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/*
* 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.
*/
/** \file
* \ingroup gpu
*/
#include "BLI_assert.h"
#include "BLI_utildefines.h"
#include "GPU_glew.h"
#include "gl_context.hh"
using namespace blender::gpu;
void GLContext::draw_batch(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count)
{
/* Verify there is enough data do draw. */
/* TODO(fclem) Nice to have but this is invalid when using procedural draw-calls.
* The right assert would be to check if there is an enabled attribute from each VBO
* and check their length. */
// BLI_assert(i_first + i_count <= (batch->inst ? batch->inst->vertex_len : INT_MAX));
// BLI_assert(v_first + v_count <=
// (batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len));
#ifdef __APPLE__
GLuint vao = 0;
#endif
if (!GPU_arb_base_instance_is_supported()) {
if (i_first > 0) {
#ifdef __APPLE__
/**
* There seems to be a nasty bug when drawing using the same VAO reconfiguring. (see T71147)
* We just use a throwaway VAO for that. Note that this is likely to degrade performance.
**/
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#else
/* If using offset drawing with instancing, we must
* use the default VAO and redo bindings. */
glBindVertexArray(default_vao_);
#endif
batch_update_program_bindings(batch, i_first);
}
else {
/* Previous call could have bind the default vao
* see above. */
glBindVertexArray(batch->vao_id);
}
}
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
GLenum index_type = INDEX_TYPE(el);
GLint base_index = BASE_INDEX(el);
void *v_first_ofs = (GLuint *)0 + v_first + el->index_start;
#if GPU_TRACK_INDEX_RANGE
if (el->index_type == GPU_INDEX_U16) {
v_first_ofs = (GLushort *)0 + v_first + el->index_start;
}
#endif
if (GPU_arb_base_instance_is_supported()) {
glDrawElementsInstancedBaseVertexBaseInstance(
batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
}
else {
glDrawElementsInstancedBaseVertex(
batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index);
}
}
else {
#ifdef __APPLE__
glDisable(GL_PRIMITIVE_RESTART);
#endif
if (GPU_arb_base_instance_is_supported()) {
glDrawArraysInstancedBaseInstance(batch->gl_prim_type, v_first, v_count, i_count, i_first);
}
else {
glDrawArraysInstanced(batch->gl_prim_type, v_first, v_count, i_count);
}
#ifdef __APPLE__
glEnable(GL_PRIMITIVE_RESTART);
#endif
}
#ifdef __APPLE__
if (vao != 0) {
glDeleteVertexArrays(1, &vao);
}
#endif
}
void GLContext::draw_primitive(GPUPrimType prim_type, int v_count)
{
/* we cannot draw without vao ... annoying ... */
glBindVertexArray(default_vao_);
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);
}
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