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blender-archive/source/blender/draw/intern/draw_instance_data.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.
*
2019-01-23 11:29:18 +11:00
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"
#include "GPU_batch.h"
#define MAX_INSTANCE_DATA_SIZE 64 /* Can be adjusted for more */
#define DRW_BUFFER_VERTS_CHUNK 128
struct GHash;
struct GPUUniformAttrList;
typedef struct DRWInstanceData DRWInstanceData;
typedef struct DRWInstanceDataList DRWInstanceDataList;
typedef struct DRWSparseUniformBuf DRWSparseUniformBuf;
void *DRW_instance_data_next(DRWInstanceData *idata);
DRWInstanceData *DRW_instance_data_request(DRWInstanceDataList *idatalist, uint attr_size);
GPUVertBuf *DRW_temp_buffer_request(DRWInstanceDataList *idatalist,
GPUVertFormat *format,
int *vert_len);
GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist,
GPUVertBuf *buf,
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
GPUBatch *instancer,
GPUBatch *geom);
GPUBatch *DRW_temp_batch_request(DRWInstanceDataList *idatalist,
GPUVertBuf *buf,
GPUPrimType type);
/* Upload all instance data to the GPU as soon as possible. */
void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist);
void DRW_instance_data_list_reset(DRWInstanceDataList *idatalist);
void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist);
void DRW_instance_data_list_resize(DRWInstanceDataList *idatalist);
/* Sparse chunked UBO manager. */
DRWSparseUniformBuf *DRW_sparse_uniform_buffer_new(unsigned int item_size,
unsigned int chunk_size);
void DRW_sparse_uniform_buffer_flush(DRWSparseUniformBuf *buffer);
void DRW_sparse_uniform_buffer_clear(DRWSparseUniformBuf *buffer, bool free_all);
void DRW_sparse_uniform_buffer_free(DRWSparseUniformBuf *buffer);
bool DRW_sparse_uniform_buffer_is_empty(DRWSparseUniformBuf *buffer);
void DRW_sparse_uniform_buffer_bind(DRWSparseUniformBuf *buffer, int chunk, int location);
void DRW_sparse_uniform_buffer_unbind(DRWSparseUniformBuf *buffer, int chunk);
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void *DRW_sparse_uniform_buffer_ensure_item(DRWSparseUniformBuf *pool, int chunk, int item);
/* Uniform attribute UBO management. */
struct GHash *DRW_uniform_attrs_pool_new(void);
void DRW_uniform_attrs_pool_flush_all(struct GHash *table);
void DRW_uniform_attrs_pool_clear_all(struct GHash *table);
struct DRWSparseUniformBuf *DRW_uniform_attrs_pool_find_ubo(struct GHash *table,
struct GPUUniformAttrList *key);