// Gawain geometry batch // // This code is part of the Gawain library, with modifications // specific to integration with Blender. // // Copyright 2016 Mike Erwin // // This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of // the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. #include "gwn_batch.h" #include "gwn_batch_private.h" #include "gwn_buffer_id.h" #include "gwn_vertex_array_id.h" #include "gwn_primitive_private.h" #include #include // necessary functions from matrix API extern void gpuBindMatrices(const Gwn_ShaderInterface* shaderface); static void batch_update_program_bindings(Gwn_Batch* batch, unsigned int 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, unsigned 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, unsigned 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; } 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 (unsigned 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); // in the near future we will enable instanced attribs which have their own 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, unsigned int v_first, const bool use_instancing) { const Gwn_VertFormat* format = &verts->format; const unsigned attr_len = format->attr_len; const unsigned stride = format->stride; GWN_vertbuf_use(verts); for (unsigned 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 (unsigned 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); } } } } } static void batch_update_program_bindings(Gwn_Batch* batch, unsigned int 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); gpuBindMatrices(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); }