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Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.c')
-rw-r--r--source/blender/gpu/intern/gpu_batch.c637
1 files changed, 622 insertions, 15 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 5bfd20e3c8b..90f30930884 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -15,32 +15,639 @@
* 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 Blender Foundation.
+ * The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*
- * The Original Code is: all of this file.
- *
- * Contributor(s): Mike Erwin
+ * Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file blender/gpu/intern/gpu_batch.c
+/** \file blender/gpu/intern/gwn_batch.c
* \ingroup gpu
+ *
+ * Gawain geometry batch
+ * Contains VAOs + VBOs + Shader representing a drawable entity.
*/
-#include "MEM_guardedalloc.h"
-
-#include "BLI_utildefines.h"
-#include "BLI_rect.h"
-#include "BLI_math.h"
-#include "BLI_polyfill_2d.h"
-#include "BLI_sort_utils.h"
-
-#include "GPU_batch.h" /* own include */
+#include "GPU_batch.h"
#include "GPU_batch_presets.h"
+#include "GPU_buffer_id.h"
+#include "GPU_matrix.h"
+#include "GPU_shader.h"
+#include "GPU_vertex_array_id.h"
+
+#include "gpu_batch_private.h"
+#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
+#include <stdlib.h>
+#include <string.h>
+
+static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first);
+
+void gwn_batch_vao_cache_clear(Gwn_Batch* 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]) {
+ GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
+ }
+ if (batch->dynamic_vaos.interfaces[i]) {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
+ }
+ }
+ free(batch->dynamic_vaos.interfaces);
+ free(batch->dynamic_vaos.vao_ids);
+ }
+ else {
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
+ if (batch->static_vaos.vao_ids[i]) {
+ GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
+ }
+ if (batch->static_vaos.interfaces[i]) {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch);
+ }
+ }
+ }
+ batch->is_dynamic_vao_count = false;
+ for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
+ batch->static_vaos.vao_ids[i] = 0;
+ batch->static_vaos.interfaces[i] = NULL;
+ }
+ gwn_context_remove_batch(batch->context, batch);
+ batch->context = NULL;
+}
+
+Gwn_Batch* GWN_batch_create_ex(
+ Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
+ uint owns_flag)
+{
+ Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch));
+ GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
+ return batch;
+}
+
+void GWN_batch_init_ex(
+ Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
+ uint owns_flag)
+{
+#if TRUST_NO_ONE
+ assert(verts != NULL);
+#endif
+
+ batch->verts[0] = verts;
+ for (int v = 1; v < GWN_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 = GWN_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. */
+Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src)
+{
+ Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
+
+ batch->gl_prim_type = batch_src->gl_prim_type;
+ for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
+ batch->verts[v] = batch_src->verts[v];
+ }
+ return batch;
+}
+
+void GWN_batch_discard(Gwn_Batch* batch)
+{
+ if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) {
+ GWN_indexbuf_discard(batch->elem);
+ }
+ if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) {
+ GWN_vertbuf_discard(batch->inst);
+ }
+ if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) {
+ for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
+ if (batch->verts[v] == NULL) {
+ break;
+ }
+ if (batch->owns_flag & (1 << v)) {
+ GWN_vertbuf_discard(batch->verts[v]);
+ }
+ }
+ }
+ gwn_batch_vao_cache_clear(batch);
+
+ if (batch->free_callback) {
+ batch->free_callback(batch, batch->callback_data);
+ }
+ free(batch);
+}
+
+void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data)
+{
+ batch->free_callback = callback;
+ batch->callback_data = user_data;
+}
+
+void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo)
+{
+#if TRUST_NO_ONE
+ assert(inst != NULL);
+#endif
+ /* redo the bindings */
+ gwn_batch_vao_cache_clear(batch);
+
+ if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) {
+ GWN_vertbuf_discard(batch->inst);
+ }
+ batch->inst = inst;
+
+ if (own_vbo) {
+ batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES;
+ }
+ else {
+ batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES;
+ }
+}
+
+/* Returns the index of verts in the batch. */
+int GWN_batch_vertbuf_add_ex(
+ Gwn_Batch* batch, Gwn_VertBuf* verts,
+ bool own_vbo)
+{
+ /* redo the bindings */
+ gwn_batch_vao_cache_clear(batch);
+
+ for (uint v = 0; v < GWN_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 Gwn_VertBuf */
+#if TRUST_NO_ONE
+ assert(false);
+#endif
+ return -1;
+}
+
+static GLuint batch_vao_get(Gwn_Batch *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 < GWN_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 gwn_batch_vao_cache_clear is called.
+ * Until then it can only be drawn with this context. */
+ if (batch->context == NULL) {
+ batch->context = GWN_context_active_get();
+ gwn_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 == GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++i)
+ if (batch->static_vaos.vao_ids[i] == 0)
+ break;
+
+ if (i < GWN_BATCH_VAO_STATIC_LEN) {
+ batch->static_vaos.interfaces[i] = batch->interface;
+ batch->static_vaos.vao_ids[i] = new_vao = GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++j) {
+ GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch);
+ GWN_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 = GWN_BATCH_VAO_DYN_ALLOC_COUNT;
+ batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*));
+ batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
+ }
+ }
+
+ 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 += GWN_BATCH_VAO_DYN_ALLOC_COUNT;
+ batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * batch->dynamic_vaos.count);
+ batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
+ memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
+ memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
+ }
+ batch->dynamic_vaos.interfaces[i] = batch->interface;
+ batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
+ }
+
+ GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)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 GWN_batch_program_set_no_use(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* 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 GWN_batch_program_set(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
+{
+ GWN_batch_program_set_no_use(batch, program, shaderface);
+ GWN_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
+}
+
+void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface)
+{
+ if (batch->is_dynamic_vao_count) {
+ for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
+ if (batch->dynamic_vaos.interfaces[i] == interface) {
+ GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++i) {
+ if (batch->static_vaos.interfaces[i] == interface) {
+ GWN_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(
+ Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface,
+ uint v_first, const bool use_instancing)
+{
+ const Gwn_VertFormat* format = &verts->format;
+
+ const uint attr_len = format->attr_len;
+ const uint stride = format->stride;
+
+ GWN_vertbuf_use(verts);
+
+ for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
+ const Gwn_VertAttr* 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 Gwn_ShaderInput* input = GWN_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 == GWN_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 GWN_FETCH_FLOAT:
+ case GWN_FETCH_INT_TO_FLOAT:
+ glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
+ break;
+ case GWN_FETCH_INT_TO_FLOAT_UNIT:
+ glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
+ break;
+ case GWN_FETCH_INT:
+ glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
+ break;
+ }
+ }
+ }
+ }
+}
+
+static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first)
+{
+ for (int v = 0; v < GWN_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) {
+ GWN_indexbuf_use(batch->elem);
+ }
+}
+
+void GWN_batch_program_use_begin(Gwn_Batch* 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 GWN_batch_program_use_end(Gwn_Batch* 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 Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform);
+#else
+ #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name);
+#endif
+
+void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value)
+{
+ GET_UNIFORM
+ glUniform1ui(uniform->location, value);
+}
+
+void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value)
+{
+ GET_UNIFORM
+ glUniform1i(uniform->location, value);
+}
+
+void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value)
+{
+ GET_UNIFORM
+ glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
+}
+
+void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y)
+{
+ GET_UNIFORM
+ glUniform2f(uniform->location, x, y);
+}
+
+void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z)
+{
+ GET_UNIFORM
+ glUniform3f(uniform->location, x, y, z);
+}
+
+void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w)
+{
+ GET_UNIFORM
+ glUniform4f(uniform->location, x, y, z, w);
+}
+
+void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x)
+{
+ GET_UNIFORM
+ glUniform1f(uniform->location, x);
+}
+
+void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2])
+{
+ GET_UNIFORM
+ glUniform2fv(uniform->location, 1, data);
+}
+
+void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3])
+{
+ GET_UNIFORM
+ glUniform3fv(uniform->location, 1, data);
+}
+
+void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4])
+{
+ GET_UNIFORM
+ glUniform4fv(uniform->location, 1, data);
+}
+
+void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
+{
+ GET_UNIFORM
+ glUniform2fv(uniform->location, len, data);
+}
+
+void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
+{
+ GET_UNIFORM
+ glUniform4fv(uniform->location, len, data);
+}
+
+void GWN_batch_uniform_mat4(Gwn_Batch* 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 Gwn_IndexBuf *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 GWN_TRACK_INDEX_RANGE
+ if (el->index_type == GWN_INDEX_U8)
+ restart_index = (GLuint)0xFF;
+ else if (el->index_type == GWN_INDEX_U16)
+ restart_index = (GLuint)0xFFFF;
+#endif
+
+ glPrimitiveRestartIndex(restart_index);
+}
+
+static void primitive_restart_disable(void)
+{
+ glDisable(GL_PRIMITIVE_RESTART);
+}
+
+void GWN_batch_draw(Gwn_Batch* batch)
+{
+#if TRUST_NO_ONE
+ assert(batch->phase == GWN_BATCH_READY_TO_DRAW);
+ assert(batch->verts[0]->vbo_id != 0);
+#endif
+ GWN_batch_program_use_begin(batch);
+ GPU_matrix_bind(batch->interface); // external call.
+
+ GWN_batch_draw_range_ex(batch, 0, 0, false);
+
+ GWN_batch_program_use_end(batch);
+}
+
+void GWN_batch_draw_range_ex(Gwn_Batch* 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(GWN_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 Gwn_IndexBuf* el = batch->elem;
+
+ if (el->use_prim_restart) {
+ primitive_restart_enable(el);
+ }
+#if GWN_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 Gwn_IndexBuf* el = batch->elem;
+
+ if (el->use_prim_restart) {
+ primitive_restart_enable(el);
+ }
+
+#if GWN_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 GWN_draw_primitive(Gwn_PrimType prim_type, int v_count)
+ {
+ /* we cannot draw without vao ... annoying ... */
+ glBindVertexArray(GWN_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
* \{ */
@@ -67,4 +674,4 @@ void gpu_batch_exit(void)
gpu_batch_presets_exit();
}
-/** \} */
+/** \} */ \ No newline at end of file