From 247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 17 Jul 2018 21:11:23 +0200 Subject: GWN: Port to GPU module: Move files to GPU This does not include all the struct and type renaming. Only files were renamed. gwn_batch.c/h was fusioned with GPU_batch.c/h gwn_immediate.c/h was fusioned with GPU_immediate.c/h gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h --- source/blender/gpu/CMakeLists.txt | 22 +- source/blender/gpu/GPU_attr_binding.h | 42 + source/blender/gpu/GPU_batch.h | 182 ++++- source/blender/gpu/GPU_buffer_id.h | 53 ++ source/blender/gpu/GPU_common.h | 61 ++ source/blender/gpu/GPU_context.h | 55 ++ source/blender/gpu/GPU_element.h | 102 +++ source/blender/gpu/GPU_immediate.h | 112 ++- source/blender/gpu/GPU_immediate_util.h | 9 + source/blender/gpu/GPU_primitive.h | 65 ++ source/blender/gpu/GPU_shader_interface.h | 104 +++ source/blender/gpu/GPU_vertex_array_id.h | 55 ++ source/blender/gpu/GPU_vertex_buffer.h | 144 ++++ source/blender/gpu/GPU_vertex_format.h | 101 +++ source/blender/gpu/intern/gpu_attr_binding.c | 85 +++ .../blender/gpu/intern/gpu_attr_binding_private.h | 43 ++ source/blender/gpu/intern/gpu_batch.c | 637 +++++++++++++++- source/blender/gpu/intern/gpu_batch_private.h | 53 ++ source/blender/gpu/intern/gpu_buffer_id.cpp | 90 +++ source/blender/gpu/intern/gpu_element.c | 308 ++++++++ source/blender/gpu/intern/gpu_immediate.c | 849 ++++++++++++++++++++- source/blender/gpu/intern/gpu_immediate_util.c | 70 +- source/blender/gpu/intern/gpu_matrix.c | 2 +- source/blender/gpu/intern/gpu_primitive.c | 84 ++ source/blender/gpu/intern/gpu_primitive_private.h | 37 + source/blender/gpu/intern/gpu_shader_interface.c | 361 +++++++++ source/blender/gpu/intern/gpu_shader_private.h | 2 +- source/blender/gpu/intern/gpu_vertex_array_id.cpp | 196 +++++ source/blender/gpu/intern/gpu_vertex_buffer.c | 268 +++++++ source/blender/gpu/intern/gpu_vertex_format.c | 310 ++++++++ .../blender/gpu/intern/gpu_vertex_format_private.h | 39 + 31 files changed, 4487 insertions(+), 54 deletions(-) create mode 100644 source/blender/gpu/GPU_attr_binding.h create mode 100644 source/blender/gpu/GPU_buffer_id.h create mode 100644 source/blender/gpu/GPU_common.h create mode 100644 source/blender/gpu/GPU_context.h create mode 100644 source/blender/gpu/GPU_element.h create mode 100644 source/blender/gpu/GPU_primitive.h create mode 100644 source/blender/gpu/GPU_shader_interface.h create mode 100644 source/blender/gpu/GPU_vertex_array_id.h create mode 100644 source/blender/gpu/GPU_vertex_buffer.h create mode 100644 source/blender/gpu/GPU_vertex_format.h create mode 100644 source/blender/gpu/intern/gpu_attr_binding.c create mode 100644 source/blender/gpu/intern/gpu_attr_binding_private.h create mode 100644 source/blender/gpu/intern/gpu_batch_private.h create mode 100644 source/blender/gpu/intern/gpu_buffer_id.cpp create mode 100644 source/blender/gpu/intern/gpu_element.c create mode 100644 source/blender/gpu/intern/gpu_primitive.c create mode 100644 source/blender/gpu/intern/gpu_primitive_private.h create mode 100644 source/blender/gpu/intern/gpu_shader_interface.c create mode 100644 source/blender/gpu/intern/gpu_vertex_array_id.cpp create mode 100644 source/blender/gpu/intern/gpu_vertex_buffer.c create mode 100644 source/blender/gpu/intern/gpu_vertex_format.c create mode 100644 source/blender/gpu/intern/gpu_vertex_format_private.h (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 716e00164ce..3d207b85760 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -50,7 +50,6 @@ set(INC ../../../intern/glew-mx ../../../intern/guardedalloc ../../../intern/smoke/extern - ../../../intern/gawain ) set(INC_SYS @@ -58,14 +57,17 @@ set(INC_SYS ) set(SRC + intern/gpu_attr_binding.c intern/gpu_basic_shader.c intern/gpu_batch.c intern/gpu_batch_presets.c intern/gpu_batch_utils.c + intern/gpu_buffer_id.cpp intern/gpu_buffers.c intern/gpu_codegen.c intern/gpu_debug.c intern/gpu_draw.c + intern/gpu_element.c intern/gpu_extensions.c intern/gpu_framebuffer.c intern/gpu_immediate.c @@ -73,13 +75,18 @@ set(SRC intern/gpu_init_exit.c intern/gpu_material.c intern/gpu_matrix.c + intern/gpu_primitive.c intern/gpu_select.c intern/gpu_select_pick.c intern/gpu_select_sample_query.c intern/gpu_shader.c + intern/gpu_shader_interface.c intern/gpu_state.c intern/gpu_texture.c intern/gpu_uniformbuffer.c + intern/gpu_vertex_array_id.cpp + intern/gpu_vertex_buffer.c + intern/gpu_vertex_format.c intern/gpu_viewport.c shaders/gpu_shader_fx_lib.glsl @@ -103,11 +110,15 @@ set(SRC shaders/gpu_shader_smoke_frag.glsl shaders/gpu_shader_smoke_vert.glsl + GPU_attr_binding.h GPU_basic_shader.h GPU_batch.h + GPU_buffer_id.h GPU_buffers.h + GPU_common.h GPU_debug.h GPU_draw.h + GPU_element.h GPU_extensions.h GPU_framebuffer.h GPU_glew.h @@ -117,17 +128,26 @@ set(SRC GPU_legacy_stubs.h GPU_material.h GPU_matrix.h + GPU_primitive.h GPU_select.h GPU_shader.h + GPU_shader_interface.h GPU_state.h GPU_texture.h GPU_uniformbuffer.h + GPU_vertex_array_id.h + GPU_vertex_buffer.h + GPU_vertex_format.h GPU_viewport.h + intern/gpu_attr_binding_private.h + intern/gpu_batch_private.h intern/gpu_codegen.h + intern/gpu_primitive_private.h intern/gpu_private.h intern/gpu_select_private.h intern/gpu_shader_private.h + intern/gpu_vertex_format_private.h ) data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC) diff --git a/source/blender/gpu/GPU_attr_binding.h b/source/blender/gpu/GPU_attr_binding.h new file mode 100644 index 00000000000..41050a095cd --- /dev/null +++ b/source/blender/gpu/GPU_attr_binding.h @@ -0,0 +1,42 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_attr_binding.h + * \ingroup gpu + * + * Gawain vertex attribute binding + */ + +#ifndef __GWN_ATTR_BINDING_H__ +#define __GWN_ATTR_BINDING_H__ + +#include "GPU_common.h" + +typedef struct Gwn_AttrBinding { + uint64_t loc_bits; /* store 4 bits for each of the 16 attribs */ + uint16_t enabled_bits; /* 1 bit for each attrib */ +} Gwn_AttrBinding; + +#endif /* __GWN_ATTR_BINDING_H__ */ diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index f73968eda54..4c98eb8f537 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -15,37 +15,185 @@ * 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 Blender Foundation. + * The Original Code is Copyright (C) 2016 by Mike Erwin. * All rights reserved. * - * - * Contributor(s): Mike Erwin + * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ -/* Batched geometry rendering is powered by the Gawain library. - * This file contains any additions or modifications specific to Blender. +/** \file blender/gpu/gwn_batch.h + * \ingroup gpu + * + * Gawain geometry batch + * Contains VAOs + VBOs + Shader representing a drawable entity. */ -#ifndef __GPU_BATCH_H__ -#define __GPU_BATCH_H__ +#ifndef __GWN_BATCH_H__ +#define __GWN_BATCH_H__ -#include "../../../intern/gawain/gawain/gwn_batch.h" -#include "../../../intern/gawain/gawain/gwn_batch_private.h" +#include "GPU_vertex_buffer.h" +#include "GPU_element.h" +#include "GPU_shader_interface.h" +#include "GPU_shader.h" -// TODO: CMake magic to do this: -// #include "gawain/batch.h" +typedef enum { + GWN_BATCH_READY_TO_FORMAT, + GWN_BATCH_READY_TO_BUILD, + GWN_BATCH_BUILDING, + GWN_BATCH_READY_TO_DRAW +} Gwn_BatchPhase; -#include "BLI_compiler_attrs.h" -#include "BLI_sys_types.h" +#define GWN_BATCH_VBO_MAX_LEN 3 +#define GWN_BATCH_VAO_STATIC_LEN 3 +#define GWN_BATCH_VAO_DYN_ALLOC_COUNT 16 -#include "GPU_shader.h" +typedef struct Gwn_Batch { + /* geometry */ + Gwn_VertBuf* verts[GWN_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */ + Gwn_VertBuf* inst; /* instance attribs */ + Gwn_IndexBuf* elem; /* NULL if element list not needed */ + uint32_t gl_prim_type; + + /* cached values (avoid dereferencing later) */ + uint32_t vao_id; + uint32_t program; + const struct Gwn_ShaderInterface* interface; + + /* book-keeping */ + uint owns_flag; + struct Gwn_Context *context; /* used to free all vaos. this implies all vaos were created under the same context. */ + Gwn_BatchPhase phase; + bool program_in_use; + + /* Vao management: remembers all geometry state (vertex attrib 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 Gwn_ShaderInterface* interfaces[GWN_BATCH_VAO_STATIC_LEN]; + uint32_t vao_ids[GWN_BATCH_VAO_STATIC_LEN]; + } static_vaos; + /* Dynamic handle count */ + struct { + uint count; + const struct Gwn_ShaderInterface** interfaces; + uint32_t* vao_ids; + } dynamic_vaos; + }; + + /* XXX This is the only solution if we want to have some data structure using + * batches as key to identify nodes. We must destroy these nodes with this callback. */ + void (*free_callback)(struct Gwn_Batch*, void*); + void* callback_data; +} Gwn_Batch; + +enum { + GWN_BATCH_OWNS_VBO = (1 << 0), + /* each vbo index gets bit-shifted */ + GWN_BATCH_OWNS_INSTANCES = (1 << 30), + GWN_BATCH_OWNS_INDEX = (1 << 31), +}; + +Gwn_Batch* GWN_batch_create_ex(Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag); +void GWN_batch_init_ex(Gwn_Batch*, Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag); +Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src); + +#define GWN_batch_create(prim, verts, elem) \ + GWN_batch_create_ex(prim, verts, elem, 0) +#define GWN_batch_init(batch, prim, verts, elem) \ + GWN_batch_init_ex(batch, prim, verts, elem, 0) + +void GWN_batch_discard(Gwn_Batch*); /* verts & elem are not discarded */ + +void gwn_batch_vao_cache_clear(Gwn_Batch*); + +void GWN_batch_callback_free_set(Gwn_Batch*, void (*callback)(Gwn_Batch*, void*), void*); + +void GWN_batch_instbuf_set(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo); /* Instancing */ + +int GWN_batch_vertbuf_add_ex(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo); + +#define GWN_batch_vertbuf_add(batch, verts) \ + GWN_batch_vertbuf_add_ex(batch, verts, false) -/* gpu_batch.c */ -void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id) ATTR_NONNULL(1); +void GWN_batch_program_set_no_use(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*); +void GWN_batch_program_set(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*); +void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id); +/* Entire batch draws with one shader program, but can be redrawn later with another program. */ +/* Vertex shader's inputs must be compatible with the batch's vertex format. */ + +void GWN_batch_program_use_begin(Gwn_Batch*); /* call before Batch_Uniform (temp hack?) */ +void GWN_batch_program_use_end(Gwn_Batch*); + +void GWN_batch_uniform_1ui(Gwn_Batch*, const char* name, int value); +void GWN_batch_uniform_1i(Gwn_Batch*, const char* name, int value); +void GWN_batch_uniform_1b(Gwn_Batch*, const char* name, bool value); +void GWN_batch_uniform_1f(Gwn_Batch*, const char* name, float value); +void GWN_batch_uniform_2f(Gwn_Batch*, const char* name, float x, float y); +void GWN_batch_uniform_3f(Gwn_Batch*, const char* name, float x, float y, float z); +void GWN_batch_uniform_4f(Gwn_Batch*, const char* name, float x, float y, float z, float w); +void GWN_batch_uniform_2fv(Gwn_Batch*, const char* name, const float data[2]); +void GWN_batch_uniform_3fv(Gwn_Batch*, const char* name, const float data[3]); +void GWN_batch_uniform_4fv(Gwn_Batch*, const char* name, const float data[4]); +void GWN_batch_uniform_2fv_array(Gwn_Batch*, const char* name, int len, const float *data); +void GWN_batch_uniform_4fv_array(Gwn_Batch*, const char* name, int len, const float *data); +void GWN_batch_uniform_mat4(Gwn_Batch*, const char* name, const float data[4][4]); + +void GWN_batch_draw(Gwn_Batch*); + +/* This does not bind/unbind shader and does not call GPU_matrix_bind() */ +void GWN_batch_draw_range_ex(Gwn_Batch*, int v_first, int v_count, bool force_instance); + +/* Does not even need batch */ +void GWN_draw_primitive(Gwn_PrimType, int v_count); + +#if 0 /* future plans */ + +/* Can multiple batches share a Gwn_VertBuf? Use ref count? */ + + +/* We often need a batch with its own data, to be created and discarded together. */ +/* WithOwn variants reduce number of system allocations. */ + +typedef struct BatchWithOwnVertexBuffer { + Gwn_Batch batch; + Gwn_VertBuf verts; /* link batch.verts to this */ +} BatchWithOwnVertexBuffer; + +typedef struct BatchWithOwnElementList { + Gwn_Batch batch; + Gwn_IndexBuf elem; /* link batch.elem to this */ +} BatchWithOwnElementList; + +typedef struct BatchWithOwnVertexBufferAndElementList { + Gwn_Batch batch; + Gwn_IndexBuf elem; /* link batch.elem to this */ + Gwn_VertBuf verts; /* link batch.verts to this */ +} BatchWithOwnVertexBufferAndElementList; + +Gwn_Batch* create_BatchWithOwnVertexBuffer(Gwn_PrimType, Gwn_VertFormat*, uint v_len, Gwn_IndexBuf*); +Gwn_Batch* create_BatchWithOwnElementList(Gwn_PrimType, Gwn_VertBuf*, uint prim_len); +Gwn_Batch* create_BatchWithOwnVertexBufferAndElementList(Gwn_PrimType, Gwn_VertFormat*, uint v_len, uint prim_len); +/* verts: shared, own */ +/* elem: none, shared, own */ +Gwn_Batch* create_BatchInGeneral(Gwn_PrimType, VertexBufferStuff, ElementListStuff); + +#endif /* future plans */ void gpu_batch_init(void); void gpu_batch_exit(void); -#endif /* __GPU_BATCH_H__ */ +/* Macros */ + +#define GWN_BATCH_DISCARD_SAFE(batch) do { \ + if (batch != NULL) { \ + GWN_batch_discard(batch); \ + batch = NULL; \ + } \ +} while (0) + +#endif /* __GWN_BATCH_H__ */ diff --git a/source/blender/gpu/GPU_buffer_id.h b/source/blender/gpu/GPU_buffer_id.h new file mode 100644 index 00000000000..fd680ff31f5 --- /dev/null +++ b/source/blender/gpu/GPU_buffer_id.h @@ -0,0 +1,53 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_buffer_id.h + * \ingroup gpu + * + * Gawain buffer IDs + */ + +#ifndef __GWN_BUFFER_ID_H__ +#define __GWN_BUFFER_ID_H__ + +/* Manage GL buffer IDs in a thread-safe way + * Use these instead of glGenBuffers & its friends + * - alloc must be called from main thread + * - free can be called from any thread */ + +#ifdef __cplusplus +extern "C" { +#endif + +#include "GPU_common.h" + +GLuint GWN_buf_id_alloc(void); +void GWN_buf_id_free(GLuint buffer_id); + +#ifdef __cplusplus +} +#endif + +#endif /* __GWN_BUFFER_ID_H__ */ diff --git a/source/blender/gpu/GPU_common.h b/source/blender/gpu/GPU_common.h new file mode 100644 index 00000000000..2587e8670a9 --- /dev/null +++ b/source/blender/gpu/GPU_common.h @@ -0,0 +1,61 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_common.h + * \ingroup gpu + */ + +#ifndef __GWN_COMMON_H__ +#define __GWN_COMMON_H__ + +#define PROGRAM_NO_OPTI 0 + +#if defined(NDEBUG) + #define TRUST_NO_ONE 0 +#else + /* strict error checking, enabled for debug builds during early development */ + #define TRUST_NO_ONE 1 +#endif + +#if defined(WITH_OPENGL) + #include +#endif + +#include +#include +#include + +#if TRUST_NO_ONE + #include +#endif + +/* GWN_INLINE */ +#if defined(_MSC_VER) +# define GWN_INLINE static __forceinline +#else +# define GWN_INLINE static inline __attribute__((always_inline)) __attribute__((__unused__)) +#endif + +#endif /* __GWN_COMMON_H__ */ diff --git a/source/blender/gpu/GPU_context.h b/source/blender/gpu/GPU_context.h new file mode 100644 index 00000000000..0cedc109645 --- /dev/null +++ b/source/blender/gpu/GPU_context.h @@ -0,0 +1,55 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_context.h + * \ingroup gpu + * + * This interface allow Gawain to manage VAOs for mutiple context and threads. + */ + +#ifndef __GWN_CONTEXT_H__ +#define __GWN_CONTEXT_H__ + +#ifdef __cplusplus +extern "C" { +#endif + +#include "GPU_common.h" +#include "GPU_batch.h" +#include "GPU_shader_interface.h" + +typedef struct Gwn_Context Gwn_Context; + +Gwn_Context* GWN_context_create(void); +void GWN_context_discard(Gwn_Context*); + +void GWN_context_active_set(Gwn_Context*); +Gwn_Context* GWN_context_active_get(void); + +#ifdef __cplusplus +} +#endif + +#endif /* __GWN_CONTEXT_H__ */ diff --git a/source/blender/gpu/GPU_element.h b/source/blender/gpu/GPU_element.h new file mode 100644 index 00000000000..0c23e90569b --- /dev/null +++ b/source/blender/gpu/GPU_element.h @@ -0,0 +1,102 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_element.h + * \ingroup gpu + * + * Gawain element list (AKA index buffer) + */ + +#ifndef __GWN_ELEMENT_H__ +#define __GWN_ELEMENT_H__ + +#include "GPU_primitive.h" + +#define GWN_TRACK_INDEX_RANGE 1 + +#define GWN_PRIM_RESTART 0xFFFFFFFF + +typedef enum { + GWN_INDEX_U8, /* GL has this, Vulkan does not */ + GWN_INDEX_U16, + GWN_INDEX_U32 +} Gwn_IndexBufType; + +typedef struct Gwn_IndexBuf { + uint index_len; +#if GWN_TRACK_INDEX_RANGE + Gwn_IndexBufType index_type; + uint32_t gl_index_type; + uint min_index; + uint max_index; + uint base_index; +#endif + uint32_t vbo_id; /* 0 indicates not yet sent to VRAM */ + bool use_prim_restart; +} Gwn_IndexBuf; + +void GWN_indexbuf_use(Gwn_IndexBuf*); +uint GWN_indexbuf_size_get(const Gwn_IndexBuf*); + +typedef struct Gwn_IndexBufBuilder { + uint max_allowed_index; + uint max_index_len; + uint index_len; + Gwn_PrimType prim_type; + uint* data; + bool use_prim_restart; +} Gwn_IndexBufBuilder; + + +/* supports all primitive types. */ +void GWN_indexbuf_init_ex(Gwn_IndexBufBuilder*, Gwn_PrimType, uint index_len, uint vertex_len, bool use_prim_restart); + +/* supports only GWN_PRIM_POINTS, GWN_PRIM_LINES and GWN_PRIM_TRIS. */ +void GWN_indexbuf_init(Gwn_IndexBufBuilder*, Gwn_PrimType, uint prim_len, uint vertex_len); + +void GWN_indexbuf_add_generic_vert(Gwn_IndexBufBuilder*, uint v); +void GWN_indexbuf_add_primitive_restart(Gwn_IndexBufBuilder*); + +void GWN_indexbuf_add_point_vert(Gwn_IndexBufBuilder*, uint v); +void GWN_indexbuf_add_line_verts(Gwn_IndexBufBuilder*, uint v1, uint v2); +void GWN_indexbuf_add_tri_verts(Gwn_IndexBufBuilder*, uint v1, uint v2, uint v3); +void GWN_indexbuf_add_line_adj_verts(Gwn_IndexBufBuilder*, uint v1, uint v2, uint v3, uint v4); + +Gwn_IndexBuf* GWN_indexbuf_build(Gwn_IndexBufBuilder*); +void GWN_indexbuf_build_in_place(Gwn_IndexBufBuilder*, Gwn_IndexBuf*); + +void GWN_indexbuf_discard(Gwn_IndexBuf*); + + +/* Macros */ + +#define GWN_INDEXBUF_DISCARD_SAFE(elem) do { \ + if (elem != NULL) { \ + GWN_indexbuf_discard(elem); \ + elem = NULL; \ + } \ +} while (0) + +#endif /* __GWN_ELEMENT_H__ */ diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h index 2a2692e6baf..c5892886825 100644 --- a/source/blender/gpu/GPU_immediate.h +++ b/source/blender/gpu/GPU_immediate.h @@ -24,29 +24,113 @@ * ***** END GPL LICENSE BLOCK ***** */ -/* Immediate mode rendering is powered by the Gawain library. - * This file contains any additions or modifications specific to Blender. +/** \file blender/gpu/GPU_immediate.h + * \ingroup gpu + * + * Gawain immediate mode work-alike */ #ifndef __GPU_IMMEDIATE_H__ #define __GPU_IMMEDIATE_H__ -#include "../../../intern/gawain/gawain/gwn_immediate.h" -#include "../../../intern/gawain/gawain/gwn_imm_util.h" +#include "GPU_vertex_format.h" +#include "GPU_primitive.h" +#include "GPU_shader_interface.h" +#include "GPU_batch.h" +#include "GPU_immediate_util.h" +#include "GPU_shader.h" -// TODO: CMake magic to do this: -// #include "gawain/gwn_immediate.h" -// #include "gawain/gwn_imm_util.h" +Gwn_VertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ -#include "GPU_shader.h" +void immBindProgram(uint32_t program, const Gwn_ShaderInterface*); /* every immBegin must have a program bound first. */ +void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */ + +void immBegin(Gwn_PrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */ +void immBeginAtMost(Gwn_PrimType, uint max_vertex_len); /* can supply fewer vertices. */ +void immEnd(void); /* finishes and draws. */ + +/* ImmBegin a batch, then use standard immFunctions as usual. */ +/* ImmEnd will finalize the batch instead of drawing. */ +/* Then you can draw it as many times as you like! Partially replaces the need for display lists. */ +Gwn_Batch* immBeginBatch(Gwn_PrimType, uint vertex_len); +Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType, uint vertex_len); + +/* Provide attribute values that can change per vertex. */ +/* First vertex after immBegin must have all its attributes specified. */ +/* Skipped attributes will continue using the previous value for that attrib_id. */ +void immAttrib1f(uint attrib_id, float x); +void immAttrib2f(uint attrib_id, float x, float y); +void immAttrib3f(uint attrib_id, float x, float y, float z); +void immAttrib4f(uint attrib_id, float x, float y, float z, float w); + +void immAttrib2i(uint attrib_id, int x, int y); + +void immAttrib1u(uint attrib_id, uint x); + +void immAttrib2s(uint attrib_id, short x, short y); + +void immAttrib2fv(uint attrib_id, const float data[2]); +void immAttrib3fv(uint attrib_id, const float data[3]); +void immAttrib4fv(uint attrib_id, const float data[4]); + +void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b); +void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a); + +void immAttrib3ubv(uint attrib_id, const unsigned char data[4]); +void immAttrib4ubv(uint attrib_id, const unsigned char data[4]); + +/* Explicitly skip an attribute. */ +/* This advanced option kills automatic value copying for this attrib_id. */ +void immSkipAttrib(uint attrib_id); + +/* Provide one last attribute value & end the current vertex. */ +/* This is most often used for 2D or 3D position (similar to glVertex). */ +void immVertex2f(uint attrib_id, float x, float y); +void immVertex3f(uint attrib_id, float x, float y, float z); +void immVertex4f(uint attrib_id, float x, float y, float z, float w); + +void immVertex2i(uint attrib_id, int x, int y); + +void immVertex2s(uint attrib_id, short x, short y); + +void immVertex2fv(uint attrib_id, const float data[2]); +void immVertex3fv(uint attrib_id, const float data[3]); + +void immVertex2iv(uint attrib_id, const int data[2]); + +/* Provide uniform values that don't change for the entire draw call. */ +void immUniform1i(const char* name, int x); +void immUniform4iv(const char* name, const int data[4]); +void immUniform1f(const char* name, float x); +void immUniform2f(const char* name, float x, float y); +void immUniform2fv(const char* name, const float data[2]); +void immUniform3f(const char* name, float x, float y, float z); +void immUniform3fv(const char* name, const float data[3]); +void immUniformArray3fv(const char* name, const float *data, int count); +void immUniform4f(const char* name, float x, float y, float z, float w); +void immUniform4fv(const char* name, const float data[4]); +void immUniformArray4fv(const char* bare_name, const float *data, int count); +void immUniformMatrix4fv(const char* name, const float data[4][4]); + +/* Convenience functions for setting "uniform vec4 color". */ +/* The rgb functions have implicit alpha = 1.0. */ +void immUniformColor4f(float r, float g, float b, float a); +void immUniformColor4fv(const float rgba[4]); +void immUniformColor3f(float r, float g, float b); +void immUniformColor3fv(const float rgb[3]); +void immUniformColor3fvAlpha(const float rgb[3], float a); + +void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b); +void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); +void immUniformColor3ubv(const unsigned char rgb[3]); +void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a); +void immUniformColor4ubv(const unsigned char rgba[4]); /* Extend immBindProgram to use Blender’s library of built-in shader programs. * Use immUnbindProgram() when done. */ void immBindBuiltinProgram(GPUBuiltinShader shader_id); -/* - * Extend immUniformColor to take Blender's themes - */ +/* Extend immUniformColor to take Blender's themes */ void immUniformThemeColor(int color_id); void immUniformThemeColor3(int color_id); void immUniformThemeColorShade(int color_id, int offset); @@ -55,4 +139,10 @@ void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int void immUniformThemeColorBlend(int color_id1, int color_id2, float fac); void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset); +/* These are called by the system -- not part of drawing API. */ +void immInit(void); +void immActivate(void); +void immDeactivate(void); +void immDestroy(void); + #endif /* __GPU_IMMEDIATE_H__ */ diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h index c31d477ff5b..0a5c9805509 100644 --- a/source/blender/gpu/GPU_immediate_util.h +++ b/source/blender/gpu/GPU_immediate_util.h @@ -27,6 +27,15 @@ #ifndef __GPU_IMMEDIATE_UTIL_H__ #define __GPU_IMMEDIATE_UTIL_H__ +/* Draw 2D rectangles (replaces glRect functions) */ +/* caller is reponsible for vertex format & shader */ +void immRectf(uint pos, float x1, float y1, float x2, float y2); +void immRecti(uint pos, int x1, int y1, int x2, int y2); + +/* Same as immRectf/immRecti but does not call immBegin/immEnd. To use with GWN_PRIM_TRIS. */ +void immRectf_fast_with_color(uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4]); +void immRecti_fast_with_color(uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4]); + void imm_cpack(uint x); void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments); diff --git a/source/blender/gpu/GPU_primitive.h b/source/blender/gpu/GPU_primitive.h new file mode 100644 index 00000000000..44348b9b593 --- /dev/null +++ b/source/blender/gpu/GPU_primitive.h @@ -0,0 +1,65 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_primitive.h + * \ingroup gpu + * + * Gawain geometric primitives + */ + +#ifndef __GWN_PRIMITIVE_H__ +#define __GWN_PRIMITIVE_H__ + +#include "GPU_common.h" + +typedef enum { + GWN_PRIM_POINTS, + GWN_PRIM_LINES, + GWN_PRIM_TRIS, + GWN_PRIM_LINE_STRIP, + GWN_PRIM_LINE_LOOP, /* GL has this, Vulkan does not */ + GWN_PRIM_TRI_STRIP, + GWN_PRIM_TRI_FAN, + + GWN_PRIM_LINES_ADJ, + GWN_PRIM_TRIS_ADJ, + GWN_PRIM_LINE_STRIP_ADJ, + + GWN_PRIM_NONE +} Gwn_PrimType; + +/* what types of primitives does each shader expect? */ +typedef enum { + GWN_PRIM_CLASS_NONE = 0, + GWN_PRIM_CLASS_POINT = (1 << 0), + GWN_PRIM_CLASS_LINE = (1 << 1), + GWN_PRIM_CLASS_SURFACE = (1 << 2), + GWN_PRIM_CLASS_ANY = GWN_PRIM_CLASS_POINT | GWN_PRIM_CLASS_LINE | GWN_PRIM_CLASS_SURFACE +} Gwn_PrimClass; + +Gwn_PrimClass GWN_primtype_class(Gwn_PrimType); +bool GWN_primtype_belongs_to_class(Gwn_PrimType, Gwn_PrimClass); + +#endif /* __GWN_PRIMITIVE_H__ */ diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h new file mode 100644 index 00000000000..36842e9847a --- /dev/null +++ b/source/blender/gpu/GPU_shader_interface.h @@ -0,0 +1,104 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_shader_interface.h + * \ingroup gpu + * + * Gawain shader interface (C --> GLSL) + */ + +#ifndef __GWN_SHADER_INTERFACE_H__ +#define __GWN_SHADER_INTERFACE_H__ + +#include "GPU_common.h" + +typedef enum { + GWN_UNIFORM_NONE = 0, /* uninitialized/unknown */ + + GWN_UNIFORM_MODEL, /* mat4 ModelMatrix */ + GWN_UNIFORM_VIEW, /* mat4 ViewMatrix */ + GWN_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */ + GWN_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */ + GWN_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */ + GWN_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */ + + GWN_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */ + GWN_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */ + GWN_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */ + GWN_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */ + GWN_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */ + + GWN_UNIFORM_NORMAL, /* mat3 NormalMatrix */ + GWN_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */ + GWN_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */ + GWN_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */ + + GWN_UNIFORM_COLOR, /* vec4 color */ + GWN_UNIFORM_EYE, /* vec3 eye */ + GWN_UNIFORM_CALLID, /* int callId */ + + GWN_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */ + + GWN_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */ +} Gwn_UniformBuiltin; + +typedef struct Gwn_ShaderInput { + struct Gwn_ShaderInput* next; + uint32_t name_offset; + uint name_hash; + Gwn_UniformBuiltin builtin_type; /* only for uniform inputs */ + uint32_t gl_type; /* only for attrib inputs */ + int32_t size; /* only for attrib inputs */ + int32_t location; +} Gwn_ShaderInput; + +#define GWN_NUM_SHADERINTERFACE_BUCKETS 257 +#define GWN_SHADERINTERFACE_REF_ALLOC_COUNT 16 + +typedef struct Gwn_ShaderInterface { + int32_t program; + uint32_t name_buffer_offset; + Gwn_ShaderInput* attrib_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]; + Gwn_ShaderInput* uniform_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]; + Gwn_ShaderInput* ubo_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]; + Gwn_ShaderInput* builtin_uniforms[GWN_NUM_UNIFORMS]; + char* name_buffer; + struct Gwn_Batch** batches; /* references to batches using this interface */ + uint batches_len; +} Gwn_ShaderInterface; + +Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program_id); +void GWN_shaderinterface_discard(Gwn_ShaderInterface*); + +const Gwn_ShaderInput* GWN_shaderinterface_uniform(const Gwn_ShaderInterface*, const char* name); +const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin(const Gwn_ShaderInterface*, Gwn_UniformBuiltin); +const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface*, const char* name); +const Gwn_ShaderInput* GWN_shaderinterface_attr(const Gwn_ShaderInterface*, const char* name); + +/* keep track of batches using this interface */ +void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface*, struct Gwn_Batch*); +void GWN_shaderinterface_remove_batch_ref(Gwn_ShaderInterface*, struct Gwn_Batch*); + +#endif /* __GWN_SHADER_INTERFACE_H__ */ diff --git a/source/blender/gpu/GPU_vertex_array_id.h b/source/blender/gpu/GPU_vertex_array_id.h new file mode 100644 index 00000000000..925cd74511d --- /dev/null +++ b/source/blender/gpu/GPU_vertex_array_id.h @@ -0,0 +1,55 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_vertex_array_id.h + * \ingroup gpu + * + * Manage GL vertex array IDs in a thread-safe way + * Use these instead of glGenBuffers & its friends + * - alloc must be called from a thread that is bound + * to the context that will be used for drawing with + * this vao. + * - free can be called from any thread + */ + +#ifndef __GWN_VERTEX_ARRAY_ID_H__ +#define __GWN_VERTEX_ARRAY_ID_H__ + +#ifdef __cplusplus +extern "C" { +#endif + +#include "GPU_common.h" +#include "GPU_context.h" + +GLuint GWN_vao_default(void); +GLuint GWN_vao_alloc(void); +void GWN_vao_free(GLuint vao_id, Gwn_Context*); + +#ifdef __cplusplus +} +#endif + +#endif /* __GWN_VERTEX_ARRAY_ID_H__ */ diff --git a/source/blender/gpu/GPU_vertex_buffer.h b/source/blender/gpu/GPU_vertex_buffer.h new file mode 100644 index 00000000000..7e4aa24ff2c --- /dev/null +++ b/source/blender/gpu/GPU_vertex_buffer.h @@ -0,0 +1,144 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_vertex_buffer.h + * \ingroup gpu + * + * Gawain vertex buffer + */ + +#ifndef __GWN_VERTEX_BUFFER_H__ +#define __GWN_VERTEX_BUFFER_H__ + +#include "GPU_vertex_format.h" + +#define VRAM_USAGE 1 +/* How to create a Gwn_VertBuf: */ +/* 1) verts = GWN_vertbuf_create() or GWN_vertbuf_init(verts) */ +/* 2) GWN_vertformat_attr_add(verts->format, ...) */ +/* 3) GWN_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format */ +/* 4) GWN_vertbuf_attr_fill(verts, pos, application_pos_buffer) */ + +/* Is Gwn_VertBuf always used as part of a Gwn_Batch? */ + +typedef enum { + /* can be extended to support more types */ + GWN_USAGE_STREAM, + GWN_USAGE_STATIC, /* do not keep data in memory */ + GWN_USAGE_DYNAMIC +} Gwn_UsageType; + +typedef struct Gwn_VertBuf { + Gwn_VertFormat format; + uint vertex_len; /* number of verts we want to draw */ + uint vertex_alloc; /* number of verts data */ + bool dirty; + unsigned char* data; /* NULL indicates data in VRAM (unmapped) */ + uint32_t vbo_id; /* 0 indicates not yet allocated */ + Gwn_UsageType usage; /* usage hint for GL optimisation */ +} Gwn_VertBuf; + +Gwn_VertBuf* GWN_vertbuf_create(Gwn_UsageType); +Gwn_VertBuf* GWN_vertbuf_create_with_format_ex(const Gwn_VertFormat*, Gwn_UsageType); + +#define GWN_vertbuf_create_with_format(format) \ + GWN_vertbuf_create_with_format_ex(format, GWN_USAGE_STATIC) + +void GWN_vertbuf_discard(Gwn_VertBuf*); + +void GWN_vertbuf_init(Gwn_VertBuf*, Gwn_UsageType); +void GWN_vertbuf_init_with_format_ex(Gwn_VertBuf*, const Gwn_VertFormat*, Gwn_UsageType); + +#define GWN_vertbuf_init_with_format(verts, format) \ + GWN_vertbuf_init_with_format_ex(verts, format, GWN_USAGE_STATIC) + +uint GWN_vertbuf_size_get(const Gwn_VertBuf*); +void GWN_vertbuf_data_alloc(Gwn_VertBuf*, uint v_len); +void GWN_vertbuf_data_resize(Gwn_VertBuf*, uint v_len); +void GWN_vertbuf_vertex_count_set(Gwn_VertBuf*, uint v_len); + +/* The most important set_attrib variant is the untyped one. Get it right first. */ +/* It takes a void* so the app developer is responsible for matching their app data types */ +/* to the vertex attribute's type and component count. They're in control of both, so this */ +/* should not be a problem. */ + +void GWN_vertbuf_attr_set(Gwn_VertBuf*, uint a_idx, uint v_idx, const void* data); +void GWN_vertbuf_attr_fill(Gwn_VertBuf*, uint a_idx, const void* data); /* tightly packed, non interleaved input data */ +void GWN_vertbuf_attr_fill_stride(Gwn_VertBuf*, uint a_idx, uint stride, const void* data); + +/* For low level access only */ +typedef struct Gwn_VertBufRaw { + uint size; + uint stride; + unsigned char* data; + unsigned char* data_init; +#if TRUST_NO_ONE + /* Only for overflow check */ + unsigned char* _data_end; +#endif +} Gwn_VertBufRaw; + +GWN_INLINE void *GWN_vertbuf_raw_step(Gwn_VertBufRaw *a) +{ + unsigned char* data = a->data; + a->data += a->stride; +#if TRUST_NO_ONE + assert(data < a->_data_end); +#endif + return (void *)data; +} + +GWN_INLINE uint GWN_vertbuf_raw_used(Gwn_VertBufRaw *a) +{ + return ((a->data - a->data_init) / a->stride); +} + +void GWN_vertbuf_attr_get_raw_data(Gwn_VertBuf*, uint a_idx, Gwn_VertBufRaw *access); + +/* TODO: decide whether to keep the functions below */ +/* doesn't immediate mode satisfy these needs? */ + +/* void setAttrib1f(uint a_idx, uint v_idx, float x); */ +/* void setAttrib2f(uint a_idx, unsigned v_idx, float x, float y); */ +/* void setAttrib3f(unsigned a_idx, unsigned v_idx, float x, float y, float z); */ +/* void setAttrib4f(unsigned a_idx, unsigned v_idx, float x, float y, float z, float w); */ + +/* void setAttrib3ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b); */ +/* void setAttrib4ub(unsigned a_idx, unsigned v_idx, unsigned char r, unsigned char g, unsigned char b, unsigned char a); */ + +void GWN_vertbuf_use(Gwn_VertBuf*); + +/* Metrics */ +uint GWN_vertbuf_get_memory_usage(void); + +/* Macros */ +#define GWN_VERTBUF_DISCARD_SAFE(verts) do { \ + if (verts != NULL) { \ + GWN_vertbuf_discard(verts); \ + verts = NULL; \ + } \ +} while (0) + +#endif /* __GWN_VERTEX_BUFFER_H__ */ diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h new file mode 100644 index 00000000000..91e31b5ece4 --- /dev/null +++ b/source/blender/gpu/GPU_vertex_format.h @@ -0,0 +1,101 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_vertex_format.h + * \ingroup gpu + * + * Gawain vertex format + */ + +#ifndef __GWN_VERTEX_FORMAT_H__ +#define __GWN_VERTEX_FORMAT_H__ + +#include "GPU_common.h" + +#define GWN_VERT_ATTR_MAX_LEN 16 +#define GWN_VERT_ATTR_MAX_NAMES 3 +#define GWN_VERT_ATTR_NAME_AVERAGE_LEN 11 +#define GWN_VERT_ATTR_NAMES_BUF_LEN ((GWN_VERT_ATTR_NAME_AVERAGE_LEN + 1) * GWN_VERT_ATTR_MAX_LEN) + +typedef enum { + GWN_COMP_I8, + GWN_COMP_U8, + GWN_COMP_I16, + GWN_COMP_U16, + GWN_COMP_I32, + GWN_COMP_U32, + + GWN_COMP_F32, + + GWN_COMP_I10 +} Gwn_VertCompType; + +typedef enum { + GWN_FETCH_FLOAT, + GWN_FETCH_INT, + GWN_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */ + GWN_FETCH_INT_TO_FLOAT /* 127 (any int type) -> 127.0 */ +} Gwn_VertFetchMode; + +typedef struct Gwn_VertAttr { + Gwn_VertFetchMode fetch_mode; + Gwn_VertCompType comp_type; + uint gl_comp_type; + uint comp_len; /* 1 to 4 or 8 or 12 or 16 */ + uint sz; /* size in bytes, 1 to 64 */ + uint offset; /* from beginning of vertex, in bytes */ + uint name_len; /* up to GWN_VERT_ATTR_MAX_NAMES */ + const char* name[GWN_VERT_ATTR_MAX_NAMES]; +} Gwn_VertAttr; + +typedef struct Gwn_VertFormat { + uint attr_len; /* 0 to 16 (GWN_VERT_ATTR_MAX_LEN) */ + uint name_len; /* total count of active vertex attrib */ + uint stride; /* stride in bytes, 1 to 256 */ + uint name_offset; + bool packed; + char names[GWN_VERT_ATTR_NAMES_BUF_LEN]; + Gwn_VertAttr attribs[GWN_VERT_ATTR_MAX_LEN]; /* TODO: variable-size attribs array */ +} Gwn_VertFormat; + +void GWN_vertformat_clear(Gwn_VertFormat*); +void GWN_vertformat_copy(Gwn_VertFormat* dest, const Gwn_VertFormat* src); + +uint GWN_vertformat_attr_add(Gwn_VertFormat*, const char* name, Gwn_VertCompType, uint comp_len, Gwn_VertFetchMode); +void GWN_vertformat_alias_add(Gwn_VertFormat*, const char* alias); + +/* format conversion */ + +typedef struct Gwn_PackedNormal { + int x : 10; + int y : 10; + int z : 10; + int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */ +} Gwn_PackedNormal; + +Gwn_PackedNormal GWN_normal_convert_i10_v3(const float data[3]); +Gwn_PackedNormal GWN_normal_convert_i10_s3(const short data[3]); + +#endif /* __GWN_VERTEX_FORMAT_H__ */ diff --git a/source/blender/gpu/intern/gpu_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c new file mode 100644 index 00000000000..e7eba369335 --- /dev/null +++ b/source/blender/gpu/intern/gpu_attr_binding.c @@ -0,0 +1,85 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_attr_binding.c + * \ingroup gpu + * + * Gawain vertex attribute binding + */ + +#include "GPU_attr_binding.h" +#include "gpu_attr_binding_private.h" +#include +#include + +#if GWN_VERT_ATTR_MAX_LEN != 16 + #error "attrib binding code assumes GWN_VERT_ATTR_MAX_LEN = 16" +#endif + +void AttribBinding_clear(Gwn_AttrBinding* binding) +{ + binding->loc_bits = 0; + binding->enabled_bits = 0; +} + +uint read_attrib_location(const Gwn_AttrBinding* binding, uint a_idx) +{ +#if TRUST_NO_ONE + assert(a_idx < GWN_VERT_ATTR_MAX_LEN); + assert(binding->enabled_bits & (1 << a_idx)); +#endif + return (binding->loc_bits >> (4 * a_idx)) & 0xF; +} + +static void write_attrib_location(Gwn_AttrBinding* binding, uint a_idx, uint location) +{ +#if TRUST_NO_ONE + assert(a_idx < GWN_VERT_ATTR_MAX_LEN); + assert(location < GWN_VERT_ATTR_MAX_LEN); +#endif + const uint shift = 4 * a_idx; + const uint64_t mask = ((uint64_t)0xF) << shift; + /* overwrite this attrib's previous location */ + binding->loc_bits = (binding->loc_bits & ~mask) | (location << shift); + /* mark this attrib as enabled */ + binding->enabled_bits |= 1 << a_idx; +} + +void get_attrib_locations(const Gwn_VertFormat* format, Gwn_AttrBinding* binding, const Gwn_ShaderInterface* shaderface) +{ + AttribBinding_clear(binding); + + for (uint a_idx = 0; a_idx < format->attr_len; ++a_idx) { + const Gwn_VertAttr* a = format->attribs + a_idx; + for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) { + const Gwn_ShaderInput* input = GWN_shaderinterface_attr(shaderface, a->name[n_idx]); +#if TRUST_NO_ONE + assert(input != NULL); + /* TODO: make this a recoverable runtime error? indicates mismatch between vertex format and program */ +#endif + write_attrib_location(binding, a_idx, input->location); + } + } +} diff --git a/source/blender/gpu/intern/gpu_attr_binding_private.h b/source/blender/gpu/intern/gpu_attr_binding_private.h new file mode 100644 index 00000000000..0e0bf89178a --- /dev/null +++ b/source/blender/gpu/intern/gpu_attr_binding_private.h @@ -0,0 +1,43 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_attr_binding_private.h + * \ingroup gpu + * + * Gawain vertex attribute binding + */ + +#ifndef __GWN_ATTR_BINDING_PRIVATE_H__ +#define __GWN_ATTR_BINDING_PRIVATE_H__ + +#include "GPU_vertex_format.h" +#include "GPU_shader_interface.h" + +void AttribBinding_clear(Gwn_AttrBinding*); + +void get_attrib_locations(const Gwn_VertFormat*, Gwn_AttrBinding*, const Gwn_ShaderInterface*); +unsigned read_attrib_location(const Gwn_AttrBinding*, unsigned a_idx); + +#endif /* __GWN_ATTR_BINDING_PRIVATE_H__ */ diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 5bfd20e3c8b..90f30930884 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -15,32 +15,639 @@ * 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 Blender Foundation. + * The Original Code is Copyright (C) 2016 by Mike Erwin. * All rights reserved. * - * The Original Code is: all of this file. - * - * Contributor(s): Mike Erwin + * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ -/** \file blender/gpu/intern/gpu_batch.c +/** \file blender/gpu/intern/gwn_batch.c * \ingroup gpu + * + * Gawain geometry batch + * Contains VAOs + VBOs + Shader representing a drawable entity. */ -#include "MEM_guardedalloc.h" - -#include "BLI_utildefines.h" -#include "BLI_rect.h" -#include "BLI_math.h" -#include "BLI_polyfill_2d.h" -#include "BLI_sort_utils.h" - -#include "GPU_batch.h" /* own include */ +#include "GPU_batch.h" #include "GPU_batch_presets.h" +#include "GPU_buffer_id.h" +#include "GPU_matrix.h" +#include "GPU_shader.h" +#include "GPU_vertex_array_id.h" + +#include "gpu_batch_private.h" +#include "gpu_primitive_private.h" #include "gpu_shader_private.h" +#include +#include + +static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first); + +void gwn_batch_vao_cache_clear(Gwn_Batch* 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]) { + GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); + } + if (batch->dynamic_vaos.interfaces[i]) { + GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); + } + } + free(batch->dynamic_vaos.interfaces); + free(batch->dynamic_vaos.vao_ids); + } + else { + for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) { + if (batch->static_vaos.vao_ids[i]) { + GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context); + } + if (batch->static_vaos.interfaces[i]) { + GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch); + } + } + } + batch->is_dynamic_vao_count = false; + for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) { + batch->static_vaos.vao_ids[i] = 0; + batch->static_vaos.interfaces[i] = NULL; + } + gwn_context_remove_batch(batch->context, batch); + batch->context = NULL; +} + +Gwn_Batch* GWN_batch_create_ex( + Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem, + uint owns_flag) +{ + Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch)); + GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag); + return batch; +} + +void GWN_batch_init_ex( + Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem, + uint owns_flag) +{ +#if TRUST_NO_ONE + assert(verts != NULL); +#endif + + batch->verts[0] = verts; + for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) { + batch->verts[v] = NULL; + } + batch->inst = NULL; + batch->elem = elem; + batch->gl_prim_type = convert_prim_type_to_gl(prim_type); + batch->phase = GWN_BATCH_READY_TO_DRAW; + batch->is_dynamic_vao_count = false; + batch->owns_flag = owns_flag; + batch->free_callback = NULL; +} + +/* This will share the VBOs with the new batch. */ +Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src) +{ + Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); + + batch->gl_prim_type = batch_src->gl_prim_type; + for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) { + batch->verts[v] = batch_src->verts[v]; + } + return batch; +} + +void GWN_batch_discard(Gwn_Batch* batch) +{ + if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) { + GWN_indexbuf_discard(batch->elem); + } + if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) { + GWN_vertbuf_discard(batch->inst); + } + if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) { + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { + if (batch->verts[v] == NULL) { + break; + } + if (batch->owns_flag & (1 << v)) { + GWN_vertbuf_discard(batch->verts[v]); + } + } + } + gwn_batch_vao_cache_clear(batch); + + if (batch->free_callback) { + batch->free_callback(batch, batch->callback_data); + } + free(batch); +} + +void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data) +{ + batch->free_callback = callback; + batch->callback_data = user_data; +} + +void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo) +{ +#if TRUST_NO_ONE + assert(inst != NULL); +#endif + /* redo the bindings */ + gwn_batch_vao_cache_clear(batch); + + if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) { + GWN_vertbuf_discard(batch->inst); + } + batch->inst = inst; + + if (own_vbo) { + batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES; + } + else { + batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES; + } +} + +/* Returns the index of verts in the batch. */ +int GWN_batch_vertbuf_add_ex( + Gwn_Batch* batch, Gwn_VertBuf* verts, + bool own_vbo) +{ + /* redo the bindings */ + gwn_batch_vao_cache_clear(batch); + + for (uint v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) { + if (batch->verts[v] == NULL) { +#if TRUST_NO_ONE + /* for now all VertexBuffers must have same vertex_len */ + assert(verts->vertex_len == batch->verts[0]->vertex_len); +#endif + batch->verts[v] = verts; + /* TODO: mark dirty so we can keep attrib bindings up-to-date */ + if (own_vbo) + batch->owns_flag |= (1 << v); + return v; + } + } + + /* we only make it this far if there is no room for another Gwn_VertBuf */ +#if TRUST_NO_ONE + assert(false); +#endif + return -1; +} + +static GLuint batch_vao_get(Gwn_Batch *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 < GWN_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 gwn_batch_vao_cache_clear is called. + * Until then it can only be drawn with this context. */ + if (batch->context == NULL) { + batch->context = GWN_context_active_get(); + gwn_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 == GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++i) + if (batch->static_vaos.vao_ids[i] == 0) + break; + + if (i < GWN_BATCH_VAO_STATIC_LEN) { + batch->static_vaos.interfaces[i] = batch->interface; + batch->static_vaos.vao_ids[i] = new_vao = GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++j) { + GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch); + GWN_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 = GWN_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*)); + batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint)); + } + } + + 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 += GWN_BATCH_VAO_DYN_ALLOC_COUNT; + batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * batch->dynamic_vaos.count); + batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); + memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT); + memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT); + } + batch->dynamic_vaos.interfaces[i] = batch->interface; + batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc(); + } + + GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)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; +} + +void GWN_batch_program_set_no_use(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface) +{ +#if TRUST_NO_ONE + assert(glIsProgram(shaderface->program)); + assert(batch->program_in_use == 0); +#endif + batch->interface = shaderface; + batch->program = program; + batch->vao_id = batch_vao_get(batch); +} + +void GWN_batch_program_set(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface) +{ + GWN_batch_program_set_no_use(batch, program, shaderface); + GWN_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */ +} + +void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface) +{ + if (batch->is_dynamic_vao_count) { + for (int i = 0; i < batch->dynamic_vaos.count; ++i) { + if (batch->dynamic_vaos.interfaces[i] == interface) { + GWN_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 < GWN_BATCH_VAO_STATIC_LEN; ++i) { + if (batch->static_vaos.interfaces[i] == interface) { + GWN_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( + Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface, + uint v_first, const bool use_instancing) +{ + const Gwn_VertFormat* format = &verts->format; + + const uint attr_len = format->attr_len; + const uint stride = format->stride; + + GWN_vertbuf_use(verts); + + for (uint a_idx = 0; a_idx < attr_len; ++a_idx) { + const Gwn_VertAttr* a = format->attribs + a_idx; + const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride; + + for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) { + const Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]); + + if (input == NULL) continue; + + if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { +#if TRUST_NO_ONE + assert(a->fetch_mode == GWN_FETCH_FLOAT); + assert(a->gl_comp_type == GL_FLOAT); +#endif + 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, a->gl_comp_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 GWN_FETCH_FLOAT: + case GWN_FETCH_INT_TO_FLOAT: + glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case GWN_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case GWN_FETCH_INT: + glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer); + break; + } + } + } + } +} + +static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first) +{ + for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) { + create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false); + } + if (batch->inst) { + create_bindings(batch->inst, batch->interface, v_first, true); + } + if (batch->elem) { + GWN_indexbuf_use(batch->elem); + } +} + +void GWN_batch_program_use_begin(Gwn_Batch* batch) +{ + /* NOTE: use_program & done_using_program are fragile, depend on staying in sync with + * the GL context's active program. use_program doesn't mark other programs as "not used". */ + /* TODO: make not fragile (somehow) */ + + if (!batch->program_in_use) { + glUseProgram(batch->program); + batch->program_in_use = true; + } +} + +void GWN_batch_program_use_end(Gwn_Batch* batch) +{ + if (batch->program_in_use) { +#if PROGRAM_NO_OPTI + glUseProgram(0); +#endif + batch->program_in_use = false; + } +} + +#if TRUST_NO_ONE + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform); +#else + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); +#endif + +void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value) +{ + GET_UNIFORM + glUniform1ui(uniform->location, value); +} + +void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value) +{ + GET_UNIFORM + glUniform1i(uniform->location, value); +} + +void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value) +{ + GET_UNIFORM + glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); +} + +void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y) +{ + GET_UNIFORM + glUniform2f(uniform->location, x, y); +} + +void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z) +{ + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); +} + +void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w) +{ + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); +} + +void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x) +{ + GET_UNIFORM + glUniform1f(uniform->location, x); +} + +void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2]) +{ + GET_UNIFORM + glUniform2fv(uniform->location, 1, data); +} + +void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3]) +{ + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); +} + +void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4]) +{ + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); +} + +void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data) +{ + GET_UNIFORM + glUniform2fv(uniform->location, len, data); +} + +void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data) +{ + GET_UNIFORM + glUniform4fv(uniform->location, len, data); +} + +void GWN_batch_uniform_mat4(Gwn_Batch* batch, const char* name, const float data[4][4]) +{ + GET_UNIFORM + glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data); +} + +static void primitive_restart_enable(const Gwn_IndexBuf *el) +{ + // TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3 + glEnable(GL_PRIMITIVE_RESTART); + GLuint restart_index = (GLuint)0xFFFFFFFF; + +#if GWN_TRACK_INDEX_RANGE + if (el->index_type == GWN_INDEX_U8) + restart_index = (GLuint)0xFF; + else if (el->index_type == GWN_INDEX_U16) + restart_index = (GLuint)0xFFFF; +#endif + + glPrimitiveRestartIndex(restart_index); +} + +static void primitive_restart_disable(void) +{ + glDisable(GL_PRIMITIVE_RESTART); +} + +void GWN_batch_draw(Gwn_Batch* batch) +{ +#if TRUST_NO_ONE + assert(batch->phase == GWN_BATCH_READY_TO_DRAW); + assert(batch->verts[0]->vbo_id != 0); +#endif + GWN_batch_program_use_begin(batch); + GPU_matrix_bind(batch->interface); // external call. + + GWN_batch_draw_range_ex(batch, 0, 0, false); + + GWN_batch_program_use_end(batch); +} + +void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool force_instance) +{ +#if TRUST_NO_ONE + assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance +#endif + const bool do_instance = (force_instance || batch->inst); + + // If using offset drawing, use the default VAO and redo bindings. + if (v_first != 0 && (do_instance || batch->elem)) { + glBindVertexArray(GWN_vao_default()); + batch_update_program_bindings(batch, v_first); + } + else { + glBindVertexArray(batch->vao_id); + } + + if (do_instance) { + /* Infer length if vertex count is not given */ + if (v_count == 0) { + v_count = batch->inst->vertex_len; + } + + if (batch->elem) { + const Gwn_IndexBuf* el = batch->elem; + + if (el->use_prim_restart) { + primitive_restart_enable(el); + } +#if GWN_TRACK_INDEX_RANGE + glDrawElementsInstancedBaseVertex(batch->gl_prim_type, + el->index_len, + el->gl_index_type, + 0, + v_count, + el->base_index); +#else + glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count); +#endif + if (el->use_prim_restart) { + primitive_restart_disable(); + } + } + else { + glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count); + } + } + else { + /* Infer length if vertex count is not given */ + if (v_count == 0) { + v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; + } + + if (batch->elem) { + const Gwn_IndexBuf* el = batch->elem; + + if (el->use_prim_restart) { + primitive_restart_enable(el); + } + +#if GWN_TRACK_INDEX_RANGE + if (el->base_index) { + glDrawRangeElementsBaseVertex(batch->gl_prim_type, + el->min_index, + el->max_index, + v_count, + el->gl_index_type, + 0, + el->base_index); + } + else { + glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0); + } +#else + glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0); +#endif + if (el->use_prim_restart) { + primitive_restart_disable(); + } + } + else { + glDrawArrays(batch->gl_prim_type, v_first, v_count); + } + } + + /* Performance hog if you are drawing with the same vao multiple time. + * Only activate for debugging. */ + // glBindVertexArray(0); +} + +/* just draw some vertices and let shader place them where we want. */ +void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count) + { + /* we cannot draw without vao ... annoying ... */ + glBindVertexArray(GWN_vao_default()); + + GLenum type = convert_prim_type_to_gl(prim_type); + glDrawArrays(type, 0, v_count); + + /* Performance hog if you are drawing with the same vao multiple time. + * Only activate for debugging.*/ + // glBindVertexArray(0); + } + + /* -------------------------------------------------------------------- */ /** \name Utilities * \{ */ @@ -67,4 +674,4 @@ void gpu_batch_exit(void) gpu_batch_presets_exit(); } -/** \} */ +/** \} */ \ No newline at end of file diff --git a/source/blender/gpu/intern/gpu_batch_private.h b/source/blender/gpu/intern/gpu_batch_private.h new file mode 100644 index 00000000000..1e72bae503f --- /dev/null +++ b/source/blender/gpu/intern/gpu_batch_private.h @@ -0,0 +1,53 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_batch_private.h + * \ingroup gpu + * + * Gawain geometry batch + * Contains VAOs + VBOs + Shader representing a drawable entity. + */ + +#ifndef __GWN_BATCH_PRIVATE_H__ +#define __GWN_BATCH_PRIVATE_H__ + +#ifdef __cplusplus +extern "C" { +#endif + +#include "GPU_batch.h" +#include "GPU_context.h" +#include "GPU_shader_interface.h" + +void gwn_batch_remove_interface_ref(Gwn_Batch*, const Gwn_ShaderInterface*); + +void gwn_context_add_batch(Gwn_Context*, Gwn_Batch*); +void gwn_context_remove_batch(Gwn_Context*, Gwn_Batch*); + +#ifdef __cplusplus +} +#endif + +#endif /* __GWN_BATCH_PRIVATE_H__ */ diff --git a/source/blender/gpu/intern/gpu_buffer_id.cpp b/source/blender/gpu/intern/gpu_buffer_id.cpp new file mode 100644 index 00000000000..0c442f687a0 --- /dev/null +++ b/source/blender/gpu/intern/gpu_buffer_id.cpp @@ -0,0 +1,90 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_buffer_id.cpp + * \ingroup gpu + * + * Gawain buffer IDs + */ + +#include "GPU_buffer_id.h" + +#include +#include + +#define ORPHAN_DEBUG 0 + +#if ORPHAN_DEBUG + #include +#endif + +static std::vector orphaned_buffer_ids; + +static std::mutex orphan_mutex; + +extern "C" { +extern int BLI_thread_is_main(void); /* Blender-specific function */ +} + +static bool thread_is_main() +{ + /* "main" here means the GL context's thread */ + return BLI_thread_is_main(); +} + +GLuint GWN_buf_id_alloc() +{ + /* delete orphaned IDs */ + orphan_mutex.lock(); + if (!orphaned_buffer_ids.empty()) { + const auto orphaned_buffer_len = (uint)orphaned_buffer_ids.size(); +#if ORPHAN_DEBUG + printf("deleting %u orphaned VBO%s\n", orphaned_buffer_len, orphaned_buffer_len == 1 ? "" : "s"); +#endif + glDeleteBuffers(orphaned_buffer_len, orphaned_buffer_ids.data()); + orphaned_buffer_ids.clear(); + } + orphan_mutex.unlock(); + + GLuint new_buffer_id = 0; + glGenBuffers(1, &new_buffer_id); + return new_buffer_id; +} + +void GWN_buf_id_free(GLuint buffer_id) +{ + if (thread_is_main()) { + glDeleteBuffers(1, &buffer_id); + } + else { + /* add this ID to the orphaned list */ + orphan_mutex.lock(); +#if ORPHAN_DEBUG + printf("orphaning VBO %u\n", buffer_id); +#endif + orphaned_buffer_ids.emplace_back(buffer_id); + orphan_mutex.unlock(); + } +} diff --git a/source/blender/gpu/intern/gpu_element.c b/source/blender/gpu/intern/gpu_element.c new file mode 100644 index 00000000000..596530a6ff4 --- /dev/null +++ b/source/blender/gpu/intern/gpu_element.c @@ -0,0 +1,308 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_element.c + * \ingroup gpu + * + * Gawain element list (AKA index buffer) + */ + +#include "GPU_element.h" +#include "GPU_buffer_id.h" + +#include + +#define KEEP_SINGLE_COPY 1 + +static GLenum convert_index_type_to_gl(Gwn_IndexBufType type) +{ + static const GLenum table[] = { + [GWN_INDEX_U8] = GL_UNSIGNED_BYTE, /* GL has this, Vulkan does not */ + [GWN_INDEX_U16] = GL_UNSIGNED_SHORT, + [GWN_INDEX_U32] = GL_UNSIGNED_INT + }; + return table[type]; +} + +uint GWN_indexbuf_size_get(const Gwn_IndexBuf* elem) +{ +#if GWN_TRACK_INDEX_RANGE + static const uint table[] = { + [GWN_INDEX_U8] = sizeof(GLubyte), /* GL has this, Vulkan does not */ + [GWN_INDEX_U16] = sizeof(GLushort), + [GWN_INDEX_U32] = sizeof(GLuint) + }; + return elem->index_len * table[elem->index_type]; +#else + return elem->index_len * sizeof(GLuint); +#endif +} + +void GWN_indexbuf_init_ex( + Gwn_IndexBufBuilder* builder, Gwn_PrimType prim_type, + uint index_len, uint vertex_len, bool use_prim_restart) +{ + builder->use_prim_restart = use_prim_restart; + builder->max_allowed_index = vertex_len - 1; + builder->max_index_len = index_len; + builder->index_len = 0; // start empty + builder->prim_type = prim_type; + builder->data = calloc(builder->max_index_len, sizeof(uint)); +} + +void GWN_indexbuf_init(Gwn_IndexBufBuilder* builder, Gwn_PrimType prim_type, uint prim_len, uint vertex_len) +{ + uint verts_per_prim = 0; + switch (prim_type) { + case GWN_PRIM_POINTS: + verts_per_prim = 1; + break; + case GWN_PRIM_LINES: + verts_per_prim = 2; + break; + case GWN_PRIM_TRIS: + verts_per_prim = 3; + break; + case GWN_PRIM_LINES_ADJ: + verts_per_prim = 4; + break; + default: +#if TRUST_NO_ONE + assert(false); +#endif + return; + } + + GWN_indexbuf_init_ex(builder, prim_type, prim_len * verts_per_prim, vertex_len, false); +} + +void GWN_indexbuf_add_generic_vert(Gwn_IndexBufBuilder* builder, uint v) +{ +#if TRUST_NO_ONE + assert(builder->data != NULL); + assert(builder->index_len < builder->max_index_len); + assert(v <= builder->max_allowed_index); +#endif + builder->data[builder->index_len++] = v; +} + +void GWN_indexbuf_add_primitive_restart(Gwn_IndexBufBuilder* builder) +{ +#if TRUST_NO_ONE + assert(builder->data != NULL); + assert(builder->index_len < builder->max_index_len); + assert(builder->use_prim_restart); +#endif + builder->data[builder->index_len++] = GWN_PRIM_RESTART; +} + +void GWN_indexbuf_add_point_vert(Gwn_IndexBufBuilder* builder, uint v) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GWN_PRIM_POINTS); +#endif + GWN_indexbuf_add_generic_vert(builder, v); +} + +void GWN_indexbuf_add_line_verts(Gwn_IndexBufBuilder* builder, uint v1, uint v2) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GWN_PRIM_LINES); + assert(v1 != v2); +#endif + GWN_indexbuf_add_generic_vert(builder, v1); + GWN_indexbuf_add_generic_vert(builder, v2); +} + +void GWN_indexbuf_add_tri_verts(Gwn_IndexBufBuilder* builder, uint v1, uint v2, uint v3) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GWN_PRIM_TRIS); + assert(v1 != v2 && v2 != v3 && v3 != v1); +#endif + GWN_indexbuf_add_generic_vert(builder, v1); + GWN_indexbuf_add_generic_vert(builder, v2); + GWN_indexbuf_add_generic_vert(builder, v3); +} + +void GWN_indexbuf_add_line_adj_verts(Gwn_IndexBufBuilder* builder, uint v1, uint v2, uint v3, uint v4) +{ +#if TRUST_NO_ONE + assert(builder->prim_type == GWN_PRIM_LINES_ADJ); + assert(v2 != v3); /* only the line need diff indices */ +#endif + GWN_indexbuf_add_generic_vert(builder, v1); + GWN_indexbuf_add_generic_vert(builder, v2); + GWN_indexbuf_add_generic_vert(builder, v3); + GWN_indexbuf_add_generic_vert(builder, v4); +} + +#if GWN_TRACK_INDEX_RANGE +/* Everything remains 32 bit while building to keep things simple. + * Find min/max after, then convert to smallest index type possible. */ + +static uint index_range(const uint values[], uint value_len, uint* min_out, uint* max_out) +{ + if (value_len == 0) { + *min_out = 0; + *max_out = 0; + return 0; + } + uint min_value = values[0]; + uint max_value = values[0]; + for (uint i = 1; i < value_len; ++i) { + const uint value = values[i]; + if (value == GWN_PRIM_RESTART) + continue; + else if (value < min_value) + min_value = value; + else if (value > max_value) + max_value = value; + } + *min_out = min_value; + *max_out = max_value; + return max_value - min_value; +} + +static void squeeze_indices_byte(Gwn_IndexBufBuilder *builder, Gwn_IndexBuf* elem) +{ + const uint *values = builder->data; + const uint index_len = elem->index_len; + + /* data will never be *larger* than builder->data... + * converting in place to avoid extra allocation */ + GLubyte *data = (GLubyte *)builder->data; + + if (elem->max_index > 0xFF) { + const uint base = elem->min_index; + elem->base_index = base; + elem->min_index = 0; + elem->max_index -= base; + for (uint i = 0; i < index_len; ++i) { + data[i] = (values[i] == GWN_PRIM_RESTART) ? 0xFF : (GLubyte)(values[i] - base); + } + } + else { + elem->base_index = 0; + for (uint i = 0; i < index_len; ++i) { + data[i] = (GLubyte)(values[i]); + } + } +} + +static void squeeze_indices_short(Gwn_IndexBufBuilder *builder, Gwn_IndexBuf* elem) +{ + const uint *values = builder->data; + const uint index_len = elem->index_len; + + /* data will never be *larger* than builder->data... + * converting in place to avoid extra allocation */ + GLushort *data = (GLushort *)builder->data; + + if (elem->max_index > 0xFFFF) { + const uint base = elem->min_index; + elem->base_index = base; + elem->min_index = 0; + elem->max_index -= base; + for (uint i = 0; i < index_len; ++i) { + data[i] = (values[i] == GWN_PRIM_RESTART) ? 0xFFFF : (GLushort)(values[i] - base); + } + } + else { + elem->base_index = 0; + for (uint i = 0; i < index_len; ++i) { + data[i] = (GLushort)(values[i]); + } + } +} + +#endif /* GWN_TRACK_INDEX_RANGE */ + +Gwn_IndexBuf* GWN_indexbuf_build(Gwn_IndexBufBuilder* builder) +{ + Gwn_IndexBuf* elem = calloc(1, sizeof(Gwn_IndexBuf)); + GWN_indexbuf_build_in_place(builder, elem); + return elem; +} + +void GWN_indexbuf_build_in_place(Gwn_IndexBufBuilder* builder, Gwn_IndexBuf* elem) +{ +#if TRUST_NO_ONE + assert(builder->data != NULL); +#endif + elem->index_len = builder->index_len; + elem->use_prim_restart = builder->use_prim_restart; + +#if GWN_TRACK_INDEX_RANGE + uint range = index_range(builder->data, builder->index_len, &elem->min_index, &elem->max_index); + + /* count the primitive restart index. */ + if (elem->use_prim_restart) { + range += 1; + } + + if (range <= 0xFF) { + elem->index_type = GWN_INDEX_U8; + squeeze_indices_byte(builder, elem); + } + else if (range <= 0xFFFF) { + elem->index_type = GWN_INDEX_U16; + squeeze_indices_short(builder, elem); + } + else { + elem->index_type = GWN_INDEX_U32; + elem->base_index = 0; + } + elem->gl_index_type = convert_index_type_to_gl(elem->index_type); +#endif + + if (elem->vbo_id == 0) { + elem->vbo_id = GWN_buf_id_alloc(); + } + /* send data to GPU */ + /* GL_ELEMENT_ARRAY_BUFFER changes the state of the last VAO bound, + * so we use the GL_ARRAY_BUFFER here to create a buffer without + * interfering in the VAO state. */ + glBindBuffer(GL_ARRAY_BUFFER, elem->vbo_id); + glBufferData(GL_ARRAY_BUFFER, GWN_indexbuf_size_get(elem), builder->data, GL_STATIC_DRAW); + + /* discard builder (one-time use) */ + free(builder->data); + builder->data = NULL; + /* other fields are safe to leave */ +} + +void GWN_indexbuf_use(Gwn_IndexBuf* elem) +{ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->vbo_id); +} + +void GWN_indexbuf_discard(Gwn_IndexBuf* elem) +{ + if (elem->vbo_id) { + GWN_buf_id_free(elem->vbo_id); + } + free(elem); +} diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index 5f22b7f9279..661594faf39 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -15,22 +15,145 @@ * 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 Blender Foundation. + * The Original Code is Copyright (C) 2016 by Mike Erwin. * All rights reserved. * - * The Original Code is: all of this file. - * - * Contributor(s): Mike Erwin + * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ -#include "GPU_immediate.h" -#include "GPU_matrix.h" +/** \file blender/gpu/intern/gwn_immediate.c + * \ingroup gpu + * + * Gawain immediate mode work-alike + */ + #include "UI_resources.h" -#include "BLI_utildefines.h" +#include "GPU_attr_binding.h" +#include "GPU_buffer_id.h" +#include "GPU_immediate.h" +#include "GPU_vertex_array_id.h" + +#include "gpu_attr_binding_private.h" +#include "gpu_primitive_private.h" #include "gpu_shader_private.h" +#include "gpu_vertex_format_private.h" + +#include +#include + +/* necessary functions from matrix API */ +extern void GPU_matrix_bind(const Gwn_ShaderInterface*); +extern bool GPU_matrix_dirty_get(void); + +typedef struct { + /* TODO: organize this struct by frequency of change (run-time) */ + + Gwn_Batch* batch; + Gwn_Context* context; + + /* current draw call */ + GLubyte* buffer_data; + uint buffer_offset; + uint buffer_bytes_mapped; + uint vertex_len; + bool strict_vertex_len; + Gwn_PrimType prim_type; + + Gwn_VertFormat vertex_format; + + /* current vertex */ + uint vertex_idx; + GLubyte* vertex_data; + uint16_t unassigned_attrib_bits; /* which attributes of current vertex have not been given values? */ + + GLuint vbo_id; + GLuint vao_id; + + GLuint bound_program; + const Gwn_ShaderInterface* shader_interface; + Gwn_AttrBinding attrib_binding; + uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */ +} Immediate; + +/* size of internal buffer -- make this adjustable? */ +#define IMM_BUFFER_SIZE (4 * 1024 * 1024) + +static bool initialized = false; +static Immediate imm; + +void immInit(void) +{ +#if TRUST_NO_ONE + assert(!initialized); +#endif + memset(&imm, 0, sizeof(Immediate)); + + imm.vbo_id = GWN_buf_id_alloc(); + glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id); + glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW); + + imm.prim_type = GWN_PRIM_NONE; + imm.strict_vertex_len = true; + + glBindBuffer(GL_ARRAY_BUFFER, 0); + initialized = true; +} + +void immActivate(void) +{ +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */ + assert(imm.vao_id == 0); +#endif + imm.vao_id = GWN_vao_alloc(); + imm.context = GWN_context_active_get(); +} + +void immDeactivate(void) +{ +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */ + assert(imm.vao_id != 0); +#endif + GWN_vao_free(imm.vao_id, imm.context); + imm.vao_id = 0; + imm.prev_enabled_attrib_bits = 0; +} + +void immDestroy(void) +{ + GWN_buf_id_free(imm.vbo_id); + initialized = false; +} + +Gwn_VertFormat* immVertexFormat(void) +{ + GWN_vertformat_clear(&imm.vertex_format); + return &imm.vertex_format; +} + +void immBindProgram(GLuint program, const Gwn_ShaderInterface* shaderface) +{ +#if TRUST_NO_ONE + assert(imm.bound_program == 0); + assert(glIsProgram(program)); +#endif + + imm.bound_program = program; + imm.shader_interface = shaderface; + + if (!imm.vertex_format.packed) + VertexFormat_pack(&imm.vertex_format); + + glUseProgram(program); + get_attrib_locations(&imm.vertex_format, &imm.attrib_binding, shaderface); + GPU_matrix_bind(shaderface); +} void immBindBuiltinProgram(GPUBuiltinShader shader_id) { @@ -38,6 +161,718 @@ void immBindBuiltinProgram(GPUBuiltinShader shader_id) immBindProgram(shader->program, shader->interface); } +void immUnbindProgram(void) +{ +#if TRUST_NO_ONE + assert(imm.bound_program != 0); +#endif +#if PROGRAM_NO_OPTI + glUseProgram(0); +#endif + imm.bound_program = 0; +} + +#if TRUST_NO_ONE +static bool vertex_count_makes_sense_for_primitive(uint vertex_len, Gwn_PrimType prim_type) +{ + /* does vertex_len make sense for this primitive type? */ + if (vertex_len == 0) { + return false; + } + + switch (prim_type) { + case GWN_PRIM_POINTS: + return true; + case GWN_PRIM_LINES: + return vertex_len % 2 == 0; + case GWN_PRIM_LINE_STRIP: + case GWN_PRIM_LINE_LOOP: + return vertex_len >= 2; + case GWN_PRIM_LINE_STRIP_ADJ: + return vertex_len >= 4; + case GWN_PRIM_TRIS: + return vertex_len % 3 == 0; + case GWN_PRIM_TRI_STRIP: + case GWN_PRIM_TRI_FAN: + return vertex_len >= 3; + default: + return false; + } +} +#endif + +void immBegin(Gwn_PrimType prim_type, uint vertex_len) +{ +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */ + assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type)); +#endif + imm.prim_type = prim_type; + imm.vertex_len = vertex_len; + imm.vertex_idx = 0; + imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits; + + /* how many bytes do we need for this draw call? */ + const uint bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_len); + +#if TRUST_NO_ONE + assert(bytes_needed <= IMM_BUFFER_SIZE); +#endif + + glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id); + + /* does the current buffer have enough room? */ + const uint available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset; + /* ensure vertex data is aligned */ + const uint pre_padding = padding(imm.buffer_offset, imm.vertex_format.stride); /* might waste a little space, but it's safe */ + if ((bytes_needed + pre_padding) <= available_bytes) { + imm.buffer_offset += pre_padding; + } + else { + /* orphan this buffer & start with a fresh one */ + /* this method works on all platforms, old & new */ + glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW); + + imm.buffer_offset = 0; + } + +/* printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1); */ + + imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER, imm.buffer_offset, bytes_needed, + GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (imm.strict_vertex_len ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT)); + +#if TRUST_NO_ONE + assert(imm.buffer_data != NULL); +#endif + + imm.buffer_bytes_mapped = bytes_needed; + imm.vertex_data = imm.buffer_data; +} + +void immBeginAtMost(Gwn_PrimType prim_type, uint vertex_len) +{ +#if TRUST_NO_ONE + assert(vertex_len > 0); +#endif + + imm.strict_vertex_len = false; + immBegin(prim_type, vertex_len); +} + + +Gwn_Batch* immBeginBatch(Gwn_PrimType prim_type, uint vertex_len) +{ +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */ + assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type)); +#endif + imm.prim_type = prim_type; + imm.vertex_len = vertex_len; + imm.vertex_idx = 0; + imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits; + + Gwn_VertBuf* verts = GWN_vertbuf_create_with_format(&imm.vertex_format); + GWN_vertbuf_data_alloc(verts, vertex_len); + + imm.buffer_bytes_mapped = GWN_vertbuf_size_get(verts); + imm.vertex_data = verts->data; + + imm.batch = GWN_batch_create_ex(prim_type, verts, NULL, GWN_BATCH_OWNS_VBO); + imm.batch->phase = GWN_BATCH_BUILDING; + + return imm.batch; +} + +Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType prim_type, uint vertex_len) +{ + imm.strict_vertex_len = false; + return immBeginBatch(prim_type, vertex_len); +} + +static void immDrawSetup(void) +{ + /* set up VAO -- can be done during Begin or End really */ + glBindVertexArray(imm.vao_id); + + /* enable/disable vertex attribs as needed */ + if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) { + for (uint loc = 0; loc < GWN_VERT_ATTR_MAX_LEN; ++loc) { + bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc); + bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc); + + if (is_enabled && !was_enabled) { + glEnableVertexAttribArray(loc); + } + else if (was_enabled && !is_enabled) { + glDisableVertexAttribArray(loc); + } + } + + imm.prev_enabled_attrib_bits = imm.attrib_binding.enabled_bits; + } + + const uint stride = imm.vertex_format.stride; + + for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) { + const Gwn_VertAttr* a = imm.vertex_format.attribs + a_idx; + + const uint offset = imm.buffer_offset + a->offset; + const GLvoid* pointer = (const GLubyte*)0 + offset; + + const uint loc = read_attrib_location(&imm.attrib_binding, a_idx); + + switch (a->fetch_mode) { + case GWN_FETCH_FLOAT: + case GWN_FETCH_INT_TO_FLOAT: + glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case GWN_FETCH_INT_TO_FLOAT_UNIT: + glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case GWN_FETCH_INT: + glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer); + } + } + + if (GPU_matrix_dirty_get()) { + GPU_matrix_bind(imm.shader_interface); + } +} + +void immEnd(void) +{ +#if TRUST_NO_ONE + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + + uint buffer_bytes_used; + if (imm.strict_vertex_len) { +#if TRUST_NO_ONE + assert(imm.vertex_idx == imm.vertex_len); /* with all vertices defined */ +#endif + buffer_bytes_used = imm.buffer_bytes_mapped; + } + else { +#if TRUST_NO_ONE + assert(imm.vertex_idx <= imm.vertex_len); +#endif + if (imm.vertex_idx == imm.vertex_len) { + buffer_bytes_used = imm.buffer_bytes_mapped; + } + else { +#if TRUST_NO_ONE + assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type)); +#endif + imm.vertex_len = imm.vertex_idx; + buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len); + /* unused buffer bytes are available to the next immBegin */ + } + /* tell OpenGL what range was modified so it doesn't copy the whole mapped range */ + glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used); + } + + if (imm.batch) { + if (buffer_bytes_used != imm.buffer_bytes_mapped) { + GWN_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len); + /* TODO: resize only if vertex count is much smaller */ + } + GWN_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface); + imm.batch->phase = GWN_BATCH_READY_TO_DRAW; + imm.batch = NULL; /* don't free, batch belongs to caller */ + } + else { + glUnmapBuffer(GL_ARRAY_BUFFER); + if (imm.vertex_len > 0) { + immDrawSetup(); + glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len); + } + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + /* prep for next immBegin */ + imm.buffer_offset += buffer_bytes_used; + } + + /* prep for next immBegin */ + imm.prim_type = GWN_PRIM_NONE; + imm.strict_vertex_len = true; +} + +static void setAttribValueBit(uint attrib_id) +{ + uint16_t mask = 1 << attrib_id; +#if TRUST_NO_ONE + assert(imm.unassigned_attrib_bits & mask); /* not already set */ +#endif + imm.unassigned_attrib_bits &= ~mask; +} + + +/* --- generic attribute functions --- */ + +void immAttrib1f(uint attrib_id, float x) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_F32); + assert(attrib->comp_len == 1); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ + + data[0] = x; +} + +void immAttrib2f(uint attrib_id, float x, float y) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_F32); + assert(attrib->comp_len == 2); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ + + data[0] = x; + data[1] = y; +} + +void immAttrib3f(uint attrib_id, float x, float y, float z) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_F32); + assert(attrib->comp_len == 3); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ + + data[0] = x; + data[1] = y; + data[2] = z; +} + +void immAttrib4f(uint attrib_id, float x, float y, float z, float w) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_F32); + assert(attrib->comp_len == 4); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +/* printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); */ + + data[0] = x; + data[1] = y; + data[2] = z; + data[3] = w; +} + +void immAttrib1u(uint attrib_id, uint x) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_U32); + assert(attrib->comp_len == 1); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + uint* data = (uint*)(imm.vertex_data + attrib->offset); + + data[0] = x; +} + +void immAttrib2i(uint attrib_id, int x, int y) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_I32); + assert(attrib->comp_len == 2); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + int* data = (int*)(imm.vertex_data + attrib->offset); + + data[0] = x; + data[1] = y; +} + +void immAttrib2s(uint attrib_id, short x, short y) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_I16); + assert(attrib->comp_len == 2); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + short* data = (short*)(imm.vertex_data + attrib->offset); + + data[0] = x; + data[1] = y; +} + +void immAttrib2fv(uint attrib_id, const float data[2]) +{ + immAttrib2f(attrib_id, data[0], data[1]); +} + +void immAttrib3fv(uint attrib_id, const float data[3]) +{ + immAttrib3f(attrib_id, data[0], data[1], data[2]); +} + +void immAttrib4fv(uint attrib_id, const float data[4]) +{ + immAttrib4f(attrib_id, data[0], data[1], data[2], data[3]); +} + +void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_U8); + assert(attrib->comp_len == 3); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + GLubyte* data = imm.vertex_data + attrib->offset; +/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */ + + data[0] = r; + data[1] = g; + data[2] = b; +} + +void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a) +{ + Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id; +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(attrib->comp_type == GWN_COMP_U8); + assert(attrib->comp_len == 4); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); + + GLubyte* data = imm.vertex_data + attrib->offset; +/* printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); */ + + data[0] = r; + data[1] = g; + data[2] = b; + data[3] = a; +} + +void immAttrib3ubv(uint attrib_id, const unsigned char data[3]) +{ + immAttrib3ub(attrib_id, data[0], data[1], data[2]); +} + +void immAttrib4ubv(uint attrib_id, const unsigned char data[4]) +{ + immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]); +} + +void immSkipAttrib(uint attrib_id) +{ +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attr_len); + assert(imm.vertex_idx < imm.vertex_len); + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ +#endif + setAttribValueBit(attrib_id); +} + +static void immEndVertex(void) /* and move on to the next vertex */ +{ +#if TRUST_NO_ONE + assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */ + assert(imm.vertex_idx < imm.vertex_len); +#endif + + /* have all attribs been assigned values? + * if not, copy value from previous vertex */ + if (imm.unassigned_attrib_bits) { +#if TRUST_NO_ONE + assert(imm.vertex_idx > 0); /* first vertex must have all attribs specified */ +#endif + for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) { + if ((imm.unassigned_attrib_bits >> a_idx) & 1) { + const Gwn_VertAttr* a = imm.vertex_format.attribs + a_idx; + +/* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */ + + GLubyte* data = imm.vertex_data + a->offset; + memcpy(data, data - imm.vertex_format.stride, a->sz); + /* TODO: consolidate copy of adjacent attributes */ + } + } + } + + imm.vertex_idx++; + imm.vertex_data += imm.vertex_format.stride; + imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits; +} + +void immVertex2f(uint attrib_id, float x, float y) +{ + immAttrib2f(attrib_id, x, y); + immEndVertex(); +} + +void immVertex3f(uint attrib_id, float x, float y, float z) +{ + immAttrib3f(attrib_id, x, y, z); + immEndVertex(); +} + +void immVertex4f(uint attrib_id, float x, float y, float z, float w) +{ + immAttrib4f(attrib_id, x, y, z, w); + immEndVertex(); +} + +void immVertex2i(uint attrib_id, int x, int y) +{ + immAttrib2i(attrib_id, x, y); + immEndVertex(); +} + +void immVertex2s(uint attrib_id, short x, short y) +{ + immAttrib2s(attrib_id, x, y); + immEndVertex(); +} + +void immVertex2fv(uint attrib_id, const float data[2]) +{ + immAttrib2f(attrib_id, data[0], data[1]); + immEndVertex(); +} + +void immVertex3fv(uint attrib_id, const float data[3]) +{ + immAttrib3f(attrib_id, data[0], data[1], data[2]); + immEndVertex(); +} + +void immVertex2iv(uint attrib_id, const int data[2]) +{ + immAttrib2i(attrib_id, data[0], data[1]); + immEndVertex(); +} + + +/* --- generic uniform functions --- */ + +#if 0 + #if TRUST_NO_ONE + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); assert(uniform); + #else + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); + #endif +#else + /* NOTE: It is possible to have uniform fully optimized out from the shader. + * In this case we can't assert failure or allow NULL-pointer dereference. + * TODO(sergey): How can we detect existing-but-optimized-out uniform but still + * catch typos in uniform names passed to immUniform*() functions? */ + #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return; +#endif + +void immUniform1f(const char* name, float x) +{ + GET_UNIFORM + glUniform1f(uniform->location, x); +} + +void immUniform2f(const char* name, float x, float y) +{ + GET_UNIFORM + glUniform2f(uniform->location, x, y); +} + +void immUniform2fv(const char* name, const float data[2]) +{ + GET_UNIFORM + glUniform2fv(uniform->location, 1, data); +} + +void immUniform3f(const char* name, float x, float y, float z) +{ + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); +} + +void immUniform3fv(const char* name, const float data[3]) +{ + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); +} + +/* can increase this limit or move to another file */ +#define MAX_UNIFORM_NAME_LEN 60 + +void immUniformArray3fv(const char* bare_name, const float *data, int count) +{ + /* look up "name[0]" when given "name" */ + const size_t len = strlen(bare_name); +#if TRUST_NO_ONE + assert(len <= MAX_UNIFORM_NAME_LEN); +#endif + char name[MAX_UNIFORM_NAME_LEN]; + strcpy(name, bare_name); + name[len + 0] = '['; + name[len + 1] = '0'; + name[len + 2] = ']'; + name[len + 3] = '\0'; + + GET_UNIFORM + glUniform3fv(uniform->location, count, data); +} + +void immUniform4f(const char* name, float x, float y, float z, float w) +{ + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); +} + +void immUniform4fv(const char* name, const float data[4]) +{ + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); +} + +void immUniformArray4fv(const char* bare_name, const float *data, int count) +{ + /* look up "name[0]" when given "name" */ + const size_t len = strlen(bare_name); +#if TRUST_NO_ONE + assert(len <= MAX_UNIFORM_NAME_LEN); +#endif + char name[MAX_UNIFORM_NAME_LEN]; + strcpy(name, bare_name); + name[len + 0] = '['; + name[len + 1] = '0'; + name[len + 2] = ']'; + name[len + 3] = '\0'; + + GET_UNIFORM + glUniform4fv(uniform->location, count, data); +} + +void immUniformMatrix4fv(const char* name, const float data[4][4]) +{ + GET_UNIFORM + glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data); +} + +void immUniform1i(const char* name, int x) +{ + GET_UNIFORM + glUniform1i(uniform->location, x); +} + +void immUniform4iv(const char* name, const int data[4]) +{ + GET_UNIFORM + glUniform4iv(uniform->location, 1, data); +} + +/* --- convenience functions for setting "uniform vec4 color" --- */ + +void immUniformColor4f(float r, float g, float b, float a) +{ + const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform_builtin(imm.shader_interface, GWN_UNIFORM_COLOR); +#if TRUST_NO_ONE + assert(uniform != NULL); +#endif + glUniform4f(uniform->location, r, g, b, a); +} + +void immUniformColor4fv(const float rgba[4]) +{ + immUniformColor4f(rgba[0], rgba[1], rgba[2], rgba[3]); +} + +void immUniformColor3f(float r, float g, float b) +{ + immUniformColor4f(r, g, b, 1.0f); +} + +void immUniformColor3fv(const float rgb[3]) +{ + immUniformColor4f(rgb[0], rgb[1], rgb[2], 1.0f); +} + +void immUniformColor3fvAlpha(const float rgb[3], float a) +{ + immUniformColor4f(rgb[0], rgb[1], rgb[2], a); +} + +/* TODO: v-- treat as sRGB? --v */ + +void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b) +{ + const float scale = 1.0f / 255.0f; + immUniformColor4f(scale * r, scale * g, scale * b, 1.0f); +} + +void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) +{ + const float scale = 1.0f / 255.0f; + immUniformColor4f(scale * r, scale * g, scale * b, scale * a); +} + +void immUniformColor3ubv(const unsigned char rgb[3]) +{ + immUniformColor3ub(rgb[0], rgb[1], rgb[2]); +} + +void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char alpha) +{ + immUniformColor4ub(rgb[0], rgb[1], rgb[2], alpha); +} + +void immUniformColor4ubv(const unsigned char rgba[4]) +{ + immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]); +} + void immUniformThemeColor(int color_id) { float color[4]; diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c index 30672af9c02..4b2fb1b8e8a 100644 --- a/source/blender/gpu/intern/gpu_immediate_util.c +++ b/source/blender/gpu/intern/gpu_immediate_util.c @@ -18,8 +18,10 @@ * ***** END GPL LICENSE BLOCK ***** */ -/** \file source/blender/gpu/intern/gpu_immediate_util.c +/** \file blender/gpu/intern/gwn_imm_util.c * \ingroup gpu + * + * Gawain immediate mode drawing utilities */ #include @@ -66,6 +68,72 @@ static const int cube_line_index[12][2] = { {6, 7}, }; +void immRectf(uint pos, float x1, float y1, float x2, float y2) +{ + immBegin(GWN_PRIM_TRI_FAN, 4); + immVertex2f(pos, x1, y1); + immVertex2f(pos, x2, y1); + immVertex2f(pos, x2, y2); + immVertex2f(pos, x1, y2); + immEnd(); +} + +void immRecti(uint pos, int x1, int y1, int x2, int y2) +{ + immBegin(GWN_PRIM_TRI_FAN, 4); + immVertex2i(pos, x1, y1); + immVertex2i(pos, x2, y1); + immVertex2i(pos, x2, y2); + immVertex2i(pos, x1, y2); + immEnd(); +} + +void immRectf_fast_with_color(uint pos, uint col, float x1, float y1, float x2, float y2, const float color[4]) +{ + immAttrib4fv(col, color); + immVertex2f(pos, x1, y1); + immAttrib4fv(col, color); + immVertex2f(pos, x2, y1); + immAttrib4fv(col, color); + immVertex2f(pos, x2, y2); + + immAttrib4fv(col, color); + immVertex2f(pos, x1, y1); + immAttrib4fv(col, color); + immVertex2f(pos, x2, y2); + immAttrib4fv(col, color); + immVertex2f(pos, x1, y2); +} + +void immRecti_fast_with_color(uint pos, uint col, int x1, int y1, int x2, int y2, const float color[4]) +{ + immAttrib4fv(col, color); + immVertex2i(pos, x1, y1); + immAttrib4fv(col, color); + immVertex2i(pos, x2, y1); + immAttrib4fv(col, color); + immVertex2i(pos, x2, y2); + + immAttrib4fv(col, color); + immVertex2i(pos, x1, y1); + immAttrib4fv(col, color); + immVertex2i(pos, x2, y2); + immAttrib4fv(col, color); + immVertex2i(pos, x1, y2); +} + +#if 0 /* more complete version in case we want that */ +void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4]) +{ + Gwn_VertFormat *format = immVertexFormat(); + uint pos = add_attrib(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immUniformColor4fv(color); + immRecti(pos, x1, y1, x2, y2); + immUnbindProgram(); +} +#endif + /** * Pack color into 3 bytes * diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index 2af1375a620..13c6fbea1c6 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -29,7 +29,7 @@ * \ingroup gpu */ -#include "../../../intern/gawain/gawain/gwn_shader_interface.h" +#include "GPU_shader_interface.h" #define SUPPRESS_GENERIC_MATRIX_API #define USE_GPU_PY_MATRIX_API /* only so values are declared */ diff --git a/source/blender/gpu/intern/gpu_primitive.c b/source/blender/gpu/intern/gpu_primitive.c new file mode 100644 index 00000000000..0f0c28c05dc --- /dev/null +++ b/source/blender/gpu/intern/gpu_primitive.c @@ -0,0 +1,84 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_primitive.c + * \ingroup gpu + * + * Gawain geometric primitives + */ + +#include "GPU_primitive.h" +#include "gpu_primitive_private.h" + +Gwn_PrimClass GWN_primtype_class(Gwn_PrimType prim_type) +{ + static const Gwn_PrimClass classes[] = { + [GWN_PRIM_POINTS] = GWN_PRIM_CLASS_POINT, + [GWN_PRIM_LINES] = GWN_PRIM_CLASS_LINE, + [GWN_PRIM_LINE_STRIP] = GWN_PRIM_CLASS_LINE, + [GWN_PRIM_LINE_LOOP] = GWN_PRIM_CLASS_LINE, + [GWN_PRIM_TRIS] = GWN_PRIM_CLASS_SURFACE, + [GWN_PRIM_TRI_STRIP] = GWN_PRIM_CLASS_SURFACE, + [GWN_PRIM_TRI_FAN] = GWN_PRIM_CLASS_SURFACE, + + [GWN_PRIM_LINES_ADJ] = GWN_PRIM_CLASS_LINE, + [GWN_PRIM_LINE_STRIP_ADJ] = GWN_PRIM_CLASS_LINE, + [GWN_PRIM_TRIS_ADJ] = GWN_PRIM_CLASS_SURFACE, + + [GWN_PRIM_NONE] = GWN_PRIM_CLASS_NONE + }; + + return classes[prim_type]; +} + +bool GWN_primtype_belongs_to_class(Gwn_PrimType prim_type, Gwn_PrimClass prim_class) +{ + if (prim_class == GWN_PRIM_CLASS_NONE && prim_type == GWN_PRIM_NONE) { + return true; + } + return prim_class & GWN_primtype_class(prim_type); +} + +GLenum convert_prim_type_to_gl(Gwn_PrimType prim_type) +{ +#if TRUST_NO_ONE + assert(prim_type != GWN_PRIM_NONE); +#endif + static const GLenum table[] = { + [GWN_PRIM_POINTS] = GL_POINTS, + [GWN_PRIM_LINES] = GL_LINES, + [GWN_PRIM_LINE_STRIP] = GL_LINE_STRIP, + [GWN_PRIM_LINE_LOOP] = GL_LINE_LOOP, + [GWN_PRIM_TRIS] = GL_TRIANGLES, + [GWN_PRIM_TRI_STRIP] = GL_TRIANGLE_STRIP, + [GWN_PRIM_TRI_FAN] = GL_TRIANGLE_FAN, + + [GWN_PRIM_LINES_ADJ] = GL_LINES_ADJACENCY, + [GWN_PRIM_LINE_STRIP_ADJ] = GL_LINE_STRIP_ADJACENCY, + [GWN_PRIM_TRIS_ADJ] = GL_TRIANGLES_ADJACENCY, + }; + + return table[prim_type]; +} diff --git a/source/blender/gpu/intern/gpu_primitive_private.h b/source/blender/gpu/intern/gpu_primitive_private.h new file mode 100644 index 00000000000..6d3f1e20da7 --- /dev/null +++ b/source/blender/gpu/intern/gpu_primitive_private.h @@ -0,0 +1,37 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_primitive_private.h + * \ingroup gpu + * + * Gawain geometric primitives + */ + +#ifndef __GWN_PRIMITIVE_PRIVATE_H__ +#define __GWN_PRIMITIVE_PRIVATE_H__ + +GLenum convert_prim_type_to_gl(Gwn_PrimType); + +#endif /* __GWN_PRIMITIVE_PRIVATE_H__ */ diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c new file mode 100644 index 00000000000..56b25726a84 --- /dev/null +++ b/source/blender/gpu/intern/gpu_shader_interface.c @@ -0,0 +1,361 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_shader_interface.c + * \ingroup gpu + * + * Gawain shader interface (C --> GLSL) + */ + +#include "gpu_batch_private.h" +#include "GPU_shader_interface.h" +#include "GPU_vertex_array_id.h" +#include +#include +#include + +#define DEBUG_SHADER_INTERFACE 0 + +#if DEBUG_SHADER_INTERFACE + #include +#endif + +static const char* BuiltinUniform_name(Gwn_UniformBuiltin u) +{ + static const char* names[] = { + [GWN_UNIFORM_NONE] = NULL, + + [GWN_UNIFORM_MODEL] = "ModelMatrix", + [GWN_UNIFORM_VIEW] = "ViewMatrix", + [GWN_UNIFORM_MODELVIEW] = "ModelViewMatrix", + [GWN_UNIFORM_PROJECTION] = "ProjectionMatrix", + [GWN_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix", + [GWN_UNIFORM_MVP] = "ModelViewProjectionMatrix", + + [GWN_UNIFORM_MODEL_INV] = "ModelMatrixInverse", + [GWN_UNIFORM_VIEW_INV] = "ViewMatrixInverse", + [GWN_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse", + [GWN_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse", + [GWN_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse", + + [GWN_UNIFORM_NORMAL] = "NormalMatrix", + [GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix", + [GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors", + [GWN_UNIFORM_ORCO] = "OrcoTexCoFactors", + + [GWN_UNIFORM_COLOR] = "color", + [GWN_UNIFORM_EYE] = "eye", + [GWN_UNIFORM_CALLID] = "callId", + + [GWN_UNIFORM_CUSTOM] = NULL, + [GWN_NUM_UNIFORMS] = NULL, + }; + + return names[u]; +} + +GWN_INLINE bool match(const char* a, const char* b) +{ + return strcmp(a, b) == 0; +} + +GWN_INLINE uint hash_string(const char *str) +{ + uint i = 0, c; + while ((c = *str++)) { + i = i * 37 + c; + } + return i; +} + +GWN_INLINE void set_input_name(Gwn_ShaderInterface* shaderface, Gwn_ShaderInput* input, + const char* name, uint32_t name_len) +{ + input->name_offset = shaderface->name_buffer_offset; + input->name_hash = hash_string(name); + shaderface->name_buffer_offset += name_len + 1; /* include NULL terminator */ +} + +GWN_INLINE void shader_input_to_bucket(Gwn_ShaderInput* input, + Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]) +{ + const uint bucket_index = input->name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS; + input->next = buckets[bucket_index]; + buckets[bucket_index] = input; +} + +GWN_INLINE const Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS], + const char *name_buffer, const char *name) +{ + const uint name_hash = hash_string(name); + const uint bucket_index = name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS; + const Gwn_ShaderInput* input = buckets[bucket_index]; + if (input == NULL) { + /* Requested uniform is not found at all. */ + return NULL; + } + /* Optimization bit: if there is no hash collision detected when constructing shader interface + * it means we can only request the single possible uniform. Surely, it's possible we request + * uniform which causes hash collision, but that will be detected in debug builds. */ + if (input->next == NULL) { + if (name_hash == input->name_hash) { +#if TRUST_NO_ONE + assert(match(name_buffer + input->name_offset, name)); +#endif + return input; + } + return NULL; + } + /* Work through possible collisions. */ + const Gwn_ShaderInput* next = input; + while (next != NULL) { + input = next; + next = input->next; + if (input->name_hash != name_hash) { + continue; + } + if (match(name_buffer + input->name_offset, name)) { + return input; + } + } + return NULL; /* not found */ +} + +GWN_INLINE void buckets_free(Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS]) +{ + for (uint bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) { + Gwn_ShaderInput *input = buckets[bucket_index]; + while (input != NULL) { + Gwn_ShaderInput *input_next = input->next; + free(input); + input = input_next; + } + } +} + +static bool setup_builtin_uniform(Gwn_ShaderInput* input, const char* name) +{ + /* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */ + + /* detect built-in uniforms (name must match) */ + for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) { + const char* builtin_name = BuiltinUniform_name(u); + if (match(name, builtin_name)) { + input->builtin_type = u; + return true; + } + } + input->builtin_type = GWN_UNIFORM_CUSTOM; + return false; +} + +static const Gwn_ShaderInput* add_uniform(Gwn_ShaderInterface* shaderface, const char* name) +{ + Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); + + input->location = glGetUniformLocation(shaderface->program, name); + + uint name_len = strlen(name); + shaderface->name_buffer = realloc(shaderface->name_buffer, shaderface->name_buffer_offset + name_len + 1); /* include NULL terminator */ + char* name_buffer = shaderface->name_buffer + shaderface->name_buffer_offset; + strcpy(name_buffer, name); + + set_input_name(shaderface, input, name, name_len); + setup_builtin_uniform(input, name); + + shader_input_to_bucket(input, shaderface->uniform_buckets); + if (input->builtin_type != GWN_UNIFORM_NONE && + input->builtin_type != GWN_UNIFORM_CUSTOM) + { + shaderface->builtin_uniforms[input->builtin_type] = input; + } +#if DEBUG_SHADER_INTERFACE + printf("Gwn_ShaderInterface %p, program %d, uniform[] '%s' at location %d\n", shaderface, + shaderface->program, + name, + input->location); +#endif + return input; +} + +Gwn_ShaderInterface* GWN_shaderinterface_create(int32_t program) +{ + Gwn_ShaderInterface* shaderface = calloc(1, sizeof(Gwn_ShaderInterface)); + shaderface->program = program; + +#if DEBUG_SHADER_INTERFACE + printf("%s {\n", __func__); /* enter function */ + printf("Gwn_ShaderInterface %p, program %d\n", shaderface, program); +#endif + + GLint max_attrib_name_len, attr_len; + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attrib_name_len); + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attr_len); + + GLint max_ubo_name_len, ubo_len; + glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &max_ubo_name_len); + glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &ubo_len); + + const uint32_t name_buffer_len = attr_len * max_attrib_name_len + ubo_len * max_ubo_name_len; + shaderface->name_buffer = malloc(name_buffer_len); + + /* Attributes */ + for (uint32_t i = 0; i < attr_len; ++i) { + Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); + GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; + char* name = shaderface->name_buffer + shaderface->name_buffer_offset; + GLsizei name_len = 0; + + glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name); + + /* remove "[0]" from array name */ + if (name[name_len-1] == ']') { + name[name_len-3] = '\0'; + name_len -= 3; + } + + /* TODO: reject DOUBLE gl_types */ + + input->location = glGetAttribLocation(program, name); + + set_input_name(shaderface, input, name, name_len); + + shader_input_to_bucket(input, shaderface->attrib_buckets); + +#if DEBUG_SHADER_INTERFACE + printf("attrib[%u] '%s' at location %d\n", i, name, input->location); +#endif + } + /* Uniform Blocks */ + for (uint32_t i = 0; i < ubo_len; ++i) { + Gwn_ShaderInput* input = malloc(sizeof(Gwn_ShaderInput)); + GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset; + char* name = shaderface->name_buffer + shaderface->name_buffer_offset; + GLsizei name_len = 0; + + glGetActiveUniformBlockName(program, i, remaining_buffer, &name_len, name); + + input->location = i; + + set_input_name(shaderface, input, name, name_len); + + shader_input_to_bucket(input, shaderface->ubo_buckets); + +#if DEBUG_SHADER_INTERFACE + printf("ubo '%s' at location %d\n", name, input->location); +#endif + } + /* Builtin Uniforms */ + for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u) { + const char* builtin_name = BuiltinUniform_name(u); + if (glGetUniformLocation(program, builtin_name) != -1) { + add_uniform((Gwn_ShaderInterface*)shaderface, builtin_name); + } + } + /* Batches ref buffer */ + shaderface->batches_len = GWN_SHADERINTERFACE_REF_ALLOC_COUNT; + shaderface->batches = calloc(shaderface->batches_len, sizeof(Gwn_Batch*)); + + return shaderface; +} + +void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface) +{ + /* Free memory used by buckets and has entries. */ + buckets_free(shaderface->uniform_buckets); + buckets_free(shaderface->attrib_buckets); + buckets_free(shaderface->ubo_buckets); + /* Free memory used by name_buffer. */ + free(shaderface->name_buffer); + /* Remove this interface from all linked Batches vao cache. */ + for (int i = 0; i < shaderface->batches_len; ++i) { + if (shaderface->batches[i] != NULL) { + gwn_batch_remove_interface_ref(shaderface->batches[i], shaderface); + } + } + free(shaderface->batches); + /* Free memory used by shader interface by its self. */ + free(shaderface); +} + +const Gwn_ShaderInput* GWN_shaderinterface_uniform(const Gwn_ShaderInterface* shaderface, const char* name) +{ + /* TODO: Warn if we find a matching builtin, since these can be looked up much quicker. */ + const Gwn_ShaderInput* input = buckets_lookup(shaderface->uniform_buckets, shaderface->name_buffer, name); + /* If input is not found add it so it's found next time. */ + if (input == NULL) { + input = add_uniform((Gwn_ShaderInterface*)shaderface, name); + } + return (input->location != -1) ? input : NULL; +} + +const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin( + const Gwn_ShaderInterface* shaderface, Gwn_UniformBuiltin builtin) +{ +#if TRUST_NO_ONE + assert(builtin != GWN_UNIFORM_NONE); + assert(builtin != GWN_UNIFORM_CUSTOM); + assert(builtin != GWN_NUM_UNIFORMS); +#endif + return shaderface->builtin_uniforms[builtin]; +} + +const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface* shaderface, const char* name) +{ + return buckets_lookup(shaderface->ubo_buckets, shaderface->name_buffer, name); +} + +const Gwn_ShaderInput* GWN_shaderinterface_attr(const Gwn_ShaderInterface* shaderface, const char* name) +{ + return buckets_lookup(shaderface->attrib_buckets, shaderface->name_buffer, name); +} + +void GWN_shaderinterface_add_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch) +{ + int i; /* find first unused slot */ + for (i = 0; i < shaderface->batches_len; ++i) { + if (shaderface->batches[i] == NULL) { + break; + } + } + if (i == shaderface->batches_len) { + /* Not enough place, realloc the array. */ + i = shaderface->batches_len; + shaderface->batches_len += GWN_SHADERINTERFACE_REF_ALLOC_COUNT; + shaderface->batches = realloc(shaderface->batches, sizeof(Gwn_Batch*) * shaderface->batches_len); + memset(shaderface->batches + i, 0, sizeof(Gwn_Batch*) * GWN_SHADERINTERFACE_REF_ALLOC_COUNT); + } + shaderface->batches[i] = batch; +} + +void GWN_shaderinterface_remove_batch_ref(Gwn_ShaderInterface* shaderface, Gwn_Batch* batch) +{ + for (int i = 0; i < shaderface->batches_len; ++i) { + if (shaderface->batches[i] == batch) { + shaderface->batches[i] = NULL; + break; /* cannot have duplicates */ + } + } +} diff --git a/source/blender/gpu/intern/gpu_shader_private.h b/source/blender/gpu/intern/gpu_shader_private.h index de5439c5638..bf54d269fb5 100644 --- a/source/blender/gpu/intern/gpu_shader_private.h +++ b/source/blender/gpu/intern/gpu_shader_private.h @@ -26,7 +26,7 @@ #define __GPU_SHADER_PRIVATE_H__ #include "GPU_glew.h" -#include "gawain/gwn_shader_interface.h" +#include "GPU_shader_interface.h" struct GPUShader { GLuint program; /* handle for full program (links shader stages below) */ diff --git a/source/blender/gpu/intern/gpu_vertex_array_id.cpp b/source/blender/gpu/intern/gpu_vertex_array_id.cpp new file mode 100644 index 00000000000..de5be15ec19 --- /dev/null +++ b/source/blender/gpu/intern/gpu_vertex_array_id.cpp @@ -0,0 +1,196 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation, Clément Foucault + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_vertex_array_id.cpp + * \ingroup gpu + * + * Manage GL vertex array IDs in a thread-safe way + * Use these instead of glGenBuffers & its friends + * - alloc must be called from a thread that is bound + * to the context that will be used for drawing with + * this vao. + * - free can be called from any thread + */ + +#include "gpu_batch_private.h" +#include "GPU_vertex_array_id.h" +#include "GPU_context.h" +#include +#include +#include +#include +#include + +#if TRUST_NO_ONE +#if 0 +extern "C" { +extern int BLI_thread_is_main(void); /* Blender-specific function */ +} + +static bool thread_is_main() { + /* "main" here means the GL context's thread */ + return BLI_thread_is_main(); +} +#endif +#endif + +struct Gwn_Context { + GLuint default_vao; + std::unordered_set batches; /* Batches that have VAOs from this context */ + std::vector orphaned_vertarray_ids; + std::mutex orphans_mutex; /* todo: try spinlock instead */ +#if TRUST_NO_ONE + pthread_t thread; /* Thread on which this context is active. */ + bool thread_is_used; + + Gwn_Context() { + thread_is_used = false; + } +#endif +}; + +#if defined(_MSC_VER) && (_MSC_VER == 1800) +#define thread_local __declspec(thread) +thread_local Gwn_Context* active_ctx = NULL; +#else +static thread_local Gwn_Context* active_ctx = NULL; +#endif + +static void clear_orphans(Gwn_Context* ctx) +{ + ctx->orphans_mutex.lock(); + if (!ctx->orphaned_vertarray_ids.empty()) { + uint orphan_len = (uint)ctx->orphaned_vertarray_ids.size(); + glDeleteVertexArrays(orphan_len, ctx->orphaned_vertarray_ids.data()); + ctx->orphaned_vertarray_ids.clear(); + } + ctx->orphans_mutex.unlock(); +} + +Gwn_Context* GWN_context_create(void) +{ +#if TRUST_NO_ONE + /* assert(thread_is_main()); */ +#endif + Gwn_Context* ctx = new Gwn_Context; + glGenVertexArrays(1, &ctx->default_vao); + GWN_context_active_set(ctx); + return ctx; +} + +/* to be called after GWN_context_active_set(ctx_to_destroy) */ +void GWN_context_discard(Gwn_Context* ctx) +{ +#if TRUST_NO_ONE + /* Make sure no other thread has locked it. */ + assert(ctx == active_ctx); + assert(pthread_equal(pthread_self(), ctx->thread)); + assert(ctx->orphaned_vertarray_ids.empty()); +#endif + /* delete remaining vaos */ + while (!ctx->batches.empty()) { + /* this removes the array entry */ + gwn_batch_vao_cache_clear(*ctx->batches.begin()); + } + glDeleteVertexArrays(1, &ctx->default_vao); + delete ctx; + active_ctx = NULL; +} + +/* ctx can be NULL */ +void GWN_context_active_set(Gwn_Context* ctx) +{ +#if TRUST_NO_ONE + if (active_ctx) { + active_ctx->thread_is_used = false; + } + /* Make sure no other context is already bound to this thread. */ + if (ctx) { + /* Make sure no other thread has locked it. */ + assert(ctx->thread_is_used == false); + ctx->thread = pthread_self(); + ctx->thread_is_used = true; + } +#endif + if (ctx) { + clear_orphans(ctx); + } + active_ctx = ctx; +} + +Gwn_Context* GWN_context_active_get(void) +{ + return active_ctx; +} + +GLuint GWN_vao_default(void) +{ +#if TRUST_NO_ONE + assert(active_ctx); /* need at least an active context */ + assert(pthread_equal(pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */ +#endif + return active_ctx->default_vao; +} + +GLuint GWN_vao_alloc(void) +{ +#if TRUST_NO_ONE + assert(active_ctx); /* need at least an active context */ + assert(pthread_equal(pthread_self(), active_ctx->thread)); /* context has been activated by another thread! */ +#endif + clear_orphans(active_ctx); + + GLuint new_vao_id = 0; + glGenVertexArrays(1, &new_vao_id); + return new_vao_id; +} + +/* this can be called from multiple thread */ +void GWN_vao_free(GLuint vao_id, Gwn_Context* ctx) +{ +#if TRUST_NO_ONE + assert(ctx); +#endif + if (ctx == active_ctx) { + glDeleteVertexArrays(1, &vao_id); + } + else { + ctx->orphans_mutex.lock(); + ctx->orphaned_vertarray_ids.emplace_back(vao_id); + ctx->orphans_mutex.unlock(); + } +} + +void gwn_context_add_batch(Gwn_Context* ctx, Gwn_Batch* batch) +{ + ctx->batches.emplace(batch); +} + +void gwn_context_remove_batch(Gwn_Context* ctx, Gwn_Batch* batch) +{ + ctx->orphans_mutex.lock(); + ctx->batches.erase(batch); + ctx->orphans_mutex.unlock(); +} diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c new file mode 100644 index 00000000000..32f3d494015 --- /dev/null +++ b/source/blender/gpu/intern/gpu_vertex_buffer.c @@ -0,0 +1,268 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation, Clément Foucault + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_vertex_buffer.c + * \ingroup gpu + * + * Gawain vertex buffer + */ + +#include "GPU_vertex_buffer.h" +#include "GPU_buffer_id.h" +#include "gpu_vertex_format_private.h" +#include +#include + +#define KEEP_SINGLE_COPY 1 + +static uint vbo_memory_usage; + +static GLenum convert_usage_type_to_gl(Gwn_UsageType type) +{ + static const GLenum table[] = { + [GWN_USAGE_STREAM] = GL_STREAM_DRAW, + [GWN_USAGE_STATIC] = GL_STATIC_DRAW, + [GWN_USAGE_DYNAMIC] = GL_DYNAMIC_DRAW + }; + return table[type]; +} + +Gwn_VertBuf* GWN_vertbuf_create(Gwn_UsageType usage) +{ + Gwn_VertBuf* verts = malloc(sizeof(Gwn_VertBuf)); + GWN_vertbuf_init(verts, usage); + return verts; +} + +Gwn_VertBuf* GWN_vertbuf_create_with_format_ex(const Gwn_VertFormat* format, Gwn_UsageType usage) +{ + Gwn_VertBuf* verts = GWN_vertbuf_create(usage); + GWN_vertformat_copy(&verts->format, format); + if (!format->packed) { + VertexFormat_pack(&verts->format); + } + return verts; + + /* this function might seem redundant, but there is potential for memory savings here... */ + /* TODO: implement those memory savings */ +} + +void GWN_vertbuf_init(Gwn_VertBuf* verts, Gwn_UsageType usage) +{ + memset(verts, 0, sizeof(Gwn_VertBuf)); + verts->usage = usage; + verts->dirty = true; +} + +void GWN_vertbuf_init_with_format_ex(Gwn_VertBuf* verts, const Gwn_VertFormat* format, Gwn_UsageType usage) +{ + GWN_vertbuf_init(verts, usage); + GWN_vertformat_copy(&verts->format, format); + if (!format->packed) { + VertexFormat_pack(&verts->format); + } +} + +void GWN_vertbuf_discard(Gwn_VertBuf* verts) +{ + if (verts->vbo_id) { + GWN_buf_id_free(verts->vbo_id); +#if VRAM_USAGE + vbo_memory_usage -= GWN_vertbuf_size_get(verts); +#endif + } + if (verts->data) { + free(verts->data); + } + free(verts); +} + +uint GWN_vertbuf_size_get(const Gwn_VertBuf* verts) +{ + return vertex_buffer_size(&verts->format, verts->vertex_len); +} + +/* create a new allocation, discarding any existing data */ +void GWN_vertbuf_data_alloc(Gwn_VertBuf* verts, uint v_len) +{ + Gwn_VertFormat* format = &verts->format; + if (!format->packed) { + VertexFormat_pack(format); + } +#if TRUST_NO_ONE + /* catch any unnecessary use */ + assert(verts->vertex_alloc != v_len || verts->data == NULL); +#endif + /* only create the buffer the 1st time */ + if (verts->vbo_id == 0) { + verts->vbo_id = GWN_buf_id_alloc(); + } + /* discard previous data if any */ + if (verts->data) { + free(verts->data); + } +#if VRAM_USAGE + uint new_size = vertex_buffer_size(&verts->format, v_len); + vbo_memory_usage += new_size - GWN_vertbuf_size_get(verts); +#endif + verts->dirty = true; + verts->vertex_len = verts->vertex_alloc = v_len; + verts->data = malloc(sizeof(GLubyte) * GWN_vertbuf_size_get(verts)); +} + +/* resize buffer keeping existing data */ +void GWN_vertbuf_data_resize(Gwn_VertBuf* verts, uint v_len) +{ +#if TRUST_NO_ONE + assert(verts->data != NULL); + assert(verts->vertex_alloc != v_len); +#endif + +#if VRAM_USAGE + uint new_size = vertex_buffer_size(&verts->format, v_len); + vbo_memory_usage += new_size - GWN_vertbuf_size_get(verts); +#endif + verts->dirty = true; + verts->vertex_len = verts->vertex_alloc = v_len; + verts->data = realloc(verts->data, sizeof(GLubyte) * GWN_vertbuf_size_get(verts)); +} + +/* Set vertex count but does not change allocation. + * Only this many verts will be uploaded to the GPU and rendered. + * This is usefull for streaming data. */ +void GWN_vertbuf_vertex_count_set(Gwn_VertBuf* verts, uint v_len) +{ +#if TRUST_NO_ONE + assert(verts->data != NULL); /* only for dynamic data */ + assert(v_len <= verts->vertex_alloc); +#endif + +#if VRAM_USAGE + uint new_size = vertex_buffer_size(&verts->format, v_len); + vbo_memory_usage += new_size - GWN_vertbuf_size_get(verts); +#endif + verts->vertex_len = v_len; +} + +void GWN_vertbuf_attr_set(Gwn_VertBuf* verts, uint a_idx, uint v_idx, const void* data) +{ + const Gwn_VertFormat* format = &verts->format; + const Gwn_VertAttr* a = format->attribs + a_idx; + +#if TRUST_NO_ONE + assert(a_idx < format->attr_len); + assert(v_idx < verts->vertex_alloc); + assert(verts->data != NULL); +#endif + verts->dirty = true; + memcpy((GLubyte*)verts->data + a->offset + v_idx * format->stride, data, a->sz); +} + +void GWN_vertbuf_attr_fill(Gwn_VertBuf* verts, uint a_idx, const void* data) +{ + const Gwn_VertFormat* format = &verts->format; + const Gwn_VertAttr* a = format->attribs + a_idx; + +#if TRUST_NO_ONE + assert(a_idx < format->attr_len); +#endif + const uint stride = a->sz; /* tightly packed input data */ + + GWN_vertbuf_attr_fill_stride(verts, a_idx, stride, data); +} + +void GWN_vertbuf_attr_fill_stride(Gwn_VertBuf* verts, uint a_idx, uint stride, const void* data) +{ + const Gwn_VertFormat* format = &verts->format; + const Gwn_VertAttr* a = format->attribs + a_idx; + +#if TRUST_NO_ONE + assert(a_idx < format->attr_len); + assert(verts->data != NULL); +#endif + verts->dirty = true; + const uint vertex_len = verts->vertex_len; + + if (format->attr_len == 1 && stride == format->stride) { + /* we can copy it all at once */ + memcpy(verts->data, data, vertex_len * a->sz); + } + else { + /* we must copy it per vertex */ + for (uint v = 0; v < vertex_len; ++v) { + memcpy((GLubyte*)verts->data + a->offset + v * format->stride, (const GLubyte*)data + v * stride, a->sz); + } + } +} + +void GWN_vertbuf_attr_get_raw_data(Gwn_VertBuf* verts, uint a_idx, Gwn_VertBufRaw *access) +{ + const Gwn_VertFormat* format = &verts->format; + const Gwn_VertAttr* a = format->attribs + a_idx; + +#if TRUST_NO_ONE + assert(a_idx < format->attr_len); + assert(verts->data != NULL); +#endif + + verts->dirty = true; + + access->size = a->sz; + access->stride = format->stride; + access->data = (GLubyte*)verts->data + a->offset; + access->data_init = access->data; +#if TRUST_NO_ONE + access->_data_end = access->data_init + (size_t)(verts->vertex_alloc * format->stride); +#endif +} + +static void VertBuffer_upload_data(Gwn_VertBuf* verts) +{ + uint buffer_sz = GWN_vertbuf_size_get(verts); + + /* orphan the vbo to avoid sync */ + glBufferData(GL_ARRAY_BUFFER, buffer_sz, NULL, convert_usage_type_to_gl(verts->usage)); + /* upload data */ + glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_sz, verts->data); + + if (verts->usage == GWN_USAGE_STATIC) { + free(verts->data); + verts->data = NULL; + } + verts->dirty = false; +} + +void GWN_vertbuf_use(Gwn_VertBuf* verts) +{ + glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id); + if (verts->dirty) { + VertBuffer_upload_data(verts); + } +} + +uint GWN_vertbuf_get_memory_usage(void) +{ + return vbo_memory_usage; +} diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c new file mode 100644 index 00000000000..bd9f9250564 --- /dev/null +++ b/source/blender/gpu/intern/gpu_vertex_format.c @@ -0,0 +1,310 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation, Clément Foucault + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gwn_vertex_format.c + * \ingroup gpu + * + * Gawain vertex format + */ + +#include "GPU_vertex_format.h" +#include "gpu_vertex_format_private.h" +#include +#include + +#define PACK_DEBUG 0 + +#if PACK_DEBUG + #include +#endif + +void GWN_vertformat_clear(Gwn_VertFormat* format) +{ +#if TRUST_NO_ONE + memset(format, 0, sizeof(Gwn_VertFormat)); +#else + format->attr_len = 0; + format->packed = false; + format->name_offset = 0; + format->name_len = 0; + + for (unsigned i = 0; i < GWN_VERT_ATTR_MAX_LEN; i++) { + format->attribs[i].name_len = 0; + } +#endif +} + +void GWN_vertformat_copy(Gwn_VertFormat* dest, const Gwn_VertFormat* src) +{ + /* copy regular struct fields */ + memcpy(dest, src, sizeof(Gwn_VertFormat)); + + for (unsigned i = 0; i < dest->attr_len; i++) { + for (unsigned j = 0; j < dest->attribs[i].name_len; j++) { + dest->attribs[i].name[j] = (char *)dest + (src->attribs[i].name[j] - ((char *)src)); + } + } +} + +static GLenum convert_comp_type_to_gl(Gwn_VertCompType type) +{ + static const GLenum table[] = { + [GWN_COMP_I8] = GL_BYTE, + [GWN_COMP_U8] = GL_UNSIGNED_BYTE, + [GWN_COMP_I16] = GL_SHORT, + [GWN_COMP_U16] = GL_UNSIGNED_SHORT, + [GWN_COMP_I32] = GL_INT, + [GWN_COMP_U32] = GL_UNSIGNED_INT, + + [GWN_COMP_F32] = GL_FLOAT, + + [GWN_COMP_I10] = GL_INT_2_10_10_10_REV + }; + return table[type]; +} + +static unsigned comp_sz(Gwn_VertCompType type) +{ +#if TRUST_NO_ONE + assert(type <= GWN_COMP_F32); /* other types have irregular sizes (not bytes) */ +#endif + const GLubyte sizes[] = {1,1,2,2,4,4,4}; + return sizes[type]; +} + +static unsigned attrib_sz(const Gwn_VertAttr *a) +{ + if (a->comp_type == GWN_COMP_I10) { + return 4; /* always packed as 10_10_10_2 */ + } + return a->comp_len * comp_sz(a->comp_type); +} + +static unsigned attrib_align(const Gwn_VertAttr *a) +{ + if (a->comp_type == GWN_COMP_I10) { + return 4; /* always packed as 10_10_10_2 */ + } + unsigned c = comp_sz(a->comp_type); + if (a->comp_len == 3 && c <= 2) { + return 4 * c; /* AMD HW can't fetch these well, so pad it out (other vendors too?) */ + } + else { + return c; /* most fetches are ok if components are naturally aligned */ + } +} + +unsigned vertex_buffer_size(const Gwn_VertFormat* format, unsigned vertex_len) +{ +#if TRUST_NO_ONE + assert(format->packed && format->stride > 0); +#endif + return format->stride * vertex_len; +} + +static const char* copy_attrib_name(Gwn_VertFormat* format, const char* name) +{ + /* strncpy does 110% of what we need; let's do exactly 100% */ + char* name_copy = format->names + format->name_offset; + unsigned available = GWN_VERT_ATTR_NAMES_BUF_LEN - format->name_offset; + bool terminated = false; + + for (unsigned i = 0; i < available; ++i) { + const char c = name[i]; + name_copy[i] = c; + if (c == '\0') { + terminated = true; + format->name_offset += (i + 1); + break; + } + } +#if TRUST_NO_ONE + assert(terminated); + assert(format->name_offset <= GWN_VERT_ATTR_NAMES_BUF_LEN); +#else + (void)terminated; +#endif + return name_copy; +} + +unsigned GWN_vertformat_attr_add(Gwn_VertFormat* format, const char* name, Gwn_VertCompType comp_type, unsigned comp_len, Gwn_VertFetchMode fetch_mode) +{ +#if TRUST_NO_ONE + assert(format->name_len < GWN_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(format->attr_len < GWN_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(!format->packed); /* packed means frozen/locked */ + assert((comp_len >= 1 && comp_len <= 4) || comp_len == 8 || comp_len == 12 || comp_len == 16); + + switch (comp_type) { + case GWN_COMP_F32: + /* float type can only kept as float */ + assert(fetch_mode == GWN_FETCH_FLOAT); + break; + case GWN_COMP_I10: + /* 10_10_10 format intended for normals (xyz) or colors (rgb) + * extra component packed.w can be manually set to { -2, -1, 0, 1 } */ + assert(comp_len == 3 || comp_len == 4); + assert(fetch_mode == GWN_FETCH_INT_TO_FLOAT_UNIT); /* not strictly required, may relax later */ + break; + default: + /* integer types can be kept as int or converted/normalized to float */ + assert(fetch_mode != GWN_FETCH_FLOAT); + /* only support float matrices (see Batch_update_program_bindings) */ + assert(comp_len != 8 && comp_len != 12 && comp_len != 16); + } +#endif + format->name_len++; /* multiname support */ + + const unsigned attrib_id = format->attr_len++; + Gwn_VertAttr* attrib = format->attribs + attrib_id; + + attrib->name[attrib->name_len++] = copy_attrib_name(format, name); + attrib->comp_type = comp_type; + attrib->gl_comp_type = convert_comp_type_to_gl(comp_type); + attrib->comp_len = (comp_type == GWN_COMP_I10) ? 4 : comp_len; /* system needs 10_10_10_2 to be 4 or BGRA */ + attrib->sz = attrib_sz(attrib); + attrib->offset = 0; /* offsets & stride are calculated later (during pack) */ + attrib->fetch_mode = fetch_mode; + + return attrib_id; +} + +void GWN_vertformat_alias_add(Gwn_VertFormat* format, const char* alias) +{ + Gwn_VertAttr* attrib = format->attribs + (format->attr_len - 1); +#if TRUST_NO_ONE + assert(format->name_len < GWN_VERT_ATTR_MAX_LEN); /* there's room for more */ + assert(attrib->name_len < GWN_VERT_ATTR_MAX_NAMES); +#endif + format->name_len++; /* multiname support */ + attrib->name[attrib->name_len++] = copy_attrib_name(format, alias); +} + +unsigned padding(unsigned offset, unsigned alignment) +{ + const unsigned mod = offset % alignment; + return (mod == 0) ? 0 : (alignment - mod); +} + +#if PACK_DEBUG +static void show_pack(unsigned a_idx, unsigned sz, unsigned pad) +{ + const char c = 'A' + a_idx; + for (unsigned i = 0; i < pad; ++i) { + putchar('-'); + } + for (unsigned i = 0; i < sz; ++i) { + putchar(c); + } +} +#endif + +void VertexFormat_pack(Gwn_VertFormat* format) +{ + /* For now, attributes are packed in the order they were added, + * making sure each attrib is naturally aligned (add padding where necessary) + * Later we can implement more efficient packing w/ reordering + * (keep attrib ID order, adjust their offsets to reorder in buffer). */ + + /* TODO: realloc just enough to hold the final combo string. And just enough to + * hold used attribs, not all 16. */ + + Gwn_VertAttr* a0 = format->attribs + 0; + a0->offset = 0; + unsigned offset = a0->sz; + +#if PACK_DEBUG + show_pack(0, a0->sz, 0); +#endif + + for (unsigned a_idx = 1; a_idx < format->attr_len; ++a_idx) { + Gwn_VertAttr* a = format->attribs + a_idx; + unsigned mid_padding = padding(offset, attrib_align(a)); + offset += mid_padding; + a->offset = offset; + offset += a->sz; + +#if PACK_DEBUG + show_pack(a_idx, a->sz, mid_padding); +#endif + } + + unsigned end_padding = padding(offset, attrib_align(a0)); + +#if PACK_DEBUG + show_pack(0, 0, end_padding); + putchar('\n'); +#endif + format->stride = offset + end_padding; + format->packed = true; +} + + +/* OpenGL ES packs in a different order as desktop GL but component conversion is the same. + * Of the code here, only struct Gwn_PackedNormal needs to change. */ + +#define SIGNED_INT_10_MAX 511 +#define SIGNED_INT_10_MIN -512 + +static int clampi(int x, int min_allowed, int max_allowed) +{ +#if TRUST_NO_ONE + assert(min_allowed <= max_allowed); +#endif + if (x < min_allowed) { + return min_allowed; + } + else if (x > max_allowed) { + return max_allowed; + } + else { + return x; + } +} + +static int quantize(float x) +{ + int qx = x * 511.0f; + return clampi(qx, SIGNED_INT_10_MIN, SIGNED_INT_10_MAX); +} + +static int convert_i16(short x) +{ + /* 16-bit signed --> 10-bit signed */ + /* TODO: round? */ + return x >> 6; +} + +Gwn_PackedNormal GWN_normal_convert_i10_v3(const float data[3]) +{ + Gwn_PackedNormal n = { .x = quantize(data[0]), .y = quantize(data[1]), .z = quantize(data[2]) }; + return n; +} + +Gwn_PackedNormal GWN_normal_convert_i10_s3(const short data[3]) +{ + Gwn_PackedNormal n = { .x = convert_i16(data[0]), .y = convert_i16(data[1]), .z = convert_i16(data[2]) }; + return n; +} diff --git a/source/blender/gpu/intern/gpu_vertex_format_private.h b/source/blender/gpu/intern/gpu_vertex_format_private.h new file mode 100644 index 00000000000..3cae9969fd8 --- /dev/null +++ b/source/blender/gpu/intern/gpu_vertex_format_private.h @@ -0,0 +1,39 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2016 by Mike Erwin. + * All rights reserved. + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/gwn_vertex_format_private.h + * \ingroup gpu + * + * Gawain vertex format + */ + +#ifndef __GWN_VERTEX_FORMAT_PRIVATE_H__ +#define __GWN_VERTEX_FORMAT_PRIVATE_H__ + +void VertexFormat_pack(Gwn_VertFormat*); +uint padding(uint offset, uint alignment); +uint vertex_buffer_size(const Gwn_VertFormat*, uint vertex_len); + +#endif /* __GWN_VERTEX_FORMAT_PRIVATE_H__ */ -- cgit v1.2.3