diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.c | 237 |
1 files changed, 225 insertions, 12 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index e0c0aea576c..697bf37f34d 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -39,8 +39,9 @@ #include <stdlib.h> #include <string.h> +#include <limits.h> -static void batch_update_program_bindings(GPUBatch *batch, uint v_first); +static void batch_update_program_bindings(GPUBatch *batch, uint i_first); void GPU_batch_vao_cache_clear(GPUBatch *batch) { @@ -446,20 +447,51 @@ static void create_bindings(GPUVertBuf *verts, } } -static void batch_update_program_bindings(GPUBatch *batch, uint v_first) +static void instance_id_workaround(GPUBatch *batch) +{ + /** + * A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format, + * the gl_InstanceID is incremented by the 2 bit component of the attrib. To workaround this, + * we create a new vertex attrib containing the expected value of gl_InstanceID. + **/ + const GPUShaderInput *input = GPU_shaderinterface_attr(batch->interface, "_instanceId"); + if (input) { +#define DRW_RESOURCE_CHUNK_LEN 512 /* Keep in sync. */ + static GLint vbo_id = 0; + if (vbo_id == 0) { + short data[DRW_RESOURCE_CHUNK_LEN]; + for (int i = 0; i < DRW_RESOURCE_CHUNK_LEN; i++) { + data[i] = i; + } + /* GPU_context takes care of deleting `vbo_id` at the end. */ + vbo_id = GPU_buf_alloc(); + glBindBuffer(GL_ARRAY_BUFFER, vbo_id); + glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); + } + glBindBuffer(GL_ARRAY_BUFFER, vbo_id); + glEnableVertexAttribArray(input->location); + glVertexAttribIPointer(input->location, 1, GL_SHORT, 0, NULL); + glVertexAttribDivisor(input->location, 1); + } +} + +static void batch_update_program_bindings(GPUBatch *batch, uint i_first) { /* Reverse order so first vbos have more prevalence (in term of attrib override). */ for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) { if (batch->verts[v] != NULL) { - create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false); + create_bindings(batch->verts[v], batch->interface, 0, false); } } if (batch->inst) { - create_bindings(batch->inst, batch->interface, v_first, true); + create_bindings(batch->inst, batch->interface, i_first, true); } if (batch->elem) { GPU_indexbuf_use(batch->elem); } + if (GPU_crappy_amd_driver()) { + instance_id_workaround(batch); + } } void GPU_batch_program_use_begin(GPUBatch *batch) @@ -618,6 +650,14 @@ void GPU_batch_draw(GPUBatch *batch) GPU_batch_program_use_end(batch); } +#if GPU_TRACK_INDEX_RANGE +# define BASE_INDEX(el) ((el)->base_index) +# define INDEX_TYPE(el) ((el)->gl_index_type) +#else +# define BASE_INDEX(el) 0 +# define INDEX_TYPE(el) GL_UNSIGNED_INT +#endif + void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count) { #if TRUST_NO_ONE @@ -632,8 +672,13 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi i_count = (batch->inst) ? batch->inst->vertex_len : 1; } + if (v_count == 0 || i_count == 0) { + /* Nothing to draw. */ + return; + } + if (!GPU_arb_base_instance_is_supported()) { - if (i_first > 0 && i_count > 0) { + if (i_first > 0) { /* If using offset drawing with instancing, we must * use the default VAO and redo bindings. */ glBindVertexArray(GPU_vao_default()); @@ -648,13 +693,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi if (batch->elem) { const GPUIndexBuf *el = batch->elem; -#if GPU_TRACK_INDEX_RANGE - GLenum index_type = el->gl_index_type; - GLint base_index = el->base_index; -#else - GLenum index_type = GL_UNSIGNED_INT; - GLint base_index = 0; -#endif + GLenum index_type = INDEX_TYPE(el); + GLint base_index = BASE_INDEX(el); void *v_first_ofs = elem_offset(el, v_first); if (GPU_arb_base_instance_is_supported()) { @@ -697,6 +737,179 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) } /* -------------------------------------------------------------------- */ +/** \name Indirect Draw Calls + * \{ */ + +#if 0 +# define USE_MULTI_DRAW_INDIRECT 0 +#else +# define USE_MULTI_DRAW_INDIRECT \ + (GL_ARB_multi_draw_indirect && GPU_arb_base_instance_is_supported()) +#endif + +typedef struct GPUDrawCommand { + uint v_count; + uint i_count; + uint v_first; + uint i_first; +} GPUDrawCommand; + +typedef struct GPUDrawCommandIndexed { + uint v_count; + uint i_count; + uint v_first; + uint base_index; + uint i_first; +} GPUDrawCommandIndexed; + +struct GPUDrawList { + GPUBatch *batch; + uint base_index; /* Avoid dereferencing batch. */ + uint cmd_offset; /* in bytes, offset inside indirect command buffer. */ + uint cmd_len; /* Number of used command for the next call. */ + uint buffer_size; /* in bytes, size of indirect command buffer. */ + GLuint buffer_id; /* Draw Indirect Buffer id */ + union { + GPUDrawCommand *commands; + GPUDrawCommandIndexed *commands_indexed; + }; +}; + +GPUDrawList *GPU_draw_list_create(int length) +{ + GPUDrawList *list = MEM_callocN(sizeof(GPUDrawList), "GPUDrawList"); + /* Alloc the biggest possible command list which is indexed. */ + list->buffer_size = sizeof(GPUDrawCommandIndexed) * length; + if (USE_MULTI_DRAW_INDIRECT) { + list->buffer_id = GPU_buf_alloc(); + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id); + glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW); + } + else { + list->commands = MEM_mallocN(list->buffer_size, "GPUDrawList data"); + } + return list; +} + +void GPU_draw_list_discard(GPUDrawList *list) +{ + if (list->buffer_id) { + GPU_buf_free(list->buffer_id); + } + else { + MEM_SAFE_FREE(list->commands); + } + MEM_freeN(list); +} + +void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch) +{ + BLI_assert(batch->phase == GPU_BATCH_READY_TO_DRAW); + list->batch = batch; + list->base_index = batch->elem ? BASE_INDEX(batch->elem) : UINT_MAX; + list->cmd_len = 0; + + if (USE_MULTI_DRAW_INDIRECT) { + if (list->commands == NULL) { + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id); + if (list->cmd_offset >= list->buffer_size) { + /* Orphan buffer data and start fresh. */ + glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW); + list->cmd_offset = 0; + } + GLenum flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; + list->commands = glMapBufferRange( + GL_DRAW_INDIRECT_BUFFER, list->cmd_offset, list->buffer_size - list->cmd_offset, flags); + } + } + else { + list->cmd_offset = 0; + } +} + +void GPU_draw_list_command_add( + GPUDrawList *list, int v_first, int v_count, int i_first, int i_count) +{ + BLI_assert(list->commands); + + if (list->base_index != UINT_MAX) { + GPUDrawCommandIndexed *cmd = list->commands_indexed + list->cmd_len; + cmd->v_first = v_first; + cmd->v_count = v_count; + cmd->i_count = i_count; + cmd->base_index = list->base_index; + cmd->i_first = i_first; + } + else { + GPUDrawCommand *cmd = list->commands + list->cmd_len; + cmd->v_first = v_first; + cmd->v_count = v_count; + cmd->i_count = i_count; + cmd->i_first = i_first; + } + + list->cmd_len++; + uint offset = list->cmd_offset + list->cmd_len * sizeof(GPUDrawCommandIndexed); + + if (offset == list->buffer_size) { + GPU_draw_list_submit(list); + GPU_draw_list_init(list, list->batch); + } +} + +void GPU_draw_list_submit(GPUDrawList *list) +{ + GPUBatch *batch = list->batch; + + if (list->cmd_len == 0) + return; + + BLI_assert(list->commands); + BLI_assert(batch->program_in_use); + /* TODO could assert that VAO is bound. */ + + /* TODO We loose a bit of memory here if we only draw arrays. Fix that. */ + uintptr_t offset = list->cmd_offset; + uint cmd_len = list->cmd_len; + size_t bytes_used = cmd_len * sizeof(GPUDrawCommandIndexed); + list->cmd_offset += bytes_used; + list->cmd_len = 0; /* Avoid reuse. */ + + if (USE_MULTI_DRAW_INDIRECT) { + GLenum prim = batch->gl_prim_type; + + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id); + glFlushMappedBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, bytes_used); + glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER); + list->commands = NULL; /* Unmapped */ + + if (batch->elem) { + glMultiDrawElementsIndirect(prim, INDEX_TYPE(batch->elem), (void *)offset, cmd_len, 0); + } + else { + glMultiDrawArraysIndirect(prim, (void *)offset, cmd_len, 0); + } + } + else { + /* Fallback */ + if (batch->elem) { + GPUDrawCommandIndexed *cmd = list->commands_indexed; + for (int i = 0; i < cmd_len; i++, cmd++) { + GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count); + } + } + else { + GPUDrawCommand *cmd = list->commands; + for (int i = 0; i < cmd_len; i++, cmd++) { + GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count); + } + } + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ /** \name Utilities * \{ */ |