * size_inv;
+ infos_buf[resource_id].orco_mul = size_inv;
+} \ No newline at end of file
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index 0400521c53d..c522c607791 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -44,13 +45,13 @@ GPU_SHADER_CREATE_INFO(draw_resource_handle)
* \{ */
GPU_SHADER_CREATE_INFO(draw_view)
- .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
+ .uniform_buf(DRW_VIEW_UBO_SLOT, "ViewInfos", "drw_view", Frequency::PASS)
.typedef_source("draw_shader_shared.h");
GPU_SHADER_CREATE_INFO(draw_modelmat)
.uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
- .define("ModelMatrix", "(drw_matrices[resource_id].drw_modelMatrix)")
- .define("ModelMatrixInverse", "(drw_matrices[resource_id].drw_modelMatrixInverse)")
+ .define("ModelMatrix", "(drw_matrices[resource_id].model)")
+ .define("ModelMatrixInverse", "(drw_matrices[resource_id].model_inverse)")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
@@ -136,3 +137,77 @@ GPU_SHADER_CREATE_INFO(draw_gpencil)
.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_object_infos");
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internal Draw Manager usage
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_resource_finalize)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .define("DRAW_FINALIZE_SHADER")
+ .local_group_size(DRW_FINALIZE_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "ObjectMatrices", "matrix_buf[]")
+ .storage_buf(1, Qualifier::READ_WRITE, "ObjectBounds", "bounds_buf[]")
+ .storage_buf(2, Qualifier::READ_WRITE, "ObjectInfos", "infos_buf[]")
+ .push_constant(Type::INT, "resource_len")
+ .compute_source("draw_resource_finalize_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(draw_visibility_compute)
+ .do_static_compilation(true)
+ .local_group_size(DRW_VISIBILITY_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "ObjectBounds", "bounds_buf[]")
+ .storage_buf(1, Qualifier::READ_WRITE, "uint", "visibility_buf[]")
+ .push_constant(Type::INT, "resource_len")
+ .compute_source("draw_visibility_comp.glsl")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_command_generate)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .typedef_source("draw_command_shared.hh")
+ .local_group_size(DRW_COMMAND_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ_WRITE, "DrawGroup", "group_buf[]")
+ .storage_buf(1, Qualifier::READ, "uint", "visibility_buf[]")
+ .storage_buf(2, Qualifier::READ, "DrawPrototype", "prototype_buf[]")
+ .storage_buf(3, Qualifier::WRITE, "DrawCommand", "command_buf[]")
+ .storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::WRITE, "uint", "resource_id_buf[]")
+ .push_constant(Type::INT, "prototype_len")
+ .compute_source("draw_command_generate_comp.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Resource ID
+ * New implementation using gl_BaseInstance and storage buffers.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_resource_id_new)
+ .define("UNIFORM_RESOURCE_ID_NEW")
+ .storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::READ, "int", "resource_id_buf[]")
+ .define("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]");
+
+/**
+ * Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
+ */
+GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
+ .define("UNIFORM_RESOURCE_ID_NEW")
+ .vertex_in(15, Type::INT, "drw_ResourceID");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Object Resources
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_new)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(DRW_OBJ_MAT_SLOT, Qualifier::READ, "ObjectMatrices", "drw_matrix_buf[]")
+ .define("drw_ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
+ .define("drw_ModelMatrix", "drw_matrix_buf[resource_id].model")
+ /* TODO For compatibility with old shaders. To be removed. */
+ .define("ModelMatrixInverse", "drw_ModelMatrixInverse")
+ .define("ModelMatrix", "drw_ModelMatrix")
+ .additional_info("draw_resource_id_new");
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/draw_visibility_comp.glsl b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl
new file mode 100644
index 00000000000..7ec58c8f919
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl
@@ -0,0 +1,46 @@
+
+/**
+ * Compute visibility of each resource bounds for a given view.
+ */
+/* TODO(fclem): This could be augmented by a 2 pass occlusion culling system. */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
+
+shared uint shared_result;
+
+void mask_visibility_bit()
+{
+ uint bit = 1u << gl_LocalInvocationID.x;
+ atomicAnd(visibility_buf[gl_WorkGroupID.x], ~bit);
+}
+
+void main()
+{
+ if (gl_GlobalInvocationID.x >= resource_len) {
+ return;
+ }
+
+ ObjectBounds bounds = bounds_buf[gl_GlobalInvocationID.x];
+
+ if (bounds.bounding_sphere.w != -1.0) {
+ IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz,
+ bounds.bounding_corners[1].xyz,
+ bounds.bounding_corners[2].xyz,
+ bounds.bounding_corners[3].xyz);
+ Sphere bounding_sphere = Sphere(bounds.bounding_sphere.xyz, bounds.bounding_sphere.w);
+ Sphere inscribed_sphere = Sphere(bounds.bounding_sphere.xyz, bounds._inner_sphere_radius);
+
+ if (intersect_view(inscribed_sphere) == true) {
+ /* Visible. */
+ }
+ else if (intersect_view(bounding_sphere) == false) {
+ /* Not visible. */
+ mask_visibility_bit();
+ }
+ else if (intersect_view(box) == false) {
+ /* Not visible. */
+ mask_visibility_bit();
+ }
+ }
+} \ No newline at end of file
diff --git a/source/blender/draw/tests/draw_pass_test.cc b/source/blender/draw/tests/draw_pass_test.cc
new file mode 100644
index 00000000000..f8a006d096b
--- /dev/null
+++ b/source/blender/draw/tests/draw_pass_test.cc
@@ -0,0 +1,441 @@
+/* SPDX-License-Identifier: Apache-2.0 */
+
+#include "testing/testing.h"
+
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader.h"
+#include "draw_testing.hh"
+
+#include <bitset>
+
+namespace blender::draw {
+
+static void test_draw_pass_all_commands()
+{
+ Texture tex;
+ tex.ensure_2d(GPU_RGBA16, int2(1));
+
+ UniformBuffer<uint4> ubo;
+ ubo.push_update();
+
+ StorageBuffer<uint4> ssbo;
+ ssbo.push_update();
+
+ float alpha = 0.0f;
+ int3 dispatch_size(1);
+
+ PassSimple pass = {"test.all_commands"};
+ pass.init();
+ pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL);
+ pass.clear_color_depth_stencil(float4(0.25f, 0.5f, 100.0f, -2000.0f), 0.5f, 0xF0);
+ pass.state_stencil(0x80, 0x0F, 0x8F);
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.bind_texture("image", tex);
+ pass.bind_texture("image", &tex);
+ pass.bind_image("missing_image", tex); /* Should not crash. */
+ pass.bind_image("missing_image", &tex); /* Should not crash. */
+ pass.bind_ubo("missing_ubo", ubo); /* Should not crash. */
+ pass.bind_ubo("missing_ubo", &ubo); /* Should not crash. */
+ pass.bind_ssbo("missing_ssbo", ssbo); /* Should not crash. */
+ pass.bind_ssbo("missing_ssbo", &ssbo); /* Should not crash. */
+ pass.push_constant("alpha", alpha);
+ pass.push_constant("alpha", &alpha);
+ pass.push_constant("ModelViewProjectionMatrix", float4x4::identity());
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, 3);
+
+ /* Should not crash even if shader is not a compute. This is because we only serialize. */
+ /* TODO(fclem): Use real compute shader. */
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.dispatch(dispatch_size);
+ pass.dispatch(&dispatch_size);
+ pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
+
+ /* Change references. */
+ alpha = 1.0f;
+ dispatch_size = int3(2);
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.all_commands" << std::endl;
+ expected << " .state_set(6)" << std::endl;
+ expected << " .clear(color=(0.25, 0.5, 100, -2000), depth=0.5, stencil=0b11110000))"
+ << std::endl;
+ expected << " .stencil_set(write_mask=0b10000000, compare_mask=0b00001111, reference=0b10001111"
+ << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .bind_texture(0)" << std::endl;
+ expected << " .bind_texture_ref(0)" << std::endl;
+ expected << " .bind_image(-1)" << std::endl;
+ expected << " .bind_image_ref(-1)" << std::endl;
+ expected << " .bind_uniform_buf(-1)" << std::endl;
+ expected << " .bind_uniform_buf_ref(-1)" << std::endl;
+ expected << " .bind_storage_buf(-1)" << std::endl;
+ expected << " .bind_storage_buf_ref(-1)" << std::endl;
+ expected << " .push_constant(2, data=0)" << std::endl;
+ expected << " .push_constant(2, data=1)" << std::endl;
+ expected << " .push_constant(0, data=(" << std::endl;
+ expected << "( 1.000000, 0.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 1.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 1.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << " .draw(inst_len=1, vert_len=3, vert_first=0, res_id=0)" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .dispatch(1, 1, 1)" << std::endl;
+ expected << " .dispatch_ref(2, 2, 2)" << std::endl;
+ expected << " .barrier(4)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_all_commands)
+
+static void test_draw_pass_sub_ordering()
+{
+ PassSimple pass = {"test.sub_ordering"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.push_constant("test_pass", 1);
+
+ PassSimple::Sub &sub1 = pass.sub("Sub1");
+ sub1.push_constant("test_sub1", 11);
+
+ PassSimple::Sub &sub2 = pass.sub("Sub2");
+ sub2.push_constant("test_sub2", 21);
+
+ /* Will execute after both sub. */
+ pass.push_constant("test_pass", 2);
+
+ /* Will execute after sub1. */
+ sub2.push_constant("test_sub2", 22);
+
+ /* Will execute before sub2. */
+ sub1.push_constant("test_sub1", 12);
+
+ /* Will execute before end of pass. */
+ sub2.push_constant("test_sub2", 23);
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.sub_ordering" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .push_constant(-1, data=1)" << std::endl;
+ expected << " .Sub1" << std::endl;
+ expected << " .push_constant(-1, data=11)" << std::endl;
+ expected << " .push_constant(-1, data=12)" << std::endl;
+ expected << " .Sub2" << std::endl;
+ expected << " .push_constant(-1, data=21)" << std::endl;
+ expected << " .push_constant(-1, data=22)" << std::endl;
+ expected << " .push_constant(-1, data=23)" << std::endl;
+ expected << " .push_constant(-1, data=2)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+}
+DRAW_TEST(draw_pass_sub_ordering)
+
+static void test_draw_pass_simple_draw()
+{
+ PassSimple pass = {"test.simple_draw"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ /* Each draw procedural type uses a different batch. Groups are drawn in correct order. */
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, 10, 1, {1});
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, 20, 2, {2});
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, 30, 3, {3});
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, 40, 4, ResourceHandle(4, true));
+ pass.draw_procedural(GPU_PRIM_LINES, 1, 50, 5, {5});
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, 60, 6, {5});
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, 70, 7, {6});
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.simple_draw" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .draw(inst_len=1, vert_len=10, vert_first=1, res_id=1)" << std::endl;
+ expected << " .draw(inst_len=4, vert_len=20, vert_first=2, res_id=2)" << std::endl;
+ expected << " .draw(inst_len=2, vert_len=30, vert_first=3, res_id=3)" << std::endl;
+ expected << " .draw(inst_len=5, vert_len=40, vert_first=4, res_id=4)" << std::endl;
+ expected << " .draw(inst_len=1, vert_len=50, vert_first=5, res_id=5)" << std::endl;
+ expected << " .draw(inst_len=6, vert_len=60, vert_first=6, res_id=5)" << std::endl;
+ expected << " .draw(inst_len=3, vert_len=70, vert_first=7, res_id=6)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_simple_draw)
+
+static void test_draw_pass_multi_draw()
+{
+ PassMain pass = {"test.multi_draw"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ /* Each draw procedural type uses a different batch. Groups are drawn in reverse order. */
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, {1});
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, {2});
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, {3});
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, ResourceHandle(4, true));
+ pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, {5});
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, {5});
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, {6});
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.multi_draw" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .draw_multi(3)" << std::endl;
+ expected << " .group(id=2, len=1)" << std::endl;
+ expected << " .proto(instance_len=1, resource_id=5, front_face)" << std::endl;
+ expected << " .group(id=1, len=15)" << std::endl;
+ expected << " .proto(instance_len=5, resource_id=4, back_face)" << std::endl;
+ expected << " .proto(instance_len=6, resource_id=5, front_face)" << std::endl;
+ expected << " .proto(instance_len=4, resource_id=2, front_face)" << std::endl;
+ expected << " .group(id=0, len=6)" << std::endl;
+ expected << " .proto(instance_len=3, resource_id=6, front_face)" << std::endl;
+ expected << " .proto(instance_len=2, resource_id=3, front_face)" << std::endl;
+ expected << " .proto(instance_len=1, resource_id=1, front_face)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_multi_draw)
+
+static void test_draw_pass_sortable()
+{
+ PassSortable pass = {"test.sortable"};
+ pass.init();
+
+ pass.sub("Sub3", 3.0f);
+ pass.sub("Sub2", 2.0f);
+ pass.sub("Sub5", 4.0f);
+ pass.sub("Sub4", 3.0f);
+ pass.sub("Sub1", 1.0f);
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.sortable" << std::endl;
+ expected << " .Sub1" << std::endl;
+ expected << " .Sub2" << std::endl;
+ expected << " .Sub3" << std::endl;
+ expected << " .Sub4" << std::endl;
+ expected << " .Sub5" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_sortable)
+
+static void test_draw_resource_id_gen()
+{
+ float4x4 win_mat;
+ orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1);
+
+ View view("test_view");
+ view.sync(float4x4::identity(), win_mat);
+
+ Manager drw;
+
+ float4x4 obmat_1 = float4x4::identity();
+ float4x4 obmat_2 = float4x4::identity();
+ obmat_1.apply_scale(-0.5f);
+ obmat_2.apply_scale(0.5f);
+
+ drw.begin_sync();
+ ResourceHandle handle1 = drw.resource_handle(obmat_1);
+ ResourceHandle handle2 = drw.resource_handle(obmat_1);
+ ResourceHandle handle3 = drw.resource_handle(obmat_2);
+ drw.resource_handle(obmat_2, float3(2), float3(1));
+ drw.end_sync();
+
+ StringRefNull expected = "2 1 1 1 1 3 3 1 1 1 1 1 3 2 2 2 2 2 2 1 1 1 ";
+
+ {
+ /* Computed on CPU. */
+ PassSimple pass = {"test.resource_id"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1);
+
+ Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
+
+ std::stringstream result;
+ for (auto val : debug.resource_id) {
+ result << val << " ";
+ }
+
+ EXPECT_EQ(result.str(), expected);
+ }
+ {
+ /* Same thing with PassMain (computed on GPU) */
+ PassSimple pass = {"test.resource_id"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1);
+
+ Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
+
+ std::stringstream result;
+ for (auto val : debug.resource_id) {
+ result << val << " ";
+ }
+
+ EXPECT_EQ(result.str(), expected);
+ }
+
+ DRW_shape_cache_free();
+ DRW_shaders_free();
+}
+DRAW_TEST(draw_resource_id_gen)
+
+static void test_draw_visibility()
+{
+ float4x4 win_mat;
+ orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1);
+
+ View view("test_view");
+ view.sync(float4x4::identity(), win_mat);
+
+ Manager drw;
+
+ float4x4 obmat_1 = float4x4::identity();
+ float4x4 obmat_2 = float4x4::identity();
+ obmat_1.apply_scale(-0.5f);
+ obmat_2.apply_scale(0.5f);
+
+ drw.begin_sync(); /* Default {0} always visible. */
+ drw.resource_handle(obmat_1); /* No bounds, always visible. */
+ drw.resource_handle(obmat_1, float3(3), float3(1)); /* Out of view. */
+ drw.resource_handle(obmat_2, float3(0), float3(1)); /* Inside view. */
+ drw.end_sync();
+
+ PassMain pass = {"test.visibility"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1);
+
+ Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
+ Vector<uint32_t> expected_visibility = {0};
+
+ std::stringstream result;
+ for (auto val : debug.visibility) {
+ result << std::bitset<32>(val);
+ }
+
+ EXPECT_EQ(result.str(), "11111111111111111111111111111011");
+
+ DRW_shape_cache_free();
+ DRW_shaders_free();
+}
+DRAW_TEST(draw_visibility)
+
+static void test_draw_manager_sync()
+{
+ float4x4 obmat_1 = float4x4::identity();
+ float4x4 obmat_2 = float4x4::identity();
+ obmat_1.apply_scale(-0.5f);
+ obmat_2.apply_scale(0.5f);
+
+ /* TODO find a way to create a minimum object to test resource handle creation on it. */
+ Manager drw;
+
+ drw.begin_sync();
+ drw.resource_handle(obmat_1);
+ drw.resource_handle(obmat_2, float3(2), float3(1));
+ drw.end_sync();
+
+ Manager::DataDebugOutput debug = drw.data_debug();
+
+ std::stringstream result;
+ for (const auto &val : debug.matrices) {
+ result << val;
+ }
+ for (const auto &val : debug.bounds) {
+ result << val;
+ }
+ for (const auto &val : debug.infos) {
+ result << val;
+ }
+
+ std::stringstream expected;
+ expected << "ObjectMatrices(" << std::endl;
+ expected << "model=(" << std::endl;
+ expected << "( 1.000000, 0.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 1.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 1.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ", " << std::endl;
+ expected << "model_inverse=(" << std::endl;
+ expected << "( 1.000000, -0.000000, 0.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 1.000000, -0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, -0.000000, 1.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 0.000000, -0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectMatrices(" << std::endl;
+ expected << "model=(" << std::endl;
+ expected << "( -0.500000, -0.000000, -0.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, -0.500000, -0.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, -0.000000, -0.500000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ", " << std::endl;
+ expected << "model_inverse=(" << std::endl;
+ expected << "( -2.000000, 0.000000, -0.000000, -0.000000)" << std::endl;
+ expected << "( 0.000000, -2.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, 0.000000, -2.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, -0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectMatrices(" << std::endl;
+ expected << "model=(" << std::endl;
+ expected << "( 0.500000, 0.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.500000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.500000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ", " << std::endl;
+ expected << "model_inverse=(" << std::endl;
+ expected << "( 2.000000, -0.000000, 0.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 2.000000, -0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, -0.000000, 2.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 0.000000, -0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectBounds(skipped)" << std::endl;
+ expected << "ObjectBounds(skipped)" << std::endl;
+ expected << "ObjectBounds(" << std::endl;
+ expected << ".bounding_corners[0](0.5, 0.5, 0.5)" << std::endl;
+ expected << ".bounding_corners[1](1, 0, 0)" << std::endl;
+ expected << ".bounding_corners[2](0, 1, 0)" << std::endl;
+ expected << ".bounding_corners[3](0, 0, 1)" << std::endl;
+ expected << ".sphere=(pos=(1, 1, 1), rad=0.866025" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectInfos(skipped)" << std::endl;
+ expected << "ObjectInfos(skipped)" << std::endl;
+ expected << "ObjectInfos(skipped)" << std::endl;
+
+ EXPECT_EQ(result.str(), expected.str());
+
+ DRW_shaders_free();
+}
+DRAW_TEST(draw_manager_sync)
+
+} // namespace blender::draw \ No newline at end of file
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 7ae9eae6d44..2f16d788b9d 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -27,6 +27,7 @@ set(INC
# For *_info.hh includes.
../draw/engines/eevee_next
+ ../draw/intern
# For node muting stuff.
../nodes
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 8f524f72fa1..4935ced7f48 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -70,6 +70,8 @@ typedef struct GPUBatch {
GPUVertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN];
/** NULL if element list not needed */
GPUIndexBuf *elem;
+ /** Resource ID attribute workaround. */
+ GPUStorageBuf *resource_id_buf;
/** Bookkeeping. */
eGPUBatchFlag flag;
/** Type of geometry to draw. */
@@ -126,6 +128,11 @@ bool GPU_batch_vertbuf_has(GPUBatch *, GPUVertBuf *);
#define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false)
+/**
+ * Set resource id buffer to bind as instance attribute to workaround the lack of gl_BaseInstance.
+ */
+void GPU_batch_resource_id_buf_set(GPUBatch *batch, GPUStorageBuf *resource_id_buf);
+
void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader);
/**
* Bind program bound to IMM to the batch.
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index 9092ad5110c..c871004deac 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -200,6 +200,13 @@ bool GPU_batch_vertbuf_has(GPUBatch *batch, GPUVertBuf *verts)
return false;
}
+void GPU_batch_resource_id_buf_set(GPUBatch *batch, GPUStorageBuf *resource_id_buf)
+{
+ BLI_assert(resource_id_buf);
+ batch->flag |= GPU_BATCH_DIRTY;
+ batch->resource_id_buf = resource_id_buf;
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
index 110b77f1f52..a18fdcd32df 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.cc
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -300,6 +300,11 @@ void gpu_shader_create_info_init()
draw_modelmat = draw_modelmat_legacy;
}
+ /* WORKAROUND: Replace the use of gpu_BaseInstance by an instance attribute. */
+ if (GPU_shader_draw_parameters_support() == false) {
+ draw_resource_id_new = draw_resource_id_fallback;
+ }
+
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
diff --git a/source/blender/gpu/opengl/gl_vertex_array.cc b/source/blender/gpu/opengl/gl_vertex_array.cc
index d836b73f5d8..6897ac9f4a2 100644
--- a/source/blender/gpu/opengl/gl_vertex_array.cc
+++ b/source/blender/gpu/opengl/gl_vertex_array.cc
@@ -11,6 +11,7 @@
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_index_buffer.hh"
+#include "gl_storage_buffer.hh"
#include "gl_vertex_buffer.hh"
#include "gl_vertex_array.hh"
@@ -118,6 +119,18 @@ void GLVertArray::update_bindings(const GLuint vao,
}
}
+ if (batch->resource_id_buf) {
+ const ShaderInput *input = interface->attr_get("drw_ResourceID");
+ if (input) {
+ dynamic_cast<GLStorageBuf *>(unwrap(batch->resource_id_buf))->bind_as(GL_ARRAY_BUFFER);
+ glEnableVertexAttribArray(input->location);
+ glVertexAttribDivisor(input->location, 1);
+ glVertexAttribIPointer(
+ input->location, 1, to_gl(GPU_COMP_I32), sizeof(uint32_t), (GLvoid *)nullptr);
+ attr_mask &= ~(1 << input->location);
+ }
+ }
+
if (attr_mask != 0 && GLContext::vertex_attrib_binding_support) {
for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) {
if (attr_mask & mask) {
diff --git a/source/blender/makesdna/DNA_userdef_types.h b/source/blender/makesdna/DNA_userdef_types.h
index dc461502b10..39fb3690da4 100644
--- a/source/blender/makesdna/DNA_userdef_types.h
+++ b/source/blender/makesdna/DNA_userdef_types.h
@@ -640,8 +640,8 @@ typedef struct UserDef_Experimental {
char use_cycles_debug;
char show_asset_debug_info;
char no_asset_indexing;
+ char use_viewport_debug;
char SANITIZE_AFTER_HERE;
- char _pad0;
/* The following options are automatically sanitized (set to 0)
* when the release cycle is not alpha. */
char use_new_curves_tools;
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 0d281032b7e..1ba057d9c40 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -296,7 +296,9 @@ typedef struct View3D {
char _pad6[2];
int layact DNA_DEPRECATED;
unsigned short local_collections_uuid;
- short _pad7[3];
+ short _pad7[2];
+
+ short debug_flag;
/** Optional bool for 3d cursor to define center. */
short ob_center_cursor;
@@ -489,6 +491,11 @@ enum {
V3D_SHADING_COMPOSITOR = (1 << 15),
};
+/** #View3D.debug_flag */
+enum {
+ V3D_DEBUG_FREEZE_CULLING = (1 << 0),
+};
+
#define V3D_USES_SCENE_LIGHTS(v3d) \
((((v3d)->shading.type == OB_MATERIAL) && ((v3d)->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
(((v3d)->shading.type == OB_RENDER) && \
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 9b08b6ef665..5f2e3c4d1a0 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -4736,6 +4736,13 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Opacity", "Vertex Paint mix factor");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPencil_update");
+
+ /* Developper Debug overlay */
+
+ prop = RNA_def_property(srna, "use_debug_freeze_view_culling", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "debug_flag", V3D_DEBUG_FREEZE_CULLING);
+ RNA_def_property_ui_text(prop, "Freeze Culling", "Freeze view culling bounds");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
static void rna_def_space_view3d(BlenderRNA *brna)
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index 324c0bb9006..61d4edccb06 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -6372,6 +6372,14 @@ static void rna_def_userdef_experimental(BlenderRNA *brna)
prop = RNA_def_property(srna, "enable_eevee_next", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "enable_eevee_next", 1);
RNA_def_property_ui_text(prop, "EEVEE Next", "Enable the new EEVEE codebase, requires restart");
+
+ prop = RNA_def_property(srna, "use_viewport_debug", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "use_viewport_debug", 1);
+ RNA_def_property_ui_text(prop,
+ "Viewport Debug",
+ "Enable viewport debugging options for developpers in the overlays "
+ "pop-over");
+ RNA_def_property_update(prop, 0, "rna_userdef_ui_update");
}
static void rna_def_userdef_addon_collection(BlenderRNA *brna, PropertyRNA *cprop)