/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Blender Foundation. */ /** \file * \ingroup draw */ #include "draw_manager.h" #include "BLI_alloca.h" #include "BLI_math.h" #include "BLI_math_bits.h" #include "BLI_memblock.h" #include "BKE_global.h" #include "GPU_compute.h" #include "GPU_platform.h" #include "GPU_shader.h" #include "GPU_state.h" #ifdef USE_GPU_SELECT # include "GPU_select.h" #endif void DRW_select_load_id(uint id) { #ifdef USE_GPU_SELECT BLI_assert(G.f & G_FLAG_PICKSEL); DST.select_id = id; #endif } #define DEBUG_UBO_BINDING typedef struct DRWCommandsState { GPUBatch *batch; int resource_chunk; int resource_id; int base_inst; int inst_count; bool neg_scale; /* Resource location. */ int obmats_loc; int obinfos_loc; int obattrs_loc; int vlattrs_loc; int baseinst_loc; int chunkid_loc; int resourceid_loc; /* Legacy matrix support. */ int obmat_loc; int obinv_loc; /* Uniform Attributes. */ DRWSparseUniformBuf *obattrs_ubo; /* Selection ID state. */ GPUVertBuf *select_buf; uint select_id; /* Drawing State */ DRWState drw_state_enabled; DRWState drw_state_disabled; } DRWCommandsState; /* -------------------------------------------------------------------- */ /** \name Draw State (DRW_state) * \{ */ void drw_state_set(DRWState state) { /* Mask locked state. */ state = (~DST.state_lock & state) | (DST.state_lock & DST.state); if (DST.state == state) { return; } eGPUWriteMask write_mask = 0; eGPUBlend blend = 0; eGPUFaceCullTest culling_test = 0; eGPUDepthTest depth_test = 0; eGPUStencilTest stencil_test = 0; eGPUStencilOp stencil_op = 0; eGPUProvokingVertex provoking_vert = 0; if (state & DRW_STATE_WRITE_DEPTH) { write_mask |= GPU_WRITE_DEPTH; } if (state & DRW_STATE_WRITE_COLOR) { write_mask |= GPU_WRITE_COLOR; } if (state & DRW_STATE_WRITE_STENCIL_ENABLED) { write_mask |= GPU_WRITE_STENCIL; } switch (state & (DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT)) { case DRW_STATE_CULL_BACK: culling_test = GPU_CULL_BACK; break; case DRW_STATE_CULL_FRONT: culling_test = GPU_CULL_FRONT; break; default: culling_test = GPU_CULL_NONE; break; } switch (state & DRW_STATE_DEPTH_TEST_ENABLED) { case DRW_STATE_DEPTH_LESS: depth_test = GPU_DEPTH_LESS; break; case DRW_STATE_DEPTH_LESS_EQUAL: depth_test = GPU_DEPTH_LESS_EQUAL; break; case DRW_STATE_DEPTH_EQUAL: depth_test = GPU_DEPTH_EQUAL; break; case DRW_STATE_DEPTH_GREATER: depth_test = GPU_DEPTH_GREATER; break; case DRW_STATE_DEPTH_GREATER_EQUAL: depth_test = GPU_DEPTH_GREATER_EQUAL; break; case DRW_STATE_DEPTH_ALWAYS: depth_test = GPU_DEPTH_ALWAYS; break; default: depth_test = GPU_DEPTH_NONE; break; } switch (state & DRW_STATE_WRITE_STENCIL_ENABLED) { case DRW_STATE_WRITE_STENCIL: stencil_op = GPU_STENCIL_OP_REPLACE; GPU_stencil_write_mask_set(0xFF); break; case DRW_STATE_WRITE_STENCIL_SHADOW_PASS: stencil_op = GPU_STENCIL_OP_COUNT_DEPTH_PASS; GPU_stencil_write_mask_set(0xFF); break; case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL: stencil_op = GPU_STENCIL_OP_COUNT_DEPTH_FAIL; GPU_stencil_write_mask_set(0xFF); break; default: stencil_op = GPU_STENCIL_OP_NONE; GPU_stencil_write_mask_set(0x00); break; } switch (state & DRW_STATE_STENCIL_TEST_ENABLED) { case DRW_STATE_STENCIL_ALWAYS: stencil_test = GPU_STENCIL_ALWAYS; break; case DRW_STATE_STENCIL_EQUAL: stencil_test = GPU_STENCIL_EQUAL; break; case DRW_STATE_STENCIL_NEQUAL: stencil_test = GPU_STENCIL_NEQUAL; break; default: stencil_test = GPU_STENCIL_NONE; break; } switch (state & DRW_STATE_BLEND_ENABLED) { case DRW_STATE_BLEND_ADD: blend = GPU_BLEND_ADDITIVE; break; case DRW_STATE_BLEND_ADD_FULL: blend = GPU_BLEND_ADDITIVE_PREMULT; break; case DRW_STATE_BLEND_ALPHA: blend = GPU_BLEND_ALPHA; break; case DRW_STATE_BLEND_ALPHA_PREMUL: blend = GPU_BLEND_ALPHA_PREMULT; break; case DRW_STATE_BLEND_BACKGROUND: blend = GPU_BLEND_BACKGROUND; break; case DRW_STATE_BLEND_OIT: blend = GPU_BLEND_OIT; break; case DRW_STATE_BLEND_MUL: blend = GPU_BLEND_MULTIPLY; break; case DRW_STATE_BLEND_SUB: blend = GPU_BLEND_SUBTRACT; break; case DRW_STATE_BLEND_CUSTOM: blend = GPU_BLEND_CUSTOM; break; case DRW_STATE_LOGIC_INVERT: blend = GPU_BLEND_INVERT; break; case DRW_STATE_BLEND_ALPHA_UNDER_PREMUL: blend = GPU_BLEND_ALPHA_UNDER_PREMUL; break; default: blend = GPU_BLEND_NONE; break; } GPU_state_set( write_mask, blend, culling_test, depth_test, stencil_test, stencil_op, provoking_vert); if (state & DRW_STATE_SHADOW_OFFSET) { GPU_shadow_offset(true); } else { GPU_shadow_offset(false); } /* TODO: this should be part of shader state. */ if (state & DRW_STATE_CLIP_PLANES) { GPU_clip_distances(DST.view_active->clip_planes_len); } else { GPU_clip_distances(0); } if (state & DRW_STATE_IN_FRONT_SELECT) { /* XXX `GPU_depth_range` is not a perfect solution * since very distant geometries can still be occluded. * Also the depth test precision of these geometries is impaired. * However, it solves the selection for the vast majority of cases. */ GPU_depth_range(0.0f, 0.01f); } else { GPU_depth_range(0.0f, 1.0f); } if (state & DRW_STATE_PROGRAM_POINT_SIZE) { GPU_program_point_size(true); } else { GPU_program_point_size(false); } if (state & DRW_STATE_FIRST_VERTEX_CONVENTION) { GPU_provoking_vertex(GPU_VERTEX_FIRST); } else { GPU_provoking_vertex(GPU_VERTEX_LAST); } DST.state = state; } static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_mask) { /* Reminders: * - (compare_mask & reference) is what is tested against (compare_mask & stencil_value) * stencil_value being the value stored in the stencil buffer. * - (write-mask & reference) is what gets written if the test condition is fulfilled. */ GPU_stencil_write_mask_set(write_mask); GPU_stencil_reference_set(reference); GPU_stencil_compare_mask_set(compare_mask); } void DRW_state_reset_ex(DRWState state) { DST.state = ~state; drw_state_set(state); } static void drw_state_validate(void) { /* Cannot write to stencil buffer without stencil test. */ if (DST.state & DRW_STATE_WRITE_STENCIL_ENABLED) { BLI_assert(DST.state & DRW_STATE_STENCIL_TEST_ENABLED); } /* Cannot write to depth buffer without depth test. */ if (DST.state & DRW_STATE_WRITE_DEPTH) { BLI_assert(DST.state & DRW_STATE_DEPTH_TEST_ENABLED); } } void DRW_state_lock(DRWState state) { DST.state_lock = state; /* We must get the current state to avoid overriding it. */ /* Not complete, but that just what we need for now. */ if (state & DRW_STATE_WRITE_DEPTH) { SET_FLAG_FROM_TEST(DST.state, GPU_depth_mask_get(), DRW_STATE_WRITE_DEPTH); } if (state & DRW_STATE_DEPTH_TEST_ENABLED) { DST.state &= ~DRW_STATE_DEPTH_TEST_ENABLED; switch (GPU_depth_test_get()) { case GPU_DEPTH_ALWAYS: DST.state |= DRW_STATE_DEPTH_ALWAYS; break; case GPU_DEPTH_LESS: DST.state |= DRW_STATE_DEPTH_LESS; break; case GPU_DEPTH_LESS_EQUAL: DST.state |= DRW_STATE_DEPTH_LESS_EQUAL; break; case GPU_DEPTH_EQUAL: DST.state |= DRW_STATE_DEPTH_EQUAL; break; case GPU_DEPTH_GREATER: DST.state |= DRW_STATE_DEPTH_GREATER; break; case GPU_DEPTH_GREATER_EQUAL: DST.state |= DRW_STATE_DEPTH_GREATER_EQUAL; break; default: break; } } } void DRW_state_reset(void) { DRW_state_reset_ex(DRW_STATE_DEFAULT); GPU_texture_unbind_all(); GPU_texture_image_unbind_all(); GPU_uniformbuf_unbind_all(); GPU_storagebuf_unbind_all(); /* Should stay constant during the whole rendering. */ GPU_point_size(5); GPU_line_smooth(false); /* Bypass #U.pixelsize factor by using a factor of 0.0f. Will be clamped to 1.0f. */ GPU_line_width(0.0f); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Culling (DRW_culling) * \{ */ static bool draw_call_is_culled(const DRWResourceHandle *handle, DRWView *view) { DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates, handle); return (culling->mask & view->culling_mask) != 0; } void DRW_view_set_active(const DRWView *view) { DST.view_active = (view != NULL) ? ((DRWView *)view) : DST.view_default; } const DRWView *DRW_view_get_active(void) { return DST.view_active; } /* Return True if the given BoundSphere intersect the current view frustum */ static bool draw_culling_sphere_test(const BoundSphere *frustum_bsphere, const float (*frustum_planes)[4], const BoundSphere *bsphere) { /* Bypass test if radius is negative. */ if (bsphere->radius < 0.0f) { return true; } /* Do a rough test first: Sphere VS Sphere intersect. */ float center_dist_sq = len_squared_v3v3(bsphere->center, frustum_bsphere->center); float radius_sum = bsphere->radius + frustum_bsphere->radius; if (center_dist_sq > square_f(radius_sum)) { return false; } /* TODO: we could test against the inscribed sphere of the frustum to early out positively. */ /* Test against the 6 frustum planes. */ /* TODO: order planes with sides first then far then near clip. Should be better culling * heuristic when sculpting. */ for (int p = 0; p < 6; p++) { float dist = plane_point_side_v3(frustum_planes[p], bsphere->center); if (dist < -bsphere->radius) { return false; } } return true; } static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundBox *bbox) { /* 6 view frustum planes */ for (int p = 0; p < 6; p++) { /* 8 box vertices. */ for (int v = 0; v < 8; v++) { float dist = plane_point_side_v3(frustum_planes[p], bbox->vec[v]); if (dist > 0.0f) { /* At least one point in front of this plane. * Go to next plane. */ break; } if (v == 7) { /* 8 points behind this plane. */ return false; } } } return true; } static bool draw_culling_plane_test(const BoundBox *corners, const float plane[4]) { /* Test against the 8 frustum corners. */ for (int c = 0; c < 8; c++) { float dist = plane_point_side_v3(plane, corners->vec[c]); if (dist < 0.0f) { return true; } } return false; } bool DRW_culling_sphere_test(const DRWView *view, const BoundSphere *bsphere) { view = view ? view : DST.view_default; return draw_culling_sphere_test(&view->frustum_bsphere, view->frustum_planes, bsphere); } bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox) { view = view ? view : DST.view_default; return draw_culling_box_test(view->frustum_planes, bbox); } bool DRW_culling_plane_test(const DRWView *view, const float plane[4]) { view = view ? view : DST.view_default; return draw_culling_plane_test(&view->frustum_corners, plane); } bool DRW_culling_min_max_test(const DRWView *view, float obmat[4][4], float min[3], float max[3]) { view = view ? view : DST.view_default; float tobmat[4][4]; transpose_m4_m4(tobmat, obmat); for (int i = 6; i--;) { float frustum_plane_local[4], bb_near[3], bb_far[3]; mul_v4_m4v4(frustum_plane_local, tobmat, view->frustum_planes[i]); aabb_get_near_far_from_plane(frustum_plane_local, min, max, bb_near, bb_far); if (plane_point_side_v3(frustum_plane_local, bb_far) < 0.0f) { return false; } } return true; } void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners) { view = view ? view : DST.view_default; *corners = view->frustum_corners; } void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4]) { view = view ? view : DST.view_default; memcpy(planes, view->frustum_planes, sizeof(float[6][4])); } static void draw_compute_culling(DRWView *view) { view = view->parent ? view->parent : view; /* TODO(fclem): multi-thread this. */ /* TODO(fclem): compute all dirty views at once. */ if (!view->is_dirty) { return; } BLI_memblock_iter iter; BLI_memblock_iternew(DST.vmempool->cullstates, &iter); DRWCullingState *cull; while ((cull = BLI_memblock_iterstep(&iter))) { if (cull->bsphere.radius < 0.0) { cull->mask = 0; } else { bool culled = !draw_culling_sphere_test( &view->frustum_bsphere, view->frustum_planes, &cull->bsphere); #ifdef DRW_DEBUG_CULLING if (G.debug_value != 0) { if (culled) { DRW_debug_sphere( cull->bsphere.center, cull->bsphere.radius, (const float[4]){1, 0, 0, 1}); } else { DRW_debug_sphere( cull->bsphere.center, cull->bsphere.radius, (const float[4]){0, 1, 0, 1}); } } #endif if (view->visibility_fn) { culled = !view->visibility_fn(!culled, cull->user_data); } SET_FLAG_FROM_TEST(cull->mask, culled, view->culling_mask); } } view->is_dirty = false; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw (DRW_draw) * \{ */ BLI_INLINE void draw_legacy_matrix_update(DRWShadingGroup *shgroup, DRWResourceHandle *handle, float obmat_loc, float obinv_loc) { /* Still supported for compatibility with gpu_shader_* but should be forbidden. */ DRWObjectMatrix *ob_mats = DRW_memblock_elem_from_handle(DST.vmempool->obmats, handle); if (obmat_loc != -1) { GPU_shader_uniform_vector(shgroup->shader, obmat_loc, 16, 1, (float *)ob_mats->model); } if (obinv_loc != -1) { GPU_shader_uniform_vector(shgroup->shader, obinv_loc, 16, 1, (float *)ob_mats->modelinverse); } } BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom) { DST.batch = geom; GPU_batch_set_shader(geom, shgroup->shader); } BLI_INLINE void draw_geometry_execute(DRWShadingGroup *shgroup, GPUBatch *geom, int vert_first, int vert_count, int inst_first, int inst_count, int baseinst_loc) { /* inst_count can be -1. */ inst_count = max_ii(0, inst_count); if (baseinst_loc != -1) { /* Fallback when ARB_shader_draw_parameters is not supported. */ GPU_shader_uniform_vector_int(shgroup->shader, baseinst_loc, 1, 1, (int *)&inst_first); /* Avoids VAO reconfiguration on older hardware. (see GPU_batch_draw_advanced) */ inst_first = 0; } /* bind vertex array */ if (DST.batch != geom) { draw_geometry_bind(shgroup, geom); } GPU_batch_draw_advanced(geom, vert_first, vert_count, inst_first, inst_count); } BLI_INLINE void draw_indirect_call(DRWShadingGroup *shgroup, DRWCommandsState *state) { if (state->inst_count == 0) { return; } if (state->baseinst_loc == -1) { /* bind vertex array */ if (DST.batch != state->batch) { GPU_draw_list_submit(DST.draw_list); draw_geometry_bind(shgroup, state->batch); } GPU_draw_list_append(DST.draw_list, state->batch, state->base_inst, state->inst_count); } /* Fallback when unsupported */ else { draw_geometry_execute( shgroup, state->batch, 0, 0, state->base_inst, state->inst_count, state->baseinst_loc); } } static void draw_update_uniforms(DRWShadingGroup *shgroup, DRWCommandsState *state, bool *use_tfeedback) { #define MAX_UNIFORM_STACK_SIZE 64 /* Uniform array elements stored as separate entries. We need to batch these together */ int array_uniform_loc = -1; int array_index = 0; float mat4_stack[4 * 4]; /* Loop through uniforms in reverse order. */ for (DRWUniformChunk *unichunk = shgroup->uniforms; unichunk; unichunk = unichunk->next) { DRWUniform *uni = unichunk->uniforms + unichunk->uniform_used - 1; for (int i = 0; i < unichunk->uniform_used; i++, uni--) { /* For uniform array copies, copy per-array-element data into local buffer before upload. */ if (uni->arraysize > 1 && uni->type == DRW_UNIFORM_FLOAT_COPY) { /* Only written for mat4 copy for now and is not meant to become generalized. */ /* TODO(@fclem): Use UBOs/SSBOs instead of inline mat4 copies. */ BLI_assert(uni->arraysize == 4 && uni->length == 4); /* Begin copying uniform array. */ if (array_uniform_loc == -1) { array_uniform_loc = uni->location; array_index = uni->arraysize * uni->length; } /* Debug check same array loc. */ BLI_assert(array_uniform_loc > -1 && array_uniform_loc == uni->location); /* Copy array element data to local buffer. */ array_index -= uni->length; memcpy(&mat4_stack[array_index], uni->fvalue, sizeof(float) * uni->length); /* Flush array data to shader. */ if (array_index <= 0) { GPU_shader_uniform_vector(shgroup->shader, uni->location, 16, 1, mat4_stack); array_uniform_loc = -1; } continue; } /* Handle standard cases. */ switch (uni->type) { case DRW_UNIFORM_INT_COPY: BLI_assert(uni->arraysize == 1); if (uni->arraysize == 1) { GPU_shader_uniform_vector_int( shgroup->shader, uni->location, uni->length, uni->arraysize, uni->ivalue); } break; case DRW_UNIFORM_INT: GPU_shader_uniform_vector_int( shgroup->shader, uni->location, uni->length, uni->arraysize, uni->pvalue); break; case DRW_UNIFORM_FLOAT_COPY: BLI_assert(uni->arraysize == 1); if (uni->arraysize == 1) { GPU_shader_uniform_vector( shgroup->shader, uni->location, uni->length, uni->arraysize, uni->fvalue); } break; case DRW_UNIFORM_FLOAT: GPU_shader_uniform_vector( shgroup->shader, uni->location, uni->length, uni->arraysize, uni->pvalue); break; case DRW_UNIFORM_TEXTURE: GPU_texture_bind_ex(uni->texture, uni->sampler_state, uni->location, false); break; case DRW_UNIFORM_TEXTURE_REF: GPU_texture_bind_ex(*uni->texture_ref, uni->sampler_state, uni->location, false); break; case DRW_UNIFORM_IMAGE: GPU_texture_image_bind(uni->texture, uni->location); break; case DRW_UNIFORM_IMAGE_REF: GPU_texture_image_bind(*uni->texture_ref, uni->location); break; case DRW_UNIFORM_BLOCK: GPU_uniformbuf_bind(uni->block, uni->location); break; case DRW_UNIFORM_BLOCK_REF: GPU_uniformbuf_bind(*uni->block_ref, uni->location); break; case DRW_UNIFORM_STORAGE_BLOCK: GPU_storagebuf_bind(uni->ssbo, uni->location); break; case DRW_UNIFORM_STORAGE_BLOCK_REF: GPU_storagebuf_bind(*uni->ssbo_ref, uni->location); break; case DRW_UNIFORM_BLOCK_OBMATS: state->obmats_loc = uni->location; GPU_uniformbuf_bind(DST.vmempool->matrices_ubo[0], uni->location); break; case DRW_UNIFORM_BLOCK_OBINFOS: state->obinfos_loc = uni->location; GPU_uniformbuf_bind(DST.vmempool->obinfos_ubo[0], uni->location); break; case DRW_UNIFORM_BLOCK_OBATTRS: state->obattrs_loc = uni->location; state->obattrs_ubo = DRW_uniform_attrs_pool_find_ubo(DST.vmempool->obattrs_ubo_pool, uni->uniform_attrs); DRW_sparse_uniform_buffer_bind(state->obattrs_ubo, 0, uni->location); break; case DRW_UNIFORM_BLOCK_VLATTRS: state->vlattrs_loc = uni->location; GPU_uniformbuf_bind(drw_ensure_layer_attribute_buffer(), uni->location); break; case DRW_UNIFORM_RESOURCE_CHUNK: state->chunkid_loc = uni->location; GPU_shader_uniform_int(shgroup->shader, uni->location, 0); break; case DRW_UNIFORM_RESOURCE_ID: state->resourceid_loc = uni->location; break; case DRW_UNIFORM_TFEEDBACK_TARGET: BLI_assert(uni->pvalue && (*use_tfeedback == false)); *use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader, ((GPUVertBuf *)uni->pvalue)); break; case DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE_REF: GPU_vertbuf_bind_as_texture(*uni->vertbuf_ref, uni->location); break; case DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE: GPU_vertbuf_bind_as_texture(uni->vertbuf, uni->location); break; case DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE_REF: GPU_vertbuf_bind_as_ssbo(*uni->vertbuf_ref, uni->location); break; case DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE: GPU_vertbuf_bind_as_ssbo(uni->vertbuf, uni->location); break; /* Legacy/Fallback support. */ case DRW_UNIFORM_BASE_INSTANCE: state->baseinst_loc = uni->location; break; case DRW_UNIFORM_MODEL_MATRIX: state->obmat_loc = uni->location; break; case DRW_UNIFORM_MODEL_MATRIX_INVERSE: state->obinv_loc = uni->location; break; } } } /* Ensure uniform arrays copied. */ BLI_assert(array_index == 0); BLI_assert(array_uniform_loc == -1); UNUSED_VARS_NDEBUG(array_uniform_loc); } BLI_INLINE void draw_select_buffer(DRWShadingGroup *shgroup, DRWCommandsState *state, GPUBatch *batch, const DRWResourceHandle *handle) { const bool is_instancing = (batch->inst[0] != NULL); int start = 0; int count = 1; int tot = is_instancing ? GPU_vertbuf_get_vertex_len(batch->inst[0]) : GPU_vertbuf_get_vertex_len(batch->verts[0]); /* HACK: get VBO data without actually drawing. */ int *select_id = (void *)GPU_vertbuf_get_data(state->select_buf); /* Batching */ if (!is_instancing) { /* FIXME: Meh a bit nasty. */ if (batch->prim_type == GPU_PRIM_TRIS) { count = 3; } else if (batch->prim_type == GPU_PRIM_LINES) { count = 2; } } while (start < tot) { GPU_select_load_id(select_id[start]); if (is_instancing) { draw_geometry_execute(shgroup, batch, 0, 0, start, count, state->baseinst_loc); } else { draw_geometry_execute( shgroup, batch, start, count, DRW_handle_id_get(handle), 0, state->baseinst_loc); } start += count; } } typedef struct DRWCommandIterator { int cmd_index; DRWCommandChunk *curr_chunk; } DRWCommandIterator; static void draw_command_iter_begin(DRWCommandIterator *iter, DRWShadingGroup *shgroup) { iter->curr_chunk = shgroup->cmd.first; iter->cmd_index = 0; } static DRWCommand *draw_command_iter_step(DRWCommandIterator *iter, eDRWCommandType *cmd_type) { if (iter->curr_chunk) { if (iter->cmd_index == iter->curr_chunk->command_len) { iter->curr_chunk = iter->curr_chunk->next; iter->cmd_index = 0; } if (iter->curr_chunk) { *cmd_type = command_type_get(iter->curr_chunk->command_type, iter->cmd_index); if (iter->cmd_index < iter->curr_chunk->command_used) { return iter->curr_chunk->commands + iter->cmd_index++; } } } return NULL; } static void draw_call_resource_bind(DRWCommandsState *state, const DRWResourceHandle *handle) { /* Front face is not a resource but it is inside the resource handle. */ bool neg_scale = DRW_handle_negative_scale_get(handle); if (neg_scale != state->neg_scale) { state->neg_scale = neg_scale; GPU_front_facing(neg_scale != DST.view_active->is_inverted); } int chunk = DRW_handle_chunk_get(handle); if (state->resource_chunk != chunk) { if (state->chunkid_loc != -1) { GPU_shader_uniform_int(DST.shader, state->chunkid_loc, chunk); } if (state->obmats_loc != -1) { GPU_uniformbuf_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]); GPU_uniformbuf_bind(DST.vmempool->matrices_ubo[chunk], state->obmats_loc); } if (state->obinfos_loc != -1) { GPU_uniformbuf_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]); GPU_uniformbuf_bind(DST.vmempool->obinfos_ubo[chunk], state->obinfos_loc); } if (state->obattrs_loc != -1) { DRW_sparse_uniform_buffer_unbind(state->obattrs_ubo, state->resource_chunk); DRW_sparse_uniform_buffer_bind(state->obattrs_ubo, chunk, state->obattrs_loc); } state->resource_chunk = chunk; } if (state->resourceid_loc != -1) { int id = DRW_handle_id_get(handle); if (state->resource_id != id) { GPU_shader_uniform_int(DST.shader, state->resourceid_loc, id); state->resource_id = id; } } } static void draw_call_batching_flush(DRWShadingGroup *shgroup, DRWCommandsState *state) { draw_indirect_call(shgroup, state); GPU_draw_list_submit(DST.draw_list); state->batch = NULL; state->inst_count = 0; state->base_inst = -1; } static void draw_call_single_do(DRWShadingGroup *shgroup, DRWCommandsState *state, GPUBatch *batch, DRWResourceHandle handle, int vert_first, int vert_count, int inst_first, int inst_count, bool do_base_instance) { draw_call_batching_flush(shgroup, state); draw_call_resource_bind(state, &handle); /* TODO: This is Legacy. Need to be removed. */ if (state->obmats_loc == -1 && (state->obmat_loc != -1 || state->obinv_loc != -1)) { draw_legacy_matrix_update(shgroup, &handle, state->obmat_loc, state->obinv_loc); } if (G.f & G_FLAG_PICKSEL) { if (state->select_buf != NULL) { draw_select_buffer(shgroup, state, batch, &handle); return; } GPU_select_load_id(state->select_id); } draw_geometry_execute(shgroup, batch, vert_first, vert_count, do_base_instance ? DRW_handle_id_get(&handle) : inst_first, inst_count, state->baseinst_loc); } /* Not to be mistaken with draw_indirect_call which does batch many drawcalls together. This one * only execute an indirect drawcall with user indirect buffer. */ static void draw_call_indirect(DRWShadingGroup *shgroup, DRWCommandsState *state, GPUBatch *batch, DRWResourceHandle handle, GPUStorageBuf *indirect_buf) { draw_call_batching_flush(shgroup, state); draw_call_resource_bind(state, &handle); if (G.f & G_FLAG_PICKSEL) { GPU_select_load_id(state->select_id); } GPU_batch_set_shader(batch, shgroup->shader); GPU_batch_draw_indirect(batch, indirect_buf, 0); } static void draw_call_batching_start(DRWCommandsState *state) { state->neg_scale = false; state->resource_chunk = 0; state->resource_id = -1; state->base_inst = 0; state->inst_count = 0; state->batch = NULL; state->select_id = -1; state->select_buf = NULL; } /* NOTE: Does not support batches with instancing VBOs. */ static void draw_call_batching_do(DRWShadingGroup *shgroup, DRWCommandsState *state, DRWCommandDraw *call) { /* If any condition requires to interrupt the merging. */ bool neg_scale = DRW_handle_negative_scale_get(&call->handle); int chunk = DRW_handle_chunk_get(&call->handle); int id = DRW_handle_id_get(&call->handle); if ((state->neg_scale != neg_scale) || /* Need to change state. */ (state->resource_chunk != chunk) || /* Need to change UBOs. */ (state->batch != call->batch) /* Need to change VAO. */ ) { draw_call_batching_flush(shgroup, state); state->batch = call->batch; state->inst_count = 1; state->base_inst = id; draw_call_resource_bind(state, &call->handle); } /* Is the id consecutive? */ else if (id != state->base_inst + state->inst_count) { /* We need to add a draw command for the pending instances. */ draw_indirect_call(shgroup, state); state->inst_count = 1; state->base_inst = id; } /* We avoid a drawcall by merging with the precedent * drawcall using instancing. */ else { state->inst_count++; } } /* Flush remaining pending drawcalls. */ static void draw_call_batching_finish(DRWShadingGroup *shgroup, DRWCommandsState *state) { draw_call_batching_flush(shgroup, state); /* Reset state */ if (state->neg_scale) { GPU_front_facing(DST.view_active->is_inverted); } if (state->obmats_loc != -1) { GPU_uniformbuf_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]); } if (state->obinfos_loc != -1) { GPU_uniformbuf_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]); } if (state->obattrs_loc != -1) { DRW_sparse_uniform_buffer_unbind(state->obattrs_ubo, state->resource_chunk); } if (state->vlattrs_loc != -1) { GPU_uniformbuf_unbind(DST.vmempool->vlattrs_ubo); } } static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) { BLI_assert(shgroup->shader); DRWCommandsState state = { .obmats_loc = -1, .obinfos_loc = -1, .obattrs_loc = -1, .vlattrs_loc = -1, .baseinst_loc = -1, .chunkid_loc = -1, .resourceid_loc = -1, .obmat_loc = -1, .obinv_loc = -1, .obattrs_ubo = NULL, .drw_state_enabled = 0, .drw_state_disabled = 0, }; const bool shader_changed = (DST.shader != shgroup->shader); bool use_tfeedback = false; if (shader_changed) { if (DST.shader) { GPU_shader_unbind(); /* Unbinding can be costly. Skip in normal condition. */ if (G.debug & G_DEBUG_GPU) { GPU_texture_unbind_all(); GPU_texture_image_unbind_all(); GPU_uniformbuf_unbind_all(); GPU_storagebuf_unbind_all(); } } GPU_shader_bind(shgroup->shader); DST.shader = shgroup->shader; DST.batch = NULL; } draw_update_uniforms(shgroup, &state, &use_tfeedback); drw_state_set(pass_state); /* Rendering Calls */ { DRWCommandIterator iter; DRWCommand *cmd; eDRWCommandType cmd_type; draw_command_iter_begin(&iter, shgroup); draw_call_batching_start(&state); while ((cmd = draw_command_iter_step(&iter, &cmd_type))) { switch (cmd_type) { case DRW_CMD_DRAW_PROCEDURAL: case DRW_CMD_DRWSTATE: case DRW_CMD_STENCIL: draw_call_batching_flush(shgroup, &state); break; case DRW_CMD_DRAW: case DRW_CMD_DRAW_INDIRECT: case DRW_CMD_DRAW_INSTANCE: if (draw_call_is_culled(&cmd->instance.handle, DST.view_active)) { continue; } break; default: break; } switch (cmd_type) { case DRW_CMD_CLEAR: GPU_framebuffer_clear(GPU_framebuffer_active_get(), cmd->clear.clear_channels, (float[4]){cmd->clear.r / 255.0f, cmd->clear.g / 255.0f, cmd->clear.b / 255.0f, cmd->clear.a / 255.0f}, cmd->clear.depth, cmd->clear.stencil); break; case DRW_CMD_DRWSTATE: state.drw_state_enabled |= cmd->state.enable; state.drw_state_disabled |= cmd->state.disable; drw_state_set((pass_state & ~state.drw_state_disabled) | state.drw_state_enabled); break; case DRW_CMD_STENCIL: drw_stencil_state_set(cmd->stencil.write_mask, cmd->stencil.ref, cmd->stencil.comp_mask); break; case DRW_CMD_SELECTID: state.select_id = cmd->select_id.select_id; state.select_buf = cmd->select_id.select_buf; break; case DRW_CMD_DRAW: if (!USE_BATCHING || state.obmats_loc == -1 || (G.f & G_FLAG_PICKSEL) || cmd->draw.batch->inst[0]) { draw_call_single_do( shgroup, &state, cmd->draw.batch, cmd->draw.handle, 0, 0, 0, 0, true); } else { draw_call_batching_do(shgroup, &state, &cmd->draw); } break; case DRW_CMD_DRAW_PROCEDURAL: draw_call_single_do(shgroup, &state, cmd->procedural.batch, cmd->procedural.handle, 0, cmd->procedural.vert_count, 0, 1, true); break; case DRW_CMD_DRAW_INDIRECT: draw_call_indirect(shgroup, &state, cmd->draw_indirect.batch, cmd->draw_indirect.handle, cmd->draw_indirect.indirect_buf); break; case DRW_CMD_DRAW_INSTANCE: draw_call_single_do(shgroup, &state, cmd->instance.batch, cmd->instance.handle, 0, 0, 0, cmd->instance.inst_count, cmd->instance.use_attrs == 0); break; case DRW_CMD_DRAW_RANGE: draw_call_single_do(shgroup, &state, cmd->range.batch, cmd->range.handle, cmd->range.vert_first, cmd->range.vert_count, 0, 1, true); break; case DRW_CMD_DRAW_INSTANCE_RANGE: draw_call_single_do(shgroup, &state, cmd->instance_range.batch, cmd->instance_range.handle, 0, 0, cmd->instance_range.inst_first, cmd->instance_range.inst_count, false); break; case DRW_CMD_COMPUTE: GPU_compute_dispatch(shgroup->shader, cmd->compute.groups_x_len, cmd->compute.groups_y_len, cmd->compute.groups_z_len); break; case DRW_CMD_COMPUTE_REF: GPU_compute_dispatch(shgroup->shader, cmd->compute_ref.groups_ref[0], cmd->compute_ref.groups_ref[1], cmd->compute_ref.groups_ref[2]); break; case DRW_CMD_COMPUTE_INDIRECT: GPU_compute_dispatch_indirect(shgroup->shader, cmd->compute_indirect.indirect_buf); break; case DRW_CMD_BARRIER: GPU_memory_barrier(cmd->barrier.type); break; } } draw_call_batching_finish(shgroup, &state); } if (use_tfeedback) { GPU_shader_transform_feedback_disable(shgroup->shader); } } static void drw_update_view(void) { /* TODO(fclem): update a big UBO and only bind ranges here. */ GPU_uniformbuf_update(G_draw.view_ubo, &DST.view_active->storage); GPU_uniformbuf_update(G_draw.clipping_ubo, &DST.view_active->clip_planes); /* TODO: get rid of this. */ DST.view_storage_cpy = DST.view_active->storage; draw_compute_culling(DST.view_active); } static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group) { if (pass->original) { start_group = pass->original->shgroups.first; end_group = pass->original->shgroups.last; } if (start_group == NULL) { return; } DST.shader = NULL; BLI_assert(DST.buffer_finish_called && "DRW_render_instance_buffer_finish had not been called before drawing"); if (DST.view_previous != DST.view_active || DST.view_active->is_dirty) { drw_update_view(); DST.view_active->is_dirty = false; DST.view_previous = DST.view_active; } /* GPU_framebuffer_clear calls can change the state outside the DRW module. * Force reset the affected states to avoid problems later. */ drw_state_set(DST.state | DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR); drw_state_set(pass->state); drw_state_validate(); if (DST.view_active->is_inverted) { GPU_front_facing(true); } DRW_stats_query_start(pass->name); for (DRWShadingGroup *shgroup = start_group; shgroup; shgroup = shgroup->next) { draw_shgroup(shgroup, pass->state); /* break if upper limit */ if (shgroup == end_group) { break; } } if (DST.shader) { GPU_shader_unbind(); DST.shader = NULL; } if (DST.batch) { DST.batch = NULL; } /* Fix T67342 for some reason. AMD Pro driver bug. */ if ((DST.state & DRW_STATE_BLEND_CUSTOM) != 0 && GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) { drw_state_set(DST.state & ~DRW_STATE_BLEND_CUSTOM); } /* HACK: Rasterized discard can affect clear commands which are not * part of a DRWPass (as of now). So disable rasterized discard here * if it has been enabled. */ if ((DST.state & DRW_STATE_RASTERIZER_ENABLED) == 0) { drw_state_set((DST.state & ~DRW_STATE_RASTERIZER_ENABLED) | DRW_STATE_DEFAULT); } /* Reset default. */ if (DST.view_active->is_inverted) { GPU_front_facing(false); } DRW_stats_query_end(); } void DRW_draw_pass(DRWPass *pass) { for (; pass; pass = pass->next) { drw_draw_pass_ex(pass, pass->shgroups.first, pass->shgroups.last); } } void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group) { drw_draw_pass_ex(pass, start_group, end_group); } /** \} */