This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/opengl/gl_index_buffer.hh

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

80 lines
1.9 KiB
C++
Raw Normal View History

/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "gpu_index_buffer_private.hh"
#include "glew-mx.h"
namespace blender::gpu {
class GLIndexBuf : public IndexBuf {
friend class GLBatch;
friend class GLDrawList;
friend class GLShader; /* For compute shaders. */
private:
GLuint ibo_id_ = 0;
public:
~GLIndexBuf();
void bind();
void bind_as_ssbo(uint binding) override;
const uint32_t *read() const override;
void *offset_ptr(uint additional_vertex_offset) const
{
additional_vertex_offset += index_start_;
if (index_type_ == GPU_INDEX_U32) {
return (GLuint *)0 + additional_vertex_offset;
}
return (GLushort *)0 + additional_vertex_offset;
}
GLuint restart_index() const
{
return (index_type_ == GPU_INDEX_U16) ? 0xFFFFu : 0xFFFFFFFFu;
}
void upload_data() 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 update_sub(uint start, uint len, const void *data) override;
private:
bool is_active() const;
MEM_CXX_CLASS_ALLOC_FUNCS("GLIndexBuf")
};
static inline GLenum to_gl(GPUIndexBufType type)
{
return (type == GPU_INDEX_U32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
}
} // namespace blender::gpu