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Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.c | 676 |
1 files changed, 676 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c new file mode 100644 index 00000000000..87ea112148c --- /dev/null +++ b/source/blender/gpu/intern/gpu_batch.c @@ -0,0 +1,676 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_batch.c + * \ingroup gpu + * + * GPU geometry batch + * Contains VAOs + VBOs + Shader representing a drawable entity. + */ + +#include "MEM_guardedalloc.h" + +#include "GPU_batch.h" +#include "GPU_batch_presets.h" +#include "GPU_matrix.h" +#include "GPU_shader.h" + +#include "gpu_batch_private.h" +#include "gpu_context_private.h" +#include "gpu_primitive_private.h" +#include "gpu_shader_private.h" + +#include <stdlib.h> +#include <string.h> + +static void batch_update_program_bindings(GPUBatch *batch, uint v_first); + +void GPU_batch_vao_cache_clear(GPUBatch *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]) { + GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); + } + if (batch->dynamic_vaos.interfaces[i]) { + GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); + } + } + MEM_freeN(batch->dynamic_vaos.interfaces); + MEM_freeN(batch->dynamic_vaos.vao_ids); + } + else { + for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) { + if (batch->static_vaos.vao_ids[i]) { + GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); + } + if (batch->static_vaos.interfaces[i]) { + GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[i], batch); + } + } + } + batch->is_dynamic_vao_count = false; + for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) { + batch->static_vaos.vao_ids[i] = 0; + batch->static_vaos.interfaces[i] = NULL; + } + gpu_context_remove_batch(batch->context, batch); + batch->context = NULL; +} + +GPUBatch *GPU_batch_create_ex( + GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, + uint owns_flag) +{ + GPUBatch *batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch"); + GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag); + return batch; +} + +void GPU_batch_init_ex( + GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, + uint owns_flag) +{ +#if TRUST_NO_ONE + assert(verts != NULL); +#endif + + batch->verts[0] = verts; + for (int v = 1; v < GPU_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 = GPU_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. */ +GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src) +{ + GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + + batch->gl_prim_type = batch_src->gl_prim_type; + for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) { + batch->verts[v] = batch_src->verts[v]; + } + return batch; +} + +void GPU_batch_discard(GPUBatch *batch) +{ + if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { + GPU_indexbuf_discard(batch->elem); + } + if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) { + GPU_vertbuf_discard(batch->inst); + } + if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) { + for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) { + if (batch->verts[v] == NULL) { + break; + } + if (batch->owns_flag & (1 << v)) { + GPU_vertbuf_discard(batch->verts[v]); + } + } + } + GPU_batch_vao_cache_clear(batch); + + if (batch->free_callback) { + batch->free_callback(batch, batch->callback_data); + } + MEM_freeN(batch); +} + +void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data) +{ + batch->free_callback = callback; + batch->callback_data = user_data; +} + +void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) +{ +#if TRUST_NO_ONE + assert(inst != NULL); +#endif + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + if (batch->inst != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { + GPU_vertbuf_discard(batch->inst); + } + batch->inst = inst; + + if (own_vbo) { + batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; + } + else { + batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES; + } +} + +/* Returns the index of verts in the batch. */ +int GPU_batch_vertbuf_add_ex( + GPUBatch *batch, GPUVertBuf *verts, + bool own_vbo) +{ + /* redo the bindings */ + GPU_batch_vao_cache_clear(batch); + + for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) { + if (batch->verts[v] == NULL) { +#if TRUST_NO_ONE + /* for now all VertexBuffers must have same vertex_len */ + assert(verts->vertex_len == batch->verts[0]->vertex_len); +#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 GPUVertBuf */ +#if TRUST_NO_ONE + assert(false); +#endif + return -1; +} + +static GLuint batch_vao_get(GPUBatch *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 < GPU_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 GPU_batch_vao_cache_clear is called. + * Until then it can only be drawn with this context. */ + if (batch->context == NULL) { + batch->context = GPU_context_active_get(); + gpu_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 == GPU_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 < GPU_BATCH_VAO_STATIC_LEN; ++i) + if (batch->static_vaos.vao_ids[i] == 0) + break; + + if (i < GPU_BATCH_VAO_STATIC_LEN) { + batch->static_vaos.interfaces[i] = batch->interface; + batch->static_vaos.vao_ids[i] = new_vao = GPU_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 < GPU_BATCH_VAO_STATIC_LEN; ++j) { + GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); + GPU_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 = GPU_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = MEM_callocN(batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); + batch->dynamic_vaos.vao_ids = MEM_callocN(batch->dynamic_vaos.count * sizeof(GLuint), "dyn vaos ids"); + } + } + + 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 += GPU_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = MEM_recallocN(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); + batch->dynamic_vaos.vao_ids = MEM_recallocN(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); + } + batch->dynamic_vaos.interfaces[i] = batch->interface; + batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); + } + + GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)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 GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *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 GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) +{ + GPU_batch_program_set_no_use(batch, program, shaderface); + GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */ +} + +void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) +{ + if (batch->is_dynamic_vao_count) { + for (int i = 0; i < batch->dynamic_vaos.count; ++i) { + if (batch->dynamic_vaos.interfaces[i] == interface) { + GPU_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 < GPU_BATCH_VAO_STATIC_LEN; ++i) { + if (batch->static_vaos.interfaces[i] == interface) { + GPU_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( + GPUVertBuf *verts, const GPUShaderInterface *interface, + uint v_first, const bool use_instancing) +{ + const GPUVertFormat *format = &verts->format; + + const uint attr_len = format->attr_len; + const uint stride = format->stride; + + GPU_vertbuf_use(verts); + + for (uint a_idx = 0; a_idx < attr_len; ++a_idx) { + const GPUVertAttr *a = format->attribs + a_idx; + const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride; + + for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) { + const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]); + + if (input == NULL) continue; + + if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { +#if TRUST_NO_ONE + assert(a->fetch_mode == GPU_FETCH_FLOAT); + assert(a->gl_comp_type == GL_FLOAT); +#endif + for (int i = 0; i < a->comp_len / 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 GPU_FETCH_FLOAT: + case GPU_FETCH_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case GPU_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case GPU_FETCH_INT: + glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer); + break; + } + } + } + } +} + +static void batch_update_program_bindings(GPUBatch *batch, uint v_first) +{ + for (int v = 0; v < GPU_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) { + GPU_indexbuf_use(batch->elem); + } +} + +void GPU_batch_program_use_begin(GPUBatch *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 GPU_batch_program_use_end(GPUBatch *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 GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform); +#else +# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); +#endif + +void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value) +{ + GET_UNIFORM + glUniform1ui(uniform->location, value); +} + +void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) +{ + GET_UNIFORM + glUniform1i(uniform->location, value); +} + +void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value) +{ + GET_UNIFORM + glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); +} + +void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y) +{ + GET_UNIFORM + glUniform2f(uniform->location, x, y); +} + +void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) +{ + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); +} + +void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w) +{ + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); +} + +void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) +{ + GET_UNIFORM + glUniform1f(uniform->location, x); +} + +void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) +{ + GET_UNIFORM + glUniform2fv(uniform->location, 1, data); +} + +void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) +{ + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); +} + +void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) +{ + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); +} + +void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data) +{ + GET_UNIFORM + glUniform2fv(uniform->location, len, data); +} + +void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data) +{ + GET_UNIFORM + glUniform4fv(uniform->location, len, data); +} + +void GPU_batch_uniform_mat4(GPUBatch *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 GPUIndexBuf *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 GPU_TRACK_INDEX_RANGE + if (el->index_type == GPU_INDEX_U8) + restart_index = (GLuint)0xFF; + else if (el->index_type == GPU_INDEX_U16) + restart_index = (GLuint)0xFFFF; +#endif + + glPrimitiveRestartIndex(restart_index); +} + +static void primitive_restart_disable(void) +{ + glDisable(GL_PRIMITIVE_RESTART); +} + +void GPU_batch_draw(GPUBatch *batch) +{ +#if TRUST_NO_ONE + assert(batch->phase == GPU_BATCH_READY_TO_DRAW); + assert(batch->verts[0]->vbo_id != 0); +#endif + GPU_batch_program_use_begin(batch); + GPU_matrix_bind(batch->interface); // external call. + + GPU_batch_draw_range_ex(batch, 0, 0, false); + + GPU_batch_program_use_end(batch); +} + +void GPU_batch_draw_range_ex(GPUBatch *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(GPU_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_len; + } + + if (batch->elem) { + const GPUIndexBuf *el = batch->elem; + + if (el->use_prim_restart) { + primitive_restart_enable(el); + } +#if GPU_TRACK_INDEX_RANGE + glDrawElementsInstancedBaseVertex(batch->gl_prim_type, + el->index_len, + el->gl_index_type, + 0, + v_count, + el->base_index); +#else + glDrawElementsInstanced(batch->gl_prim_type, el->index_len, 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_len, v_count); + } + } + else { + /* Infer length if vertex count is not given */ + if (v_count == 0) { + v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; + } + + if (batch->elem) { + const GPUIndexBuf *el = batch->elem; + + if (el->use_prim_restart) { + primitive_restart_enable(el); + } + +#if GPU_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 GPU_draw_primitive(GPUPrimType prim_type, int v_count) +{ + /* we cannot draw without vao ... annoying ... */ + glBindVertexArray(GPU_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); +} + + +/* -------------------------------------------------------------------- */ +/** \name Utilities + * \{ */ + +void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id) +{ + GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); + GPU_batch_program_set(batch, shader->program, shader->interface); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Init/Exit + * \{ */ + +void gpu_batch_init(void) +{ + gpu_batch_presets_init(); +} + +void gpu_batch_exit(void) +{ + gpu_batch_presets_exit(); +} + +/** \} */ |