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blender-archive/source/blender/gpu/GPU_vertex_buffer.h

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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
*
* GPU vertex buffer
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_vertex_format.h"
typedef enum {
/** Initial state. */
GPU_VERTBUF_INVALID = 0,
/** Was init with a vertex format. */
GPU_VERTBUF_INIT = (1 << 0),
/** Data has been touched and need to be reuploaded. */
GPU_VERTBUF_DATA_DIRTY = (1 << 1),
/** The buffer has been created inside GPU memory. */
GPU_VERTBUF_DATA_UPLOADED = (1 << 2),
} GPUVertBufStatus;
ENUM_OPERATORS(GPUVertBufStatus)
#ifdef __cplusplus
extern "C" {
#endif
#define VRAM_USAGE 1
/**
* How to create a #GPUVertBuf:
* 1) verts = GPU_vertbuf_create() or GPU_vertbuf_init(verts)
* 2) GPU_vertformat_attr_add(verts->format, ...)
* 3) GPU_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format
* 4) GPU_vertbuf_attr_fill(verts, pos, application_pos_buffer)
*/
typedef enum {
/* can be extended to support more types */
GPU_USAGE_STREAM,
GPU_USAGE_STATIC, /* do not keep data in memory */
GPU_USAGE_DYNAMIC,
} GPUUsageType;
typedef struct GPUVertBuf GPUVertBuf;
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GPUVertBuf *GPU_vertbuf_create(GPUUsageType);
GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_create_with_format(format) \
GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC)
void GPU_vertbuf_clear(GPUVertBuf *verts);
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void GPU_vertbuf_discard(GPUVertBuf *);
/* Avoid GPUVertBuf datablock being free but not its data. */
void GPU_vertbuf_handle_ref_add(GPUVertBuf *verts);
void GPU_vertbuf_handle_ref_remove(GPUVertBuf *verts);
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void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType);
void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_init_with_format(verts, format) \
GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
GPUVertBuf *GPU_vertbuf_duplicate(GPUVertBuf *verts);
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uint GPU_vertbuf_size_get(const GPUVertBuf *);
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len);
void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len);
void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len);
/* The most important #set_attr variant is the untyped one. Get it right first.
* It takes a void* so the app developer is responsible for matching their app data types
* to the vertex attribute's type and component count. They're in control of both, so this
* should not be a problem. */
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void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data);
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data);
/* Tightly packed, non interleaved input data. */
void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data);
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void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data);
/* For low level access only */
typedef struct GPUVertBufRaw {
uint size;
uint stride;
unsigned char *data;
unsigned char *data_init;
#if TRUST_NO_ONE
/* Only for overflow check */
unsigned char *_data_end;
#endif
} GPUVertBufRaw;
GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
{
unsigned char *data = a->data;
a->data += a->stride;
#if TRUST_NO_ONE
assert(data < a->_data_end);
#endif
return (void *)data;
}
GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a)
{
return ((a->data - a->data_init) / a->stride);
}
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void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access);
void *GPU_vertbuf_steal_data(GPUVertBuf *verts);
void *GPU_vertbuf_get_data(const GPUVertBuf *verts);
const GPUVertFormat *GPU_vertbuf_get_format(const GPUVertBuf *verts);
uint GPU_vertbuf_get_vertex_alloc(const GPUVertBuf *verts);
uint GPU_vertbuf_get_vertex_len(const GPUVertBuf *verts);
GPUVertBufStatus GPU_vertbuf_get_status(const GPUVertBuf *verts);
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void GPU_vertbuf_use(GPUVertBuf *);
/* Metrics */
uint GPU_vertbuf_get_memory_usage(void);
/* Macros */
#define GPU_VERTBUF_DISCARD_SAFE(verts) \
do { \
if (verts != NULL) { \
GPU_vertbuf_discard(verts); \
verts = NULL; \
} \
} while (0)
#ifdef __cplusplus
}
#endif