/* * ***** 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.h * \ingroup gpu * * Gawain geometry batch * Contains VAOs + VBOs + Shader representing a drawable entity. */ #ifndef __GWN_BATCH_H__ #define __GWN_BATCH_H__ #include "GPU_vertex_buffer.h" #include "GPU_element.h" #include "GPU_shader_interface.h" #include "GPU_shader.h" typedef enum { GWN_BATCH_READY_TO_FORMAT, GWN_BATCH_READY_TO_BUILD, GWN_BATCH_BUILDING, GWN_BATCH_READY_TO_DRAW } Gwn_BatchPhase; #define GWN_BATCH_VBO_MAX_LEN 3 #define GWN_BATCH_VAO_STATIC_LEN 3 #define GWN_BATCH_VAO_DYN_ALLOC_COUNT 16 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) 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); /* Macros */ #define GWN_BATCH_DISCARD_SAFE(batch) do { \ if (batch != NULL) { \ GWN_batch_discard(batch); \ batch = NULL; \ } \ } while (0) #endif /* __GWN_BATCH_H__ */