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Diffstat (limited to 'source/blender/draw/intern/draw_manager.h')
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+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * 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.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_manager.h
+ * \ingroup draw
+ */
+
+/* Private functions / structs of the draw manager */
+
+#ifndef __DRAW_MANAGER_H__
+#define __DRAW_MANAGER_H__
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BLI_linklist.h"
+#include "BLI_threads.h"
+
+#include "GPU_batch.h"
+#include "GPU_framebuffer.h"
+#include "GPU_shader.h"
+#include "GPU_uniformbuffer.h"
+#include "GPU_viewport.h"
+
+#include "draw_instance_data.h"
+
+/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
+#define USE_GPU_SELECT
+
+/* ------------ Profiling --------------- */
+
+#define USE_PROFILE
+
+#ifdef USE_PROFILE
+# include "PIL_time.h"
+
+# define PROFILE_TIMER_FALLOFF 0.04
+
+# define PROFILE_START(time_start) \
+ double time_start = PIL_check_seconds_timer();
+
+# define PROFILE_END_ACCUM(time_accum, time_start) { \
+ time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
+} ((void)0)
+
+/* exp average */
+# define PROFILE_END_UPDATE(time_update, time_start) { \
+ double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
+ time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
+ (_time_delta * PROFILE_TIMER_FALLOFF); \
+} ((void)0)
+
+#else /* USE_PROFILE */
+
+# define PROFILE_START(time_start) ((void)0)
+# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
+# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
+
+#endif /* USE_PROFILE */
+
+/* ------------ Data Structure --------------- */
+/**
+ * Data structure containing all drawcalls organized by passes and materials.
+ * DRWPass > DRWShadingGroup > DRWCall > DRWCallState
+ * > DRWUniform
+ **/
+
+/* Used by DRWCallState.flag */
+enum {
+ DRW_CALL_CULLED = (1 << 0),
+ DRW_CALL_NEGSCALE = (1 << 1),
+ DRW_CALL_BYPASS_CULLING = (1 << 2),
+};
+
+/* Used by DRWCallState.matflag */
+enum {
+ DRW_CALL_MODELINVERSE = (1 << 0),
+ DRW_CALL_MODELVIEW = (1 << 1),
+ DRW_CALL_MODELVIEWINVERSE = (1 << 2),
+ DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
+ DRW_CALL_NORMALVIEW = (1 << 4),
+ DRW_CALL_NORMALWORLD = (1 << 5),
+ DRW_CALL_ORCOTEXFAC = (1 << 6),
+ DRW_CALL_EYEVEC = (1 << 7),
+};
+
+typedef struct DRWCallState {
+ DRWCallVisibilityFn *visibility_cb;
+ void *user_data;
+
+ unsigned char flag;
+ unsigned char cache_id; /* Compared with DST.state_cache_id to see if matrices are still valid. */
+ uint16_t matflag; /* Which matrices to compute. */
+ /* Culling: Using Bounding Sphere for now for faster culling.
+ * Not ideal for planes. */
+ BoundSphere bsphere;
+ /* Matrices */
+ float model[4][4];
+ float modelinverse[4][4];
+ float modelview[4][4];
+ float modelviewinverse[4][4];
+ float modelviewprojection[4][4];
+ float normalview[3][3];
+ float normalworld[3][3]; /* Not view dependant */
+ float orcotexfac[2][3]; /* Not view dependant */
+ float eyevec[3];
+} DRWCallState;
+
+typedef enum {
+ DRW_CALL_SINGLE, /* A single batch */
+ DRW_CALL_RANGE, /* Like single but only draw a range of vertices/indices. */
+ DRW_CALL_INSTANCES, /* Draw instances without any instancing attribs. */
+ DRW_CALL_GENERATE, /* Uses a callback to draw with any number of batches. */
+ DRW_CALL_PROCEDURAL, /* Generate a drawcall without any Gwn_Batch. */
+} DRWCallType;
+
+typedef struct DRWCall {
+ struct DRWCall *next;
+ DRWCallState *state;
+
+ union {
+ struct { /* type == DRW_CALL_SINGLE */
+ Gwn_Batch *geometry;
+ } single;
+ struct { /* type == DRW_CALL_RANGE */
+ Gwn_Batch *geometry;
+ uint start, count;
+ } range;
+ struct { /* type == DRW_CALL_INSTANCES */
+ Gwn_Batch *geometry;
+ /* Count can be adjusted between redraw. If needed, we can add fixed count. */
+ uint *count;
+ } instances;
+ struct { /* type == DRW_CALL_GENERATE */
+ DRWCallGenerateFn *geometry_fn;
+ void *user_data;
+ } generate;
+ struct { /* type == DRW_CALL_PROCEDURAL */
+ uint vert_count;
+ Gwn_PrimType prim_type;
+ } procedural;
+ };
+
+ DRWCallType type;
+#ifdef USE_GPU_SELECT
+ int select_id;
+#endif
+} DRWCall;
+
+/* Used by DRWUniform.type */
+typedef enum {
+ DRW_UNIFORM_BOOL,
+ DRW_UNIFORM_BOOL_COPY,
+ DRW_UNIFORM_SHORT_TO_INT,
+ DRW_UNIFORM_SHORT_TO_FLOAT,
+ DRW_UNIFORM_INT,
+ DRW_UNIFORM_INT_COPY,
+ DRW_UNIFORM_FLOAT,
+ DRW_UNIFORM_FLOAT_COPY,
+ DRW_UNIFORM_TEXTURE,
+ DRW_UNIFORM_TEXTURE_PERSIST,
+ DRW_UNIFORM_TEXTURE_REF,
+ DRW_UNIFORM_BLOCK,
+ DRW_UNIFORM_BLOCK_PERSIST
+} DRWUniformType;
+
+#define MAX_UNIFORM_NAME 13
+
+struct DRWUniform {
+ DRWUniform *next; /* single-linked list */
+ union {
+ /* For reference or array/vector types. */
+ const void *pvalue;
+ /* Single values. */
+ float fvalue;
+ int ivalue;
+ };
+ int location;
+ char type; /* DRWUniformType */
+ char length; /* cannot be more than 16 */
+ char arraysize; /* cannot be more than 16 too */
+#ifndef NDEBUG
+ char name[MAX_UNIFORM_NAME];
+#endif
+};
+
+typedef enum {
+ DRW_SHG_NORMAL,
+ DRW_SHG_POINT_BATCH,
+ DRW_SHG_LINE_BATCH,
+ DRW_SHG_TRIANGLE_BATCH,
+ DRW_SHG_INSTANCE,
+ DRW_SHG_INSTANCE_EXTERNAL,
+ DRW_SHG_FEEDBACK_TRANSFORM,
+} DRWShadingGroupType;
+
+struct DRWShadingGroup {
+ DRWShadingGroup *next;
+
+ GPUShader *shader; /* Shader to bind */
+ DRWUniform *uniforms; /* Uniforms pointers */
+
+ /* Watch this! Can be nasty for debugging. */
+ union {
+ struct { /* DRW_SHG_NORMAL */
+ DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
+ } calls;
+ struct { /* DRW_SHG_FEEDBACK_TRANSFORM */
+ DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
+ struct Gwn_VertBuf *tfeedback_target; /* Transform Feedback target. */
+ };
+ struct { /* DRW_SHG_***_BATCH */
+ struct Gwn_Batch *batch_geom; /* Result of call batching */
+ struct Gwn_VertBuf *batch_vbo;
+ uint primitive_count;
+ };
+ struct { /* DRW_SHG_INSTANCE[_EXTERNAL] */
+ struct Gwn_Batch *instance_geom;
+ struct Gwn_VertBuf *instance_vbo;
+ uint instance_count;
+ float instance_orcofac[2][3]; /* TODO find a better place. */
+ };
+ };
+
+ DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
+ DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
+ uint stencil_mask; /* Stencil mask to use for stencil test / write operations */
+ DRWShadingGroupType type;
+
+ /* Builtin matrices locations */
+ int model;
+ int modelinverse;
+ int modelview;
+ int modelviewinverse;
+ int modelviewprojection;
+ int normalview;
+ int normalworld;
+ int orcotexfac;
+ int eye;
+ int callid;
+ uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
+
+#ifndef NDEBUG
+ char attribs_count;
+#endif
+
+#ifdef USE_GPU_SELECT
+ Gwn_VertBuf *inst_selectid;
+ DRWPass *pass_parent; /* backlink to pass we're in */
+ int override_selectid; /* Override for single object instances. */
+#endif
+};
+
+#define MAX_PASS_NAME 32
+
+struct DRWPass {
+ /* Linked list */
+ struct {
+ DRWShadingGroup *first;
+ DRWShadingGroup *last;
+ } shgroups;
+
+ DRWState state;
+ char name[MAX_PASS_NAME];
+};
+
+typedef struct ViewUboStorage {
+ DRWMatrixState matstate;
+ float viewcamtexcofac[4];
+ float clipplanes[2][4];
+} ViewUboStorage;
+
+/* ------------- DRAW DEBUG ------------ */
+
+typedef struct DRWDebugLine {
+ struct DRWDebugLine *next; /* linked list */
+ float pos[2][3];
+ float color[4];
+} DRWDebugLine;
+
+/* ------------- DRAW MANAGER ------------ */
+
+#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
+#define STENCIL_UNDEFINED 256
+typedef struct DRWManager {
+ /* TODO clean up this struct a bit */
+ /* Cache generation */
+ ViewportMemoryPool *vmempool;
+ DRWInstanceDataList *idatalist;
+ DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
+ /* State of the object being evaluated if already allocated. */
+ DRWCallState *ob_state;
+ unsigned char state_cache_id; /* Could be larger but 254 view changes is already a lot! */
+
+ /* Rendering state */
+ GPUShader *shader;
+
+ /* Managed by `DRW_state_set`, `DRW_state_reset` */
+ DRWState state;
+ DRWState state_lock;
+ uint stencil_mask;
+
+ /* Per viewport */
+ GPUViewport *viewport;
+ struct GPUFrameBuffer *default_framebuffer;
+ float size[2];
+ float inv_size[2];
+ float screenvecs[2][3];
+ float pixsize;
+
+ GLenum backface, frontface;
+
+ struct {
+ uint is_select : 1;
+ uint is_depth : 1;
+ uint is_image_render : 1;
+ uint is_scene_render : 1;
+ uint draw_background : 1;
+ uint draw_text : 1;
+ } options;
+
+ /* Current rendering context */
+ DRWContextState draw_ctx;
+
+ /* Convenience pointer to text_store owned by the viewport */
+ struct DRWTextStore **text_store_p;
+
+ ListBase enabled_engines; /* RenderEngineType */
+
+ bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
+
+ /* View dependant uniforms. */
+ DRWMatrixState original_mat; /* Original rv3d matrices. */
+ int override_mat; /* Bitflag of which matrices are overriden. */
+ int num_clip_planes; /* Number of active clipplanes. */
+ bool dirty_mat;
+
+ /* keep in sync with viewBlock */
+ ViewUboStorage view_data;
+
+ struct {
+ float frustum_planes[6][4];
+ BoundBox frustum_corners;
+ BoundSphere frustum_bsphere;
+ bool updated;
+ } clipping;
+
+#ifdef USE_GPU_SELECT
+ uint select_id;
+#endif
+
+ /* ---------- Nothing after this point is cleared after use ----------- */
+
+ /* gl_context serves as the offset for clearing only
+ * the top portion of the struct so DO NOT MOVE IT! */
+ void *gl_context; /* Unique ghost context used by the draw manager. */
+ Gwn_Context *gwn_context;
+ ThreadMutex gl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */
+
+ /** GPU Resource State: Memory storage between drawing. */
+ struct {
+ GPUTexture **bound_texs;
+ char *bound_tex_slots;
+ int bind_tex_inc;
+ GPUUniformBuffer **bound_ubos;
+ char *bound_ubo_slots;
+ int bind_ubo_inc;
+ } RST;
+
+ struct {
+ /* TODO(fclem) optimize: use chunks. */
+ DRWDebugLine *lines;
+ } debug;
+} DRWManager;
+
+extern DRWManager DST; /* TODO : get rid of this and allow multithreaded rendering */
+
+/* --------------- FUNCTIONS ------------- */
+
+void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
+void drw_texture_get_format(
+ GPUTextureFormat format, bool is_framebuffer,
+ GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth);
+
+void *drw_viewport_engine_data_ensure(void *engine_type);
+
+void drw_state_set(DRWState state);
+
+void drw_debug_draw(void);
+void drw_debug_init(void);
+
+#endif /* __DRAW_MANAGER_H__ */