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Diffstat (limited to 'source/blender/draw/intern/draw_command.hh')
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+/* 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);
+ UNUSED_VARS_NDEBUG(vertex_len, vertex_first);
+
+ 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