2020-08-11 01:31:40 +02:00
										 
									 
								 
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								/*
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (at your option) any later version.
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 *
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								 * The Original Code is Copyright (C) 2016 by Mike Erwin.
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								 * All rights reserved.
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								 */
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								/** \file
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								 * \ingroup gpu
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								 */
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											2020-08-20 13:05:22 +02:00
										 
									 
								 
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								#include "gpu_shader_interface.hh"
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											2020-09-06 16:40:07 +02:00
										 
									 
								 
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								#include "gpu_vertex_buffer_private.hh"
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											2020-08-11 01:31:40 +02:00
										 
									 
								 
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								#include "gpu_vertex_format_private.h"
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								#include "gl_batch.hh"
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								#include "gl_context.hh"
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											2020-09-06 02:46:51 +02:00
										 
									 
								 
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								#include "gl_index_buffer.hh"
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								#include "gl_vertex_buffer.hh"
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								#include "gl_vertex_array.hh"
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											2020-08-20 13:05:22 +02:00
										 
									 
								 
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								namespace blender::gpu {
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								/* -------------------------------------------------------------------- */
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								/** \name Vertex Array Bindings
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								 * \{ */
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								/* Returns enabled vertex pointers as a bitflag (one bit per attrib). */
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								static uint16_t vbo_bind(const ShaderInterface *interface,
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								                         const GPUVertFormat *format,
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								                         uint v_first,
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								                         uint v_len,
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								                         const bool use_instancing)
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								{
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								  uint16_t enabled_attrib = 0;
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								  const uint attr_len = format->attr_len;
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								  uint stride = format->stride;
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								  uint offset = 0;
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								  GLuint divisor = (use_instancing) ? 1 : 0;
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								  for (uint a_idx = 0; a_idx < attr_len; a_idx++) {
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								    const GPUVertAttr *a = &format->attrs[a_idx];
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								    if (format->deinterleaved) {
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								      offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * v_len;
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								      stride = a->sz;
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								    }
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								    else {
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								      offset = a->offset;
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								    }
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								    const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride;
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								    const GLenum type = to_gl(static_cast<GPUVertCompType>(a->comp_type));
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								    for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
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								      const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
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								      const ShaderInput *input = interface->attr_get(name);
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								      if (input == NULL) {
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								        continue;
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								      }
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								      enabled_attrib |= (1 << input->location);
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								      if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
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								        BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT);
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								        BLI_assert(a->comp_type == GPU_COMP_F32);
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								        for (int i = 0; i < a->comp_len / 4; i++) {
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								          glEnableVertexAttribArray(input->location + i);
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								          glVertexAttribDivisor(input->location + i, divisor);
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								          glVertexAttribPointer(
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								              input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16);
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								        }
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								      }
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								      else {
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								        glEnableVertexAttribArray(input->location);
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								        glVertexAttribDivisor(input->location, divisor);
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								        switch (a->fetch_mode) {
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								          case GPU_FETCH_FLOAT:
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								          case GPU_FETCH_INT_TO_FLOAT:
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								            glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer);
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								            break;
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								          case GPU_FETCH_INT_TO_FLOAT_UNIT:
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								            glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer);
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								            break;
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								          case GPU_FETCH_INT:
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								            glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer);
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								            break;
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								        }
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								      }
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								    }
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								  }
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								  return enabled_attrib;
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								}
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								/* Update the Attrib Binding of the currently bound VAO. */
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								void GLVertArray::update_bindings(const GLuint vao,
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								                                  const GPUBatch *batch_, /* Should be GLBatch. */
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								                                  const ShaderInterface *interface,
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								                                  const int base_instance)
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								{
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								  const GLBatch *batch = static_cast<const GLBatch *>(batch_);
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								  uint16_t attr_mask = interface->enabled_attr_mask_;
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								  glBindVertexArray(vao);
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								  /* Reverse order so first VBO'S have more prevalence (in term of attribute override). */
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								  for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) {
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								    GLVertBuf *vbo = batch->verts_(v);
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								    if (vbo) {
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								      GPU_vertbuf_use(batch->verts[v]);
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								      attr_mask &= ~vbo_bind(interface, &vbo->format, 0, vbo->vertex_len, false);
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								    }
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								  }
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								  for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) {
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								    GLVertBuf *vbo = batch->inst_(v);
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								    if (vbo) {
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								      GPU_vertbuf_use(batch->inst[v]);
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								      attr_mask &= ~vbo_bind(interface, &vbo->format, base_instance, vbo->vertex_len, true);
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								    }
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								  }
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								  if (attr_mask != 0 && GLEW_ARB_vertex_attrib_binding) {
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								    for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) {
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								      if (attr_mask & mask) {
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								        GLContext *ctx = static_cast<GLContext *>(GPU_context_active_get());
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								        /* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style.
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								         * Fix issues for some drivers (see T75069). */
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								        glBindVertexBuffer(a, ctx->default_attr_vbo_, (intptr_t)0, (intptr_t)0);
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								        glEnableVertexAttribArray(a);
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								        glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0);
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								        glVertexAttribBinding(a, a);
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								      }
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								    }
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								  }
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								  if (batch->elem) {
							 | 
						
					
						
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							 | 
							
							
								    /* Binds the index buffer. This state is also saved in the VAO. */
							 | 
						
					
						
							
								
									
										
										
										
											2020-09-06 02:46:51 +02:00
										 
									 
								 
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								    static_cast<GLIndexBuf *>(unwrap(batch->elem))->bind();
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											2020-08-11 01:31:40 +02:00
										 
									 
								 
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								  }
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								}
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							| 
								
							 | 
							
								
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							 | 
							
							
								
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											2020-08-31 15:14:47 +02:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								/* Another version of update_bindings for Immediate mode. */
							 | 
						
					
						
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								void GLVertArray::update_bindings(const GLuint vao,
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							 | 
							
							
								                                  const uint v_first,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                  const GPUVertFormat *format,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                  const ShaderInterface *interface)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  glBindVertexArray(vao);
							 | 
						
					
						
							| 
								
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							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  vbo_bind(interface, format, v_first, 0, false);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2020-08-11 01:31:40 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								/** \} */
							 | 
						
					
						
							
								
									
										
										
										
											2020-08-20 13:05:22 +02:00
										 
									 
								 
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}  // namespace blender::gpu
							 |