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blender-archive/source/blender/gpu/opengl/gl_vertex_buffer.hh

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "glew-mx.h"
#include "gpu_vertex_buffer_private.hh"
namespace blender {
namespace gpu {
class GLVertBuf : public VertBuf {
friend class GLTexture; /* For buffer texture. */
friend class GLShader; /* For transform feedback. */
private:
/** OpenGL buffer handle. Init on first upload. Immutable after that. */
GLuint vbo_id_ = 0;
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
/** Defines whether the buffer handle is wrapped by this GLVertBuf, i.e. we do not own it and
* should not free it. */
bool is_wrapper_ = false;
/** Size on the GPU. */
size_t vbo_size_ = 0;
public:
void bind();
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
void update_sub(uint start, uint len, const void *data) override;
const void *read() const override;
void *unmap(const void *mapped_data) const override;
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
void wrap_handle(uint64_t handle) override;
protected:
void acquire_data() override;
void resize_data() override;
void release_data() override;
void upload_data() override;
void duplicate_data(VertBuf *dst) override;
void bind_as_ssbo(uint binding) override;
private:
bool is_active() const;
MEM_CXX_CLASS_ALLOC_FUNCS("GLVertBuf");
};
static inline GLenum to_gl(GPUUsageType type)
{
switch (type) {
case GPU_USAGE_STREAM:
return GL_STREAM_DRAW;
case GPU_USAGE_DYNAMIC:
return GL_DYNAMIC_DRAW;
case GPU_USAGE_STATIC:
case GPU_USAGE_DEVICE_ONLY:
return GL_STATIC_DRAW;
default:
BLI_assert(0);
return GL_STATIC_DRAW;
}
}
static inline GLenum to_gl(GPUVertCompType type)
{
switch (type) {
case GPU_COMP_I8:
return GL_BYTE;
case GPU_COMP_U8:
return GL_UNSIGNED_BYTE;
case GPU_COMP_I16:
return GL_SHORT;
case GPU_COMP_U16:
return GL_UNSIGNED_SHORT;
case GPU_COMP_I32:
return GL_INT;
case GPU_COMP_U32:
return GL_UNSIGNED_INT;
case GPU_COMP_F32:
return GL_FLOAT;
case GPU_COMP_I10:
return GL_INT_2_10_10_10_REV;
default:
BLI_assert(0);
return GL_FLOAT;
}
}
} // namespace gpu
} // namespace blender