diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.cc | 918 |
1 files changed, 103 insertions, 815 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc index a6ba4d3d89a..0b0c88a42e2 100644 --- a/source/blender/gpu/intern/gpu_batch.cc +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -26,6 +26,8 @@ #include "MEM_guardedalloc.h" +#include "BLI_math_base.h" + #include "GPU_batch.h" #include "GPU_batch_presets.h" #include "GPU_extensions.h" @@ -33,79 +35,50 @@ #include "GPU_platform.h" #include "GPU_shader.h" -#include "gpu_batch_private.h" +#include "gpu_backend.hh" +#include "gpu_batch_private.hh" #include "gpu_context_private.hh" -#include "gpu_primitive_private.h" -#include "gpu_shader_private.h" +#include "gpu_shader_private.hh" #include "gpu_vertex_format_private.h" +#include "gl_primitive.hh" /* TODO remove */ + #include <limits.h> #include <stdlib.h> #include <string.h> -static GLuint g_default_attr_vbo = 0; - -static void batch_update_program_bindings(GPUBatch *batch, uint i_first); +using namespace blender::gpu; -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((void *)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; -} +/* -------------------------------------------------------------------- */ +/** \name Creation & Deletion + * \{ */ -GPUBatch *GPU_batch_calloc(uint count) +GPUBatch *GPU_batch_calloc(void) { - return (GPUBatch *)MEM_callocN(sizeof(GPUBatch) * count, "GPUBatch"); + GPUBatch *batch = GPUBackend::get()->batch_alloc(); + memset(batch, 0, sizeof(*batch)); + return batch; } GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, - uint owns_flag) + eGPUBatchFlag owns_flag) { - GPUBatch *batch = GPU_batch_calloc(1); + GPUBatch *batch = GPU_batch_calloc(); 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) +void GPU_batch_init_ex(GPUBatch *batch, + GPUPrimType prim_type, + GPUVertBuf *verts, + GPUIndexBuf *elem, + eGPUBatchFlag owns_flag) { -#if TRUST_NO_ONE - assert(verts != NULL); -#endif + BLI_assert(verts != NULL); + /* Do not pass any other flag */ + BLI_assert((owns_flag & ~(GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX)) == 0); batch->verts[0] = verts; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { @@ -115,19 +88,18 @@ void GPU_batch_init_ex( batch->inst[v] = 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; + batch->prim_type = prim_type; + batch->flag = owns_flag | GPU_BATCH_INIT | GPU_BATCH_DIRTY; + batch->shader = NULL; } /* This will share the VBOs with the new batch. */ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src) { - GPU_batch_init_ex(batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + GPU_batch_init_ex( + batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, GPU_BATCH_INVALID); - batch_dst->gl_prim_type = batch_src->gl_prim_type; + batch_dst->prim_type = batch_src->prim_type; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { batch_dst->verts[v] = batch_src->verts[v]; } @@ -135,563 +107,159 @@ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src) void GPU_batch_clear(GPUBatch *batch) { - if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { + if (batch->flag & GPU_BATCH_OWNS_INDEX) { GPU_indexbuf_discard(batch->elem); } - if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) { - GPU_vertbuf_discard(batch->inst[0]); - GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); - } - 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->flag & GPU_BATCH_OWNS_VBO_ANY) { + for (int v = 0; (v < GPU_BATCH_VBO_MAX_LEN) && batch->verts[v]; v++) { + if (batch->flag & (GPU_BATCH_OWNS_VBO << v)) { + GPU_VERTBUF_DISCARD_SAFE(batch->verts[v]); } - if (batch->owns_flag & (1 << v)) { - GPU_vertbuf_discard(batch->verts[v]); + } + } + if (batch->flag & GPU_BATCH_OWNS_INST_VBO_ANY) { + for (int v = 0; (v < GPU_BATCH_INST_VBO_MAX_LEN) && batch->inst[v]; v++) { + if (batch->flag & (GPU_BATCH_OWNS_INST_VBO << v)) { + GPU_VERTBUF_DISCARD_SAFE(batch->inst[v]); } } } - GPU_batch_vao_cache_clear(batch); - batch->phase = GPU_BATCH_UNUSED; + batch->flag = GPU_BATCH_INVALID; } void GPU_batch_discard(GPUBatch *batch) { - if (batch->free_callback) { - batch->free_callback(batch, batch->callback_data); - } - GPU_batch_clear(batch); - 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; + delete static_cast<Batch *>(batch); } +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Buffers Management + * \{ */ + +/* NOTE: Override ONLY the first instance vbo (and free them if owned). */ 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); + BLI_assert(inst); + batch->flag |= GPU_BATCH_DIRTY; - if (batch->inst[0] != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { + if (batch->inst[0] && (batch->flag & GPU_BATCH_OWNS_INST_VBO)) { GPU_vertbuf_discard(batch->inst[0]); - GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); } batch->inst[0] = inst; - if (own_vbo) { - batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; - } - else { - batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES; - } + SET_FLAG_FROM_TEST(batch->flag, own_vbo, GPU_BATCH_OWNS_INST_VBO); } +/* NOTE: Override any previously assigned elem (and free it if owned). */ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo) { - BLI_assert(elem != NULL); - /* redo the bindings */ - GPU_batch_vao_cache_clear(batch); + BLI_assert(elem); + batch->flag |= GPU_BATCH_DIRTY; - if (batch->elem != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INDEX)) { + if (batch->elem && (batch->flag & GPU_BATCH_OWNS_INDEX)) { GPU_indexbuf_discard(batch->elem); } batch->elem = elem; - if (own_ibo) { - batch->owns_flag |= GPU_BATCH_OWNS_INDEX; - } - else { - batch->owns_flag &= ~GPU_BATCH_OWNS_INDEX; - } + SET_FLAG_FROM_TEST(batch->flag, own_ibo, GPU_BATCH_OWNS_INDEX); } -/* A bit of a quick hack. Should be streamlined as the vbos handling */ int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo) { - /* redo the bindings */ - GPU_batch_vao_cache_clear(batch); + BLI_assert(insts); + batch->flag |= GPU_BATCH_DIRTY; for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { if (batch->inst[v] == NULL) { -#if TRUST_NO_ONE /* for now all VertexBuffers must have same vertex_len */ - if (batch->inst[0] != NULL) { - /* Allow for different size of vertex buf (will choose the smallest number of verts). */ - // assert(insts->vertex_len == batch->inst[0]->vertex_len); - assert(own_vbo == ((batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) != 0)); + if (batch->inst[0]) { + /* Allow for different size of vertex buffer (will choose the smallest number of verts). */ + // BLI_assert(insts->vertex_len == batch->inst[0]->vertex_len); } -#endif + batch->inst[v] = insts; - if (own_vbo) { - batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; - } + SET_FLAG_FROM_TEST(batch->flag, own_vbo, (eGPUBatchFlag)(GPU_BATCH_OWNS_INST_VBO << v)); return v; } } - /* we only make it this far if there is no room for another GPUVertBuf */ -#if TRUST_NO_ONE - assert(false); -#endif + BLI_assert(0 && "Not enough Instance VBO slot in batch"); return -1; } /* 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); + BLI_assert(verts); + batch->flag |= GPU_BATCH_DIRTY; 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 */ if (batch->verts[0] != NULL) { - assert(verts->vertex_len == batch->verts[0]->vertex_len); + BLI_assert(verts->vertex_len == batch->verts[0]->vertex_len); } -#endif batch->verts[v] = verts; - /* TODO: mark dirty so we can keep attribute bindings up-to-date */ - if (own_vbo) { - batch->owns_flag |= (1 << v); - } + SET_FLAG_FROM_TEST(batch->flag, own_vbo, (eGPUBatchFlag)(GPU_BATCH_OWNS_VBO << v)); return v; } } - /* we only make it this far if there is no room for another GPUVertBuf */ -#if TRUST_NO_ONE - assert(false); -#endif + BLI_assert(0 && "Not enough VBO slot in batch"); 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 = (const GPUShaderInterface **)MEM_callocN( - batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); - batch->dynamic_vaos.vao_ids = (GLuint *)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 = (const GPUShaderInterface **)MEM_recallocN( - (void *)batch->dynamic_vaos.interfaces, - sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); - batch->dynamic_vaos.vao_ids = (GLuint *)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_set_shader_no_bind(GPUBatch *batch, GPUShader *shader) -{ -#if TRUST_NO_ONE - assert(glIsProgram(shader->program)); - assert(batch->program_in_use == 0); -#endif - batch->interface = shader->interface; - batch->program = shader->program; - batch->vao_id = batch_vao_get(batch); -} +/* -------------------------------------------------------------------- */ +/** \name Uniform setters + * + * TODO(fclem) port this to GPUShader. + * \{ */ void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader) { - GPU_batch_set_shader_no_bind(batch, shader); - 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, - uint16_t *attr_mask, - uint v_first, - const bool use_instancing) -{ - const GPUVertFormat *format = &verts->format; - - const uint attr_len = format->attr_len; - uint stride = format->stride; - uint offset = 0; - - GPU_vertbuf_use(verts); - - for (uint a_idx = 0; a_idx < attr_len; a_idx++) { - const GPUVertAttr *a = &format->attrs[a_idx]; - - if (format->deinterleaved) { - offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * verts->vertex_len; - stride = a->sz; - } - else { - offset = a->offset; - } - - const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride; - const GLenum type = convert_comp_type_to_gl(static_cast<GPUVertCompType>(a->comp_type)); - - for (uint n_idx = 0; n_idx < a->name_len; n_idx++) { - const char *name = GPU_vertformat_attr_name_get(format, a, n_idx); - const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name); - - if (input == NULL) { - continue; - } - - *attr_mask &= ~(1 << input->location); - - if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { - BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT); - BLI_assert(a->comp_type == GPU_COMP_F32); - 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, 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, type, GL_FALSE, stride, pointer); - break; - case GPU_FETCH_INT_TO_FLOAT_UNIT: - glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer); - break; - case GPU_FETCH_INT: - glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer); - break; - } - } - } - } -} - -static void batch_update_program_bindings(GPUBatch *batch, uint i_first) -{ - 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, &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, &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); - } -} - -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, uint 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); + batch->shader = shader; + GPU_shader_bind(batch->shader); } -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); -} +/* -------------------------------------------------------------------- */ +/** \name Drawing / Drawcall functions + * \{ */ -static void *elem_offset(const GPUIndexBuf *el, int v_first) +void GPU_batch_draw(GPUBatch *batch) { -#if GPU_TRACK_INDEX_RANGE - if (el->index_type == GPU_INDEX_U16) { - return (GLushort *)0 + v_first + el->index_start; - } -#endif - return (GLuint *)0 + v_first + el->index_start; + GPU_shader_bind(batch->shader); + GPU_batch_draw_advanced(batch, 0, 0, 0, 0); + GPU_shader_unbind(); } -/* Use when drawing with GPU_batch_draw_advanced */ -void GPU_batch_bind(GPUBatch *batch) +void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count) { - glBindVertexArray(batch->vao_id); - -#if GPU_TRACK_INDEX_RANGE - /* Can be removed if GL 4.3 is required. */ - if (!GLEW_ARB_ES3_compatibility && batch->elem != NULL) { - GLuint restart_index = (batch->elem->index_type == GPU_INDEX_U16) ? (GLuint)0xFFFF : - (GLuint)0xFFFFFFFF; - glPrimitiveRestartIndex(restart_index); - } -#endif + GPU_shader_bind(batch->shader); + GPU_batch_draw_advanced(batch, v_first, v_count, 0, 0); + GPU_shader_unbind(); } -void GPU_batch_draw(GPUBatch *batch) +/* Draw multiple instance of a batch without having any instance attributes. */ +void GPU_batch_draw_instanced(GPUBatch *batch, int i_count) { -#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_shader_set_srgb_uniform(batch->interface); + BLI_assert(batch->inst[0] == NULL); - GPU_batch_bind(batch); - GPU_batch_draw_advanced(batch, 0, 0, 0, 0); - - GPU_batch_program_use_end(batch); + GPU_shader_bind(batch->shader); + GPU_batch_draw_advanced(batch, 0, 0, 0, i_count); + GPU_shader_unbind(); } -#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) { - BLI_assert(batch->program_in_use); - /* TODO could assert that VAO is bound. */ + BLI_assert(GPU_context_active_get()->shader != NULL); if (v_count == 0) { v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; @@ -699,8 +267,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi if (i_count == 0) { i_count = (batch->inst[0]) ? batch->inst[0]->vertex_len : 1; /* Meh. This is to be able to use different numbers of verts in instance vbos. */ - if (batch->inst[1] && i_count > batch->inst[1]->vertex_len) { - i_count = batch->inst[1]->vertex_len; + if (batch->inst[1] != NULL) { + i_count = min_ii(i_count, batch->inst[1]->vertex_len); } } @@ -709,275 +277,7 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi return; } - /* Verify there is enough data do draw. */ - /* 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 <= - // (batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len)); - -#ifdef __APPLE__ - GLuint vao = 0; -#endif - - if (!GPU_arb_base_instance_is_supported()) { - if (i_first > 0) { -#ifdef __APPLE__ - /** - * There seems to be a nasty bug when drawing using the same VAO reconfiguring. (see T71147) - * We just use a throwaway VAO for that. Note that this is likely to degrade performance. - **/ - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); -#else - /* If using offset drawing with instancing, we must - * use the default VAO and redo bindings. */ - glBindVertexArray(GPU_vao_default()); -#endif - batch_update_program_bindings(batch, i_first); - } - else { - /* Previous call could have bind the default vao - * see above. */ - glBindVertexArray(batch->vao_id); - } - } - - if (batch->elem) { - const GPUIndexBuf *el = batch->elem; - 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()) { - glDrawElementsInstancedBaseVertexBaseInstance( - batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first); - } - else { - glDrawElementsInstancedBaseVertex( - batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index); - } - } - else { -#ifdef __APPLE__ - glDisable(GL_PRIMITIVE_RESTART); -#endif - if (GPU_arb_base_instance_is_supported()) { - glDrawArraysInstancedBaseInstance(batch->gl_prim_type, v_first, v_count, i_count, i_first); - } - else { - glDrawArraysInstanced(batch->gl_prim_type, v_first, v_count, i_count); - } -#ifdef __APPLE__ - glEnable(GL_PRIMITIVE_RESTART); -#endif - } - -#ifdef __APPLE__ - if (vao != 0) { - glDeleteVertexArrays(1, &vao); - } -#endif -} - -/* 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 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 = (GPUDrawList *)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 = (GPUDrawCommand *)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 = (GPUDrawCommand *)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 (v_count == 0 || i_count == 0) { - return; - } - - 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_len = 0; /* Avoid reuse. */ - - /* Only do multi-draw indirect if doing more than 2 drawcall. - * This avoids the overhead of buffer mapping if scene is - * not very instance friendly. - * BUT we also need to take into account the case where only - * a few instances are needed to finish filling a call buffer. */ - const bool do_mdi = (cmd_len > 2) || (list->cmd_offset + bytes_used == list->buffer_size); - - if (USE_MULTI_DRAW_INDIRECT && do_mdi) { - 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 */ - list->cmd_offset += bytes_used; - - 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++) { - /* Index start was added by Draw manager. Avoid counting it twice. */ - cmd->v_first -= batch->elem->index_start; - 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); - } - } - } + static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count); } /** \} */ @@ -1015,23 +315,11 @@ 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(); } |