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Diffstat (limited to 'source/blender/gpu/intern/gpu_element.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_element.c | 309 |
1 files changed, 309 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_element.c b/source/blender/gpu/intern/gpu_element.c new file mode 100644 index 00000000000..901e09443d1 --- /dev/null +++ b/source/blender/gpu/intern/gpu_element.c @@ -0,0 +1,309 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_element.c + * \ingroup gpu + * + * GPU element list (AKA index buffer) + */ + +#include "GPU_element.h" + +#include "gpu_context_private.h" + +#include <stdlib.h> + +#define KEEP_SINGLE_COPY 1 + +static GLenum convert_index_type_to_gl(GPUIndexBufType type) +{ + static const GLenum table[] = { + [GPU_INDEX_U8] = GL_UNSIGNED_BYTE, /* GL has this, Vulkan does not */ + [GPU_INDEX_U16] = GL_UNSIGNED_SHORT, + [GPU_INDEX_U32] = GL_UNSIGNED_INT + }; + return table[type]; +} + +uint GPU_indexbuf_size_get(const GPUIndexBuf *elem) +{ +#if GPU_TRACK_INDEX_RANGE + static const uint table[] = { + [GPU_INDEX_U8] = sizeof(GLubyte), /* GL has this, Vulkan does not */ + [GPU_INDEX_U16] = sizeof(GLushort), + [GPU_INDEX_U32] = sizeof(GLuint) + }; + return elem->index_len * table[elem->index_type]; +#else + return elem->index_len * sizeof(GLuint); +#endif +} + +void GPU_indexbuf_init_ex( + GPUIndexBufBuilder *builder, GPUPrimType prim_type, + uint index_len, uint vertex_len, bool use_prim_restart) +{ + builder->use_prim_restart = use_prim_restart; + builder->max_allowed_index = vertex_len - 1; + builder->max_index_len = index_len; + builder->index_len = 0; // start empty + builder->prim_type = prim_type; + builder->data = calloc(builder->max_index_len, sizeof(uint)); +} + +void GPU_indexbuf_init(GPUIndexBufBuilder *builder, GPUPrimType prim_type, uint prim_len, uint vertex_len) +{ + uint verts_per_prim = 0; + switch (prim_type) { + case GPU_PRIM_POINTS: + verts_per_prim = 1; + break; + case GPU_PRIM_LINES: + verts_per_prim = 2; + break; + case GPU_PRIM_TRIS: + verts_per_prim = 3; + break; + case GPU_PRIM_LINES_ADJ: + verts_per_prim = 4; + break; + default: +#if TRUST_NO_ONE + assert(false); +#endif + return; + } + + GPU_indexbuf_init_ex(builder, prim_type, prim_len * verts_per_prim, vertex_len, false); +} + +void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *builder, uint v) +{ +#if TRUST_NO_ONE + assert(builder->data != NULL); + assert(builder->index_len < builder->max_index_len); + assert(v <= builder->max_allowed_index); +#endif + builder->data[builder->index_len++] = v; +} + +void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *builder) +{ +#if TRUST_NO_ONE + assert(builder->data != NULL); + assert(builder->index_len < builder->max_index_len); + assert(builder->use_prim_restart); +#endif + builder->data[builder->index_len++] = GPU_PRIM_RESTART; +} + +void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *builder, uint v) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GPU_PRIM_POINTS); +#endif + GPU_indexbuf_add_generic_vert(builder, v); +} + +void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *builder, uint v1, uint v2) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GPU_PRIM_LINES); + assert(v1 != v2); +#endif + GPU_indexbuf_add_generic_vert(builder, v1); + GPU_indexbuf_add_generic_vert(builder, v2); +} + +void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GPU_PRIM_TRIS); + assert(v1 != v2 && v2 != v3 && v3 != v1); +#endif + GPU_indexbuf_add_generic_vert(builder, v1); + GPU_indexbuf_add_generic_vert(builder, v2); + GPU_indexbuf_add_generic_vert(builder, v3); +} + +void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3, uint v4) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GPU_PRIM_LINES_ADJ); + assert(v2 != v3); /* only the line need diff indices */ +#endif + GPU_indexbuf_add_generic_vert(builder, v1); + GPU_indexbuf_add_generic_vert(builder, v2); + GPU_indexbuf_add_generic_vert(builder, v3); + GPU_indexbuf_add_generic_vert(builder, v4); +} + +#if GPU_TRACK_INDEX_RANGE +/* Everything remains 32 bit while building to keep things simple. + * Find min/max after, then convert to smallest index type possible. */ + +static uint index_range(const uint values[], uint value_len, uint *min_out, uint *max_out) +{ + if (value_len == 0) { + *min_out = 0; + *max_out = 0; + return 0; + } + uint min_value = values[0]; + uint max_value = values[0]; + for (uint i = 1; i < value_len; ++i) { + const uint value = values[i]; + if (value == GPU_PRIM_RESTART) + continue; + else if (value < min_value) + min_value = value; + else if (value > max_value) + max_value = value; + } + *min_out = min_value; + *max_out = max_value; + return max_value - min_value; +} + +static void squeeze_indices_byte(GPUIndexBufBuilder *builder, GPUIndexBuf *elem) +{ + const uint *values = builder->data; + const uint index_len = elem->index_len; + + /* data will never be *larger* than builder->data... + * converting in place to avoid extra allocation */ + GLubyte *data = (GLubyte *)builder->data; + + if (elem->max_index > 0xFF) { + const uint base = elem->min_index; + elem->base_index = base; + elem->min_index = 0; + elem->max_index -= base; + for (uint i = 0; i < index_len; ++i) { + data[i] = (values[i] == GPU_PRIM_RESTART) ? 0xFF : (GLubyte)(values[i] - base); + } + } + else { + elem->base_index = 0; + for (uint i = 0; i < index_len; ++i) { + data[i] = (GLubyte)(values[i]); + } + } +} + +static void squeeze_indices_short(GPUIndexBufBuilder *builder, GPUIndexBuf *elem) +{ + const uint *values = builder->data; + const uint index_len = elem->index_len; + + /* data will never be *larger* than builder->data... + * converting in place to avoid extra allocation */ + GLushort *data = (GLushort *)builder->data; + + if (elem->max_index > 0xFFFF) { + const uint base = elem->min_index; + elem->base_index = base; + elem->min_index = 0; + elem->max_index -= base; + for (uint i = 0; i < index_len; ++i) { + data[i] = (values[i] == GPU_PRIM_RESTART) ? 0xFFFF : (GLushort)(values[i] - base); + } + } + else { + elem->base_index = 0; + for (uint i = 0; i < index_len; ++i) { + data[i] = (GLushort)(values[i]); + } + } +} + +#endif /* GPU_TRACK_INDEX_RANGE */ + +GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *builder) +{ + GPUIndexBuf *elem = calloc(1, sizeof(GPUIndexBuf)); + GPU_indexbuf_build_in_place(builder, elem); + return elem; +} + +void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *builder, GPUIndexBuf *elem) +{ +#if TRUST_NO_ONE + assert(builder->data != NULL); +#endif + elem->index_len = builder->index_len; + elem->use_prim_restart = builder->use_prim_restart; + +#if GPU_TRACK_INDEX_RANGE + uint range = index_range(builder->data, builder->index_len, &elem->min_index, &elem->max_index); + + /* count the primitive restart index. */ + if (elem->use_prim_restart) { + range += 1; + } + + if (range <= 0xFF) { + elem->index_type = GPU_INDEX_U8; + squeeze_indices_byte(builder, elem); + } + else if (range <= 0xFFFF) { + elem->index_type = GPU_INDEX_U16; + squeeze_indices_short(builder, elem); + } + else { + elem->index_type = GPU_INDEX_U32; + elem->base_index = 0; + } + elem->gl_index_type = convert_index_type_to_gl(elem->index_type); +#endif + + if (elem->vbo_id == 0) { + elem->vbo_id = GPU_buf_alloc(); + } + /* send data to GPU */ + /* GL_ELEMENT_ARRAY_BUFFER changes the state of the last VAO bound, + * so we use the GL_ARRAY_BUFFER here to create a buffer without + * interfering in the VAO state. */ + glBindBuffer(GL_ARRAY_BUFFER, elem->vbo_id); + glBufferData(GL_ARRAY_BUFFER, GPU_indexbuf_size_get(elem), builder->data, GL_STATIC_DRAW); + + /* discard builder (one-time use) */ + free(builder->data); + builder->data = NULL; + /* other fields are safe to leave */ +} + +void GPU_indexbuf_use(GPUIndexBuf *elem) +{ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->vbo_id); +} + +void GPU_indexbuf_discard(GPUIndexBuf *elem) +{ + if (elem->vbo_id) { + GPU_buf_free(elem->vbo_id); + } + free(elem); +} |