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blender-archive/source/blender/draw/intern/draw_manager.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.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
/* Private functions / structs of the draw manager */
#ifndef __DRAW_MANAGER_H__
#define __DRAW_MANAGER_H__
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BLI_linklist.h"
#include "BLI_threads.h"
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_uniformbuffer.h"
#include "GPU_viewport.h"
#include "draw_instance_data.h"
/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
#define USE_GPU_SELECT
#define DRW_DEBUG_CULLING
#define DRW_DEBUG_USE_UNIFORM_NAME 0
#define DRW_UNIFORM_BUFFER_NAME 64
/* ------------ Profiling --------------- */
#define USE_PROFILE
#ifdef USE_PROFILE
# include "PIL_time.h"
# define PROFILE_TIMER_FALLOFF 0.04
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# define PROFILE_START(time_start) \
double time_start = PIL_check_seconds_timer(); \
((void)0)
# define PROFILE_END_ACCUM(time_accum, time_start) \
{ \
time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
} \
((void)0)
/* exp average */
# define PROFILE_END_UPDATE(time_update, time_start) \
{ \
double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
(_time_delta * PROFILE_TIMER_FALLOFF); \
} \
((void)0)
#else /* USE_PROFILE */
# define PROFILE_START(time_start) ((void)0)
# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
#endif /* USE_PROFILE */
/* ------------ Data Structure --------------- */
/**
* Data structure containing all drawcalls organized by passes and materials.
* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
* > DRWUniform
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*/
/* Used by DRWCallState.flag */
enum {
DRW_CALL_NEGSCALE = (1 << 1),
};
/* Used by DRWCallState.matflag */
enum {
DRW_CALL_MODELINVERSE = (1 << 0),
DRW_CALL_MODELVIEWPROJECTION = (1 << 1),
DRW_CALL_ORCOTEXFAC = (1 << 2),
DRW_CALL_OBJECTINFO = (1 << 3),
};
typedef struct DRWCullingState {
uint32_t mask;
/* Culling: Using Bounding Sphere for now for faster culling.
* Not ideal for planes. Could be extended. */
BoundSphere bsphere;
/* Grrr only used by EEVEE. */
void *user_data;
} DRWCullingState;
typedef struct DRWCallState {
DRWCullingState *culling;
uchar flag;
uchar matflag; /* Which matrices to compute. */
short ob_index;
/* Matrices */
float model[4][4];
float modelinverse[4][4];
float orcotexfac[2][3];
float ob_random;
} DRWCallState;
typedef struct DRWCall {
struct DRWCall *next;
DRWCallState *state;
GPUBatch *batch;
uint vert_first;
uint vert_count;
uint inst_count;
#ifdef USE_GPU_SELECT
/* TODO(fclem) remove once we have a dedicated selection engine. */
int select_id;
GPUVertBuf *inst_selectid;
#endif
} DRWCall;
/* Used by DRWUniform.type */
typedef enum {
DRW_UNIFORM_INT,
DRW_UNIFORM_INT_COPY,
DRW_UNIFORM_FLOAT,
DRW_UNIFORM_FLOAT_COPY,
DRW_UNIFORM_TEXTURE,
DRW_UNIFORM_TEXTURE_PERSIST,
DRW_UNIFORM_TEXTURE_REF,
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_PERSIST,
} DRWUniformType;
struct DRWUniform {
DRWUniform *next; /* single-linked list */
union {
/* For reference or array/vector types. */
const void *pvalue;
/* Single values. */
float fvalue[2];
int ivalue[2];
};
int name_ofs; /* name offset in name buffer. */
int location;
char type; /* DRWUniformType */
char length; /* cannot be more than 16 */
char arraysize; /* cannot be more than 16 too */
};
struct DRWShadingGroup {
DRWShadingGroup *next;
GPUShader *shader; /* Shader to bind */
DRWUniform *uniforms; /* Uniforms pointers */
struct {
DRWCall *first, *last; /* Linked list of DRWCall */
} calls;
/** TODO Maybe remove from here */
struct GPUVertBuf *tfeedback_target;
/** State changes for this batch only (or'd with the pass's state) */
DRWState state_extra;
/** State changes for this batch only (and'd with the pass's state) */
DRWState state_extra_disable;
/** Stencil mask to use for stencil test / write operations */
uint stencil_mask;
/* Builtin matrices locations */
int model;
int modelinverse;
int modelviewprojection;
int orcotexfac;
int callid;
int objectinfo;
uchar matflag; /* Matrices needed, same as DRWCall.flag */
DRWPass *pass_parent; /* backlink to pass we're in */
};
#define MAX_PASS_NAME 32
struct DRWPass {
/* Linked list */
struct {
DRWShadingGroup *first;
DRWShadingGroup *last;
} shgroups;
DRWState state;
char name[MAX_PASS_NAME];
};
/* keep in sync with viewBlock */
typedef struct ViewUboStorage {
DRWMatrixState matstate;
float clipplanes[6][4];
/* Should not be here. Not view dependant (only main view). */
float viewcamtexcofac[4];
} ViewUboStorage;
#define MAX_CULLED_VIEWS 32
struct DRWView {
/** Parent view if this is a sub view. NULL otherwise. */
struct DRWView *parent;
ViewUboStorage storage;
/** Number of active clipplanes. */
int clip_planes_len;
/** Does culling result needs to be updated. */
bool is_dirty;
/** Culling */
uint32_t culling_mask;
BoundBox frustum_corners;
BoundSphere frustum_bsphere;
float frustum_planes[6][4];
/** Custom visibility function. */
DRWCallVisibilityFn *visibility_fn;
void *user_data;
};
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/* TODO(fclem): Future awaits */
#if 0
typedef struct ModelUboStorage {
float model[4][4];
float modelinverse[4][4];
} ModelUboStorage;
#endif
/* ------------- DRAW DEBUG ------------ */
typedef struct DRWDebugLine {
struct DRWDebugLine *next; /* linked list */
float pos[2][3];
float color[4];
} DRWDebugLine;
typedef struct DRWDebugSphere {
struct DRWDebugSphere *next; /* linked list */
float mat[4][4];
float color[4];
} DRWDebugSphere;
/* ------------- DRAW MANAGER ------------ */
#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
typedef struct DRWManager {
/* TODO clean up this struct a bit */
/* Cache generation */
ViewportMemoryPool *vmempool;
DRWInstanceDataList *idatalist;
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* State of the object being evaluated if already allocated. */
DRWCallState *ob_state;
struct DupliObject *dupli_source;
struct Object *dupli_parent;
struct Object *dupli_origin;
struct GHash *dupli_ghash;
void **dupli_datas; /* Array of dupli_data (one for each enabled engine) to handle duplis. */
/* Rendering state */
GPUShader *shader;
/* Managed by `DRW_state_set`, `DRW_state_reset` */
DRWState state;
DRWState state_lock;
uint stencil_mask;
/* Per viewport */
GPUViewport *viewport;
struct GPUFrameBuffer *default_framebuffer;
float size[2];
float inv_size[2];
float screenvecs[2][3];
float pixsize;
struct {
uint is_select : 1;
uint is_depth : 1;
uint is_image_render : 1;
uint is_scene_render : 1;
uint draw_background : 1;
uint draw_text : 1;
} options;
/* Current rendering context */
DRWContextState draw_ctx;
/* Convenience pointer to text_store owned by the viewport */
struct DRWTextStore **text_store_p;
ListBase enabled_engines; /* RenderEngineType */
void **vedata_array; /* ViewportEngineData */
int enabled_engine_count; /* Length of enabled_engines list. */
bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
DRWView *view_default;
DRWView *view_active;
DRWView *view_previous;
uint primary_view_ct;
/** TODO(fclem) Remove this. Only here to support
* shaders without common_view_lib.glsl */
ViewUboStorage view_storage_cpy;
#ifdef USE_GPU_SELECT
uint select_id;
#endif
/* ---------- Nothing after this point is cleared after use ----------- */
/* gl_context serves as the offset for clearing only
* the top portion of the struct so DO NOT MOVE IT! */
/** Unique ghost context used by the draw manager. */
void *gl_context;
GPUContext *gpu_context;
/** Mutex to lock the drw manager and avoid concurrent context usage. */
TicketMutex *gl_context_mutex;
/** GPU Resource State: Memory storage between drawing. */
struct {
/* High end GPUs supports up to 32 binds per shader stage.
* We only use textures during the vertex and fragment stage,
* so 2 * 32 slots is a nice limit. */
GPUTexture *bound_texs[DST_MAX_SLOTS];
uint64_t bound_tex_slots;
uint64_t bound_tex_slots_persist;
GPUUniformBuffer *bound_ubos[DST_MAX_SLOTS];
uint64_t bound_ubo_slots;
uint64_t bound_ubo_slots_persist;
} RST;
struct {
/* TODO(fclem) optimize: use chunks. */
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;
struct {
char *buffer;
uint buffer_len;
uint buffer_ofs;
} uniform_names;
} DRWManager;
extern DRWManager DST; /* TODO : get rid of this and allow multithreaded rendering */
/* --------------- FUNCTIONS ------------- */
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
void *drw_viewport_engine_data_ensure(void *engine_type);
void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
void drw_batch_cache_validate(Object *ob);
void drw_batch_cache_generate_requested(struct Object *ob);
/* Procedural Drawing */
GPUBatch *drw_cache_procedural_points_get(void);
GPUBatch *drw_cache_procedural_lines_get(void);
GPUBatch *drw_cache_procedural_triangles_get(void);
#endif /* __DRAW_MANAGER_H__ */