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Diffstat (limited to 'source/blender/gpu/opengl/gl_batch.cc')
-rw-r--r--source/blender/gpu/opengl/gl_batch.cc321
1 files changed, 319 insertions, 2 deletions
diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc
index 62d81ad9f5a..00e1a61f7cf 100644
--- a/source/blender/gpu/opengl/gl_batch.cc
+++ b/source/blender/gpu/opengl/gl_batch.cc
@@ -29,13 +29,254 @@
#include "glew-mx.h"
+#include "GPU_extensions.h"
+
#include "gpu_batch_private.hh"
#include "gpu_primitive_private.h"
+#include "gpu_shader_private.h"
#include "gl_batch.hh"
+#include "gl_context.hh"
+#include "gl_vertex_array.hh"
using namespace blender::gpu;
+/* -------------------------------------------------------------------- */
+/** \name Vao cache
+ *
+ * Each GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration.
+ * TODO(fclem) Could be revisited to avoid so much cross references.
+ * \{ */
+
+GLVaoCache::GLVaoCache(void)
+{
+ init();
+}
+
+GLVaoCache::~GLVaoCache()
+{
+ this->clear();
+}
+
+void GLVaoCache::init(void)
+{
+ context_ = NULL;
+ interface_ = NULL;
+ is_dynamic_vao_count = false;
+ for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) {
+ static_vaos.interfaces[i] = NULL;
+ static_vaos.vao_ids[i] = 0;
+ }
+ vao_base_instance_ = 0;
+ base_instance_ = 0;
+}
+
+/* Create a new VAO object and store it in the cache. */
+void GLVaoCache::insert(const GPUShaderInterface *interface, GLuint vao)
+{
+ /* Now insert the cache. */
+ if (!is_dynamic_vao_count) {
+ int i; /* find first unused slot */
+ for (i = 0; i < GPU_VAO_STATIC_LEN; i++) {
+ if (static_vaos.vao_ids[i] == 0) {
+ break;
+ }
+ }
+
+ if (i < GPU_VAO_STATIC_LEN) {
+ static_vaos.interfaces[i] = interface;
+ static_vaos.vao_ids[i] = vao;
+ }
+ else {
+ /* Erase previous entries, they will be added back if drawn again. */
+ for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) {
+ if (static_vaos.interfaces[i] != NULL) {
+ GPU_shaderinterface_remove_batch_ref(
+ const_cast<GPUShaderInterface *>(static_vaos.interfaces[i]), this);
+ context_->vao_free(static_vaos.vao_ids[i]);
+ }
+ }
+ /* Not enough place switch to dynamic. */
+ is_dynamic_vao_count = true;
+ /* Init dynamic arrays and let the branch below set the values. */
+ dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
+ dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN(
+ dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces");
+ dynamic_vaos.vao_ids = (GLuint *)MEM_callocN(dynamic_vaos.count * sizeof(GLuint),
+ "dyn vaos ids");
+ }
+ }
+
+ if (is_dynamic_vao_count) {
+ int i; /* find first unused slot */
+ for (i = 0; i < dynamic_vaos.count; i++) {
+ if (dynamic_vaos.vao_ids[i] == 0) {
+ break;
+ }
+ }
+
+ if (i == dynamic_vaos.count) {
+ /* Not enough place, realloc the array. */
+ i = dynamic_vaos.count;
+ dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
+ dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN(
+ (void *)dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * dynamic_vaos.count);
+ dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN(dynamic_vaos.vao_ids,
+ sizeof(GLuint) * dynamic_vaos.count);
+ }
+ dynamic_vaos.interfaces[i] = interface;
+ dynamic_vaos.vao_ids[i] = vao;
+ }
+
+ GPU_shaderinterface_add_batch_ref(const_cast<GPUShaderInterface *>(interface), this);
+}
+
+void GLVaoCache::remove(const GPUShaderInterface *interface)
+{
+ const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
+ GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
+ const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
+ static_vaos.interfaces;
+ for (int i = 0; i < count; i++) {
+ if (interfaces[i] == interface) {
+ context_->vao_free(vaos[i]);
+ vaos[i] = 0;
+ interfaces[i] = NULL;
+ break; /* cannot have duplicates */
+ }
+ }
+}
+
+void GLVaoCache::clear(void)
+{
+ GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
+ const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
+ GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
+ const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
+ static_vaos.interfaces;
+ /* Early out, nothing to free. */
+ if (context_ == NULL) {
+ return;
+ }
+
+ if (context_ == ctx) {
+ glDeleteVertexArrays(count, vaos);
+ glDeleteVertexArrays(1, &vao_base_instance_);
+ }
+ else {
+ /* TODO(fclem) Slow way. Could avoid multiple mutex lock here */
+ for (int i = 0; i < count; i++) {
+ context_->vao_free(vaos[i]);
+ }
+ context_->vao_free(vao_base_instance_);
+ }
+
+ for (int i = 0; i < count; i++) {
+ if (interfaces[i] == NULL) {
+ continue;
+ }
+ GPU_shaderinterface_remove_batch_ref(const_cast<GPUShaderInterface *>(interfaces[i]), this);
+ }
+
+ if (is_dynamic_vao_count) {
+ MEM_freeN((void *)dynamic_vaos.interfaces);
+ MEM_freeN(dynamic_vaos.vao_ids);
+ }
+
+ if (context_) {
+ context_->vao_cache_unregister(this);
+ }
+ /* Reinit. */
+ this->init();
+}
+
+/* Return 0 on cache miss (invalid VAO) */
+GLuint GLVaoCache::lookup(const GPUShaderInterface *interface)
+{
+ const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
+ const GPUShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
+ static_vaos.interfaces;
+ for (int i = 0; i < count; i++) {
+ if (interfaces[i] == interface) {
+ return (is_dynamic_vao_count) ? dynamic_vaos.vao_ids[i] : static_vaos.vao_ids[i];
+ }
+ }
+ return 0;
+}
+
+/* The GLVaoCache object is only valid for one GLContext.
+ * Reset the cache if trying to draw in another context; */
+void GLVaoCache::context_check(void)
+{
+ GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
+ BLI_assert(ctx);
+
+ if (context_ != ctx) {
+ if (context_ != NULL) {
+ /* IMPORTANT: Trying to draw a batch in multiple different context will trash the VAO cache.
+ * This has major performance impact and should be avoided in most cases. */
+ context_->vao_cache_unregister(this);
+ }
+ this->clear();
+ context_ = ctx;
+ context_->vao_cache_register(this);
+ }
+}
+
+GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first)
+{
+ this->context_check();
+ /* Make sure the interface is up to date. */
+ if (interface_ != GPU_context_active_get()->shader->interface) {
+ vao_get(batch);
+ /* Trigger update. */
+ base_instance_ = 0;
+ }
+ /**
+ * There seems to be a nasty bug when drawing using the same VAO reconfiguring (T71147).
+ * We just use a throwaway VAO for that. Note that this is likely to degrade performance.
+ **/
+#ifdef __APPLE__
+ glDeleteVertexArrays(1, &vao_base_instance_);
+ vao_base_instance_ = 0;
+#endif
+
+ if (vao_base_instance_ == 0) {
+ glGenVertexArrays(1, &vao_base_instance_);
+ }
+
+ if (base_instance_ != i_first) {
+ base_instance_ = i_first;
+ GLVertArray::update_bindings(vao_base_instance_, batch, interface_, i_first);
+ }
+ return base_instance_;
+}
+
+GLuint GLVaoCache::vao_get(GPUBatch *batch)
+{
+ this->context_check();
+
+ GPUContext *ctx = GPU_context_active_get();
+ if (interface_ != ctx->shader->interface) {
+ interface_ = ctx->shader->interface;
+ vao_id_ = this->lookup(interface_);
+
+ if (vao_id_ == 0) {
+ /* Cache miss, create a new VAO. */
+ glGenVertexArrays(1, &vao_id_);
+ this->insert(interface_, vao_id_);
+ GLVertArray::update_bindings(vao_id_, batch, interface_, 0);
+ }
+ }
+
+ return vao_id_;
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Creation & Deletion
+ * \{ */
+
GLBatch::GLBatch(void)
{
}
@@ -44,7 +285,83 @@ GLBatch::~GLBatch()
{
}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Drawing
+ * \{ */
+
+#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 GLBatch::bind(int i_first)
+{
+ if (flag & GPU_BATCH_DIRTY) {
+ vao_cache_.clear();
+ }
+
+#if GPU_TRACK_INDEX_RANGE
+ /* Can be removed if GL 4.3 is required. */
+ if (!GLEW_ARB_ES3_compatibility && (elem != NULL)) {
+ glPrimitiveRestartIndex((elem->index_type == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu);
+ }
+#endif
+
+ /* Can be removed if GL 4.2 is required. */
+ if (!GPU_arb_base_instance_is_supported() && (i_first > 0)) {
+ glBindVertexArray(vao_cache_.base_instance_vao_get(this, i_first));
+ }
+ else {
+ glBindVertexArray(vao_cache_.vao_get(this));
+ }
+}
+
void GLBatch::draw(int v_first, int v_count, int i_first, int i_count)
{
- UNUSED_VARS(v_first, v_count, i_first, i_count);
-} \ No newline at end of file
+ this->bind(i_first);
+
+ GLenum gl_type = convert_prim_type_to_gl(prim_type);
+
+ if (elem) {
+ const GPUIndexBuf *el = elem;
+ GLenum index_type = INDEX_TYPE(el);
+ GLint base_index = BASE_INDEX(el);
+ void *v_first_ofs = (GLuint *)0 + v_first + el->index_start;
+
+#if GPU_TRACK_INDEX_RANGE
+ if (el->index_type == GPU_INDEX_U16) {
+ v_first_ofs = (GLushort *)0 + v_first + el->index_start;
+ }
+#endif
+
+ if (GPU_arb_base_instance_is_supported()) {
+ glDrawElementsInstancedBaseVertexBaseInstance(
+ gl_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
+ }
+ else {
+ glDrawElementsInstancedBaseVertex(
+ gl_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(gl_type, v_first, v_count, i_count, i_first);
+ }
+ else {
+ glDrawArraysInstanced(gl_type, v_first, v_count, i_count);
+ }
+#ifdef __APPLE__
+ glEnable(GL_PRIMITIVE_RESTART);
+#endif
+ }
+}
+
+/** \} */