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Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c644
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);
+}