Commit Graph

18 Commits

Author SHA1 Message Date
173a8f4ac9 GPU: Removes GPU_shader_get_builtin_ssbo
Simplify the API. Use hardcoded ssbo location instead.
2023-02-13 11:22:38 +01:00
b0b9e746fa BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-06 21:25:45 +01:00
b5e00a1482 Revert "BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh"
This reverts commit 52de84b0db.

had some build issues on windows i can't quickly resolve, revert for
now while we fix the problems
2023-02-02 11:46:23 -07:00
52de84b0db BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-02 18:11:35 +01:00
493e3230b4 DRW: Fix display print
Wrong uniform for viewport size.
2023-01-18 15:36:46 +01:00
Jason Fielder
d90a2b0ab7 Metal: GLSL compatibility.
Additional mat3 constructors added, global variable namespace collisions
for uniform and object color avoided via re-name.

Metal vertex format compatibility added for shaders wherein vertex data
goes through a double-conversion and cannot be implicitly converted during
Metal vertex assembly e.g. bitmasks passed directly as unsigned type in
shader interface for certain shader interfaces.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16433
2022-12-08 21:30:13 +01:00
b249b3658c DRW: Fix gl error related to incorrect uniform size 2022-10-12 17:39:23 +02:00
af288a09a5 Viewport: Enable draw_debug.cc code when WITH_DRAW_DEBUG is on 2022-10-07 15:40:41 -07:00
6fd557e2c2 DRW: Remove viewport_size from DRWView
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
2022-10-07 12:43:10 +02:00
6d1d1bf2b1 Cleanup: spelling in comments
Also add missing task ID.
2022-09-28 09:41:31 +10:00
9dcce5be90 DRW: Debug: Fix row / column counters not being reset on init
This fixes the issues with CPU debug print not being in the right order.
2022-09-17 12:27:00 +02:00
63cfc8f9f6 Cleanup: Fix unused variable warnings 2022-09-05 11:28:30 -05:00
Clément Foucault
65ad36f5fd DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.

This only ports features that are not considered deprecated or to be
removed.

The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.

The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.

Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.

In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
   sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
   by their parent pass) and not from draw manager pools. So passes "can"
   potentially be recorded once and submitted multiple time (but this is
   not really encouraged for now). The only implicit link is between resource
   lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
   state stack concept anymore. Ensure the correct render state is set before
   drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
   This is to remove any implicit dependency between `Pass` and `Manager`.
   This was a huge problem in old implementation since the manager did not
   know what to pull from the object. Now it is explicitly requested by the
   engine.
- The pases need to be submitted to a `draw::Manager` instance which can
   be retrieved using `DRW_manager_get()` (for now).

Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
   of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
   culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
   breakage.
- `draw::View` now contains culling data for all objects in the scene
   allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.

What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:45:14 +02:00
4944167dee GPUBatch: Add multi_draw_indirect capability and indirect buffer offset
This is for completion and to be used by the new draw manager.
2022-08-30 22:26:11 +02:00
7f3eb055dd Sculpt: Improve sculpt debug draw
* Fixed crash in debug draw code.  Apparently this is
  only used by PBVH draw?
* Debug draw code can now be forcibly enabled in release
  mode (i.e. RelWithDebugInfo) by uncommenting a commented
  out #define.
* Fixed colors in debug draw mode.
* PBVH node boxes in debug mode now flash a different color
  when they are updated.
2022-08-15 17:01:17 -07:00
77f41da5f1 Cleanup: spelling 2022-08-10 16:23:11 +10:00
a9a7460570 DRW: DebugDraw: Fix unguarded drw_debug_draw()
This might create nullptr dereference in some cases.
2022-08-09 23:05:07 +02:00
f6639cc4fc DRW: DebugDraw: Port module to C++ and add GPU capabilities
This is a complete rewrite of the draw debug drawing module in C++.
It uses `GPUStorageBuf` to store the data to be drawn and use indirect
drawing. This makes it easier to do a mirror API for GPU shaders.

The C++ API class is exposed through `draw_debug.hh` and should be used
when possible in new code.

However, the debug drawing will not work for platform not yet supporting
`GPUStorageBuf`. Also keep in mind that this module must only be used
in debug build for performance and compatibility reasons.
2022-08-09 15:45:46 +02:00