GWN: Port to GPU module: Move files to GPU

This does not include all the struct and type renaming. Only files were
renamed.

gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
This commit is contained in:
2018-07-17 21:11:23 +02:00
parent 6329629bb9
commit 247ad2034d
51 changed files with 1886 additions and 2137 deletions

View File

@@ -15,32 +15,639 @@
* 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) 2016 Blender Foundation.
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Mike Erwin
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_batch.c
/** \file blender/gpu/intern/gwn_batch.c
* \ingroup gpu
*
* Gawain geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_rect.h"
#include "BLI_math.h"
#include "BLI_polyfill_2d.h"
#include "BLI_sort_utils.h"
#include "GPU_batch.h" /* own include */
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_buffer_id.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_vertex_array_id.h"
#include "gpu_batch_private.h"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
#include <stdlib.h>
#include <string.h>
static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first);
void gwn_batch_vao_cache_clear(Gwn_Batch* batch)
{
if (batch->context == NULL) {
return;
}
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
if (batch->dynamic_vaos.vao_ids[i]) {
GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
}
if (batch->dynamic_vaos.interfaces[i]) {
GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
}
}
free(batch->dynamic_vaos.interfaces);
free(batch->dynamic_vaos.vao_ids);
}
else {
for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
if (batch->static_vaos.vao_ids[i]) {
GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
}
if (batch->static_vaos.interfaces[i]) {
GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface *)batch->static_vaos.interfaces[i], batch);
}
}
}
batch->is_dynamic_vao_count = false;
for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
batch->static_vaos.vao_ids[i] = 0;
batch->static_vaos.interfaces[i] = NULL;
}
gwn_context_remove_batch(batch->context, batch);
batch->context = NULL;
}
Gwn_Batch* GWN_batch_create_ex(
Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
uint owns_flag)
{
Gwn_Batch* batch = calloc(1, sizeof(Gwn_Batch));
GWN_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
return batch;
}
void GWN_batch_init_ex(
Gwn_Batch* batch, Gwn_PrimType prim_type, Gwn_VertBuf* verts, Gwn_IndexBuf* elem,
uint owns_flag)
{
#if TRUST_NO_ONE
assert(verts != NULL);
#endif
batch->verts[0] = verts;
for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
batch->verts[v] = NULL;
}
batch->inst = NULL;
batch->elem = elem;
batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
batch->phase = GWN_BATCH_READY_TO_DRAW;
batch->is_dynamic_vao_count = false;
batch->owns_flag = owns_flag;
batch->free_callback = NULL;
}
/* This will share the VBOs with the new batch. */
Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src)
{
Gwn_Batch* batch = GWN_batch_create_ex(GWN_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
batch->gl_prim_type = batch_src->gl_prim_type;
for (int v = 1; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
batch->verts[v] = batch_src->verts[v];
}
return batch;
}
void GWN_batch_discard(Gwn_Batch* batch)
{
if (batch->owns_flag & GWN_BATCH_OWNS_INDEX) {
GWN_indexbuf_discard(batch->elem);
}
if (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES) {
GWN_vertbuf_discard(batch->inst);
}
if ((batch->owns_flag & ~GWN_BATCH_OWNS_INDEX) != 0) {
for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
if (batch->verts[v] == NULL) {
break;
}
if (batch->owns_flag & (1 << v)) {
GWN_vertbuf_discard(batch->verts[v]);
}
}
}
gwn_batch_vao_cache_clear(batch);
if (batch->free_callback) {
batch->free_callback(batch, batch->callback_data);
}
free(batch);
}
void GWN_batch_callback_free_set(Gwn_Batch* batch, void (*callback)(Gwn_Batch*, void*), void* user_data)
{
batch->free_callback = callback;
batch->callback_data = user_data;
}
void GWN_batch_instbuf_set(Gwn_Batch* batch, Gwn_VertBuf* inst, bool own_vbo)
{
#if TRUST_NO_ONE
assert(inst != NULL);
#endif
/* redo the bindings */
gwn_batch_vao_cache_clear(batch);
if (batch->inst != NULL && (batch->owns_flag & GWN_BATCH_OWNS_INSTANCES)) {
GWN_vertbuf_discard(batch->inst);
}
batch->inst = inst;
if (own_vbo) {
batch->owns_flag |= GWN_BATCH_OWNS_INSTANCES;
}
else {
batch->owns_flag &= ~GWN_BATCH_OWNS_INSTANCES;
}
}
/* Returns the index of verts in the batch. */
int GWN_batch_vertbuf_add_ex(
Gwn_Batch* batch, Gwn_VertBuf* verts,
bool own_vbo)
{
/* redo the bindings */
gwn_batch_vao_cache_clear(batch);
for (uint v = 0; v < GWN_BATCH_VBO_MAX_LEN; ++v) {
if (batch->verts[v] == NULL) {
#if TRUST_NO_ONE
/* for now all VertexBuffers must have same vertex_len */
assert(verts->vertex_len == batch->verts[0]->vertex_len);
#endif
batch->verts[v] = verts;
/* TODO: mark dirty so we can keep attrib bindings up-to-date */
if (own_vbo)
batch->owns_flag |= (1 << v);
return v;
}
}
/* we only make it this far if there is no room for another Gwn_VertBuf */
#if TRUST_NO_ONE
assert(false);
#endif
return -1;
}
static GLuint batch_vao_get(Gwn_Batch *batch)
{
/* Search through cache */
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i)
if (batch->dynamic_vaos.interfaces[i] == batch->interface)
return batch->dynamic_vaos.vao_ids[i];
}
else {
for (int i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
if (batch->static_vaos.interfaces[i] == batch->interface)
return batch->static_vaos.vao_ids[i];
}
/* Set context of this batch.
* It will be bound to it until gwn_batch_vao_cache_clear is called.
* Until then it can only be drawn with this context. */
if (batch->context == NULL) {
batch->context = GWN_context_active_get();
gwn_context_add_batch(batch->context, batch);
}
#if TRUST_NO_ONE
else {
/* Make sure you are not trying to draw this batch in another context. */
assert(batch->context == GWN_context_active_get());
}
#endif
/* Cache miss, time to add a new entry! */
GLuint new_vao = 0;
if (!batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i)
if (batch->static_vaos.vao_ids[i] == 0)
break;
if (i < GWN_BATCH_VAO_STATIC_LEN) {
batch->static_vaos.interfaces[i] = batch->interface;
batch->static_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
}
else {
/* Not enough place switch to dynamic. */
batch->is_dynamic_vao_count = true;
/* Erase previous entries, they will be added back if drawn again. */
for (int j = 0; j < GWN_BATCH_VAO_STATIC_LEN; ++j) {
GWN_shaderinterface_remove_batch_ref((Gwn_ShaderInterface*)batch->static_vaos.interfaces[j], batch);
GWN_vao_free(batch->static_vaos.vao_ids[j], batch->context);
}
/* Init dynamic arrays and let the branch below set the values. */
batch->dynamic_vaos.count = GWN_BATCH_VAO_DYN_ALLOC_COUNT;
batch->dynamic_vaos.interfaces = calloc(batch->dynamic_vaos.count, sizeof(Gwn_ShaderInterface*));
batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
}
}
if (batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < batch->dynamic_vaos.count; ++i)
if (batch->dynamic_vaos.vao_ids[i] == 0)
break;
if (i == batch->dynamic_vaos.count) {
/* Not enough place, realloc the array. */
i = batch->dynamic_vaos.count;
batch->dynamic_vaos.count += GWN_BATCH_VAO_DYN_ALLOC_COUNT;
batch->dynamic_vaos.interfaces = realloc(batch->dynamic_vaos.interfaces, sizeof(Gwn_ShaderInterface*) * batch->dynamic_vaos.count);
batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(Gwn_ShaderInterface*) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GWN_BATCH_VAO_DYN_ALLOC_COUNT);
}
batch->dynamic_vaos.interfaces[i] = batch->interface;
batch->dynamic_vaos.vao_ids[i] = new_vao = GWN_vao_alloc();
}
GWN_shaderinterface_add_batch_ref((Gwn_ShaderInterface*)batch->interface, batch);
#if TRUST_NO_ONE
assert(new_vao != 0);
#endif
/* We just got a fresh VAO we need to initialize it. */
glBindVertexArray(new_vao);
batch_update_program_bindings(batch, 0);
glBindVertexArray(0);
return new_vao;
}
void GWN_batch_program_set_no_use(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
{
#if TRUST_NO_ONE
assert(glIsProgram(shaderface->program));
assert(batch->program_in_use == 0);
#endif
batch->interface = shaderface;
batch->program = program;
batch->vao_id = batch_vao_get(batch);
}
void GWN_batch_program_set(Gwn_Batch* batch, uint32_t program, const Gwn_ShaderInterface* shaderface)
{
GWN_batch_program_set_no_use(batch, program, shaderface);
GWN_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
}
void gwn_batch_remove_interface_ref(Gwn_Batch* batch, const Gwn_ShaderInterface* interface)
{
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
if (batch->dynamic_vaos.interfaces[i] == interface) {
GWN_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
batch->dynamic_vaos.vao_ids[i] = 0;
batch->dynamic_vaos.interfaces[i] = NULL;
break; /* cannot have duplicates */
}
}
}
else {
int i;
for (i = 0; i < GWN_BATCH_VAO_STATIC_LEN; ++i) {
if (batch->static_vaos.interfaces[i] == interface) {
GWN_vao_free(batch->static_vaos.vao_ids[i], batch->context);
batch->static_vaos.vao_ids[i] = 0;
batch->static_vaos.interfaces[i] = NULL;
break; /* cannot have duplicates */
}
}
}
}
static void create_bindings(
Gwn_VertBuf* verts, const Gwn_ShaderInterface* interface,
uint v_first, const bool use_instancing)
{
const Gwn_VertFormat* format = &verts->format;
const uint attr_len = format->attr_len;
const uint stride = format->stride;
GWN_vertbuf_use(verts);
for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
const Gwn_VertAttr* a = format->attribs + a_idx;
const GLvoid* pointer = (const GLubyte*)0 + a->offset + v_first * stride;
for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
const Gwn_ShaderInput* input = GWN_shaderinterface_attr(interface, a->name[n_idx]);
if (input == NULL) continue;
if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
#if TRUST_NO_ONE
assert(a->fetch_mode == GWN_FETCH_FLOAT);
assert(a->gl_comp_type == GL_FLOAT);
#endif
for (int i = 0; i < a->comp_len / 4; ++i) {
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride,
(const GLubyte*)pointer + i * 16);
}
}
else
{
glEnableVertexAttribArray(input->location);
glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
switch (a->fetch_mode) {
case GWN_FETCH_FLOAT:
case GWN_FETCH_INT_TO_FLOAT:
glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
break;
case GWN_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
break;
case GWN_FETCH_INT:
glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
break;
}
}
}
}
}
static void batch_update_program_bindings(Gwn_Batch* batch, uint v_first)
{
for (int v = 0; v < GWN_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
}
if (batch->inst) {
create_bindings(batch->inst, batch->interface, v_first, true);
}
if (batch->elem) {
GWN_indexbuf_use(batch->elem);
}
}
void GWN_batch_program_use_begin(Gwn_Batch* batch)
{
/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
* the GL context's active program. use_program doesn't mark other programs as "not used". */
/* TODO: make not fragile (somehow) */
if (!batch->program_in_use) {
glUseProgram(batch->program);
batch->program_in_use = true;
}
}
void GWN_batch_program_use_end(Gwn_Batch* batch)
{
if (batch->program_in_use) {
#if PROGRAM_NO_OPTI
glUseProgram(0);
#endif
batch->program_in_use = false;
}
}
#if TRUST_NO_ONE
#define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name); assert(uniform);
#else
#define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(batch->interface, name);
#endif
void GWN_batch_uniform_1ui(Gwn_Batch* batch, const char* name, int value)
{
GET_UNIFORM
glUniform1ui(uniform->location, value);
}
void GWN_batch_uniform_1i(Gwn_Batch* batch, const char* name, int value)
{
GET_UNIFORM
glUniform1i(uniform->location, value);
}
void GWN_batch_uniform_1b(Gwn_Batch* batch, const char* name, bool value)
{
GET_UNIFORM
glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
}
void GWN_batch_uniform_2f(Gwn_Batch* batch, const char* name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
void GWN_batch_uniform_3f(Gwn_Batch* batch, const char* name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
void GWN_batch_uniform_4f(Gwn_Batch* batch, const char* name, float x, float y, float z, float w)
{
GET_UNIFORM
glUniform4f(uniform->location, x, y, z, w);
}
void GWN_batch_uniform_1f(Gwn_Batch* batch, const char* name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
void GWN_batch_uniform_2fv(Gwn_Batch* batch, const char* name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
void GWN_batch_uniform_3fv(Gwn_Batch* batch, const char* name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
}
void GWN_batch_uniform_4fv(Gwn_Batch* batch, const char* name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
void GWN_batch_uniform_2fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
{
GET_UNIFORM
glUniform2fv(uniform->location, len, data);
}
void GWN_batch_uniform_4fv_array(Gwn_Batch* batch, const char* name, const int len, const float *data)
{
GET_UNIFORM
glUniform4fv(uniform->location, len, data);
}
void GWN_batch_uniform_mat4(Gwn_Batch* batch, const char* name, const float data[4][4])
{
GET_UNIFORM
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
}
static void primitive_restart_enable(const Gwn_IndexBuf *el)
{
// TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3
glEnable(GL_PRIMITIVE_RESTART);
GLuint restart_index = (GLuint)0xFFFFFFFF;
#if GWN_TRACK_INDEX_RANGE
if (el->index_type == GWN_INDEX_U8)
restart_index = (GLuint)0xFF;
else if (el->index_type == GWN_INDEX_U16)
restart_index = (GLuint)0xFFFF;
#endif
glPrimitiveRestartIndex(restart_index);
}
static void primitive_restart_disable(void)
{
glDisable(GL_PRIMITIVE_RESTART);
}
void GWN_batch_draw(Gwn_Batch* batch)
{
#if TRUST_NO_ONE
assert(batch->phase == GWN_BATCH_READY_TO_DRAW);
assert(batch->verts[0]->vbo_id != 0);
#endif
GWN_batch_program_use_begin(batch);
GPU_matrix_bind(batch->interface); // external call.
GWN_batch_draw_range_ex(batch, 0, 0, false);
GWN_batch_program_use_end(batch);
}
void GWN_batch_draw_range_ex(Gwn_Batch* batch, int v_first, int v_count, bool force_instance)
{
#if TRUST_NO_ONE
assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
#endif
const bool do_instance = (force_instance || batch->inst);
// If using offset drawing, use the default VAO and redo bindings.
if (v_first != 0 && (do_instance || batch->elem)) {
glBindVertexArray(GWN_vao_default());
batch_update_program_bindings(batch, v_first);
}
else {
glBindVertexArray(batch->vao_id);
}
if (do_instance) {
/* Infer length if vertex count is not given */
if (v_count == 0) {
v_count = batch->inst->vertex_len;
}
if (batch->elem) {
const Gwn_IndexBuf* el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
}
#if GWN_TRACK_INDEX_RANGE
glDrawElementsInstancedBaseVertex(batch->gl_prim_type,
el->index_len,
el->gl_index_type,
0,
v_count,
el->base_index);
#else
glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count);
#endif
if (el->use_prim_restart) {
primitive_restart_disable();
}
}
else {
glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count);
}
}
else {
/* Infer length if vertex count is not given */
if (v_count == 0) {
v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
}
if (batch->elem) {
const Gwn_IndexBuf* el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
}
#if GWN_TRACK_INDEX_RANGE
if (el->base_index) {
glDrawRangeElementsBaseVertex(batch->gl_prim_type,
el->min_index,
el->max_index,
v_count,
el->gl_index_type,
0,
el->base_index);
}
else {
glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
}
#else
glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0);
#endif
if (el->use_prim_restart) {
primitive_restart_disable();
}
}
else {
glDrawArrays(batch->gl_prim_type, v_first, v_count);
}
}
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging. */
// glBindVertexArray(0);
}
/* just draw some vertices and let shader place them where we want. */
void GWN_draw_primitive(Gwn_PrimType prim_type, int v_count)
{
/* we cannot draw without vao ... annoying ... */
glBindVertexArray(GWN_vao_default());
GLenum type = convert_prim_type_to_gl(prim_type);
glDrawArrays(type, 0, v_count);
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging.*/
// glBindVertexArray(0);
}
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
@@ -67,4 +674,4 @@ void gpu_batch_exit(void)
gpu_batch_presets_exit();
}
/** \} */
/** \} */