/* * ***** 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/gpu_batch.c * \ingroup gpu * * GPU geometry batch * Contains VAOs + VBOs + Shader representing a drawable entity. */ #include "MEM_guardedalloc.h" #include "GPU_batch.h" #include "GPU_batch_presets.h" #include "GPU_matrix.h" #include "GPU_shader.h" #include "gpu_batch_private.h" #include "gpu_context_private.h" #include "gpu_primitive_private.h" #include "gpu_shader_private.h" #include #include static void batch_update_program_bindings(GPUBatch *batch, uint v_first); void GPU_batch_vao_cache_clear(GPUBatch *batch) { if (batch->context == NULL) { return; } if (batch->is_dynamic_vao_count) { for (int i = 0; i < batch->dynamic_vaos.count; ++i) { if (batch->dynamic_vaos.vao_ids[i]) { GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); } if (batch->dynamic_vaos.interfaces[i]) { GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); } } MEM_freeN(batch->dynamic_vaos.interfaces); MEM_freeN(batch->dynamic_vaos.vao_ids); } else { for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) { if (batch->static_vaos.vao_ids[i]) { GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); } if (batch->static_vaos.interfaces[i]) { GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[i], batch); } } } batch->is_dynamic_vao_count = false; for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) { batch->static_vaos.vao_ids[i] = 0; batch->static_vaos.interfaces[i] = NULL; } gpu_context_remove_batch(batch->context, batch); batch->context = NULL; } GPUBatch *GPU_batch_create_ex( GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { GPUBatch *batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch"); GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag); return batch; } void GPU_batch_init_ex( GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { #if TRUST_NO_ONE assert(verts != NULL); #endif batch->verts[0] = verts; for (int v = 1; v < GPU_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 = GPU_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. */ GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src) { GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); batch->gl_prim_type = batch_src->gl_prim_type; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) { batch->verts[v] = batch_src->verts[v]; } return batch; } void GPU_batch_discard(GPUBatch *batch) { if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { GPU_indexbuf_discard(batch->elem); } if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) { GPU_vertbuf_discard(batch->inst); } if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) { for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) { if (batch->verts[v] == NULL) { break; } if (batch->owns_flag & (1 << v)) { GPU_vertbuf_discard(batch->verts[v]); } } } GPU_batch_vao_cache_clear(batch); if (batch->free_callback) { batch->free_callback(batch, batch->callback_data); } MEM_freeN(batch); } void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data) { batch->free_callback = callback; batch->callback_data = user_data; } void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) { #if TRUST_NO_ONE assert(inst != NULL); #endif /* redo the bindings */ GPU_batch_vao_cache_clear(batch); if (batch->inst != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { GPU_vertbuf_discard(batch->inst); } batch->inst = inst; if (own_vbo) { batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; } else { batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES; } } /* Returns the index of verts in the batch. */ int GPU_batch_vertbuf_add_ex( GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) { /* redo the bindings */ GPU_batch_vao_cache_clear(batch); for (uint v = 0; v < GPU_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 GPUVertBuf */ #if TRUST_NO_ONE assert(false); #endif return -1; } static GLuint batch_vao_get(GPUBatch *batch) { /* Search through cache */ if (batch->is_dynamic_vao_count) { for (int i = 0; i < batch->dynamic_vaos.count; ++i) if (batch->dynamic_vaos.interfaces[i] == batch->interface) return batch->dynamic_vaos.vao_ids[i]; } else { for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) if (batch->static_vaos.interfaces[i] == batch->interface) return batch->static_vaos.vao_ids[i]; } /* Set context of this batch. * It will be bound to it until GPU_batch_vao_cache_clear is called. * Until then it can only be drawn with this context. */ if (batch->context == NULL) { batch->context = GPU_context_active_get(); gpu_context_add_batch(batch->context, batch); } #if TRUST_NO_ONE else { /* Make sure you are not trying to draw this batch in another context. */ assert(batch->context == GPU_context_active_get()); } #endif /* Cache miss, time to add a new entry! */ GLuint new_vao = 0; if (!batch->is_dynamic_vao_count) { int i; /* find first unused slot */ for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) if (batch->static_vaos.vao_ids[i] == 0) break; if (i < GPU_BATCH_VAO_STATIC_LEN) { batch->static_vaos.interfaces[i] = batch->interface; batch->static_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); } else { /* Not enough place switch to dynamic. */ batch->is_dynamic_vao_count = true; /* Erase previous entries, they will be added back if drawn again. */ for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) { GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context); } /* Init dynamic arrays and let the branch below set the values. */ batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT; batch->dynamic_vaos.interfaces = MEM_callocN(batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); batch->dynamic_vaos.vao_ids = MEM_callocN(batch->dynamic_vaos.count * sizeof(GLuint), "dyn vaos ids"); } } if (batch->is_dynamic_vao_count) { int i; /* find first unused slot */ for (i = 0; i < batch->dynamic_vaos.count; ++i) if (batch->dynamic_vaos.vao_ids[i] == 0) break; if (i == batch->dynamic_vaos.count) { /* Not enough place, realloc the array. */ i = batch->dynamic_vaos.count; batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT; batch->dynamic_vaos.interfaces = MEM_recallocN(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); batch->dynamic_vaos.vao_ids = MEM_recallocN(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); } batch->dynamic_vaos.interfaces[i] = batch->interface; batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); } GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch); #if TRUST_NO_ONE assert(new_vao != 0); #endif /* We just got a fresh VAO we need to initialize it. */ glBindVertexArray(new_vao); batch_update_program_bindings(batch, 0); glBindVertexArray(0); return new_vao; } void GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *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 GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface) { GPU_batch_program_set_no_use(batch, program, shaderface); GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */ } void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) { if (batch->is_dynamic_vao_count) { for (int i = 0; i < batch->dynamic_vaos.count; ++i) { if (batch->dynamic_vaos.interfaces[i] == interface) { GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); batch->dynamic_vaos.vao_ids[i] = 0; batch->dynamic_vaos.interfaces[i] = NULL; break; /* cannot have duplicates */ } } } else { int i; for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) { if (batch->static_vaos.interfaces[i] == interface) { GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); batch->static_vaos.vao_ids[i] = 0; batch->static_vaos.interfaces[i] = NULL; break; /* cannot have duplicates */ } } } } static void create_bindings( GPUVertBuf *verts, const GPUShaderInterface *interface, uint v_first, const bool use_instancing) { const GPUVertFormat *format = &verts->format; const uint attr_len = format->attr_len; const uint stride = format->stride; GPU_vertbuf_use(verts); for (uint a_idx = 0; a_idx < attr_len; ++a_idx) { const GPUVertAttr *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 GPUShaderInput *input = GPU_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 == GPU_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 GPU_FETCH_FLOAT: case GPU_FETCH_INT_TO_FLOAT: glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer); break; case GPU_FETCH_INT_TO_FLOAT_UNIT: glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer); break; case GPU_FETCH_INT: glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer); break; } } } } } static void batch_update_program_bindings(GPUBatch *batch, uint v_first) { for (int v = 0; v < GPU_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) { GPU_indexbuf_use(batch->elem); } } void GPU_batch_program_use_begin(GPUBatch *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 GPU_batch_program_use_end(GPUBatch *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 GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform); #else # define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); #endif void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value) { GET_UNIFORM glUniform1ui(uniform->location, value); } void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) { GET_UNIFORM glUniform1i(uniform->location, value); } void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value) { GET_UNIFORM glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE); } void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y) { GET_UNIFORM glUniform2f(uniform->location, x, y); } void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) { GET_UNIFORM glUniform3f(uniform->location, x, y, z); } void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w) { GET_UNIFORM glUniform4f(uniform->location, x, y, z, w); } void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) { GET_UNIFORM glUniform1f(uniform->location, x); } void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) { GET_UNIFORM glUniform2fv(uniform->location, 1, data); } void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) { GET_UNIFORM glUniform3fv(uniform->location, 1, data); } void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) { GET_UNIFORM glUniform4fv(uniform->location, 1, data); } void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM glUniform2fv(uniform->location, len, data); } void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM glUniform4fv(uniform->location, len, data); } void GPU_batch_uniform_mat4(GPUBatch *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 GPUIndexBuf *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 GPU_TRACK_INDEX_RANGE if (el->index_type == GPU_INDEX_U8) restart_index = (GLuint)0xFF; else if (el->index_type == GPU_INDEX_U16) restart_index = (GLuint)0xFFFF; #endif glPrimitiveRestartIndex(restart_index); } static void primitive_restart_disable(void) { glDisable(GL_PRIMITIVE_RESTART); } void GPU_batch_draw(GPUBatch *batch) { #if TRUST_NO_ONE assert(batch->phase == GPU_BATCH_READY_TO_DRAW); assert(batch->verts[0]->vbo_id != 0); #endif GPU_batch_program_use_begin(batch); GPU_matrix_bind(batch->interface); // external call. GPU_batch_draw_range_ex(batch, 0, 0, false); GPU_batch_program_use_end(batch); } void GPU_batch_draw_range_ex(GPUBatch *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(GPU_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 GPUIndexBuf *el = batch->elem; if (el->use_prim_restart) { primitive_restart_enable(el); } #if GPU_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 GPUIndexBuf *el = batch->elem; if (el->use_prim_restart) { primitive_restart_enable(el); } #if GPU_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 GPU_draw_primitive(GPUPrimType prim_type, int v_count) { /* we cannot draw without vao ... annoying ... */ glBindVertexArray(GPU_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 * \{ */ void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); GPU_batch_program_set(batch, shader->program, shader->interface); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Init/Exit * \{ */ void gpu_batch_init(void) { gpu_batch_presets_init(); } void gpu_batch_exit(void) { gpu_batch_presets_exit(); } /** \} */