diff options
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/blender/gpu/GPU_batch.h | 32 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader_interface.h | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.cc | 433 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_batch_private.hh | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_context.cc | 12 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_context_private.hh | 3 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.cc | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.cc | 22 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_batch.cc | 321 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_batch.hh | 49 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_context.cc | 15 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_context.hh | 13 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_vertex_array.cc | 158 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_vertex_array.hh | 44 |
15 files changed, 623 insertions, 493 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index fcbe53e599a..906ae31fbc7 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -92,6 +92,7 @@ set(SRC opengl/gl_batch.cc opengl/gl_context.cc opengl/gl_drawlist.cc + opengl/gl_vertex_array.cc GPU_attr_binding.h GPU_batch.h @@ -143,6 +144,7 @@ set(SRC opengl/gl_batch.hh opengl/gl_context.hh opengl/gl_drawlist.hh + opengl/gl_vertex_array.hh ) set(LIB diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index d71d4d5435f..33d539e3a9e 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -30,7 +30,6 @@ #include "GPU_element.h" #include "GPU_shader.h" -#include "GPU_shader_interface.h" #include "GPU_vertex_buffer.h" #define GPU_BATCH_VBO_MAX_LEN 6 @@ -59,9 +58,7 @@ typedef enum eGPUBatchFlag { /** Batch is initialized but it's VBOs are still being populated. (optional) */ GPU_BATCH_BUILDING = (1 << 16), /** Cached data need to be rebuild. (VAO, PSO, ...) */ - GPU_BATCH_DIRTY_BINDINGS = (1 << 17), - GPU_BATCH_DIRTY_INTERFACE = (1 << 18), - GPU_BATCH_DIRTY = (GPU_BATCH_DIRTY_BINDINGS | GPU_BATCH_DIRTY_INTERFACE), + GPU_BATCH_DIRTY = (1 << 17), } eGPUBatchFlag; #define GPU_BATCH_OWNS_NONE GPU_BATCH_INVALID @@ -78,6 +75,7 @@ extern "C" { /** * IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only * the common and "public" part of the struct. Use the provided allocator. + * TODO(fclem) Make the content of this struct hidden and expose getters/setters. **/ typedef struct GPUBatch { /** verts[0] is required, others can be NULL */ @@ -90,32 +88,8 @@ typedef struct GPUBatch { eGPUBatchFlag flag; /** Type of geometry to draw. */ GPUPrimType prim_type; - - /** Current assigned shader. */ + /** Current assigned shader. DEPRECATED. Here only for uniform binding. */ struct GPUShader *shader; - /** Last context used to draw this batch. */ - struct GPUContext *context; - - struct GPUShaderInterface *interface; - GLuint vao_id; - - /* Vao management: remembers all geometry state (vertex attribute bindings & element buffer) - * for each shader interface. Start with a static number of vaos and fallback to dynamic count - * if necessary. Once a batch goes dynamic it does not go back. */ - bool is_dynamic_vao_count; - union { - /** Static handle count */ - struct { - const struct GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN]; - uint32_t vao_ids[GPU_BATCH_VAO_STATIC_LEN]; - } static_vaos; - /** Dynamic handle count */ - struct { - uint count; - const struct GPUShaderInterface **interfaces; - uint32_t *vao_ids; - } dynamic_vaos; - }; } GPUBatch; GPUBatch *GPU_batch_calloc(void); diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h index 8aba1236b65..47e4e432d66 100644 --- a/source/blender/gpu/GPU_shader_interface.h +++ b/source/blender/gpu/GPU_shader_interface.h @@ -80,7 +80,7 @@ typedef struct GPUShaderInterface { /** Buffer containing all inputs names separated by '\0'. */ char *name_buffer; /** Reference to GPUBatches using this interface */ - struct GPUBatch **batches; + void **batches; uint batches_len; /** Input counts. */ uint attribute_len; @@ -109,8 +109,8 @@ const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name); /* keep track of batches using this interface */ -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *); -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *); +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *interface, void *cache); +void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *interface, void *cache); #ifdef __cplusplus } diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc index 27196413b20..995e1afb236 100644 --- a/source/blender/gpu/intern/gpu_batch.cc +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -26,6 +26,8 @@ #include "MEM_guardedalloc.h" +#include "BLI_math_base.h" + #include "GPU_batch.h" #include "GPU_batch_presets.h" #include "GPU_extensions.h" @@ -46,49 +48,15 @@ using namespace blender::gpu; -static GLuint g_default_attr_vbo = 0; - -static void gpu_batch_bind(GPUBatch *batch); -static void batch_update_program_bindings(GPUBatch *batch, uint i_first); - -void GPU_batch_vao_cache_clear(GPUBatch *batch) +void GPU_batch_vao_cache_clear(GPUBatch *UNUSED(batch)) { - if (batch->context == NULL) { - return; - } - if (batch->is_dynamic_vao_count) { - for (int i = 0; i < batch->dynamic_vaos.count; i++) { - if (batch->dynamic_vaos.vao_ids[i]) { - GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); - } - if (batch->dynamic_vaos.interfaces[i]) { - GPU_shaderinterface_remove_batch_ref( - (GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); - } - } - MEM_freeN((void *)batch->dynamic_vaos.interfaces); - MEM_freeN(batch->dynamic_vaos.vao_ids); - } - else { - for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { - if (batch->static_vaos.vao_ids[i]) { - GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); - } - if (batch->static_vaos.interfaces[i]) { - GPU_shaderinterface_remove_batch_ref( - (GPUShaderInterface *)batch->static_vaos.interfaces[i], batch); - } - } - } - batch->is_dynamic_vao_count = false; - for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { - batch->static_vaos.vao_ids[i] = 0; - batch->static_vaos.interfaces[i] = NULL; - } - gpu_context_remove_batch(batch->context, batch); - batch->context = NULL; + /* TODO remove */ } +/* -------------------------------------------------------------------- */ +/** \name Creation & Deletion + * \{ */ + GPUBatch *GPU_batch_calloc(void) { GPUBatch *batch = GPUBackend::get()->batch_alloc(); @@ -126,7 +94,6 @@ void GPU_batch_init_ex(GPUBatch *batch, batch->elem = elem; batch->prim_type = prim_type; batch->flag = owns_flag | GPU_BATCH_INIT | GPU_BATCH_DIRTY; - batch->context = NULL; batch->shader = NULL; } @@ -144,7 +111,6 @@ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src) void GPU_batch_clear(GPUBatch *batch) { - GPU_batch_vao_cache_clear(batch); if (batch->flag & GPU_BATCH_OWNS_INDEX) { GPU_indexbuf_discard(batch->elem); } @@ -172,11 +138,17 @@ void GPU_batch_discard(GPUBatch *batch) delete static_cast<Batch *>(batch); } +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Buffers Management + * \{ */ + /* NOTE: Override ONLY the first instance vbo (and free them if owned). */ void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) { BLI_assert(inst); - batch->flag |= GPU_BATCH_DIRTY_BINDINGS; + batch->flag |= GPU_BATCH_DIRTY; if (batch->inst[0] && (batch->flag & GPU_BATCH_OWNS_INST_VBO)) { GPU_vertbuf_discard(batch->inst[0]); @@ -190,7 +162,7 @@ void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo) { BLI_assert(elem); - batch->flag |= GPU_BATCH_DIRTY_BINDINGS; + batch->flag |= GPU_BATCH_DIRTY; if (batch->elem && (batch->flag & GPU_BATCH_OWNS_INDEX)) { GPU_indexbuf_discard(batch->elem); @@ -203,7 +175,7 @@ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo) int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo) { BLI_assert(insts); - batch->flag |= GPU_BATCH_DIRTY_BINDINGS; + batch->flag |= GPU_BATCH_DIRTY; for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { if (batch->inst[v] == NULL) { @@ -228,7 +200,7 @@ int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo) int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) { BLI_assert(verts); - batch->flag |= GPU_BATCH_DIRTY_BINDINGS; + batch->flag |= GPU_BATCH_DIRTY; for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) { if (batch->verts[v] == NULL) { @@ -246,254 +218,20 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) return -1; } -static GLuint batch_vao_get(GPUBatch *batch) -{ - /* Search through cache */ - if (batch->is_dynamic_vao_count) { - for (int i = 0; i < batch->dynamic_vaos.count; i++) { - if (batch->dynamic_vaos.interfaces[i] == batch->interface) { - return batch->dynamic_vaos.vao_ids[i]; - } - } - } - else { - for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { - if (batch->static_vaos.interfaces[i] == batch->interface) { - return batch->static_vaos.vao_ids[i]; - } - } - } - - /* Set context of this batch. - * It will be bound to it until GPU_batch_vao_cache_clear is called. - * Until then it can only be drawn with this context. */ - if (batch->context == NULL) { - batch->context = GPU_context_active_get(); - gpu_context_add_batch(batch->context, batch); - } -#if TRUST_NO_ONE - else { - /* Make sure you are not trying to draw this batch in another context. */ - assert(batch->context == GPU_context_active_get()); - } -#endif - - /* Cache miss, time to add a new entry! */ - GLuint new_vao = 0; - if (!batch->is_dynamic_vao_count) { - int i; /* find first unused slot */ - for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { - if (batch->static_vaos.vao_ids[i] == 0) { - break; - } - } - - if (i < GPU_BATCH_VAO_STATIC_LEN) { - batch->static_vaos.interfaces[i] = batch->interface; - batch->static_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); - } - else { - /* Not enough place switch to dynamic. */ - batch->is_dynamic_vao_count = true; - /* Erase previous entries, they will be added back if drawn again. */ - for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; j++) { - GPU_shaderinterface_remove_batch_ref( - (GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); - GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context); - } - /* Init dynamic arrays and let the branch below set the values. */ - batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; - batch->dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN( - batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); - batch->dynamic_vaos.vao_ids = (GLuint *)MEM_callocN( - batch->dynamic_vaos.count * sizeof(GLuint), "dyn vaos ids"); - } - } - - if (batch->is_dynamic_vao_count) { - int i; /* find first unused slot */ - for (i = 0; i < batch->dynamic_vaos.count; i++) { - if (batch->dynamic_vaos.vao_ids[i] == 0) { - break; - } - } - - if (i == batch->dynamic_vaos.count) { - /* Not enough place, realloc the array. */ - i = batch->dynamic_vaos.count; - batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; - batch->dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN( - (void *)batch->dynamic_vaos.interfaces, - sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); - batch->dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN( - batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); - } - batch->dynamic_vaos.interfaces[i] = batch->interface; - batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); - } - - GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch); - -#if TRUST_NO_ONE - assert(new_vao != 0); -#endif - - /* We just got a fresh VAO we need to initialize it. */ - glBindVertexArray(new_vao); - batch_update_program_bindings(batch, 0); - glBindVertexArray(0); +/** \} */ - return new_vao; -} +/* -------------------------------------------------------------------- */ +/** \name Uniform setters + * + * TODO(fclem) port this to GPUShader. + * \{ */ void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader) { - batch->interface = shader->interface; batch->shader = shader; - if (batch->flag & GPU_BATCH_DIRTY_BINDINGS) { - GPU_batch_vao_cache_clear(batch); - } - batch->vao_id = batch_vao_get(batch); GPU_shader_bind(batch->shader); - GPU_matrix_bind(batch->shader->interface); - GPU_shader_set_srgb_uniform(batch->shader->interface); - gpu_batch_bind(batch); -} - -void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) -{ - if (batch->is_dynamic_vao_count) { - for (int i = 0; i < batch->dynamic_vaos.count; i++) { - if (batch->dynamic_vaos.interfaces[i] == interface) { - GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); - batch->dynamic_vaos.vao_ids[i] = 0; - batch->dynamic_vaos.interfaces[i] = NULL; - break; /* cannot have duplicates */ - } - } - } - else { - int i; - for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { - if (batch->static_vaos.interfaces[i] == interface) { - GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); - batch->static_vaos.vao_ids[i] = 0; - batch->static_vaos.interfaces[i] = NULL; - break; /* cannot have duplicates */ - } - } - } -} - -static void create_bindings(GPUVertBuf *verts, - const GPUShaderInterface *interface, - uint16_t *attr_mask, - uint v_first, - const bool use_instancing) -{ - const GPUVertFormat *format = &verts->format; - - const uint attr_len = format->attr_len; - uint stride = format->stride; - uint offset = 0; - - GPU_vertbuf_use(verts); - - for (uint a_idx = 0; a_idx < attr_len; a_idx++) { - const GPUVertAttr *a = &format->attrs[a_idx]; - - if (format->deinterleaved) { - offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * verts->vertex_len; - stride = a->sz; - } - else { - offset = a->offset; - } - - const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride; - const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type)); - - for (uint n_idx = 0; n_idx < a->name_len; n_idx++) { - const char *name = GPU_vertformat_attr_name_get(format, a, n_idx); - const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name); - - if (input == NULL) { - continue; - } - - *attr_mask &= ~(1 << input->location); - - if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { - BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT); - BLI_assert(a->comp_type == GPU_COMP_F32); - for (int i = 0; i < a->comp_len / 4; i++) { - glEnableVertexAttribArray(input->location + i); - glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0); - glVertexAttribPointer( - input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16); - } - } - else { - glEnableVertexAttribArray(input->location); - glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0); - - switch (a->fetch_mode) { - case GPU_FETCH_FLOAT: - case GPU_FETCH_INT_TO_FLOAT: - glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer); - break; - case GPU_FETCH_INT_TO_FLOAT_UNIT: - glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer); - break; - case GPU_FETCH_INT: - glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer); - break; - } - } - } - } -} - -static void batch_update_program_bindings(GPUBatch *batch, uint i_first) -{ - uint16_t attr_mask = batch->interface->enabled_attr_mask; - - /* Reverse order so first VBO'S have more prevalence (in term of attribute override). */ - for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) { - if (batch->verts[v] != NULL) { - create_bindings(batch->verts[v], batch->interface, &attr_mask, 0, false); - } - } - - for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { - if (batch->inst[v]) { - create_bindings(batch->inst[v], batch->interface, &attr_mask, i_first, true); - } - } - - if (attr_mask != 0 && GLEW_ARB_vertex_attrib_binding) { - for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) { - if (attr_mask & mask) { - /* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style. - * Fix issues for some drivers (see T75069). */ - glBindVertexBuffer(a, g_default_attr_vbo, (intptr_t)0, (intptr_t)0); - - glEnableVertexAttribArray(a); - glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0); - glVertexAttribBinding(a, a); - } - } - } - - if (batch->elem) { - GPU_indexbuf_use(batch->elem); - } } -/* -------------------------------------------------------------------- */ -/** \name Uniform setters - * \{ */ - #define GET_UNIFORM \ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->shader->interface, name); \ BLI_assert(uniform); @@ -581,31 +319,6 @@ void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[ /** \name Drawing / Drawcall functions * \{ */ -static void *elem_offset(const GPUIndexBuf *el, int v_first) -{ -#if GPU_TRACK_INDEX_RANGE - if (el->index_type == GPU_INDEX_U16) { - return (GLushort *)0 + v_first + el->index_start; - } -#endif - return (GLuint *)0 + v_first + el->index_start; -} - -/* Use when drawing with GPU_batch_draw_advanced */ -static void gpu_batch_bind(GPUBatch *batch) -{ - glBindVertexArray(batch->vao_id); - -#if GPU_TRACK_INDEX_RANGE - /* Can be removed if GL 4.3 is required. */ - if (!GLEW_ARB_ES3_compatibility && batch->elem != NULL) { - GLuint restart_index = (batch->elem->index_type == GPU_INDEX_U16) ? (GLuint)0xFFFF : - (GLuint)0xFFFFFFFF; - glPrimitiveRestartIndex(restart_index); - } -#endif -} - void GPU_batch_draw(GPUBatch *batch) { GPU_shader_bind(batch->shader); @@ -630,18 +343,9 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count) GPU_shader_unbind(); } -#if GPU_TRACK_INDEX_RANGE -# define BASE_INDEX(el) ((el)->base_index) -# define INDEX_TYPE(el) ((el)->gl_index_type) -#else -# define BASE_INDEX(el) 0 -# define INDEX_TYPE(el) GL_UNSIGNED_INT -#endif - void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count) { BLI_assert(GPU_context_active_get()->shader != NULL); - /* TODO could assert that VAO is bound. */ if (v_count == 0) { v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; @@ -649,8 +353,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi if (i_count == 0) { i_count = (batch->inst[0]) ? batch->inst[0]->vertex_len : 1; /* Meh. This is to be able to use different numbers of verts in instance vbos. */ - if (batch->inst[1] && i_count > batch->inst[1]->vertex_len) { - i_count = batch->inst[1]->vertex_len; + if (batch->inst[1] != NULL) { + i_count = min_ii(i_count, batch->inst[1]->vertex_len); } } @@ -659,78 +363,7 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi return; } - /* Verify there is enough data do draw. */ - /* TODO(fclem) Nice to have but this is invalid when using procedural draw-calls. - * The right assert would be to check if there is an enabled attribute from each VBO - * and check their length. */ - // BLI_assert(i_first + i_count <= (batch->inst ? batch->inst->vertex_len : INT_MAX)); - // BLI_assert(v_first + v_count <= - // (batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len)); - -#ifdef __APPLE__ - GLuint vao = 0; -#endif - - if (!GPU_arb_base_instance_is_supported()) { - if (i_first > 0) { -#ifdef __APPLE__ - /** - * There seems to be a nasty bug when drawing using the same VAO reconfiguring. (see T71147) - * We just use a throwaway VAO for that. Note that this is likely to degrade performance. - **/ - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); -#else - /* If using offset drawing with instancing, we must - * use the default VAO and redo bindings. */ - glBindVertexArray(GPU_vao_default()); -#endif - batch_update_program_bindings(batch, i_first); - } - else { - /* Previous call could have bind the default vao - * see above. */ - glBindVertexArray(batch->vao_id); - } - } - - GLenum gl_prim_type = convert_prim_type_to_gl(batch->prim_type); - - if (batch->elem) { - const GPUIndexBuf *el = batch->elem; - GLenum index_type = INDEX_TYPE(el); - GLint base_index = BASE_INDEX(el); - void *v_first_ofs = elem_offset(el, v_first); - - if (GPU_arb_base_instance_is_supported()) { - glDrawElementsInstancedBaseVertexBaseInstance( - gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first); - } - else { - glDrawElementsInstancedBaseVertex( - gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index); - } - } - else { -#ifdef __APPLE__ - glDisable(GL_PRIMITIVE_RESTART); -#endif - if (GPU_arb_base_instance_is_supported()) { - glDrawArraysInstancedBaseInstance(gl_prim_type, v_first, v_count, i_count, i_first); - } - else { - glDrawArraysInstanced(gl_prim_type, v_first, v_count, i_count); - } -#ifdef __APPLE__ - glEnable(GL_PRIMITIVE_RESTART); -#endif - } - -#ifdef __APPLE__ - if (vao != 0) { - glDeleteVertexArrays(1, &vao); - } -#endif + static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count); } /* just draw some vertices and let shader place them where we want. */ @@ -782,23 +415,11 @@ void GPU_batch_program_set_imm_shader(GPUBatch *batch) void gpu_batch_init(void) { - if (g_default_attr_vbo == 0) { - g_default_attr_vbo = GPU_buf_alloc(); - - float default_attrib_data[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - glBindBuffer(GL_ARRAY_BUFFER, g_default_attr_vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(float[4]), default_attrib_data, GL_STATIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, 0); - } - gpu_batch_presets_init(); } void gpu_batch_exit(void) { - GPU_buf_free(g_default_attr_vbo); - g_default_attr_vbo = 0; - gpu_batch_presets_exit(); } diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh index a9293a5b206..3a8044efc1d 100644 --- a/source/blender/gpu/intern/gpu_batch_private.hh +++ b/source/blender/gpu/intern/gpu_batch_private.hh @@ -43,5 +43,3 @@ class Batch : public GPUBatch { } // namespace gpu } // namespace blender - -void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface); diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc index 66514deefbc..e04631910c1 100644 --- a/source/blender/gpu/intern/gpu_context.cc +++ b/source/blender/gpu/intern/gpu_context.cc @@ -188,18 +188,6 @@ void GPU_tex_free(GLuint tex_id) * which are not shared across contexts. So we need to keep track of * ownership. */ -void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch) -{ - BLI_assert(ctx); - static_cast<GLContext *>(ctx)->batch_register(batch); -} - -void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch) -{ - BLI_assert(ctx); - static_cast<GLContext *>(ctx)->batch_unregister(batch); -} - void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb) { #ifdef DEBUG diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh index 9d3b5c3fc85..3f9fca16ff7 100644 --- a/source/blender/gpu/intern/gpu_context_private.hh +++ b/source/blender/gpu/intern/gpu_context_private.hh @@ -78,9 +78,6 @@ void GPU_tex_free(GLuint tex_id); void GPU_vao_free(GLuint vao_id, GPUContext *ctx); void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx); -void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch); -void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch); - void gpu_context_add_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb); void gpu_context_remove_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb); diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index 508d9112fc0..e4af25500af 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -575,6 +575,10 @@ void GPU_shader_bind(GPUShader *shader) GPU_matrix_bind(shader->interface); GPU_shader_set_srgb_uniform(shader->interface); } + + if (GPU_matrix_dirty_get()) { + GPU_matrix_bind(shader->interface); + } } void GPU_shader_unbind(void) diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc index d825dde7e10..ef90dde1877 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.cc +++ b/source/blender/gpu/intern/gpu_shader_interface.cc @@ -35,6 +35,8 @@ #include "gpu_batch_private.hh" #include "gpu_context_private.hh" +#include "gl_batch.hh" + #include <stddef.h> #include <stdlib.h> #include <string.h> @@ -45,6 +47,8 @@ # include <stdio.h> #endif +using namespace blender::gpu; + static const char *BuiltinUniform_name(GPUUniformBuiltin u) { switch (u) { @@ -400,8 +404,8 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program) /* Batches ref buffer */ shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), - "GPUShaderInterface batches"); + shaderface->batches = (void **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *), + "GPUShaderInterface batches"); MEM_freeN(uniforms_from_blocks); MEM_freeN(inputs_tmp); @@ -468,7 +472,8 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface) /* Remove this interface from all linked Batches vao cache. */ for (int i = 0; i < shaderface->batches_len; i++) { if (shaderface->batches[i] != NULL) { - gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface); + /* XXX GL specific. to be removed during refactor. */ + reinterpret_cast<GLVaoCache *>(shaderface->batches[i])->remove(shaderface); } } MEM_freeN(shaderface->batches); @@ -511,7 +516,7 @@ int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface, return shaderface->builtin_blocks[builtin]; } -void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch) +void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, void *batch) { int i; /* find first unused slot */ for (i = 0; i < shaderface->batches_len; i++) { @@ -523,13 +528,14 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch /* Not enough place, realloc the array. */ i = shaderface->batches_len; shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT; - shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches, - sizeof(GPUBatch *) * shaderface->batches_len); + shaderface->batches = (void **)MEM_recallocN(shaderface->batches, + sizeof(void *) * shaderface->batches_len); } - shaderface->batches[i] = batch; + /** XXX todo cleanup. */ + shaderface->batches[i] = reinterpret_cast<void *>(batch); } -void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch) +void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, void *batch) { for (int i = 0; i < shaderface->batches_len; i++) { if (shaderface->batches[i] == batch) { diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc index 62d81ad9f5a..00e1a61f7cf 100644 --- a/source/blender/gpu/opengl/gl_batch.cc +++ b/source/blender/gpu/opengl/gl_batch.cc @@ -29,13 +29,254 @@ #include "glew-mx.h" +#include "GPU_extensions.h" + #include "gpu_batch_private.hh" #include "gpu_primitive_private.h" +#include "gpu_shader_private.h" #include "gl_batch.hh" +#include "gl_context.hh" +#include "gl_vertex_array.hh" using namespace blender::gpu; +/* -------------------------------------------------------------------- */ +/** \name Vao cache + * + * Each GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration. + * TODO(fclem) Could be revisited to avoid so much cross references. + * \{ */ + +GLVaoCache::GLVaoCache(void) +{ + init(); +} + +GLVaoCache::~GLVaoCache() +{ + this->clear(); +} + +void GLVaoCache::init(void) +{ + context_ = NULL; + interface_ = NULL; + is_dynamic_vao_count = false; + for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) { + static_vaos.interfaces[i] = NULL; + static_vaos.vao_ids[i] = 0; + } + vao_base_instance_ = 0; + base_instance_ = 0; +} + +/* Create a new VAO object and store it in the cache. */ +void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao) +{ + /* Now insert the cache. */ + if (!is_dynamic_vao_count) { + int i; /* find first unused slot */ + for (i = 0; i < GPU_VAO_STATIC_LEN; i++) { + if (static_vaos.vao_ids[i] == 0) { + break; + } + } + + if (i < GPU_VAO_STATIC_LEN) { + static_vaos.interfaces[i] = interface; + static_vaos.vao_ids[i] = vao; + } + else { + /* Erase previous entries, they will be added back if drawn again. */ + for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) { + if (static_vaos.interfaces[i] != NULL) { + GPU_shaderinterface_remove_batch_ref( + const_cast<GPUShaderInterface *>(static_vaos.interfaces[i]), this); + context_->vao_free(static_vaos.vao_ids[i]); + } + } + /* Not enough place switch to dynamic. */ + is_dynamic_vao_count = true; + /* Init dynamic arrays and let the branch below set the values. */ + dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; + dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN( + dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); + dynamic_vaos.vao_ids = (GLuint *)MEM_callocN(dynamic_vaos.count * sizeof(GLuint), + "dyn vaos ids"); + } + } + + if (is_dynamic_vao_count) { + int i; /* find first unused slot */ + for (i = 0; i < dynamic_vaos.count; i++) { + if (dynamic_vaos.vao_ids[i] == 0) { + break; + } + } + + if (i == dynamic_vaos.count) { + /* Not enough place, realloc the array. */ + i = dynamic_vaos.count; + dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; + dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN( + (void *)dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * dynamic_vaos.count); + dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN(dynamic_vaos.vao_ids, + sizeof(GLuint) * dynamic_vaos.count); + } + dynamic_vaos.interfaces[i] = interface; + dynamic_vaos.vao_ids[i] = vao; + } + + GPU_shaderinterface_add_batch_ref(const_cast<GPUShaderInterface *>(interface), this); +} + +void GLVaoCache::remove(const GPUShaderInterface *interface) +{ + const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN; + GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids; + const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces : + static_vaos.interfaces; + for (int i = 0; i < count; i++) { + if (interfaces[i] == interface) { + context_->vao_free(vaos[i]); + vaos[i] = 0; + interfaces[i] = NULL; + break; /* cannot have duplicates */ + } + } +} + +void GLVaoCache::clear(void) +{ + GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get()); + const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN; + GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids; + const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces : + static_vaos.interfaces; + /* Early out, nothing to free. */ + if (context_ == NULL) { + return; + } + + if (context_ == ctx) { + glDeleteVertexArrays(count, vaos); + glDeleteVertexArrays(1, &vao_base_instance_); + } + else { + /* TODO(fclem) Slow way. Could avoid multiple mutex lock here */ + for (int i = 0; i < count; i++) { + context_->vao_free(vaos[i]); + } + context_->vao_free(vao_base_instance_); + } + + for (int i = 0; i < count; i++) { + if (interfaces[i] == NULL) { + continue; + } + GPU_shaderinterface_remove_batch_ref(const_cast<GPUShaderInterface *>(interfaces[i]), this); + } + + if (is_dynamic_vao_count) { + MEM_freeN((void *)dynamic_vaos.interfaces); + MEM_freeN(dynamic_vaos.vao_ids); + } + + if (context_) { + context_->vao_cache_unregister(this); + } + /* Reinit. */ + this->init(); +} + +/* Return 0 on cache miss (invalid VAO) */ +GLuint GLVaoCache::lookup(const GPUShaderInterface *interface) +{ + const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN; + const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces : + static_vaos.interfaces; + for (int i = 0; i < count; i++) { + if (interfaces[i] == interface) { + return (is_dynamic_vao_count) ? dynamic_vaos.vao_ids[i] : static_vaos.vao_ids[i]; + } + } + return 0; +} + +/* The GLVaoCache object is only valid for one GLContext. + * Reset the cache if trying to draw in another context; */ +void GLVaoCache::context_check(void) +{ + GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get()); + BLI_assert(ctx); + + if (context_ != ctx) { + if (context_ != NULL) { + /* IMPORTANT: Trying to draw a batch in multiple different context will trash the VAO cache. + * This has major performance impact and should be avoided in most cases. */ + context_->vao_cache_unregister(this); + } + this->clear(); + context_ = ctx; + context_->vao_cache_register(this); + } +} + +GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first) +{ + this->context_check(); + /* Make sure the interface is up to date. */ + if (interface_ != GPU_context_active_get()->shader->interface) { + vao_get(batch); + /* Trigger update. */ + base_instance_ = 0; + } + /** + * There seems to be a nasty bug when drawing using the same VAO reconfiguring (T71147). + * We just use a throwaway VAO for that. Note that this is likely to degrade performance. + **/ +#ifdef __APPLE__ + glDeleteVertexArrays(1, &vao_base_instance_); + vao_base_instance_ = 0; +#endif + + if (vao_base_instance_ == 0) { + glGenVertexArrays(1, &vao_base_instance_); + } + + if (base_instance_ != i_first) { + base_instance_ = i_first; + GLVertArray::update_bindings(vao_base_instance_, batch, interface_, i_first); + } + return base_instance_; +} + +GLuint GLVaoCache::vao_get(GPUBatch *batch) +{ + this->context_check(); + + GPUContext *ctx = GPU_context_active_get(); + if (interface_ != ctx->shader->interface) { + interface_ = ctx->shader->interface; + vao_id_ = this->lookup(interface_); + + if (vao_id_ == 0) { + /* Cache miss, create a new VAO. */ + glGenVertexArrays(1, &vao_id_); + this->insert(interface_, vao_id_); + GLVertArray::update_bindings(vao_id_, batch, interface_, 0); + } + } + + return vao_id_; +} +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Creation & Deletion + * \{ */ + GLBatch::GLBatch(void) { } @@ -44,7 +285,83 @@ GLBatch::~GLBatch() { } +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Drawing + * \{ */ + +#if GPU_TRACK_INDEX_RANGE +# define BASE_INDEX(el) ((el)->base_index) +# define INDEX_TYPE(el) ((el)->gl_index_type) +#else +# define BASE_INDEX(el) 0 +# define INDEX_TYPE(el) GL_UNSIGNED_INT +#endif + +void GLBatch::bind(int i_first) +{ + if (flag & GPU_BATCH_DIRTY) { + vao_cache_.clear(); + } + +#if GPU_TRACK_INDEX_RANGE + /* Can be removed if GL 4.3 is required. */ + if (!GLEW_ARB_ES3_compatibility && (elem != NULL)) { + glPrimitiveRestartIndex((elem->index_type == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu); + } +#endif + + /* Can be removed if GL 4.2 is required. */ + if (!GPU_arb_base_instance_is_supported() && (i_first > 0)) { + glBindVertexArray(vao_cache_.base_instance_vao_get(this, i_first)); + } + else { + glBindVertexArray(vao_cache_.vao_get(this)); + } +} + void GLBatch::draw(int v_first, int v_count, int i_first, int i_count) { - UNUSED_VARS(v_first, v_count, i_first, i_count); -}
\ No newline at end of file + this->bind(i_first); + + GLenum gl_type = convert_prim_type_to_gl(prim_type); + + if (elem) { + const GPUIndexBuf *el = elem; + GLenum index_type = INDEX_TYPE(el); + GLint base_index = BASE_INDEX(el); + void *v_first_ofs = (GLuint *)0 + v_first + el->index_start; + +#if GPU_TRACK_INDEX_RANGE + if (el->index_type == GPU_INDEX_U16) { + v_first_ofs = (GLushort *)0 + v_first + el->index_start; + } +#endif + + if (GPU_arb_base_instance_is_supported()) { + glDrawElementsInstancedBaseVertexBaseInstance( + gl_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first); + } + else { + glDrawElementsInstancedBaseVertex( + gl_type, v_count, index_type, v_first_ofs, i_count, base_index); + } + } + else { +#ifdef __APPLE__ + glDisable(GL_PRIMITIVE_RESTART); +#endif + if (GPU_arb_base_instance_is_supported()) { + glDrawArraysInstancedBaseInstance(gl_type, v_first, v_count, i_count, i_first); + } + else { + glDrawArraysInstanced(gl_type, v_first, v_count, i_count); + } +#ifdef __APPLE__ + glEnable(GL_PRIMITIVE_RESTART); +#endif + } +} + +/** \} */ diff --git a/source/blender/gpu/opengl/gl_batch.hh b/source/blender/gpu/opengl/gl_batch.hh index 290c113205a..490c9180a99 100644 --- a/source/blender/gpu/opengl/gl_batch.hh +++ b/source/blender/gpu/opengl/gl_batch.hh @@ -37,18 +37,29 @@ namespace blender { namespace gpu { -#define GPU_BATCH_VAO_STATIC_LEN 3 +#define GPU_VAO_STATIC_LEN 3 +/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer) + * for each shader interface. Start with a static number of vaos and fallback to dynamic count + * if necessary. Once a batch goes dynamic it does not go back. */ class GLVaoCache { - /* Vao management: remembers all geometry state (vertex attribute bindings & element buffer) - * for each shader interface. Start with a static number of vaos and fallback to dynamic count - * if necessary. Once a batch goes dynamic it does not go back. */ + private: + /** Context for which the vao_cache_ was generated. */ + struct GLContext *context_ = NULL; + /** Last interface this batch was drawn with. */ + GPUShaderInterface *interface_ = NULL; + /** Cached vao for the last interface. */ + GLuint vao_id_ = 0; + /** Used whend arb_base_instance is not supported. */ + GLuint vao_base_instance_ = 0; + int base_instance_ = 0; + bool is_dynamic_vao_count = false; union { /** Static handle count */ struct { - const GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN]; - GLuint vao_ids[GPU_BATCH_VAO_STATIC_LEN]; + const GPUShaderInterface *interfaces[GPU_VAO_STATIC_LEN]; + GLuint vao_ids[GPU_VAO_STATIC_LEN]; } static_vaos; /** Dynamic handle count */ struct { @@ -58,18 +69,27 @@ class GLVaoCache { } dynamic_vaos; }; - GLuint search(const GPUShaderInterface *interface); - void insert(GLuint vao_id, const GPUShaderInterface *interface); + public: + GLVaoCache(); + ~GLVaoCache(); + + GLuint vao_get(GPUBatch *batch); + GLuint base_instance_vao_get(GPUBatch *batch, int i_first); + + GLuint lookup(const GPUShaderInterface *interface); + void insert(const GPUShaderInterface *interface, GLuint vao_id); + void remove(const GPUShaderInterface *interface); void clear(void); - void interface_remove(const GPUShaderInterface *interface); + + private: + void init(void); + void context_check(void); }; class GLBatch : public Batch { - private: - /** Cached values (avoid dereferencing later). */ - GLuint vao_id; + public: /** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */ - GLVaoCache vaos; + GLVaoCache vao_cache_; public: GLBatch(); @@ -77,6 +97,9 @@ class GLBatch : public Batch { void draw(int v_first, int v_count, int i_first, int i_count) override; + private: + void bind(int i_first); + MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch"); }; diff --git a/source/blender/gpu/opengl/gl_context.cc b/source/blender/gpu/opengl/gl_context.cc index 00a10924ff6..dd413612879 100644 --- a/source/blender/gpu/opengl/gl_context.cc +++ b/source/blender/gpu/opengl/gl_context.cc @@ -63,8 +63,8 @@ GLContext::~GLContext() /* For now don't allow GPUFrameBuffers to be reuse in another context. */ BLI_assert(framebuffers_.is_empty()); /* Delete vaos so the batch can be reused in another context. */ - for (GPUBatch *batch : batches_) { - GPU_batch_vao_cache_clear(batch); + for (GLVaoCache *cache : vao_caches_) { + cache->clear(); } glDeleteVertexArrays(1, &default_vao_); glDeleteBuffers(1, &default_attr_vbo_); @@ -197,20 +197,17 @@ void GLBackend::tex_free(GLuint tex_id) * is discarded. * \{ */ -void GLContext::batch_register(struct GPUBatch *batch) +void GLContext::vao_cache_register(GLVaoCache *cache) { lists_mutex_.lock(); - batches_.add(batch); + vao_caches_.add(cache); lists_mutex_.unlock(); } -void GLContext::batch_unregister(struct GPUBatch *batch) +void GLContext::vao_cache_unregister(GLVaoCache *cache) { - /* vao_cache_clear() can acquire lists_mutex_ so avoid deadlock. */ - // reinterpret_cast<GLBatch *>(batch)->vao_cache_clear(); - lists_mutex_.lock(); - batches_.remove(batch); + vao_caches_.remove(cache); lists_mutex_.unlock(); } diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh index 3b55965b9d1..f3ff5cb47f4 100644 --- a/source/blender/gpu/opengl/gl_context.hh +++ b/source/blender/gpu/opengl/gl_context.hh @@ -25,15 +25,16 @@ #include "gpu_context_private.hh" +#include "GPU_framebuffer.h" + #include "BLI_set.hh" #include "BLI_vector.hh" #include "glew-mx.h" -#include <iostream> +#include "gl_batch.hh" + #include <mutex> -#include <unordered_set> -#include <vector> namespace blender { namespace gpu { @@ -63,7 +64,7 @@ class GLContext : public GPUContext { * GPUBatch & GPUFramebuffer have references to the context they are from, in the case the * context is destroyed, we need to remove any reference to it. */ - Set<GPUBatch *> batches_; + Set<GLVaoCache *> vao_caches_; Set<GPUFrameBuffer *> framebuffers_; /** Mutex for the bellow structures. */ std::mutex lists_mutex_; @@ -87,8 +88,8 @@ class GLContext : public GPUContext { void vao_free(GLuint vao_id); void fbo_free(GLuint fbo_id); - void batch_register(struct GPUBatch *batch); - void batch_unregister(struct GPUBatch *batch); + void vao_cache_register(GLVaoCache *cache); + void vao_cache_unregister(GLVaoCache *cache); void framebuffer_register(struct GPUFrameBuffer *fb); void framebuffer_unregister(struct GPUFrameBuffer *fb); }; diff --git a/source/blender/gpu/opengl/gl_vertex_array.cc b/source/blender/gpu/opengl/gl_vertex_array.cc new file mode 100644 index 00000000000..907dc37e46f --- /dev/null +++ b/source/blender/gpu/opengl/gl_vertex_array.cc @@ -0,0 +1,158 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + */ + +#include "GPU_glew.h" + +#include "GPU_shader_interface.h" +#include "GPU_vertex_buffer.h" + +#include "gpu_vertex_format_private.h" + +#include "gl_batch.hh" +#include "gl_context.hh" + +#include "gl_vertex_array.hh" + +using namespace blender::gpu; + +/* -------------------------------------------------------------------- */ +/** \name Vertex Array Bindings + * \{ */ + +/* Returns enabled vertex pointers as a bitflag (one bit per attrib). */ +static uint16_t vbo_bind(const GPUShaderInterface *interface, + const GPUVertFormat *format, + uint v_first, + uint v_len, + const bool use_instancing) +{ + uint16_t enabled_attrib = 0; + const uint attr_len = format->attr_len; + uint stride = format->stride; + uint offset = 0; + GLuint divisor = (use_instancing) ? 1 : 0; + + for (uint a_idx = 0; a_idx < attr_len; a_idx++) { + const GPUVertAttr *a = &format->attrs[a_idx]; + + if (format->deinterleaved) { + offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * v_len; + stride = a->sz; + } + else { + offset = a->offset; + } + + const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride; + const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type)); + + for (uint n_idx = 0; n_idx < a->name_len; n_idx++) { + const char *name = GPU_vertformat_attr_name_get(format, a, n_idx); + const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name); + + if (input == NULL) { + continue; + } + + enabled_attrib |= (1 << input->location); + + if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { + BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT); + BLI_assert(a->comp_type == GPU_COMP_F32); + for (int i = 0; i < a->comp_len / 4; i++) { + glEnableVertexAttribArray(input->location + i); + glVertexAttribDivisor(input->location + i, divisor); + glVertexAttribPointer( + input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16); + } + } + else { + glEnableVertexAttribArray(input->location); + glVertexAttribDivisor(input->location, divisor); + + switch (a->fetch_mode) { + case GPU_FETCH_FLOAT: + case GPU_FETCH_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer); + break; + case GPU_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer); + break; + case GPU_FETCH_INT: + glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer); + break; + } + } + } + } + return enabled_attrib; +} + +/* Update the Attrib Binding of the currently bound VAO. */ +void GLVertArray::update_bindings(const GLuint vao, + const GPUBatch *batch, + const GPUShaderInterface *interface, + const int base_instance) +{ + uint16_t attr_mask = interface->enabled_attr_mask; + + glBindVertexArray(vao); + + /* Reverse order so first VBO'S have more prevalence (in term of attribute override). */ + for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) { + GPUVertBuf *vbo = batch->verts[v]; + if (vbo) { + GPU_vertbuf_use(vbo); + attr_mask &= ~vbo_bind(interface, &vbo->format, 0, vbo->vertex_len, false); + } + } + + for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { + GPUVertBuf *vbo = batch->inst[v]; + if (vbo) { + GPU_vertbuf_use(vbo); + attr_mask &= ~vbo_bind(interface, &vbo->format, base_instance, vbo->vertex_len, true); + } + } + + if (attr_mask != 0 && GLEW_ARB_vertex_attrib_binding) { + for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) { + if (attr_mask & mask) { + GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get()); + /* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style. + * Fix issues for some drivers (see T75069). */ + glBindVertexBuffer(a, ctx->default_attr_vbo_, (intptr_t)0, (intptr_t)0); + glEnableVertexAttribArray(a); + glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0); + glVertexAttribBinding(a, a); + } + } + } + + if (batch->elem) { + /* Binds the index buffer. This state is also saved in the VAO. */ + GPU_indexbuf_use(batch->elem); + } +} + +/** \} */ diff --git a/source/blender/gpu/opengl/gl_vertex_array.hh b/source/blender/gpu/opengl/gl_vertex_array.hh new file mode 100644 index 00000000000..6da414d7e62 --- /dev/null +++ b/source/blender/gpu/opengl/gl_vertex_array.hh @@ -0,0 +1,44 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2020 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + */ + +#pragma once + +#include "glew-mx.h" + +#include "GPU_batch.h" +#include "GPU_shader_interface.h" + +namespace blender { +namespace gpu { + +namespace GLVertArray { + +void update_bindings(const GLuint vao, + const GPUBatch *batch, + const GPUShaderInterface *interface, + const int base_instance); + +} // namespace GLVertArray + +} // namespace gpu +} // namespace blender |