DRW: Manager: Add possibility to record a framebuffer change inside a pass

This is a convenience when one needs to often change the current framebuffer
and avoid the overhead of creating many Main/Simple passes.
This commit is contained in:
2022-10-30 14:56:54 +01:00
parent 486e281644
commit 77749eff87
6 changed files with 43 additions and 2 deletions

View File

@@ -30,6 +30,11 @@ void ShaderBind::execute(RecordingState &state) const
}
}
void FramebufferBind::execute() const
{
GPU_framebuffer_bind(framebuffer);
}
void ResourceBind::execute() const
{
if (slot == -1) {
@@ -229,6 +234,11 @@ std::string ShaderBind::serialize() const
return std::string(".shader_bind(") + GPU_shader_get_name(shader) + ")";
}
std::string FramebufferBind::serialize() const
{
return std::string(".framebuffer_bind(") + GPU_framebuffer_get_name(framebuffer) + ")";
}
std::string ResourceBind::serialize() const
{
switch (type) {

View File

@@ -88,6 +88,7 @@ enum class Type : uint8_t {
DispatchIndirect,
Draw,
DrawIndirect,
FramebufferBind,
PushConstant,
ResourceBind,
ShaderBind,
@@ -118,6 +119,13 @@ struct ShaderBind {
std::string serialize() const;
};
struct FramebufferBind {
GPUFrameBuffer *framebuffer;
void execute() const;
std::string serialize() const;
};
struct ResourceBind {
eGPUSamplerState sampler;
int slot;

View File

@@ -14,8 +14,7 @@
* #Pass. Use many #PassSub along with a main #Pass to reduce the overhead and allow groupings of
* commands. \note The draw call order inside a batch of multiple draw with the exact same state is
* not guaranteed and is not even deterministic. Use a #PassSimple or #PassSortable if ordering is
* needed. \note As of now, it is also quite limited in the type of draw command it can record
* (no custom vertex count, no custom first vertex).
* needed. Custom vertex count and custom first vertex will effectively disable batching.
*
* `PassSimple`:
* Does not have the overhead of #PassMain but does not have the culling and batching optimization.
@@ -191,6 +190,12 @@ class PassBase {
*/
void shader_set(GPUShader *shader);
/**
* Bind a framebuffer. This is equivalent to a deferred GPU_framebuffer_bind() call.
* \note Changes the global GPU state (outside of DRW).
*/
void framebuffer_set(GPUFrameBuffer *framebuffer);
/**
* Bind a material shader along with its associated resources. Any following bind() or
* push_constant() call will use its interface.
@@ -743,6 +748,11 @@ template<class T> inline void PassBase<T>::shader_set(GPUShader *shader)
create_command(Type::ShaderBind).shader_bind = {shader};
}
template<class T> inline void PassBase<T>::framebuffer_set(GPUFrameBuffer *framebuffer)
{
create_command(Type::FramebufferBind).framebuffer_bind = {framebuffer};
}
template<class T> inline void PassBase<T>::material_set(Manager &manager, GPUMaterial *material)
{
GPUPass *gpupass = GPU_material_get_pass(material);

View File

@@ -47,6 +47,9 @@ typedef struct GPUOffScreen GPUOffScreen;
GPUFrameBuffer *GPU_framebuffer_create(const char *name);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
void GPU_framebuffer_bind(GPUFrameBuffer *fb);
const char *GPU_framebuffer_get_name(GPUFrameBuffer *fb);
/**
* Workaround for binding a SRGB frame-buffer without doing the SRGB transform.
*/

View File

@@ -238,6 +238,11 @@ void GPU_framebuffer_free(GPUFrameBuffer *gpu_fb)
delete unwrap(gpu_fb);
}
const char *GPU_framebuffer_get_name(GPUFrameBuffer *gpu_fb)
{
return unwrap(gpu_fb)->name_get();
}
/* ---------- Binding ----------- */
void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb)

View File

@@ -204,6 +204,11 @@ class FrameBuffer {
{
return attachments_[GPU_FB_COLOR_ATTACHMENT0 + slot].tex;
};
inline const char *const name_get() const
{
return name_;
};
};
/* Syntactic sugar. */