Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_batch.cc')
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc1033
1 files changed, 1033 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
new file mode 100644
index 00000000000..9f9adcacfa6
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -0,0 +1,1033 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \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_extensions.h"
+#include "GPU_matrix.h"
+#include "GPU_platform.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 "gpu_vertex_format_private.h"
+
+#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);
+
+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;
+}
+
+GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
+ GPUVertBuf *verts,
+ GPUIndexBuf *elem,
+ uint owns_flag)
+{
+ GPUBatch *batch = (GPUBatch *)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;
+ }
+ for (int v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) {
+ 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;
+}
+
+/* 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);
+
+ batch_dst->gl_prim_type = batch_src->gl_prim_type;
+ for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) {
+ batch_dst->verts[v] = batch_src->verts[v];
+ }
+}
+
+void GPU_batch_clear(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[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->owns_flag & (1 << v)) {
+ GPU_vertbuf_discard(batch->verts[v]);
+ }
+ }
+ }
+ GPU_batch_vao_cache_clear(batch);
+ batch->phase = GPU_BATCH_UNUSED;
+}
+
+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;
+}
+
+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[0] != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) {
+ 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;
+ }
+}
+
+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);
+
+ if (batch->elem != NULL && (batch->owns_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;
+ }
+}
+
+/* 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);
+
+ 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));
+ }
+#endif
+ batch->inst[v] = insts;
+ if (own_vbo) {
+ batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES;
+ }
+ 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;
+}
+
+/* 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 */
+ if (batch->verts[0] != NULL) {
+ 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);
+ }
+ 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 = (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);
+}
+
+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);
+}
+
+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 *elem_offset(const GPUIndexBuf *el, int v_first)
+{
+#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;
+}
+
+/* Use when drawing with GPU_batch_draw_advanced */
+void GPU_batch_bind(GPUBatch *batch)
+{
+ 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
+}
+
+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_shader_set_srgb_uniform(batch->interface);
+
+ GPU_batch_bind(batch);
+ GPU_batch_draw_advanced(batch, 0, 0, 0, 0);
+
+ 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)
+{
+ BLI_assert(batch->program_in_use);
+ /* TODO could assert that VAO is bound. */
+
+ if (v_count == 0) {
+ v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
+ }
+ 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 (v_count == 0 || i_count == 0) {
+ /* Nothing to draw. */
+ 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);
+ }
+ }
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Utilities
+ * \{ */
+
+void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
+ eGPUBuiltinShader shader_id,
+ eGPUShaderConfig sh_cfg)
+{
+ GPUShader *shader = GPU_shader_get_builtin_shader_with_config(shader_id, sh_cfg);
+ GPU_batch_set_shader(batch, shader);
+}
+
+void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
+{
+ GPU_batch_program_set_builtin_with_config(batch, shader_id, GPU_SHADER_CFG_DEFAULT);
+}
+
+/* Bind program bound to IMM to the batch.
+ * XXX Use this with much care. Drawing with the GPUBatch API is not compatible with IMM.
+ * DO NOT DRAW WITH THE BATCH BEFORE CALLING immUnbindProgram. */
+void GPU_batch_program_set_imm_shader(GPUBatch *batch)
+{
+ GPU_batch_set_shader(batch, immGetShader());
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Init/Exit
+ * \{ */
+
+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();
+}
+
+/** \} */