GPU: Refactor GPU_batch_draw_range_ex
Rename it to GPU_batch_draw_advanced and use base instance when possible. Also add GPU_batch_bind to bind the vao independantly of drawing commands.
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@@ -577,10 +577,14 @@ static void *elem_offset(const GPUIndexBuf *el, int v_first)
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else if (el->index_type == GPU_INDEX_U16) {
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return (GLushort *)0 + v_first;
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}
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else {
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#endif
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return (GLuint *)0 + v_first;
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}
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return (GLuint *)0 + v_first;
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}
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/* Use when drawing with GPU_batch_draw_advanced */
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void GPU_batch_bind(GPUBatch *batch)
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{
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glBindVertexArray(batch->vao_id);
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}
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void GPU_batch_draw(GPUBatch *batch)
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@@ -592,103 +596,76 @@ void GPU_batch_draw(GPUBatch *batch)
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GPU_batch_program_use_begin(batch);
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GPU_matrix_bind(batch->interface); // external call.
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GPU_batch_draw_range_ex(batch, 0, 0, false);
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GPU_batch_bind(batch);
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GPU_batch_draw_advanced(batch, 0, 0, 0, 0);
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GPU_batch_program_use_end(batch);
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}
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void GPU_batch_draw_range_ex(GPUBatch *batch, int v_first, int v_count, bool force_instance)
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void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count)
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{
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#if TRUST_NO_ONE
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assert(!(force_instance && (batch->inst == NULL)) ||
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v_count > 0); // we cannot infer length if force_instance
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BLI_assert(batch->program_in_use);
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/* TODO could assert that VAO is bound. */
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#endif
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const bool do_instance = (force_instance || batch->inst);
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// If using offset drawing, use the default VAO and redo bindings.
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if (v_first != 0 && do_instance) {
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glBindVertexArray(GPU_vao_default());
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batch_update_program_bindings(batch, v_first);
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if (v_count == 0) {
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v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
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}
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else {
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glBindVertexArray(batch->vao_id);
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if (i_count == 0) {
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i_count = (batch->inst) ? batch->inst->vertex_len : 1;
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}
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if (do_instance) {
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/* Infer length if vertex count is not given */
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if (v_count == 0) {
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v_count = batch->inst->vertex_len;
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if (!GLEW_ARB_base_instance) {
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if (i_first > 0 && i_count > 0) {
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/* If using offset drawing with instancing, we must
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* use the default VAO and redo bindings. */
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glBindVertexArray(GPU_vao_default());
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batch_update_program_bindings(batch, v_first);
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}
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else {
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/* Previous call could have bind the default vao
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* see above. */
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glBindVertexArray(batch->vao_id);
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}
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}
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if (batch->elem) {
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const GPUIndexBuf *el = batch->elem;
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#if GPU_TRACK_INDEX_RANGE
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GLenum index_type = el->gl_index_type;
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GLint base_index = el->base_index;
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#else
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GLenum index_type = GL_UNSIGNED_INT;
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GLint base_index = 0;
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#endif
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void *v_first_ofs = elem_offset(el, v_first);
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if (el->use_prim_restart) {
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primitive_restart_enable(el);
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}
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if (batch->elem) {
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const GPUIndexBuf *el = batch->elem;
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if (el->use_prim_restart) {
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primitive_restart_enable(el);
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}
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#if GPU_TRACK_INDEX_RANGE
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if (GLEW_ARB_base_instance) {
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glDrawElementsInstancedBaseVertexBaseInstance(
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batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
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}
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else {
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glDrawElementsInstancedBaseVertex(
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batch->gl_prim_type, el->index_len, el->gl_index_type, 0, v_count, el->base_index);
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#else
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glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count);
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#endif
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if (el->use_prim_restart) {
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primitive_restart_disable();
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}
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batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index);
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}
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else {
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glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count);
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if (el->use_prim_restart) {
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primitive_restart_disable();
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}
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}
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else {
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/* Infer length if vertex count is not given */
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if (v_count == 0) {
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v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
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}
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if (batch->elem) {
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const GPUIndexBuf *el = batch->elem;
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if (el->use_prim_restart) {
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primitive_restart_enable(el);
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}
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void *v_first_ofs = elem_offset(el, v_first);
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#if GPU_TRACK_INDEX_RANGE
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if (el->base_index) {
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glDrawRangeElementsBaseVertex(batch->gl_prim_type,
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el->min_index,
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el->max_index,
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v_count,
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el->gl_index_type,
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v_first_ofs,
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el->base_index);
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}
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else {
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glDrawRangeElements(batch->gl_prim_type,
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el->min_index,
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el->max_index,
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v_count,
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el->gl_index_type,
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v_first_ofs);
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}
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#else
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glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, v_first_ofs);
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#endif
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if (el->use_prim_restart) {
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primitive_restart_disable();
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}
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if (GLEW_ARB_base_instance) {
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glDrawArraysInstancedBaseInstance(batch->gl_prim_type, v_first, v_count, i_count, i_first);
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}
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else {
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glDrawArrays(batch->gl_prim_type, v_first, v_count);
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glDrawArraysInstanced(batch->gl_prim_type, v_first, v_count, i_count);
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}
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}
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/* Performance hog if you are drawing with the same vao multiple time.
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* Only activate for debugging. */
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// glBindVertexArray(0);
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}
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/* just draw some vertices and let shader place them where we want. */
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