diff options
Diffstat (limited to 'intern/gawain/src/gwn_batch.c')
-rw-r--r-- | intern/gawain/src/gwn_batch.c | 632 |
1 files changed, 632 insertions, 0 deletions
diff --git a/intern/gawain/src/gwn_batch.c b/intern/gawain/src/gwn_batch.c new file mode 100644 index 00000000000..64d5d146578 --- /dev/null +++ b/intern/gawain/src/gwn_batch.c @@ -0,0 +1,632 @@ + +// 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 "gwn_batch.h" +#include "gwn_batch_private.h" +#include "gwn_buffer_id.h" +#include "gwn_vertex_array_id.h" +#include "gwn_primitive_private.h" +#include <stdlib.h> +#include <string.h> + +// necessary functions from matrix API +extern void gpuBindMatrices(const Gwn_ShaderInterface* shaderface); + +static void batch_update_program_bindings(Gwn_Batch* batch, unsigned int v_first); + +void gwn_batch_vao_cache_clear(Gwn_Batch* 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]) + GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); + if (batch->dynamic_vaos.interfaces[i]) + GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); + } + free(batch->dynamic_vaos.interfaces); + free(batch->dynamic_vaos.vao_ids); + } + else + { + for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) + { + if (batch->static_vaos.vao_ids[i]) + GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context); + if (batch->static_vaos.interfaces[i]) + GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch); + } + } + + batch->is_dynamic_vao_count = false; + for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) + { + batch->static_vaos.vao_ids[i] = 0; + batch->static_vaos.interfaces[i] = NULL; + } + + gwn_context_remove_batch(batch->context, batch); + batch->context = NULL; + } + +Gwn_Batch* GWN_batch_create_ex( + Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem, + unsigned owns_flag) + { + Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch)); + + GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag); + + return batch; + } + +void GWN_batch_init_ex( + Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem, + unsigned owns_flag) + { +#if TRUST_NO_ONE + assert(verts != NULL); +#endif + + batch->verts[0] = verts; + for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) + batch->verts[v] = NULL; + batch->inst = NULL; + batch->elem = elem; + batch->gl_prim_type = convert_prim_type_to_gl(prim_type); + batch->phase = GWN_BATCH_READY_TO_DRAW; + batch->is_dynamic_vao_count = false; + batch->owns_flag = owns_flag; + batch->free_callback = NULL; + } + +// This will share the VBOs with the new batch +Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src) + { + Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + + batch->gl_prim_type = batch_src->gl_prim_type; + for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) + batch->verts[v] = batch_src->verts[v]; + + return batch; + } + +void GWN_batch_discard(Gwn_Batch* batch) + { + if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) + GWN_indexbuf_discard(batch->elem); + + if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) + GWN_vertbuf_discard(batch->inst); + + if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) + { + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) + { + if (batch->verts[v] == NULL) + break; + if (batch->owns_flag & (1 << v)) + GWN_vertbuf_discard(batch->verts[v]); + } + } + + gwn_batch_vao_cache_clear(batch); + + if (batch->free_callback) + batch->free_callback(batch, batch->callback_data); + + free(batch); + } + +void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data) + { + batch->free_callback = callback; + batch->callback_data = user_data; + } + +void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo) + { +#if TRUST_NO_ONE + assert(inst != NULL); +#endif + // redo the bindings + gwn_batch_vao_cache_clear(batch); + + if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) + GWN_vertbuf_discard(batch->inst); + + batch->inst = inst; + + if (own_vbo) + batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES; + else + batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES; + } + +int GWN_batch_vertbuf_add_ex( + Gwn_Batch* batch, Gwn_VertBuf* verts, + bool own_vbo) + { + // redo the bindings + gwn_batch_vao_cache_clear(batch); + + for (unsigned v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++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 + if (own_vbo) + batch->owns_flag |= (1 << v); + return v; + } + } + + // we only make it this far if there is no room for another Gwn_VertBuf +#if TRUST_NO_ONE + assert(false); +#endif + return -1; + } + +static GLuint batch_vao_get(Gwn_Batch *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 < GWN_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 gwn_batch_vao_cache_clear is called. + // Until then it can only be drawn with this context. + if (batch->context == NULL) + { + batch->context = GWN_context_active_get(); + gwn_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 == GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++i) + if (batch->static_vaos.vao_ids[i] == 0) + break; + + if (i < GWN_BATCH_VAO_STATIC_LEN) + { + batch->static_vaos.interfaces[i] = batch->interface; + batch->static_vaos.vao_ids[i] = new_vao = GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++j) + { + GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch); + GWN_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 = GWN_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*)); + batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint)); + } + } + + 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 += GWN_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * batch->dynamic_vaos.count); + batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); + memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT); + memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT); + } + + batch->dynamic_vaos.interfaces[i] = batch->interface; + batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc(); + } + + GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)batch->interface, batch); + +#if TRUST_NO_ONE + assert(new_vao != 0); +#endif + + // We just got a fresh VAO we need to initialize it. + glBindVertexArray(new_vao); + batch_update_program_bindings(batch, 0); + glBindVertexArray(0); + + return new_vao; + } + +void GWN_batch_program_set_no_use(Gwn_Batch* batch, GLuint program, const Gwn_ShaderInterface* shaderface) + { +#if TRUST_NO_ONE + assert(glIsProgram(shaderface->program)); + assert(batch->program_in_use == 0); +#endif + + batch->interface = shaderface; + batch->program = program; + batch->vao_id = batch_vao_get(batch); + } + +void GWN_batch_program_set(Gwn_Batch* batch, GLuint program, const Gwn_ShaderInterface* shaderface) + { + GWN_batch_program_set_no_use(batch, program, shaderface); + GWN_batch_program_use_begin(batch); // hack! to make Batch_Uniform* simpler + } + +void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface) + { + if (batch->is_dynamic_vao_count) + { + for (int i = 0; i < batch->dynamic_vaos.count; ++i) + { + if (batch->dynamic_vaos.interfaces[i] == interface) + { + GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++i) + { + if (batch->static_vaos.interfaces[i] == interface) + { + GWN_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(Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface, unsigned int v_first, const bool use_instancing) + { + const Gwn_VertFormat* format = &verts->format; + + const unsigned attrib_ct = format->attrib_ct; + const unsigned stride = format->stride; + + GWN_vertbuf_use(verts); + + for (unsigned a_idx = 0; a_idx < attrib_ct; ++a_idx) + { + const Gwn_VertAttr* a = format->attribs + a_idx; + + const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride; + + for (unsigned n_idx = 0; n_idx < a->name_ct; ++n_idx) + { + const Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]); + + if (input == NULL) continue; + + if (a->comp_ct == 16 || a->comp_ct == 12 || a->comp_ct == 8) + { +#if TRUST_NO_ONE + assert(a->fetch_mode == GWN_FETCH_FLOAT); + assert(a->gl_comp_type == GL_FLOAT); +#endif + for (int i = 0; i < a->comp_ct / 4; ++i) + { + glEnableVertexAttribArray(input->location + i); + glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0); + glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride, + (const GLubyte*)pointer + i * 16); + } + } + else + { + glEnableVertexAttribArray(input->location); + glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0); + + switch (a->fetch_mode) + { + case GWN_FETCH_FLOAT: + case GWN_FETCH_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case GWN_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer(input->location, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case GWN_FETCH_INT: + glVertexAttribIPointer(input->location, a->comp_ct, a->gl_comp_type, stride, pointer); + } + } + } + } + } + +static void batch_update_program_bindings(Gwn_Batch* batch, unsigned int v_first) + { + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) + create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false); + + if (batch->inst) + create_bindings(batch->inst, batch->interface, v_first, true); + + if (batch->elem) + GWN_indexbuf_use(batch->elem); + } + +void GWN_batch_program_use_begin(Gwn_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 GWN_batch_program_use_end(Gwn_Batch* batch) + { + if (batch->program_in_use) + { +#if PROGRAM_NO_OPTI + glUseProgram(0); +#endif + batch->program_in_use = false; + } + } + +#if TRUST_NO_ONE + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform); +#else + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); +#endif + +void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value) + { + GET_UNIFORM + glUniform1ui(uniform->location, value); + } + +void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value) + { + GET_UNIFORM + glUniform1i(uniform->location, value); + } + +void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value) + { + GET_UNIFORM + glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); + } + +void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y) + { + GET_UNIFORM + glUniform2f(uniform->location, x, y); + } + +void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z) + { + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); + } + +void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w) + { + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); + } + +void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x) + { + GET_UNIFORM + glUniform1f(uniform->location, x); + } + +void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2]) + { + GET_UNIFORM + glUniform2fv(uniform->location, 1, data); + } + +void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3]) + { + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); + } + +void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4]) + { + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); + } + +void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data) + { + GET_UNIFORM + glUniform2fv(uniform->location, len, data); + } + +void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data) + { + GET_UNIFORM + glUniform4fv(uniform->location, len, data); + } + +void GWN_batch_uniform_mat4(Gwn_Batch* batch, const char* name, const float data[4][4]) + { + GET_UNIFORM + glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data); + } + +static void primitive_restart_enable(const Gwn_IndexBuf *el) +{ + // TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3 + glEnable(GL_PRIMITIVE_RESTART); + GLuint restart_index = (GLuint)0xFFFFFFFF; + +#if GWN_TRACK_INDEX_RANGE + if (el->index_type == GWN_INDEX_U8) + restart_index = (GLuint)0xFF; + else if (el->index_type == GWN_INDEX_U16) + restart_index = (GLuint)0xFFFF; +#endif + + glPrimitiveRestartIndex(restart_index); +} + +static void primitive_restart_disable(void) +{ + glDisable(GL_PRIMITIVE_RESTART); +} + +void GWN_batch_draw(Gwn_Batch* batch) + { +#if TRUST_NO_ONE + assert(batch->phase == GWN_BATCH_READY_TO_DRAW); + assert(batch->verts[0]->vbo_id != 0); +#endif + GWN_batch_program_use_begin(batch); + gpuBindMatrices(batch->interface); // external call. + + GWN_batch_draw_range_ex(batch, 0, 0, false); + + GWN_batch_program_use_end(batch); + } + +void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool force_instance) + { +#if TRUST_NO_ONE + assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance +#endif + const bool do_instance = (force_instance || batch->inst); + + // If using offset drawing, use the default VAO and redo bindings. + if (v_first != 0 && (do_instance || batch->elem)) + { + glBindVertexArray(GWN_vao_default()); + batch_update_program_bindings(batch, v_first); + } + else + glBindVertexArray(batch->vao_id); + + if (do_instance) + { + // Infer length if vertex count is not given + if (v_count == 0) + v_count = batch->inst->vertex_ct; + + if (batch->elem) + { + const Gwn_IndexBuf* el = batch->elem; + + if (el->use_prim_restart) + primitive_restart_enable(el); + +#if GWN_TRACK_INDEX_RANGE + glDrawElementsInstancedBaseVertex(batch->gl_prim_type, el->index_ct, el->gl_index_type, 0, v_count, el->base_index); +#else + glDrawElementsInstanced(batch->gl_prim_type, el->index_ct, GL_UNSIGNED_INT, 0, v_count); +#endif + if (el->use_prim_restart) + primitive_restart_disable(); + } + else + glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_ct, v_count); + } + else + { + // Infer length if vertex count is not given + if (v_count == 0) + v_count = (batch->elem) ? batch->elem->index_ct : batch->verts[0]->vertex_ct; + + if (batch->elem) + { + const Gwn_IndexBuf* el = batch->elem; + + if (el->use_prim_restart) + primitive_restart_enable(el); + +#if GWN_TRACK_INDEX_RANGE + if (el->base_index) + glDrawRangeElementsBaseVertex(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0, el->base_index); + else + glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0); +#else + glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0); +#endif + if (el->use_prim_restart) + primitive_restart_disable(); + } + else + glDrawArrays(batch->gl_prim_type, v_first, v_count); + } + + // Performance hog if you are drawing with the same vao multiple time. + // Only activate for debugging. + // glBindVertexArray(0); + } + +// just draw some vertices and let shader place them where we want. +void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count) + { + // we cannot draw without vao ... annoying ... + glBindVertexArray(GWN_vao_default()); + + GLenum type = convert_prim_type_to_gl(prim_type); + glDrawArrays(type, 0, v_count); + + // Performance hog if you are drawing with the same vao multiple time. + // Only activate for debugging. + // glBindVertexArray(0); + } |