DRW: Refactor to support draw call batching

Reviewers: brecht

Differential Revision: D4997
This commit is contained in:
2019-05-31 01:45:41 +02:00
parent 41299bce93
commit 3a08153d7a
57 changed files with 2299 additions and 1272 deletions

View File

@@ -39,8 +39,9 @@
#include <stdlib.h>
#include <string.h>
#include <limits.h>
static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
static void batch_update_program_bindings(GPUBatch *batch, uint i_first);
void GPU_batch_vao_cache_clear(GPUBatch *batch)
{
@@ -446,20 +447,51 @@ static void create_bindings(GPUVertBuf *verts,
}
}
static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
static void instance_id_workaround(GPUBatch *batch)
{
/**
* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
* the gl_InstanceID is incremented by the 2 bit component of the attrib. To workaround this,
* we create a new vertex attrib containing the expected value of gl_InstanceID.
**/
const GPUShaderInput *input = GPU_shaderinterface_attr(batch->interface, "_instanceId");
if (input) {
#define DRW_RESOURCE_CHUNK_LEN 512 /* Keep in sync. */
static GLint vbo_id = 0;
if (vbo_id == 0) {
short data[DRW_RESOURCE_CHUNK_LEN];
for (int i = 0; i < DRW_RESOURCE_CHUNK_LEN; i++) {
data[i] = i;
}
/* GPU_context takes care of deleting `vbo_id` at the end. */
vbo_id = GPU_buf_alloc();
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glEnableVertexAttribArray(input->location);
glVertexAttribIPointer(input->location, 1, GL_SHORT, 0, NULL);
glVertexAttribDivisor(input->location, 1);
}
}
static void batch_update_program_bindings(GPUBatch *batch, uint i_first)
{
/* Reverse order so first vbos have more prevalence (in term of attrib override). */
for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) {
if (batch->verts[v] != NULL) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
create_bindings(batch->verts[v], batch->interface, 0, false);
}
}
if (batch->inst) {
create_bindings(batch->inst, batch->interface, v_first, true);
create_bindings(batch->inst, batch->interface, i_first, true);
}
if (batch->elem) {
GPU_indexbuf_use(batch->elem);
}
if (GPU_crappy_amd_driver()) {
instance_id_workaround(batch);
}
}
void GPU_batch_program_use_begin(GPUBatch *batch)
@@ -618,12 +650,18 @@ void GPU_batch_draw(GPUBatch *batch)
GPU_batch_program_use_end(batch);
}
#if GPU_TRACK_INDEX_RANGE
# define BASE_INDEX(el) ((el)->base_index)
# define INDEX_TYPE(el) ((el)->gl_index_type)
#else
# define BASE_INDEX(el) 0
# define INDEX_TYPE(el) GL_UNSIGNED_INT
#endif
void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count)
{
#if TRUST_NO_ONE
BLI_assert(batch->program_in_use);
/* TODO could assert that VAO is bound. */
#endif
if (v_count == 0) {
v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
@@ -632,8 +670,18 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
i_count = (batch->inst) ? batch->inst->vertex_len : 1;
}
if (v_count == 0 || i_count == 0) {
/* Nothing to draw. */
return;
}
/* Verify there is enough data do draw. */
BLI_assert(i_first + i_count <= batch->inst ? batch->inst->vertex_len : 1);
BLI_assert(v_first + v_count <= batch->elem ? batch->elem->index_len :
batch->verts[0]->vertex_len);
if (!GPU_arb_base_instance_is_supported()) {
if (i_first > 0 && i_count > 0) {
if (i_first > 0) {
/* If using offset drawing with instancing, we must
* use the default VAO and redo bindings. */
glBindVertexArray(GPU_vao_default());
@@ -648,13 +696,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
#if GPU_TRACK_INDEX_RANGE
GLenum index_type = el->gl_index_type;
GLint base_index = el->base_index;
#else
GLenum index_type = GL_UNSIGNED_INT;
GLint base_index = 0;
#endif
GLenum index_type = INDEX_TYPE(el);
GLint base_index = BASE_INDEX(el);
void *v_first_ofs = elem_offset(el, v_first);
if (GPU_arb_base_instance_is_supported()) {
@@ -696,6 +739,179 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
// glBindVertexArray(0);
}
/* -------------------------------------------------------------------- */
/** \name Indirect Draw Calls
* \{ */
#if 0
# define USE_MULTI_DRAW_INDIRECT 0
#else
# define USE_MULTI_DRAW_INDIRECT \
(GL_ARB_multi_draw_indirect && GPU_arb_base_instance_is_supported())
#endif
typedef struct GPUDrawCommand {
uint v_count;
uint i_count;
uint v_first;
uint i_first;
} GPUDrawCommand;
typedef struct GPUDrawCommandIndexed {
uint v_count;
uint i_count;
uint v_first;
uint base_index;
uint i_first;
} GPUDrawCommandIndexed;
struct GPUDrawList {
GPUBatch *batch;
uint base_index; /* Avoid dereferencing batch. */
uint cmd_offset; /* in bytes, offset inside indirect command buffer. */
uint cmd_len; /* Number of used command for the next call. */
uint buffer_size; /* in bytes, size of indirect command buffer. */
GLuint buffer_id; /* Draw Indirect Buffer id */
union {
GPUDrawCommand *commands;
GPUDrawCommandIndexed *commands_indexed;
};
};
GPUDrawList *GPU_draw_list_create(int length)
{
GPUDrawList *list = MEM_callocN(sizeof(GPUDrawList), "GPUDrawList");
/* Alloc the biggest possible command list which is indexed. */
list->buffer_size = sizeof(GPUDrawCommandIndexed) * length;
if (USE_MULTI_DRAW_INDIRECT) {
list->buffer_id = GPU_buf_alloc();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW);
}
else {
list->commands = MEM_mallocN(list->buffer_size, "GPUDrawList data");
}
return list;
}
void GPU_draw_list_discard(GPUDrawList *list)
{
if (list->buffer_id) {
GPU_buf_free(list->buffer_id);
}
else {
MEM_SAFE_FREE(list->commands);
}
MEM_freeN(list);
}
void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch)
{
BLI_assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
list->batch = batch;
list->base_index = batch->elem ? BASE_INDEX(batch->elem) : UINT_MAX;
list->cmd_len = 0;
if (USE_MULTI_DRAW_INDIRECT) {
if (list->commands == NULL) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
if (list->cmd_offset >= list->buffer_size) {
/* Orphan buffer data and start fresh. */
glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW);
list->cmd_offset = 0;
}
GLenum flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
list->commands = glMapBufferRange(
GL_DRAW_INDIRECT_BUFFER, list->cmd_offset, list->buffer_size - list->cmd_offset, flags);
}
}
else {
list->cmd_offset = 0;
}
}
void GPU_draw_list_command_add(
GPUDrawList *list, int v_first, int v_count, int i_first, int i_count)
{
BLI_assert(list->commands);
if (list->base_index != UINT_MAX) {
GPUDrawCommandIndexed *cmd = list->commands_indexed + list->cmd_len;
cmd->v_first = v_first;
cmd->v_count = v_count;
cmd->i_count = i_count;
cmd->base_index = list->base_index;
cmd->i_first = i_first;
}
else {
GPUDrawCommand *cmd = list->commands + list->cmd_len;
cmd->v_first = v_first;
cmd->v_count = v_count;
cmd->i_count = i_count;
cmd->i_first = i_first;
}
list->cmd_len++;
uint offset = list->cmd_offset + list->cmd_len * sizeof(GPUDrawCommandIndexed);
if (offset == list->buffer_size) {
GPU_draw_list_submit(list);
GPU_draw_list_init(list, list->batch);
}
}
void GPU_draw_list_submit(GPUDrawList *list)
{
GPUBatch *batch = list->batch;
if (list->cmd_len == 0)
return;
BLI_assert(list->commands);
BLI_assert(batch->program_in_use);
/* TODO could assert that VAO is bound. */
/* TODO We loose a bit of memory here if we only draw arrays. Fix that. */
uintptr_t offset = list->cmd_offset;
uint cmd_len = list->cmd_len;
size_t bytes_used = cmd_len * sizeof(GPUDrawCommandIndexed);
list->cmd_offset += bytes_used;
list->cmd_len = 0; /* Avoid reuse. */
if (USE_MULTI_DRAW_INDIRECT) {
GLenum prim = batch->gl_prim_type;
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
glFlushMappedBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, bytes_used);
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
list->commands = NULL; /* Unmapped */
if (batch->elem) {
glMultiDrawElementsIndirect(prim, INDEX_TYPE(batch->elem), (void *)offset, cmd_len, 0);
}
else {
glMultiDrawArraysIndirect(prim, (void *)offset, cmd_len, 0);
}
}
else {
/* Fallback */
if (batch->elem) {
GPUDrawCommandIndexed *cmd = list->commands_indexed;
for (int i = 0; i < cmd_len; i++, cmd++) {
GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count);
}
}
else {
GPUDrawCommand *cmd = list->commands;
for (int i = 0; i < cmd_len; i++, cmd++) {
GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count);
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */