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+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Passes record draw commands. Commands are executed only when a pass is submitted for execution.
+ *
+ * `PassMain`:
+ * Should be used on heavy load passes such as ones that may contain scene objects. Draw call
+ * submission is optimized for large number of draw calls. But has a significant overhead per
+ * #Pass. Use many #PassSub along with a main #Pass to reduce the overhead and allow groupings of
+ * commands. \note The draw call order inside a batch of multiple draw with the exact same state is
+ * not guaranteed and is not even deterministic. Use a #PassSimple or #PassSortable if ordering is
+ * needed. \note As of now, it is also quite limited in the type of draw command it can record
+ * (no custom vertex count, no custom first vertex).
+ *
+ * `PassSimple`:
+ * Does not have the overhead of #PassMain but does not have the culling and batching optimization.
+ * It should be used for passes that needs a few commands or that needs guaranteed draw call order.
+ *
+ * `Pass<T>::Sub`:
+ * A lightweight #Pass that lives inside a main #Pass. It can only be created from #Pass.sub()
+ * and is auto managed. This mean it can be created, filled and thrown away. A #PassSub reference
+ * is valid until the next #Pass.init() of the parent pass. Commands recorded inside a #PassSub are
+ * inserted inside the parent #Pass where the sub have been created during submission.
+ *
+ * `PassSortable`:
+ * This is a sort of `PassMain` augmented with a per sub-pass sorting value. They can't directly
+ * contain draw command, everything needs to be inside sub-passes. Sub-passes are automatically
+ * sorted before submission.
+ *
+ * \note A pass can be recorded once and resubmitted any number of time. This can be a good
+ * optimization for passes that are always the same for each frame. The only thing to be aware of
+ * is the life time of external resources. If a pass contains draw-calls with non default
+ * #ResourceHandle (not 0) or a reference to any non static resources
+ * (#GPUBatch, #PushConstant ref, #ResourceBind ref) it will have to be re-recorded
+ * if any of these reference becomes invalid.
+ */
+
+#include "BKE_image.h"
+#include "BLI_vector.hh"
+#include "DRW_gpu_wrapper.hh"
+#include "GPU_debug.h"
+#include "GPU_material.h"
+
+#include "draw_command.hh"
+#include "draw_handle.hh"
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader_shared.h"
+#include "draw_state.h"
+
+#include "intern/gpu_codegen.h"
+
+namespace blender::draw {
+
+using namespace blender::draw;
+using namespace blender::draw::command;
+
+class Manager;
+
+/* -------------------------------------------------------------------- */
+/** \name Pass API
+ * \{ */
+
+namespace detail {
+
+/**
+ * Special container that never moves allocated items and has fast indexing.
+ */
+template<typename T,
+ /** Numbers of element of type T to allocate together. */
+ int64_t block_size = 16>
+class SubPassVector {
+ private:
+ Vector<std::unique_ptr<Vector<T, block_size>>, 0> blocks_;
+
+ public:
+ void clear()
+ {
+ blocks_.clear();
+ }
+
+ int64_t append_and_get_index(T &&elem)
+ {
+ /* Do not go over the inline size so that existing members never move. */
+ if (blocks_.is_empty() || blocks_.last()->size() == block_size) {
+ blocks_.append(std::make_unique<Vector<T, block_size>>());
+ }
+ return blocks_.last()->append_and_get_index(std::move(elem)) +
+ (blocks_.size() - 1) * block_size;
+ }
+
+ T &operator[](int64_t index)
+ {
+ return (*blocks_[index / block_size])[index % block_size];
+ }
+
+ const T &operator[](int64_t index) const
+ {
+ return (*blocks_[index / block_size])[index % block_size];
+ }
+};
+
+/**
+ * Public API of a draw pass.
+ */
+template<
+ /** Type of command buffer used to create the draw calls. */
+ typename DrawCommandBufType>
+class PassBase {
+ friend Manager;
+
+ /** Will use texture own sampler state. */
+ static constexpr eGPUSamplerState sampler_auto = GPU_SAMPLER_MAX;
+
+ protected:
+ /** Highest level of the command stream. Split command stream in different command types. */
+ Vector<command::Header, 0> headers_;
+ /** Commands referenced by headers (which contains their types). */
+ Vector<command::Undetermined, 0> commands_;
+ /* Reference to draw commands buffer. Either own or from parent pass. */
+ DrawCommandBufType &draw_commands_buf_;
+ /* Reference to sub-pass commands buffer. Either own or from parent pass. */
+ SubPassVector<PassBase<DrawCommandBufType>> &sub_passes_;
+ /** Currently bound shader. Used for interface queries. */
+ GPUShader *shader_;
+
+ public:
+ const char *debug_name;
+
+ PassBase(const char *name,
+ DrawCommandBufType &draw_command_buf,
+ SubPassVector<PassBase<DrawCommandBufType>> &sub_passes,
+ GPUShader *shader = nullptr)
+ : draw_commands_buf_(draw_command_buf),
+ sub_passes_(sub_passes),
+ shader_(shader),
+ debug_name(name){};
+
+ /**
+ * Reset the pass command pool.
+ * \note Implemented in derived class. Not a virtual function to avoid indirection. Here only for
+ * API readability listing.
+ */
+ void init();
+
+ /**
+ * Create a sub-pass inside this pass.
+ */
+ PassBase<DrawCommandBufType> &sub(const char *name);
+
+ /**
+ * Changes the fixed function pipeline state.
+ * Starts as DRW_STATE_NO_DRAW at the start of a Pass submission.
+ * SubPass inherit previous pass state.
+ *
+ * IMPORTANT: This does not set the stencil mask/reference values. Add a call to state_stencil()
+ * to ensure correct behavior of stencil aware draws.
+ */
+ void state_set(DRWState state);
+
+ /**
+ * Clear the current frame-buffer.
+ */
+ void clear_color(float4 color);
+ void clear_depth(float depth);
+ void clear_stencil(uint8_t stencil);
+ void clear_depth_stencil(float depth, uint8_t stencil);
+ void clear_color_depth_stencil(float4 color, float depth, uint8_t stencil);
+
+ /**
+ * Reminders:
+ * - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
+ * stencil_value being the value stored in the stencil buffer.
+ * - (write-mask & reference) is what gets written if the test condition is fulfilled.
+ */
+ void state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask);
+
+ /**
+ * Bind a shader. Any following bind() or push_constant() call will use its interface.
+ */
+ void shader_set(GPUShader *shader);
+
+ /**
+ * Bind a material shader along with its associated resources. Any following bind() or
+ * push_constant() call will use its interface.
+ * IMPORTANT: Assumes material is compiled and can be used (no compilation error).
+ */
+ void material_set(Manager &manager, GPUMaterial *material);
+
+ /**
+ * Record a draw call.
+ * \note Setting the count or first to -1 will use the values from the batch.
+ * \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
+ */
+ void draw(GPUBatch *batch,
+ uint instance_len = -1,
+ uint vertex_len = -1,
+ uint vertex_first = -1,
+ ResourceHandle handle = {0});
+
+ /**
+ * Shorter version for the common case.
+ * \note Implemented in derived class. Not a virtual function to avoid indirection.
+ */
+ void draw(GPUBatch *batch, ResourceHandle handle);
+
+ /**
+ * Record a procedural draw call. Geometry is **NOT** source from a GPUBatch.
+ * \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
+ */
+ void draw_procedural(GPUPrimType primitive,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first = -1,
+ ResourceHandle handle = {0});
+
+ /**
+ * Indirect variants.
+ * \note If needed, the resource id need to also be set accordingly in the DrawCommand.
+ */
+ void draw_indirect(GPUBatch *batch,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle = {0});
+ void draw_procedural_indirect(GPUPrimType primitive,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle = {0});
+
+ /**
+ * Record a compute dispatch call.
+ */
+ void dispatch(int3 group_len);
+ void dispatch(int3 *group_len);
+ void dispatch(StorageBuffer<DispatchCommand> &indirect_buffer);
+
+ /**
+ * Record a barrier call to synchronize arbitrary load/store operation between draw calls.
+ */
+ void barrier(eGPUBarrier type);
+
+ /**
+ * Bind a shader resource.
+ *
+ * Reference versions are to be used when the resource might be resize / realloc or even change
+ * between the time it is referenced and the time it is dereferenced for drawing.
+ *
+ * IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
+ * still alive until pass submission.
+ *
+ * \note Variations using slot will not query a shader interface and can be used before
+ * binding a shader.
+ */
+ void bind_image(const char *name, GPUTexture *image);
+ void bind_image(const char *name, GPUTexture **image);
+ void bind_image(int slot, GPUTexture *image);
+ void bind_image(int slot, GPUTexture **image);
+ void bind_texture(const char *name, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(const char *name, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
+ void bind_ssbo(const char *name, GPUStorageBuf *buffer);
+ void bind_ssbo(const char *name, GPUStorageBuf **buffer);
+ void bind_ssbo(int slot, GPUStorageBuf *buffer);
+ void bind_ssbo(int slot, GPUStorageBuf **buffer);
+ void bind_ubo(const char *name, GPUUniformBuf *buffer);
+ void bind_ubo(const char *name, GPUUniformBuf **buffer);
+ void bind_ubo(int slot, GPUUniformBuf *buffer);
+ void bind_ubo(int slot, GPUUniformBuf **buffer);
+
+ /**
+ * Update a shader constant.
+ *
+ * Reference versions are to be used when the resource might change between the time it is
+ * referenced and the time it is dereferenced for drawing.
+ *
+ * IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
+ * still alive until pass submission.
+ *
+ * \note bool reference version is expected to take bool1 reference which is aliased to int.
+ */
+ void push_constant(const char *name, const float &data);
+ void push_constant(const char *name, const float2 &data);
+ void push_constant(const char *name, const float3 &data);
+ void push_constant(const char *name, const float4 &data);
+ void push_constant(const char *name, const int &data);
+ void push_constant(const char *name, const int2 &data);
+ void push_constant(const char *name, const int3 &data);
+ void push_constant(const char *name, const int4 &data);
+ void push_constant(const char *name, const bool &data);
+ void push_constant(const char *name, const float4x4 &data);
+ void push_constant(const char *name, const float *data, int array_len = 1);
+ void push_constant(const char *name, const float2 *data, int array_len = 1);
+ void push_constant(const char *name, const float3 *data, int array_len = 1);
+ void push_constant(const char *name, const float4 *data, int array_len = 1);
+ void push_constant(const char *name, const int *data, int array_len = 1);
+ void push_constant(const char *name, const int2 *data, int array_len = 1);
+ void push_constant(const char *name, const int3 *data, int array_len = 1);
+ void push_constant(const char *name, const int4 *data, int array_len = 1);
+ void push_constant(const char *name, const float4x4 *data);
+
+ /**
+ * Turn the pass into a string for inspection.
+ */
+ std::string serialize(std::string line_prefix = "") const;
+
+ friend std::ostream &operator<<(std::ostream &stream, const PassBase &pass)
+ {
+ return stream << pass.serialize();
+ }
+
+ protected:
+ /**
+ * Internal Helpers
+ */
+
+ int push_constant_offset(const char *name);
+
+ void clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil);
+
+ GPUBatch *procedural_batch_get(GPUPrimType primitive);
+
+ /**
+ * Return a new command recorded with the given type.
+ */
+ command::Undetermined &create_command(command::Type type);
+
+ void submit(command::RecordingState &state) const;
+};
+
+template<typename DrawCommandBufType> class Pass : public detail::PassBase<DrawCommandBufType> {
+ public:
+ using Sub = detail::PassBase<DrawCommandBufType>;
+
+ private:
+ /** Sub-passes referenced by headers. */
+ SubPassVector<detail::PassBase<DrawCommandBufType>> sub_passes_main_;
+ /** Draws are recorded as indirect draws for compatibility with the multi-draw pipeline. */
+ DrawCommandBufType draw_commands_buf_main_;
+
+ public:
+ Pass(const char *name)
+ : detail::PassBase<DrawCommandBufType>(name, draw_commands_buf_main_, sub_passes_main_){};
+
+ void init()
+ {
+ this->headers_.clear();
+ this->commands_.clear();
+ this->sub_passes_.clear();
+ this->draw_commands_buf_.clear();
+ }
+}; // namespace blender::draw
+
+} // namespace detail
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Pass types
+ * \{ */
+
+/**
+ * Normal pass type. No visibility or draw-call optimization.
+ */
+// using PassSimple = detail::Pass<DrawCommandBuf>;
+
+/**
+ * Main pass type.
+ * Optimized for many draw calls and sub-pass.
+ *
+ * IMPORTANT: To be used only for passes containing lots of draw calls since it has a potentially
+ * high overhead due to batching and culling optimizations.
+ */
+// using PassMain = detail::Pass<DrawMultiBuf>;
+
+/**
+ * Special pass type for rendering transparent objects.
+ * The base level can only be composed of sub passes that will be ordered by a sorting value.
+ */
+class PassSortable : public PassMain {
+ friend Manager;
+
+ private:
+ /** Sorting value associated with each sub pass. */
+ Vector<float> sorting_values_;
+
+ bool sorted_ = false;
+
+ public:
+ PassSortable(const char *name_) : PassMain(name_){};
+
+ void init()
+ {
+ sorting_values_.clear();
+ sorted_ = false;
+ PassMain::init();
+ }
+
+ PassMain::Sub &sub(const char *name, float sorting_value)
+ {
+ int64_t index = sub_passes_.append_and_get_index(
+ PassBase(name, draw_commands_buf_, sub_passes_, shader_));
+ headers_.append({Type::SubPass, static_cast<uint>(index)});
+ sorting_values_.append(sorting_value);
+ return sub_passes_[index];
+ }
+
+ std::string serialize(std::string line_prefix = "") const
+ {
+ if (sorted_ == false) {
+ const_cast<PassSortable *>(this)->sort();
+ }
+ return PassMain::serialize(line_prefix);
+ }
+
+ protected:
+ void sort()
+ {
+ if (sorted_ == false) {
+ std::sort(headers_.begin(), headers_.end(), [&](Header &a, Header &b) {
+ BLI_assert(a.type == Type::SubPass && b.type == Type::SubPass);
+ float a_val = sorting_values_[a.index];
+ float b_val = sorting_values_[b.index];
+ return a_val < b_val || (a_val == b_val && a.index < b.index);
+ });
+ sorted_ = true;
+ }
+ }
+};
+
+/** \} */
+
+namespace detail {
+
+/* -------------------------------------------------------------------- */
+/** \name PassBase Implementation
+ * \{ */
+
+template<class T> inline command::Undetermined &PassBase<T>::create_command(command::Type type)
+{
+ int64_t index = commands_.append_and_get_index({});
+ headers_.append({type, static_cast<uint>(index)});
+ return commands_[index];
+}
+
+template<class T>
+inline void PassBase<T>::clear(eGPUFrameBufferBits planes,
+ float4 color,
+ float depth,
+ uint8_t stencil)
+{
+ create_command(command::Type::Clear).clear = {(uint8_t)planes, stencil, depth, color};
+}
+
+template<class T> inline GPUBatch *PassBase<T>::procedural_batch_get(GPUPrimType primitive)
+{
+ switch (primitive) {
+ case GPU_PRIM_POINTS:
+ return drw_cache_procedural_points_get();
+ case GPU_PRIM_LINES:
+ return drw_cache_procedural_lines_get();
+ case GPU_PRIM_TRIS:
+ return drw_cache_procedural_triangles_get();
+ case GPU_PRIM_TRI_STRIP:
+ return drw_cache_procedural_triangle_strips_get();
+ default:
+ /* Add new one as needed. */
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+}
+
+template<class T> inline PassBase<T> &PassBase<T>::sub(const char *name)
+{
+ int64_t index = sub_passes_.append_and_get_index(
+ PassBase(name, draw_commands_buf_, sub_passes_, shader_));
+ headers_.append({command::Type::SubPass, static_cast<uint>(index)});
+ return sub_passes_[index];
+}
+
+template<class T> void PassBase<T>::submit(command::RecordingState &state) const
+{
+ GPU_debug_group_begin(debug_name);
+
+ for (const command::Header &header : headers_) {
+ switch (header.type) {
+ default:
+ case Type::None:
+ break;
+ case Type::SubPass:
+ sub_passes_[header.index].submit(state);
+ break;
+ case command::Type::ShaderBind:
+ commands_[header.index].shader_bind.execute(state);
+ break;
+ case command::Type::ResourceBind:
+ commands_[header.index].resource_bind.execute();
+ break;
+ case command::Type::PushConstant:
+ commands_[header.index].push_constant.execute(state);
+ break;
+ case command::Type::Draw:
+ commands_[header.index].draw.execute(state);
+ break;
+ case command::Type::DrawMulti:
+ commands_[header.index].draw_multi.execute(state);
+ break;
+ case command::Type::DrawIndirect:
+ commands_[header.index].draw_indirect.execute(state);
+ break;
+ case command::Type::Dispatch:
+ commands_[header.index].dispatch.execute(state);
+ break;
+ case command::Type::DispatchIndirect:
+ commands_[header.index].dispatch_indirect.execute(state);
+ break;
+ case command::Type::Barrier:
+ commands_[header.index].barrier.execute();
+ break;
+ case command::Type::Clear:
+ commands_[header.index].clear.execute();
+ break;
+ case command::Type::StateSet:
+ commands_[header.index].state_set.execute(state);
+ break;
+ case command::Type::StencilSet:
+ commands_[header.index].stencil_set.execute();
+ break;
+ }
+ }
+
+ GPU_debug_group_end();
+}
+
+template<class T> std::string PassBase<T>::serialize(std::string line_prefix) const
+{
+ std::stringstream ss;
+ ss << line_prefix << "." << debug_name << std::endl;
+ line_prefix += " ";
+ for (const command::Header &header : headers_) {
+ switch (header.type) {
+ default:
+ case Type::None:
+ break;
+ case Type::SubPass:
+ ss << sub_passes_[header.index].serialize(line_prefix);
+ break;
+ case Type::ShaderBind:
+ ss << line_prefix << commands_[header.index].shader_bind.serialize() << std::endl;
+ break;
+ case Type::ResourceBind:
+ ss << line_prefix << commands_[header.index].resource_bind.serialize() << std::endl;
+ break;
+ case Type::PushConstant:
+ ss << line_prefix << commands_[header.index].push_constant.serialize() << std::endl;
+ break;
+ case Type::Draw:
+ ss << line_prefix << commands_[header.index].draw.serialize() << std::endl;
+ break;
+ case Type::DrawMulti:
+ ss << commands_[header.index].draw_multi.serialize(line_prefix);
+ break;
+ case Type::DrawIndirect:
+ ss << line_prefix << commands_[header.index].draw_indirect.serialize() << std::endl;
+ break;
+ case Type::Dispatch:
+ ss << line_prefix << commands_[header.index].dispatch.serialize() << std::endl;
+ break;
+ case Type::DispatchIndirect:
+ ss << line_prefix << commands_[header.index].dispatch_indirect.serialize() << std::endl;
+ break;
+ case Type::Barrier:
+ ss << line_prefix << commands_[header.index].barrier.serialize() << std::endl;
+ break;
+ case Type::Clear:
+ ss << line_prefix << commands_[header.index].clear.serialize() << std::endl;
+ break;
+ case Type::StateSet:
+ ss << line_prefix << commands_[header.index].state_set.serialize() << std::endl;
+ break;
+ case Type::StencilSet:
+ ss << line_prefix << commands_[header.index].stencil_set.serialize() << std::endl;
+ break;
+ }
+ }
+ return ss.str();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw calls
+ * \{ */
+
+template<class T>
+inline void PassBase<T>::draw(
+ GPUBatch *batch, uint instance_len, uint vertex_len, uint vertex_first, ResourceHandle handle)
+{
+ if (instance_len == 0 || vertex_len == 0) {
+ return;
+ }
+ BLI_assert(shader_);
+ draw_commands_buf_.append_draw(
+ headers_, commands_, batch, instance_len, vertex_len, vertex_first, handle);
+}
+
+template<class T> inline void PassBase<T>::draw(GPUBatch *batch, ResourceHandle handle)
+{
+ this->draw(batch, -1, -1, -1, handle);
+}
+
+template<class T>
+inline void PassBase<T>::draw_procedural(GPUPrimType primitive,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+{
+ this->draw(procedural_batch_get(primitive), instance_len, vertex_len, vertex_first, handle);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Indirect draw calls
+ * \{ */
+
+template<class T>
+inline void PassBase<T>::draw_indirect(GPUBatch *batch,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle)
+{
+ BLI_assert(shader_);
+ create_command(Type::DrawIndirect).draw_indirect = {batch, &indirect_buffer, handle};
+}
+
+template<class T>
+inline void PassBase<T>::draw_procedural_indirect(
+ GPUPrimType primitive,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle)
+{
+ this->draw_indirect(procedural_batch_get(primitive), indirect_buffer, handle);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Compute Dispatch Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::dispatch(int3 group_len)
+{
+ BLI_assert(shader_);
+ create_command(Type::Dispatch).dispatch = {group_len};
+}
+
+template<class T> inline void PassBase<T>::dispatch(int3 *group_len)
+{
+ BLI_assert(shader_);
+ create_command(Type::Dispatch).dispatch = {group_len};
+}
+
+template<class T>
+inline void PassBase<T>::dispatch(StorageBuffer<DispatchCommand> &indirect_buffer)
+{
+ BLI_assert(shader_);
+ create_command(Type::DispatchIndirect).dispatch_indirect = {&indirect_buffer};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Clear Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::clear_color(float4 color)
+{
+ this->clear(GPU_COLOR_BIT, color, 0.0f, 0);
+}
+
+template<class T> inline void PassBase<T>::clear_depth(float depth)
+{
+ this->clear(GPU_DEPTH_BIT, float4(0.0f), depth, 0);
+}
+
+template<class T> inline void PassBase<T>::clear_stencil(uint8_t stencil)
+{
+ this->clear(GPU_STENCIL_BIT, float4(0.0f), 0.0f, stencil);
+}
+
+template<class T> inline void PassBase<T>::clear_depth_stencil(float depth, uint8_t stencil)
+{
+ this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT, float4(0.0f), depth, stencil);
+}
+
+template<class T>
+inline void PassBase<T>::clear_color_depth_stencil(float4 color, float depth, uint8_t stencil)
+{
+ this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT | GPU_COLOR_BIT, color, depth, stencil);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Barrier Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::barrier(eGPUBarrier type)
+{
+ create_command(Type::Barrier).barrier = {type};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name State Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::state_set(DRWState state)
+{
+ create_command(Type::StateSet).state_set = {state};
+}
+
+template<class T>
+inline void PassBase<T>::state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)
+{
+ create_command(Type::StencilSet).stencil_set = {write_mask, reference, compare_mask};
+}
+
+template<class T> inline void PassBase<T>::shader_set(GPUShader *shader)
+{
+ shader_ = shader;
+ create_command(Type::ShaderBind).shader_bind = {shader};
+}
+
+template<class T> inline void PassBase<T>::material_set(Manager &manager, GPUMaterial *material)
+{
+ GPUPass *gpupass = GPU_material_get_pass(material);
+ shader_set(GPU_pass_shader_get(gpupass));
+
+ /* Bind all textures needed by the material. */
+ ListBase textures = GPU_material_textures(material);
+ for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
+ if (tex->ima) {
+ /* Image */
+ ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
+ if (tex->tiled_mapping_name[0]) {
+ GPUTexture *tiles = BKE_image_get_gpu_tiles(tex->ima, iuser, nullptr);
+ manager.acquire_texture(tiles);
+ bind_texture(tex->sampler_name, tiles, (eGPUSamplerState)tex->sampler_state);
+
+ GPUTexture *tile_map = BKE_image_get_gpu_tilemap(tex->ima, iuser, nullptr);
+ manager.acquire_texture(tile_map);
+ bind_texture(tex->tiled_mapping_name, tile_map, (eGPUSamplerState)tex->sampler_state);
+ }
+ else {
+ GPUTexture *texture = BKE_image_get_gpu_texture(tex->ima, iuser, nullptr);
+ manager.acquire_texture(texture);
+ bind_texture(tex->sampler_name, texture, (eGPUSamplerState)tex->sampler_state);
+ }
+ }
+ else if (tex->colorband) {
+ /* Color Ramp */
+ bind_texture(tex->sampler_name, *tex->colorband);
+ }
+ }
+
+ GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material);
+ if (ubo != nullptr) {
+ bind_ubo(GPU_UBO_BLOCK_NAME, ubo);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Resource bind Implementation
+ * \{ */
+
+template<class T> inline int PassBase<T>::push_constant_offset(const char *name)
+{
+ return GPU_shader_get_uniform(shader_, name);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf *buffer)
+{
+ this->bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf *buffer)
+{
+ this->bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(const char *name,
+ GPUTexture *texture,
+ eGPUSamplerState state)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
+}
+
+template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture *image)
+{
+ this->bind_image(GPU_shader_get_texture_binding(shader_, name), image);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf *buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf *buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
+}
+
+template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture *image)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf **buffer)
+{
+ this->bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf **buffer)
+{
+ this->bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(const char *name,
+ GPUTexture **texture,
+ eGPUSamplerState state)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
+}
+
+template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture **image)
+{
+ this->bind_image(GPU_shader_get_texture_binding(shader_, name), image);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf **buffer)
+{
+
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf **buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
+}
+
+template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture **image)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Push Constant Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float2 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float3 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int2 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int3 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int4 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const bool &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float2 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float3 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float4 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int2 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int3 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int4 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 *data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 &data)
+{
+ /* WORKAROUND: Push 3 consecutive commands to hold the 64 bytes of the float4x4.
+ * This assumes that all commands are always stored in flat array of memory. */
+ Undetermined commands[3];
+
+ PushConstant &cmd = commands[0].push_constant;
+ cmd.location = push_constant_offset(name);
+ cmd.array_len = 1;
+ cmd.comp_len = 16;
+ cmd.type = PushConstant::Type::FloatValue;
+ /* Copy overrides the next 2 commands. We append them as Type::None to not evaluate them. */
+ *reinterpret_cast<float4x4 *>(&cmd.float4_value) = data;
+
+ create_command(Type::PushConstant) = commands[0];
+ create_command(Type::None) = commands[1];
+ create_command(Type::None) = commands[2];
+}
+
+/** \} */
+
+} // namespace detail
+
+} // namespace blender::draw