diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 644 |
1 files changed, 644 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c new file mode 100644 index 00000000000..0bf215f31a8 --- /dev/null +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -0,0 +1,644 @@ +/* + * ***** 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) 2006 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_viewport.c + * \ingroup gpu + * + * System that manages viewport drawing. + */ + +#include <string.h> + +#include "BLI_listbase.h" +#include "BLI_rect.h" +#include "BLI_string.h" +#include "BLI_mempool.h" + +#include "BIF_gl.h" + +#include "DNA_vec_types.h" +#include "DNA_userdef_types.h" + +#include "BKE_global.h" + +#include "GPU_framebuffer.h" +#include "GPU_glew.h" +#include "GPU_immediate.h" +#include "GPU_texture.h" +#include "GPU_viewport.h" +#include "GPU_draw.h" + +#include "DRW_engine.h" + +#include "MEM_guardedalloc.h" + +static const int default_fbl_len = (sizeof(DefaultFramebufferList)) / sizeof(void *); +static const int default_txl_len = (sizeof(DefaultTextureList)) / sizeof(void *); + +/* Maximum number of simultaneous engine enabled at the same time. + * Setting it lower than the real number will do lead to + * higher VRAM usage due to sub-efficient buffer reuse. */ +#define MAX_ENGINE_BUFFER_SHARING 5 + +typedef struct ViewportTempTexture { + struct ViewportTempTexture *next, *prev; + void *user[MAX_ENGINE_BUFFER_SHARING]; + GPUTexture *texture; +} ViewportTempTexture; + +struct GPUViewport { + int size[2]; + int samples; + int flag; + + ListBase data; /* ViewportEngineData wrapped in LinkData */ + unsigned int data_hash; /* If hash mismatch we free all ViewportEngineData in this viewport */ + + DefaultFramebufferList *fbl; + DefaultTextureList *txl; + + ViewportMemoryPool vmempool; /* Used for rendering data structure. */ + struct DRWInstanceDataList *idatalist; /* Used for rendering data structure. */ + + ListBase tex_pool; /* ViewportTempTexture list : Temporary textures shared across draw engines */ + + /* Profiling data */ + double cache_time; +}; + +enum { + DO_UPDATE = (1 << 0), +}; + +static void gpu_viewport_buffers_free(FramebufferList *fbl, int fbl_len, TextureList *txl, int txl_len); +static void gpu_viewport_storage_free(StorageList *stl, int stl_len); +static void gpu_viewport_passes_free(PassList *psl, int psl_len); +static void gpu_viewport_texture_pool_free(GPUViewport *viewport); +static void gpu_viewport_default_fb_create(GPUViewport *viewport); + +void GPU_viewport_tag_update(GPUViewport *viewport) +{ + viewport->flag |= DO_UPDATE; +} + +bool GPU_viewport_do_update(GPUViewport *viewport) +{ + bool ret = (viewport->flag & DO_UPDATE); + viewport->flag &= ~DO_UPDATE; + return ret; +} + +GPUViewport *GPU_viewport_create(void) +{ + GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport"); + viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList"); + viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList"); + viewport->idatalist = DRW_instance_data_list_create(); + + viewport->size[0] = viewport->size[1] = -1; + + return viewport; +} + +GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs) +{ + GPUViewport *viewport = GPU_viewport_create(); + GPUTexture *color, *depth; + GPUFrameBuffer *fb; + viewport->size[0] = GPU_offscreen_width(ofs); + viewport->size[1] = GPU_offscreen_height(ofs); + + GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth); + + if (GPU_texture_samples(color)) { + viewport->txl->multisample_color = color; + viewport->txl->multisample_depth = depth; + viewport->fbl->multisample_fb = fb; + gpu_viewport_default_fb_create(viewport); + } + else { + viewport->fbl->default_fb = fb; + viewport->txl->color = color; + viewport->txl->depth = depth; + GPU_framebuffer_ensure_config(&viewport->fbl->color_only_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(viewport->txl->color) + }); + GPU_framebuffer_ensure_config(&viewport->fbl->depth_only_fb, { + GPU_ATTACHMENT_TEXTURE(viewport->txl->depth), + GPU_ATTACHMENT_NONE + }); + } + + return viewport; +} +/** + * Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`. + */ +void GPU_viewport_clear_from_offscreen(GPUViewport *viewport) +{ + DefaultFramebufferList *dfbl = viewport->fbl; + DefaultTextureList *dtxl = viewport->txl; + + if (dfbl->multisample_fb) { + /* GPUViewport expect the final result to be in default_fb but + * GPUOffscreen wants it in its multisample_fb, so we sync it back. */ + GPU_framebuffer_blit(dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT); + dfbl->multisample_fb = NULL; + dtxl->multisample_color = NULL; + dtxl->multisample_depth = NULL; + } + else { + viewport->fbl->default_fb = NULL; + dtxl->color = NULL; + dtxl->depth = NULL; + } +} + +void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type) +{ + LinkData *ld = MEM_callocN(sizeof(LinkData), "LinkData"); + ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData"); + int fbl_len, txl_len, psl_len, stl_len; + + DRW_engine_viewport_data_size_get(engine_type, &fbl_len, &txl_len, &psl_len, &stl_len); + + data->engine_type = engine_type; + + data->fbl = MEM_callocN((sizeof(void *) * fbl_len) + sizeof(FramebufferList), "FramebufferList"); + data->txl = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList), "TextureList"); + data->psl = MEM_callocN((sizeof(void *) * psl_len) + sizeof(PassList), "PassList"); + data->stl = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList), "StorageList"); + + ld->data = data; + BLI_addtail(&viewport->data, ld); + + return data; +} + +static void gpu_viewport_engines_data_free(GPUViewport *viewport) +{ + int fbl_len, txl_len, psl_len, stl_len; + + LinkData *next; + for (LinkData *link = viewport->data.first; link; link = next) { + next = link->next; + ViewportEngineData *data = link->data; + DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len); + + gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len); + gpu_viewport_passes_free(data->psl, psl_len); + gpu_viewport_storage_free(data->stl, stl_len); + + MEM_freeN(data->fbl); + MEM_freeN(data->txl); + MEM_freeN(data->psl); + MEM_freeN(data->stl); + + /* We could handle this in the DRW module */ + if (data->text_draw_cache) { + extern void DRW_text_cache_destroy(struct DRWTextStore *dt); + DRW_text_cache_destroy(data->text_draw_cache); + data->text_draw_cache = NULL; + } + + MEM_freeN(data); + + BLI_remlink(&viewport->data, link); + MEM_freeN(link); + } + + gpu_viewport_texture_pool_free(viewport); +} + +void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type) +{ + for (LinkData *link = viewport->data.first; link; link = link->next) { + ViewportEngineData *vdata = link->data; + if (vdata->engine_type == engine_type) { + return vdata; + } + } + return NULL; +} + +ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport) +{ + return &viewport->vmempool; +} + +struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport) +{ + return viewport->idatalist; +} + +void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport) +{ + return viewport->fbl; +} + +void *GPU_viewport_texture_list_get(GPUViewport *viewport) +{ + return viewport->txl; +} + +void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]) +{ + size[0] = viewport->size[0]; + size[1] = viewport->size[1]; +} + +/** + * Special case, this is needed for when we have a viewport without a frame-buffer output + * (occlusion queries for eg) but still need to set the size since it may be used for other calculations. + */ +void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]) +{ + viewport->size[0] = size[0]; + viewport->size[1] = size[1]; +} + +double *GPU_viewport_cache_time_get(GPUViewport *viewport) +{ + return &viewport->cache_time; +} + +/** + * Try to find a texture coresponding to params into the texture pool. + * If no texture was found, create one and add it to the pool. + */ +GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int format) +{ + GPUTexture *tex; + + for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) { + if ((GPU_texture_format(tmp_tex->texture) == format) && + (GPU_texture_width(tmp_tex->texture) == width) && + (GPU_texture_height(tmp_tex->texture) == height)) + { + /* Search if the engine is not already using this texture */ + for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) { + if (tmp_tex->user[i] == engine) { + break; + } + + if (tmp_tex->user[i] == NULL) { + tmp_tex->user[i] = engine; + return tmp_tex->texture; + } + } + } + } + + tex = GPU_texture_create_2D(width, height, format, NULL, NULL); + GPU_texture_bind(tex, 0); + /* Doing filtering for depth does not make sense when not doing shadow mapping, + * and enabling texture filtering on integer texture make them unreadable. */ + bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex); + GPU_texture_filter_mode(tex, do_filter); + GPU_texture_unbind(tex); + + ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture"); + tmp_tex->texture = tex; + tmp_tex->user[0] = engine; + BLI_addtail(&viewport->tex_pool, tmp_tex); + + return tex; +} + +static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport) +{ + ViewportTempTexture *tmp_tex_next; + + for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) { + tmp_tex_next = tmp_tex->next; + bool no_user = true; + for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) { + if (tmp_tex->user[i] != NULL) { + tmp_tex->user[i] = NULL; + no_user = false; + } + } + + if (no_user) { + GPU_texture_free(tmp_tex->texture); + BLI_freelinkN(&viewport->tex_pool, tmp_tex); + } + } +} + +static void gpu_viewport_texture_pool_free(GPUViewport *viewport) +{ + for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) { + GPU_texture_free(tmp_tex->texture); + } + + BLI_freelistN(&viewport->tex_pool); +} + +bool GPU_viewport_engines_data_validate(GPUViewport *viewport, unsigned int hash) +{ + bool dirty = false; + + if (viewport->data_hash != hash) { + gpu_viewport_engines_data_free(viewport); + dirty = true; + } + + viewport->data_hash = hash; + + return dirty; +} + +void GPU_viewport_cache_release(GPUViewport *viewport) +{ + for (LinkData *link = viewport->data.first; link; link = link->next) { + ViewportEngineData *data = link->data; + int psl_len; + DRW_engine_viewport_data_size_get(data->engine_type, NULL, NULL, &psl_len, NULL); + gpu_viewport_passes_free(data->psl, psl_len); + } +} + +static void gpu_viewport_default_fb_create(GPUViewport *viewport) +{ + DefaultFramebufferList *dfbl = viewport->fbl; + DefaultTextureList *dtxl = viewport->txl; + int *size = viewport->size; + bool ok = true; + + dtxl->color = GPU_texture_create_2D(size[0], size[1], GPU_RGBA8, NULL, NULL); + dtxl->depth = GPU_texture_create_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL); + + if (!(dtxl->depth && dtxl->color)) { + ok = false; + goto cleanup; + } + + GPU_framebuffer_ensure_config(&dfbl->default_fb, { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(dtxl->color) + }); + + GPU_framebuffer_ensure_config(&dfbl->depth_only_fb, { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_NONE + }); + + GPU_framebuffer_ensure_config(&dfbl->color_only_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(dtxl->color) + }); + + ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL); + ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL); + ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL); + +cleanup: + if (!ok) { + GPU_viewport_free(viewport); + DRW_opengl_context_disable(); + return; + } + + GPU_framebuffer_restore(); +} + +static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport) +{ + DefaultFramebufferList *dfbl = viewport->fbl; + DefaultTextureList *dtxl = viewport->txl; + int *size = viewport->size; + int samples = viewport->samples; + bool ok = true; + + dtxl->multisample_color = GPU_texture_create_2D_multisample(size[0], size[1], GPU_RGBA8, NULL, samples, NULL); + dtxl->multisample_depth = GPU_texture_create_2D_multisample(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL); + + if (!(dtxl->multisample_depth && dtxl->multisample_color)) { + ok = false; + goto cleanup; + } + + GPU_framebuffer_ensure_config(&dfbl->multisample_fb, { + GPU_ATTACHMENT_TEXTURE(dtxl->multisample_depth), + GPU_ATTACHMENT_TEXTURE(dtxl->multisample_color) + }); + + ok = ok && GPU_framebuffer_check_valid(dfbl->multisample_fb, NULL); + +cleanup: + if (!ok) { + GPU_viewport_free(viewport); + DRW_opengl_context_disable(); + return; + } + + GPU_framebuffer_restore(); +} + +void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect) +{ + DefaultFramebufferList *dfbl = viewport->fbl; + int fbl_len, txl_len; + + /* add one pixel because of scissor test */ + int rect_w = BLI_rcti_size_x(rect) + 1; + int rect_h = BLI_rcti_size_y(rect) + 1; + + DRW_opengl_context_enable(); + + if (dfbl->default_fb) { + if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) { + gpu_viewport_buffers_free( + (FramebufferList *)viewport->fbl, default_fbl_len, + (TextureList *)viewport->txl, default_txl_len); + + for (LinkData *link = viewport->data.first; link; link = link->next) { + ViewportEngineData *data = link->data; + DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL); + gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len); + } + + gpu_viewport_texture_pool_free(viewport); + } + } + + viewport->size[0] = rect_w; + viewport->size[1] = rect_h; + viewport->samples = U.ogl_multisamples; + + gpu_viewport_texture_pool_clear_users(viewport); + + /* Multisample Buffer */ + if (viewport->samples > 0) { + if (!dfbl->default_fb) { + gpu_viewport_default_multisample_fb_create(viewport); + } + } + + if (!dfbl->default_fb) { + gpu_viewport_default_fb_create(viewport); + } +} + +void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect) +{ + DefaultFramebufferList *dfbl = viewport->fbl; + + if (dfbl->default_fb == NULL) + return; + + DefaultTextureList *dtxl = viewport->txl; + + GPUTexture *color = dtxl->color; + + const float w = (float)GPU_texture_width(color); + const float h = (float)GPU_texture_height(color); + + BLI_assert(w == BLI_rcti_size_x(rect) + 1); + BLI_assert(h == BLI_rcti_size_y(rect) + 1); + + /* wmOrtho for the screen has this same offset */ + const float halfx = GLA_PIXEL_OFS / w; + const float halfy = GLA_PIXEL_OFS / h; + + float x1 = rect->xmin; + float x2 = rect->xmin + w; + float y1 = rect->ymin; + float y2 = rect->ymin + h; + + GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR); + GPU_shader_bind(shader); + + GPU_texture_bind(color, 0); + glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); + glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy); + glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2); + glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f); + + GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4); + + GPU_texture_unbind(color); +} + +void GPU_viewport_unbind(GPUViewport *UNUSED(viewport)) +{ + GPU_framebuffer_restore(); + DRW_opengl_context_disable(); +} + + +GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport) +{ + DefaultFramebufferList *dfbl = viewport->fbl; + + if (dfbl->default_fb) { + DefaultTextureList *dtxl = viewport->txl; + return dtxl->color; + } + + return NULL; +} + +static void gpu_viewport_buffers_free( + FramebufferList *fbl, int fbl_len, + TextureList *txl, int txl_len) +{ + for (int i = 0; i < fbl_len; i++) { + GPUFrameBuffer *fb = fbl->framebuffers[i]; + if (fb) { + GPU_framebuffer_free(fb); + fbl->framebuffers[i] = NULL; + } + } + for (int i = 0; i < txl_len; i++) { + GPUTexture *tex = txl->textures[i]; + if (tex) { + GPU_texture_free(tex); + txl->textures[i] = NULL; + } + } +} + +static void gpu_viewport_storage_free(StorageList *stl, int stl_len) +{ + for (int i = 0; i < stl_len; i++) { + void *storage = stl->storage[i]; + if (storage) { + MEM_freeN(storage); + stl->storage[i] = NULL; + } + } +} + +static void gpu_viewport_passes_free(PassList *psl, int psl_len) +{ + for (int i = 0; i < psl_len; i++) { + struct DRWPass *pass = psl->passes[i]; + if (pass) { + DRW_pass_free(pass); + psl->passes[i] = NULL; + } + } +} + +/* Must be executed inside Drawmanager Opengl Context. */ +void GPU_viewport_free(GPUViewport *viewport) +{ + gpu_viewport_engines_data_free(viewport); + + gpu_viewport_buffers_free( + (FramebufferList *)viewport->fbl, default_fbl_len, + (TextureList *)viewport->txl, default_txl_len); + + gpu_viewport_texture_pool_free(viewport); + + MEM_freeN(viewport->fbl); + MEM_freeN(viewport->txl); + + if (viewport->vmempool.calls != NULL) { + BLI_mempool_destroy(viewport->vmempool.calls); + } + if (viewport->vmempool.states != NULL) { + BLI_mempool_destroy(viewport->vmempool.states); + } + if (viewport->vmempool.shgroups != NULL) { + BLI_mempool_destroy(viewport->vmempool.shgroups); + } + if (viewport->vmempool.uniforms != NULL) { + BLI_mempool_destroy(viewport->vmempool.uniforms); + } + if (viewport->vmempool.passes != NULL) { + BLI_mempool_destroy(viewport->vmempool.passes); + } + + DRW_instance_data_list_free(viewport->idatalist); + MEM_freeN(viewport->idatalist); + + MEM_freeN(viewport); +} |