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Diffstat (limited to 'intern/gawain/src/batch.c')
-rw-r--r-- | intern/gawain/src/batch.c | 442 |
1 files changed, 442 insertions, 0 deletions
diff --git a/intern/gawain/src/batch.c b/intern/gawain/src/batch.c new file mode 100644 index 00000000000..a1e173f6685 --- /dev/null +++ b/intern/gawain/src/batch.c @@ -0,0 +1,442 @@ + +// Gawain geometry batch +// +// This code is part of the Gawain library, with modifications +// specific to integration with Blender. +// +// Copyright 2016 Mike Erwin +// +// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of +// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. + +#include "batch.h" +#include "buffer_id.h" +#include "primitive_private.h" +#include <stdlib.h> + +// necessary functions from matrix API +extern void gpuBindMatrices(const ShaderInterface* shaderface); +extern bool gpuMatricesDirty(void); // how best to use this here? + +Batch* Batch_create(PrimitiveType prim_type, VertexBuffer* verts, ElementList* elem) + { + Batch* batch = calloc(1, sizeof(Batch)); + + Batch_init(batch, prim_type, verts, elem); + + return batch; + } + +void Batch_init(Batch* batch, PrimitiveType prim_type, VertexBuffer* verts, ElementList* elem) + { +#if TRUST_NO_ONE + assert(verts != NULL); +#endif + + batch->verts[0] = verts; + for (int v = 1; v < BATCH_MAX_VBO_CT; ++v) + batch->verts[v] = NULL; + batch->elem = elem; + batch->prim_type = prim_type; + batch->gl_prim_type = convert_prim_type_to_gl(prim_type); + batch->phase = READY_TO_DRAW; + } + +void Batch_discard(Batch* batch) + { + if (batch->vao_id) + vao_id_free(batch->vao_id); + + free(batch); + } + +void Batch_discard_all(Batch* batch) + { + for (int v = 0; v < BATCH_MAX_VBO_CT; ++v) + { + if (batch->verts[v] == NULL) + break; + VertexBuffer_discard(batch->verts[v]); + } + + if (batch->elem) + ElementList_discard(batch->elem); + + Batch_discard(batch); + } + +int Batch_add_VertexBuffer(Batch* batch, VertexBuffer* verts) + { + for (unsigned v = 0; v < BATCH_MAX_VBO_CT; ++v) + { + if (batch->verts[v] == NULL) + { +#if TRUST_NO_ONE + // for now all VertexBuffers must have same vertex_ct + assert(verts->vertex_ct == batch->verts[0]->vertex_ct); + // in the near future we will enable instanced attribs which have their own vertex_ct +#endif + batch->verts[v] = verts; + // TODO: mark dirty so we can keep attrib bindings up-to-date + return v; + } + } + + // we only make it this far if there is no room for another VertexBuffer +#if TRUST_NO_ONE + assert(false); +#endif + return -1; + } + +void Batch_set_program(Batch* batch, GLuint program, const ShaderInterface* shaderface) + { +#if TRUST_NO_ONE + assert(glIsProgram(program)); +#endif + + batch->program = program; + batch->interface = shaderface; + batch->program_dirty = true; + + Batch_use_program(batch); // hack! to make Batch_Uniform* simpler + } + +static void Batch_update_program_bindings(Batch* batch) + { + // disable all as a precaution + // why are we not using prev_attrib_enabled_bits?? see immediate.c + for (unsigned a_idx = 0; a_idx < MAX_VERTEX_ATTRIBS; ++a_idx) + glDisableVertexAttribArray(a_idx); + + for (int v = 0; v < BATCH_MAX_VBO_CT; ++v) + { + VertexBuffer* verts = batch->verts[v]; + if (verts == NULL) + break; + + const VertexFormat* format = &verts->format; + + const unsigned attrib_ct = format->attrib_ct; + const unsigned stride = format->stride; + + VertexBuffer_use(verts); + + for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) + { + const Attrib* a = format->attribs + a_idx; + + const GLvoid* pointer = (const GLubyte*)0 + a->offset; + + for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) + { + const ShaderInput* input = ShaderInterface_attrib(batch->interface, a->name[n_idx]); + + if (input == NULL) continue; + + glEnableVertexAttribArray(input->location); + + switch (a->fetch_mode) + { + case KEEP_FLOAT: + case CONVERT_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case NORMALIZE_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case KEEP_INT: + glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); + } + } + } + } + + batch->program_dirty = false; + } + +void Batch_use_program(Batch* batch) + { + // NOTE: use_program & done_using_program are fragile, depend on staying in sync with + // the GL context's active program. use_program doesn't mark other programs as "not used". + // TODO: make not fragile (somehow) + + if (!batch->program_in_use) + { + glUseProgram(batch->program); + batch->program_in_use = true; + } + } + +void Batch_done_using_program(Batch* batch) + { + if (batch->program_in_use) + { + glUseProgram(0); + batch->program_in_use = false; + } + } + +#if TRUST_NO_ONE + #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(batch->interface, name); assert(uniform); +#else + #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(batch->interface, name); +#endif + +void Batch_Uniform1i(Batch* batch, const char* name, int value) + { + GET_UNIFORM + glUniform1i(uniform->location, value); + } + +void Batch_Uniform1b(Batch* batch, const char* name, bool value) + { + GET_UNIFORM + glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); + } + +void Batch_Uniform2f(Batch* batch, const char* name, float x, float y) + { + GET_UNIFORM + glUniform2f(uniform->location, x, y); + } + +void Batch_Uniform3f(Batch* batch, const char* name, float x, float y, float z) + { + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); + } + +void Batch_Uniform4f(Batch* batch, const char* name, float x, float y, float z, float w) + { + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); + } + +void Batch_Uniform1f(Batch* batch, const char* name, float x) + { + GET_UNIFORM + glUniform1f(uniform->location, x); + } + +void Batch_Uniform3fv(Batch* batch, const char* name, const float data[3]) + { + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); + } + +void Batch_Uniform4fv(Batch* batch, const char* name, const float data[4]) + { + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); + } + +static void Batch_prime(Batch* batch) + { + batch->vao_id = vao_id_alloc(); + glBindVertexArray(batch->vao_id); + + for (int v = 0; v < BATCH_MAX_VBO_CT; ++v) + { + if (batch->verts[v] == NULL) + break; + VertexBuffer_use(batch->verts[v]); + } + + if (batch->elem) + ElementList_use(batch->elem); + + // vertex attribs and element list remain bound to this VAO + } + +void Batch_draw(Batch* batch) + { +#if TRUST_NO_ONE + assert(batch->phase == READY_TO_DRAW); + assert(glIsProgram(batch->program)); +#endif + + if (batch->vao_id) + glBindVertexArray(batch->vao_id); + else + Batch_prime(batch); + + if (batch->program_dirty) + Batch_update_program_bindings(batch); + + Batch_use_program(batch); + + gpuBindMatrices(batch->interface); + + if (batch->elem) + { + const ElementList* el = batch->elem; + +#if TRACK_INDEX_RANGE + if (el->base_index) + glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0, el->base_index); + else + glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0); +#else + glDrawElements(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0); +#endif + } + else + glDrawArrays(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct); + + Batch_done_using_program(batch); + glBindVertexArray(0); + } + + + +// clement : temp stuff +void Batch_draw_stupid(Batch* batch) + { + if (batch->vao_id) + glBindVertexArray(batch->vao_id); + else + Batch_prime(batch); + + if (batch->program_dirty) + Batch_update_program_bindings(batch); + + // Batch_use_program(batch); + + //gpuBindMatrices(batch->program); + + if (batch->elem) + { + const ElementList* el = batch->elem; + +#if TRACK_INDEX_RANGE + if (el->base_index) + glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0, el->base_index); + else + glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, el->index_ct, el->gl_index_type, 0); +#else + glDrawElements(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0); +#endif + } + else + glDrawArrays(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct); + + // Batch_done_using_program(batch); + glBindVertexArray(0); + } + +// clement : temp stuff +void Batch_draw_stupid_instanced(Batch* batch, unsigned int instance_vbo, int instance_count, + int attrib_nbr, int attrib_stride, int attrib_size[16], int attrib_loc[16]) + { + if (batch->vao_id) + glBindVertexArray(batch->vao_id); + else + Batch_prime(batch); + + if (batch->program_dirty) + Batch_update_program_bindings(batch); + + glBindBuffer(GL_ARRAY_BUFFER, instance_vbo); + int ptr_ofs = 0; + for (int i = 0; i < attrib_nbr; ++i) + { + int size = attrib_size[i]; + int loc = attrib_loc[i]; + int atr_ofs = 0; + + while (size > 0) + { + glEnableVertexAttribArray(loc + atr_ofs); + glVertexAttribPointer(loc + atr_ofs, (size > 4) ? 4 : size, GL_FLOAT, GL_FALSE, + sizeof(float) * attrib_stride, (GLvoid*)(sizeof(float) * ptr_ofs)); + glVertexAttribDivisor(loc + atr_ofs, 1); + atr_ofs++; + ptr_ofs += (size > 4) ? 4 : size; + size -= 4; + } + } + glBindBuffer(GL_ARRAY_BUFFER, 0); + + // Batch_use_program(batch); + + //gpuBindMatrices(batch->program); + + if (batch->elem) + { + const ElementList* el = batch->elem; + + glDrawElementsInstanced(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, instance_count); + } + else + glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct, instance_count); + + // Batch_done_using_program(batch); + glBindVertexArray(0); + } + +void Batch_draw_stupid_instanced_with_batch(Batch* batch_instanced, Batch* batch_instancing) + { + if (batch_instanced->vao_id) + glBindVertexArray(batch_instanced->vao_id); + else + Batch_prime(batch_instanced); + + if (batch_instanced->program_dirty) + Batch_update_program_bindings(batch_instanced); + + VertexBuffer* verts = batch_instancing->verts[0]; + + const VertexFormat* format = &verts->format; + + const unsigned attrib_ct = format->attrib_ct; + const unsigned stride = format->stride; + + VertexBuffer_use(verts); + + for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) + { + const Attrib* a = format->attribs + a_idx; + + const GLvoid* pointer = (const GLubyte*)0 + a->offset; + + for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) + { + const ShaderInput* input = ShaderInterface_attrib(batch_instanced->interface, a->name[n_idx]); + + if (input == NULL) continue; + + glEnableVertexAttribArray(input->location); + glVertexAttribDivisor(input->location, 1); + + switch (a->fetch_mode) + { + case KEEP_FLOAT: + case CONVERT_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case NORMALIZE_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case KEEP_INT: + glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); + } + } + } + + // Batch_use_program(batch); + + //gpuBindMatrices(batch->program); + + if (batch_instanced->elem) + { + const ElementList* el = batch_instanced->elem; + + glDrawElementsInstanced(batch_instanced->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, verts->vertex_ct); + } + else + glDrawArraysInstanced(batch_instanced->gl_prim_type, 0, batch_instanced->verts[0]->vertex_ct, verts->vertex_ct); + + // Batch_done_using_program(batch); + glBindVertexArray(0); + }
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