diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.c | 52 |
1 files changed, 44 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 6bc3cd27130..5f77f13c135 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -42,6 +42,8 @@ #include <stdlib.h> #include <string.h> +static GLuint g_default_attr_vbo = 0; + static void batch_update_program_bindings(GPUBatch *batch, uint i_first); void GPU_batch_vao_cache_clear(GPUBatch *batch) @@ -373,7 +375,7 @@ void GPU_batch_program_set_no_use(GPUBatch *batch, const GPUShaderInterface *shaderface) { #if TRUST_NO_ONE - assert(glIsProgram(shaderface->program)); + assert(glIsProgram(program)); assert(batch->program_in_use == 0); #endif batch->interface = shaderface; @@ -414,6 +416,7 @@ void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *i static void create_bindings(GPUVertBuf *verts, const GPUShaderInterface *interface, + uint16_t *attr_mask, uint v_first, const bool use_instancing) { @@ -446,6 +449,8 @@ static void create_bindings(GPUVertBuf *verts, continue; } + *attr_mask &= ~(1 << input->location); + if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { #if TRUST_NO_ONE assert(a->fetch_mode == GPU_FETCH_FLOAT); @@ -487,17 +492,35 @@ static void create_bindings(GPUVertBuf *verts, static void batch_update_program_bindings(GPUBatch *batch, uint i_first) { - /* Reverse order so first vbos have more prevalence (in term of attrib override). */ + uint16_t attr_mask = batch->interface->enabled_attr_mask; + + /* Reverse order so first VBO'S have more prevalence (in term of attribute 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, 0, false); + create_bindings(batch->verts[v], batch->interface, &attr_mask, 0, false); } } + for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { if (batch->inst[v]) { - create_bindings(batch->inst[v], batch->interface, i_first, true); + create_bindings(batch->inst[v], batch->interface, &attr_mask, i_first, true); + } + } + + if (attr_mask != 0 && GLEW_ARB_vertex_attrib_binding) { + for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) { + if (attr_mask & mask) { + /* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style. + * Fix issues for some drivers (see T75069). */ + glBindVertexBuffer(a, g_default_attr_vbo, (intptr_t)0, (intptr_t)0); + + glEnableVertexAttribArray(a); + glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0); + glVertexAttribBinding(a, a); + } } } + if (batch->elem) { GPU_indexbuf_use(batch->elem); } @@ -528,11 +551,11 @@ void GPU_batch_program_use_end(GPUBatch *batch) #if TRUST_NO_ONE # define GET_UNIFORM \ - const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); \ + const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \ assert(uniform); #else # define GET_UNIFORM \ - const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); + const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); #endif void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value) @@ -652,6 +675,7 @@ void GPU_batch_draw(GPUBatch *batch) #endif GPU_batch_program_use_begin(batch); GPU_matrix_bind(batch->interface); // external call. + GPU_shader_set_srgb_uniform(batch->interface); GPU_batch_bind(batch); GPU_batch_draw_advanced(batch, 0, 0, 0, 0); @@ -689,8 +713,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi } /* Verify there is enough data do draw. */ - /* TODO(fclem) Nice to have but this is invalid when using procedural drawcalls. - * The right assert would be to check if there is an enabled attrib from each VBO + /* TODO(fclem) Nice to have but this is invalid when using procedural draw-calls. + * The right assert would be to check if there is an enabled attribute from each VBO * and check their length. */ // BLI_assert(i_first + i_count <= (batch->inst ? batch->inst->vertex_len : INT_MAX)); // BLI_assert(v_first + v_count <= @@ -1002,11 +1026,23 @@ void GPU_batch_program_set_imm_shader(GPUBatch *batch) void gpu_batch_init(void) { + if (g_default_attr_vbo == 0) { + g_default_attr_vbo = GPU_buf_alloc(); + + float default_attrib_data[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + glBindBuffer(GL_ARRAY_BUFFER, g_default_attr_vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4, default_attrib_data, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + gpu_batch_presets_init(); } void gpu_batch_exit(void) { + GPU_buf_free(g_default_attr_vbo); + g_default_attr_vbo = 0; + gpu_batch_presets_exit(); } |