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-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_batch.h32
-rw-r--r--source/blender/gpu/GPU_shader_interface.h6
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc433
-rw-r--r--source/blender/gpu/intern/gpu_batch_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_context.cc12
-rw-r--r--source/blender/gpu/intern/gpu_context_private.hh3
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc4
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.cc22
-rw-r--r--source/blender/gpu/opengl/gl_batch.cc321
-rw-r--r--source/blender/gpu/opengl/gl_batch.hh49
-rw-r--r--source/blender/gpu/opengl/gl_context.cc15
-rw-r--r--source/blender/gpu/opengl/gl_context.hh13
-rw-r--r--source/blender/gpu/opengl/gl_vertex_array.cc158
-rw-r--r--source/blender/gpu/opengl/gl_vertex_array.hh44
15 files changed, 623 insertions, 493 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index fcbe53e599a..906ae31fbc7 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -92,6 +92,7 @@ set(SRC
opengl/gl_batch.cc
opengl/gl_context.cc
opengl/gl_drawlist.cc
+ opengl/gl_vertex_array.cc
GPU_attr_binding.h
GPU_batch.h
@@ -143,6 +144,7 @@ set(SRC
opengl/gl_batch.hh
opengl/gl_context.hh
opengl/gl_drawlist.hh
+ opengl/gl_vertex_array.hh
)
set(LIB
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index d71d4d5435f..33d539e3a9e 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -30,7 +30,6 @@
#include "GPU_element.h"
#include "GPU_shader.h"
-#include "GPU_shader_interface.h"
#include "GPU_vertex_buffer.h"
#define GPU_BATCH_VBO_MAX_LEN 6
@@ -59,9 +58,7 @@ typedef enum eGPUBatchFlag {
/** Batch is initialized but it's VBOs are still being populated. (optional) */
GPU_BATCH_BUILDING = (1 << 16),
/** Cached data need to be rebuild. (VAO, PSO, ...) */
- GPU_BATCH_DIRTY_BINDINGS = (1 << 17),
- GPU_BATCH_DIRTY_INTERFACE = (1 << 18),
- GPU_BATCH_DIRTY = (GPU_BATCH_DIRTY_BINDINGS | GPU_BATCH_DIRTY_INTERFACE),
+ GPU_BATCH_DIRTY = (1 << 17),
} eGPUBatchFlag;
#define GPU_BATCH_OWNS_NONE GPU_BATCH_INVALID
@@ -78,6 +75,7 @@ extern "C" {
/**
* IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only
* the common and "public" part of the struct. Use the provided allocator.
+ * TODO(fclem) Make the content of this struct hidden and expose getters/setters.
**/
typedef struct GPUBatch {
/** verts[0] is required, others can be NULL */
@@ -90,32 +88,8 @@ typedef struct GPUBatch {
eGPUBatchFlag flag;
/** Type of geometry to draw. */
GPUPrimType prim_type;
-
- /** Current assigned shader. */
+ /** Current assigned shader. DEPRECATED. Here only for uniform binding. */
struct GPUShader *shader;
- /** Last context used to draw this batch. */
- struct GPUContext *context;
-
- struct GPUShaderInterface *interface;
- GLuint vao_id;
-
- /* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
- * for each shader interface. Start with a static number of vaos and fallback to dynamic count
- * if necessary. Once a batch goes dynamic it does not go back. */
- bool is_dynamic_vao_count;
- union {
- /** Static handle count */
- struct {
- const struct GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN];
- uint32_t vao_ids[GPU_BATCH_VAO_STATIC_LEN];
- } static_vaos;
- /** Dynamic handle count */
- struct {
- uint count;
- const struct GPUShaderInterface **interfaces;
- uint32_t *vao_ids;
- } dynamic_vaos;
- };
} GPUBatch;
GPUBatch *GPU_batch_calloc(void);
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 8aba1236b65..47e4e432d66 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -80,7 +80,7 @@ typedef struct GPUShaderInterface {
/** Buffer containing all inputs names separated by '\0'. */
char *name_buffer;
/** Reference to GPUBatches using this interface */
- struct GPUBatch **batches;
+ void **batches;
uint batches_len;
/** Input counts. */
uint attribute_len;
@@ -109,8 +109,8 @@ const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
/* keep track of batches using this interface */
-void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *, struct GPUBatch *);
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *, struct GPUBatch *);
+void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *interface, void *cache);
+void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *interface, void *cache);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index 27196413b20..995e1afb236 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -26,6 +26,8 @@
#include "MEM_guardedalloc.h"
+#include "BLI_math_base.h"
+
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_extensions.h"
@@ -46,49 +48,15 @@
using namespace blender::gpu;
-static GLuint g_default_attr_vbo = 0;
-
-static void gpu_batch_bind(GPUBatch *batch);
-static void batch_update_program_bindings(GPUBatch *batch, uint i_first);
-
-void GPU_batch_vao_cache_clear(GPUBatch *batch)
+void GPU_batch_vao_cache_clear(GPUBatch *UNUSED(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;
+ /* TODO remove */
}
+/* -------------------------------------------------------------------- */
+/** \name Creation & Deletion
+ * \{ */
+
GPUBatch *GPU_batch_calloc(void)
{
GPUBatch *batch = GPUBackend::get()->batch_alloc();
@@ -126,7 +94,6 @@ void GPU_batch_init_ex(GPUBatch *batch,
batch->elem = elem;
batch->prim_type = prim_type;
batch->flag = owns_flag | GPU_BATCH_INIT | GPU_BATCH_DIRTY;
- batch->context = NULL;
batch->shader = NULL;
}
@@ -144,7 +111,6 @@ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src)
void GPU_batch_clear(GPUBatch *batch)
{
- GPU_batch_vao_cache_clear(batch);
if (batch->flag & GPU_BATCH_OWNS_INDEX) {
GPU_indexbuf_discard(batch->elem);
}
@@ -172,11 +138,17 @@ void GPU_batch_discard(GPUBatch *batch)
delete static_cast<Batch *>(batch);
}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Buffers Management
+ * \{ */
+
/* NOTE: Override ONLY the first instance vbo (and free them if owned). */
void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
{
BLI_assert(inst);
- batch->flag |= GPU_BATCH_DIRTY_BINDINGS;
+ batch->flag |= GPU_BATCH_DIRTY;
if (batch->inst[0] && (batch->flag & GPU_BATCH_OWNS_INST_VBO)) {
GPU_vertbuf_discard(batch->inst[0]);
@@ -190,7 +162,7 @@ void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo)
{
BLI_assert(elem);
- batch->flag |= GPU_BATCH_DIRTY_BINDINGS;
+ batch->flag |= GPU_BATCH_DIRTY;
if (batch->elem && (batch->flag & GPU_BATCH_OWNS_INDEX)) {
GPU_indexbuf_discard(batch->elem);
@@ -203,7 +175,7 @@ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo)
int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo)
{
BLI_assert(insts);
- batch->flag |= GPU_BATCH_DIRTY_BINDINGS;
+ batch->flag |= GPU_BATCH_DIRTY;
for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) {
if (batch->inst[v] == NULL) {
@@ -228,7 +200,7 @@ int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo)
int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo)
{
BLI_assert(verts);
- batch->flag |= GPU_BATCH_DIRTY_BINDINGS;
+ batch->flag |= GPU_BATCH_DIRTY;
for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
if (batch->verts[v] == NULL) {
@@ -246,254 +218,20 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo)
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;
-}
+/* -------------------------------------------------------------------- */
+/** \name Uniform setters
+ *
+ * TODO(fclem) port this to GPUShader.
+ * \{ */
void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader)
{
- batch->interface = shader->interface;
batch->shader = shader;
- if (batch->flag & GPU_BATCH_DIRTY_BINDINGS) {
- GPU_batch_vao_cache_clear(batch);
- }
- batch->vao_id = batch_vao_get(batch);
GPU_shader_bind(batch->shader);
- GPU_matrix_bind(batch->shader->interface);
- GPU_shader_set_srgb_uniform(batch->shader->interface);
- gpu_batch_bind(batch);
-}
-
-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);
- }
}
-/* -------------------------------------------------------------------- */
-/** \name Uniform setters
- * \{ */
-
#define GET_UNIFORM \
const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->shader->interface, name); \
BLI_assert(uniform);
@@ -581,31 +319,6 @@ void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[
/** \name Drawing / Drawcall functions
* \{ */
-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 */
-static 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)
{
GPU_shader_bind(batch->shader);
@@ -630,18 +343,9 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count)
GPU_shader_unbind();
}
-#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(GPU_context_active_get()->shader != NULL);
- /* TODO could assert that VAO is bound. */
if (v_count == 0) {
v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
@@ -649,8 +353,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
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 (batch->inst[1] != NULL) {
+ i_count = min_ii(i_count, batch->inst[1]->vertex_len);
}
}
@@ -659,78 +363,7 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
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);
- }
- }
-
- GLenum gl_prim_type = convert_prim_type_to_gl(batch->prim_type);
-
- 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(
- gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
- }
- else {
- glDrawElementsInstancedBaseVertex(
- 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(gl_prim_type, v_first, v_count, i_count, i_first);
- }
- else {
- glDrawArraysInstanced(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
+ static_cast<Batch *>(batch)->draw(v_first, v_count, i_first, i_count);
}
/* just draw some vertices and let shader place them where we want. */
@@ -782,23 +415,11 @@ void GPU_batch_program_set_imm_shader(GPUBatch *batch)
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();
}
diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh
index a9293a5b206..3a8044efc1d 100644
--- a/source/blender/gpu/intern/gpu_batch_private.hh
+++ b/source/blender/gpu/intern/gpu_batch_private.hh
@@ -43,5 +43,3 @@ class Batch : public GPUBatch {
} // namespace gpu
} // namespace blender
-
-void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface);
diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc
index 66514deefbc..e04631910c1 100644
--- a/source/blender/gpu/intern/gpu_context.cc
+++ b/source/blender/gpu/intern/gpu_context.cc
@@ -188,18 +188,6 @@ void GPU_tex_free(GLuint tex_id)
* which are not shared across contexts. So we need to keep track of
* ownership. */
-void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
-{
- BLI_assert(ctx);
- static_cast<GLContext *>(ctx)->batch_register(batch);
-}
-
-void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
-{
- BLI_assert(ctx);
- static_cast<GLContext *>(ctx)->batch_unregister(batch);
-}
-
void gpu_context_add_framebuffer(GPUContext *ctx, GPUFrameBuffer *fb)
{
#ifdef DEBUG
diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh
index 9d3b5c3fc85..3f9fca16ff7 100644
--- a/source/blender/gpu/intern/gpu_context_private.hh
+++ b/source/blender/gpu/intern/gpu_context_private.hh
@@ -78,9 +78,6 @@ void GPU_tex_free(GLuint tex_id);
void GPU_vao_free(GLuint vao_id, GPUContext *ctx);
void GPU_fbo_free(GLuint fbo_id, GPUContext *ctx);
-void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch);
-void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch);
-
void gpu_context_add_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb);
void gpu_context_remove_framebuffer(GPUContext *ctx, struct GPUFrameBuffer *fb);
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index 508d9112fc0..e4af25500af 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -575,6 +575,10 @@ void GPU_shader_bind(GPUShader *shader)
GPU_matrix_bind(shader->interface);
GPU_shader_set_srgb_uniform(shader->interface);
}
+
+ if (GPU_matrix_dirty_get()) {
+ GPU_matrix_bind(shader->interface);
+ }
}
void GPU_shader_unbind(void)
diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc
index d825dde7e10..ef90dde1877 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.cc
+++ b/source/blender/gpu/intern/gpu_shader_interface.cc
@@ -35,6 +35,8 @@
#include "gpu_batch_private.hh"
#include "gpu_context_private.hh"
+#include "gl_batch.hh"
+
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
@@ -45,6 +47,8 @@
# include <stdio.h>
#endif
+using namespace blender::gpu;
+
static const char *BuiltinUniform_name(GPUUniformBuiltin u)
{
switch (u) {
@@ -400,8 +404,8 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
/* Batches ref buffer */
shaderface->batches_len = GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = (GPUBatch **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
- "GPUShaderInterface batches");
+ shaderface->batches = (void **)MEM_callocN(shaderface->batches_len * sizeof(GPUBatch *),
+ "GPUShaderInterface batches");
MEM_freeN(uniforms_from_blocks);
MEM_freeN(inputs_tmp);
@@ -468,7 +472,8 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
/* Remove this interface from all linked Batches vao cache. */
for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] != NULL) {
- gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
+ /* XXX GL specific. to be removed during refactor. */
+ reinterpret_cast<GLVaoCache *>(shaderface->batches[i])->remove(shaderface);
}
}
MEM_freeN(shaderface->batches);
@@ -511,7 +516,7 @@ int32_t GPU_shaderinterface_block_builtin(const GPUShaderInterface *shaderface,
return shaderface->builtin_blocks[builtin];
}
-void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
+void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, void *batch)
{
int i; /* find first unused slot */
for (i = 0; i < shaderface->batches_len; i++) {
@@ -523,13 +528,14 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch
/* Not enough place, realloc the array. */
i = shaderface->batches_len;
shaderface->batches_len += GPU_SHADERINTERFACE_REF_ALLOC_COUNT;
- shaderface->batches = (GPUBatch **)MEM_recallocN(shaderface->batches,
- sizeof(GPUBatch *) * shaderface->batches_len);
+ shaderface->batches = (void **)MEM_recallocN(shaderface->batches,
+ sizeof(void *) * shaderface->batches_len);
}
- shaderface->batches[i] = batch;
+ /** XXX todo cleanup. */
+ shaderface->batches[i] = reinterpret_cast<void *>(batch);
}
-void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
+void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, void *batch)
{
for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == batch) {
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
+ }
+}
+
+/** \} */
diff --git a/source/blender/gpu/opengl/gl_batch.hh b/source/blender/gpu/opengl/gl_batch.hh
index 290c113205a..490c9180a99 100644
--- a/source/blender/gpu/opengl/gl_batch.hh
+++ b/source/blender/gpu/opengl/gl_batch.hh
@@ -37,18 +37,29 @@
namespace blender {
namespace gpu {
-#define GPU_BATCH_VAO_STATIC_LEN 3
+#define GPU_VAO_STATIC_LEN 3
+/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
+ * for each shader interface. Start with a static number of vaos and fallback to dynamic count
+ * if necessary. Once a batch goes dynamic it does not go back. */
class GLVaoCache {
- /* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
- * for each shader interface. Start with a static number of vaos and fallback to dynamic count
- * if necessary. Once a batch goes dynamic it does not go back. */
+ private:
+ /** Context for which the vao_cache_ was generated. */
+ struct GLContext *context_ = NULL;
+ /** Last interface this batch was drawn with. */
+ GPUShaderInterface *interface_ = NULL;
+ /** Cached vao for the last interface. */
+ GLuint vao_id_ = 0;
+ /** Used whend arb_base_instance is not supported. */
+ GLuint vao_base_instance_ = 0;
+ int base_instance_ = 0;
+
bool is_dynamic_vao_count = false;
union {
/** Static handle count */
struct {
- const GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN];
- GLuint vao_ids[GPU_BATCH_VAO_STATIC_LEN];
+ const GPUShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
+ GLuint vao_ids[GPU_VAO_STATIC_LEN];
} static_vaos;
/** Dynamic handle count */
struct {
@@ -58,18 +69,27 @@ class GLVaoCache {
} dynamic_vaos;
};
- GLuint search(const GPUShaderInterface *interface);
- void insert(GLuint vao_id, const GPUShaderInterface *interface);
+ public:
+ GLVaoCache();
+ ~GLVaoCache();
+
+ GLuint vao_get(GPUBatch *batch);
+ GLuint base_instance_vao_get(GPUBatch *batch, int i_first);
+
+ GLuint lookup(const GPUShaderInterface *interface);
+ void insert(const GPUShaderInterface *interface, GLuint vao_id);
+ void remove(const GPUShaderInterface *interface);
void clear(void);
- void interface_remove(const GPUShaderInterface *interface);
+
+ private:
+ void init(void);
+ void context_check(void);
};
class GLBatch : public Batch {
- private:
- /** Cached values (avoid dereferencing later). */
- GLuint vao_id;
+ public:
/** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
- GLVaoCache vaos;
+ GLVaoCache vao_cache_;
public:
GLBatch();
@@ -77,6 +97,9 @@ class GLBatch : public Batch {
void draw(int v_first, int v_count, int i_first, int i_count) override;
+ private:
+ void bind(int i_first);
+
MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch");
};
diff --git a/source/blender/gpu/opengl/gl_context.cc b/source/blender/gpu/opengl/gl_context.cc
index 00a10924ff6..dd413612879 100644
--- a/source/blender/gpu/opengl/gl_context.cc
+++ b/source/blender/gpu/opengl/gl_context.cc
@@ -63,8 +63,8 @@ GLContext::~GLContext()
/* For now don't allow GPUFrameBuffers to be reuse in another context. */
BLI_assert(framebuffers_.is_empty());
/* Delete vaos so the batch can be reused in another context. */
- for (GPUBatch *batch : batches_) {
- GPU_batch_vao_cache_clear(batch);
+ for (GLVaoCache *cache : vao_caches_) {
+ cache->clear();
}
glDeleteVertexArrays(1, &default_vao_);
glDeleteBuffers(1, &default_attr_vbo_);
@@ -197,20 +197,17 @@ void GLBackend::tex_free(GLuint tex_id)
* is discarded.
* \{ */
-void GLContext::batch_register(struct GPUBatch *batch)
+void GLContext::vao_cache_register(GLVaoCache *cache)
{
lists_mutex_.lock();
- batches_.add(batch);
+ vao_caches_.add(cache);
lists_mutex_.unlock();
}
-void GLContext::batch_unregister(struct GPUBatch *batch)
+void GLContext::vao_cache_unregister(GLVaoCache *cache)
{
- /* vao_cache_clear() can acquire lists_mutex_ so avoid deadlock. */
- // reinterpret_cast<GLBatch *>(batch)->vao_cache_clear();
-
lists_mutex_.lock();
- batches_.remove(batch);
+ vao_caches_.remove(cache);
lists_mutex_.unlock();
}
diff --git a/source/blender/gpu/opengl/gl_context.hh b/source/blender/gpu/opengl/gl_context.hh
index 3b55965b9d1..f3ff5cb47f4 100644
--- a/source/blender/gpu/opengl/gl_context.hh
+++ b/source/blender/gpu/opengl/gl_context.hh
@@ -25,15 +25,16 @@
#include "gpu_context_private.hh"
+#include "GPU_framebuffer.h"
+
#include "BLI_set.hh"
#include "BLI_vector.hh"
#include "glew-mx.h"
-#include <iostream>
+#include "gl_batch.hh"
+
#include <mutex>
-#include <unordered_set>
-#include <vector>
namespace blender {
namespace gpu {
@@ -63,7 +64,7 @@ class GLContext : public GPUContext {
* GPUBatch & GPUFramebuffer have references to the context they are from, in the case the
* context is destroyed, we need to remove any reference to it.
*/
- Set<GPUBatch *> batches_;
+ Set<GLVaoCache *> vao_caches_;
Set<GPUFrameBuffer *> framebuffers_;
/** Mutex for the bellow structures. */
std::mutex lists_mutex_;
@@ -87,8 +88,8 @@ class GLContext : public GPUContext {
void vao_free(GLuint vao_id);
void fbo_free(GLuint fbo_id);
- void batch_register(struct GPUBatch *batch);
- void batch_unregister(struct GPUBatch *batch);
+ void vao_cache_register(GLVaoCache *cache);
+ void vao_cache_unregister(GLVaoCache *cache);
void framebuffer_register(struct GPUFrameBuffer *fb);
void framebuffer_unregister(struct GPUFrameBuffer *fb);
};
diff --git a/source/blender/gpu/opengl/gl_vertex_array.cc b/source/blender/gpu/opengl/gl_vertex_array.cc
new file mode 100644
index 00000000000..907dc37e46f
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_vertex_array.cc
@@ -0,0 +1,158 @@
+/*
+ * 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
+ */
+
+#include "GPU_glew.h"
+
+#include "GPU_shader_interface.h"
+#include "GPU_vertex_buffer.h"
+
+#include "gpu_vertex_format_private.h"
+
+#include "gl_batch.hh"
+#include "gl_context.hh"
+
+#include "gl_vertex_array.hh"
+
+using namespace blender::gpu;
+
+/* -------------------------------------------------------------------- */
+/** \name Vertex Array Bindings
+ * \{ */
+
+/* Returns enabled vertex pointers as a bitflag (one bit per attrib). */
+static uint16_t vbo_bind(const GPUShaderInterface *interface,
+ const GPUVertFormat *format,
+ uint v_first,
+ uint v_len,
+ const bool use_instancing)
+{
+ uint16_t enabled_attrib = 0;
+ const uint attr_len = format->attr_len;
+ uint stride = format->stride;
+ uint offset = 0;
+ GLuint divisor = (use_instancing) ? 1 : 0;
+
+ 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) * v_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;
+ }
+
+ enabled_attrib |= (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, divisor);
+ glVertexAttribPointer(
+ input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16);
+ }
+ }
+ else {
+ glEnableVertexAttribArray(input->location);
+ glVertexAttribDivisor(input->location, divisor);
+
+ 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;
+ }
+ }
+ }
+ }
+ return enabled_attrib;
+}
+
+/* Update the Attrib Binding of the currently bound VAO. */
+void GLVertArray::update_bindings(const GLuint vao,
+ const GPUBatch *batch,
+ const GPUShaderInterface *interface,
+ const int base_instance)
+{
+ uint16_t attr_mask = interface->enabled_attr_mask;
+
+ glBindVertexArray(vao);
+
+ /* 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--) {
+ GPUVertBuf *vbo = batch->verts[v];
+ if (vbo) {
+ GPU_vertbuf_use(vbo);
+ attr_mask &= ~vbo_bind(interface, &vbo->format, 0, vbo->vertex_len, false);
+ }
+ }
+
+ for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) {
+ GPUVertBuf *vbo = batch->inst[v];
+ if (vbo) {
+ GPU_vertbuf_use(vbo);
+ attr_mask &= ~vbo_bind(interface, &vbo->format, base_instance, vbo->vertex_len, 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) {
+ GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
+ /* 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, ctx->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) {
+ /* Binds the index buffer. This state is also saved in the VAO. */
+ GPU_indexbuf_use(batch->elem);
+ }
+}
+
+/** \} */
diff --git a/source/blender/gpu/opengl/gl_vertex_array.hh b/source/blender/gpu/opengl/gl_vertex_array.hh
new file mode 100644
index 00000000000..6da414d7e62
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_vertex_array.hh
@@ -0,0 +1,44 @@
+/*
+ * 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) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "glew-mx.h"
+
+#include "GPU_batch.h"
+#include "GPU_shader_interface.h"
+
+namespace blender {
+namespace gpu {
+
+namespace GLVertArray {
+
+void update_bindings(const GLuint vao,
+ const GPUBatch *batch,
+ const GPUShaderInterface *interface,
+ const int base_instance);
+
+} // namespace GLVertArray
+
+} // namespace gpu
+} // namespace blender