/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * 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 by Mike Erwin. * All rights reserved. */ /** \file * \ingroup gpu * * GPU geometry batch * Contains VAOs + VBOs + Shader representing a drawable entity. */ #include "MEM_guardedalloc.h" #include "GPU_batch.h" #include "GPU_batch_presets.h" #include "GPU_extensions.h" #include "GPU_matrix.h" #include "GPU_platform.h" #include "GPU_shader.h" #include "gpu_batch_private.hh" #include "gpu_context_private.hh" #include "gpu_primitive_private.h" #include "gpu_shader_private.h" #include "gpu_vertex_format_private.h" #include #include #include static GLuint g_default_attr_vbo = 0; static void gpu_batch_bind(GPUBatch *batch); static void batch_update_program_bindings(GPUBatch *batch, uint i_first); void GPU_batch_vao_cache_clear(GPUBatch *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]) { GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context); } if (batch->dynamic_vaos.interfaces[i]) { GPU_shaderinterface_remove_batch_ref( (GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch); } } MEM_freeN((void *)batch->dynamic_vaos.interfaces); MEM_freeN(batch->dynamic_vaos.vao_ids); } else { for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { if (batch->static_vaos.vao_ids[i]) { GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context); } if (batch->static_vaos.interfaces[i]) { GPU_shaderinterface_remove_batch_ref( (GPUShaderInterface *)batch->static_vaos.interfaces[i], batch); } } } batch->is_dynamic_vao_count = false; for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) { batch->static_vaos.vao_ids[i] = 0; batch->static_vaos.interfaces[i] = NULL; } gpu_context_remove_batch(batch->context, batch); batch->context = NULL; } GPUBatch *GPU_batch_calloc(uint count) { return (GPUBatch *)MEM_callocN(sizeof(GPUBatch) * count, "GPUBatch"); } GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { GPUBatch *batch = GPU_batch_calloc(1); GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag); return batch; } void GPU_batch_init_ex( GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag) { #if TRUST_NO_ONE assert(verts != NULL); #endif batch->verts[0] = verts; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { batch->verts[v] = NULL; } for (int v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { batch->inst[v] = NULL; } batch->elem = elem; batch->prim_type = prim_type; batch->phase = GPU_BATCH_READY_TO_DRAW; batch->is_dynamic_vao_count = false; batch->owns_flag = owns_flag; } /* This will share the VBOs with the new batch. */ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src) { GPU_batch_init_ex(batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0); batch_dst->prim_type = batch_src->prim_type; for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) { batch_dst->verts[v] = batch_src->verts[v]; } } void GPU_batch_clear(GPUBatch *batch) { if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) { GPU_indexbuf_discard(batch->elem); } if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) { GPU_vertbuf_discard(batch->inst[0]); GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); } if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) { for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) { if (batch->verts[v] == NULL) { break; } if (batch->owns_flag & (1 << v)) { GPU_vertbuf_discard(batch->verts[v]); } } } GPU_batch_vao_cache_clear(batch); batch->phase = GPU_BATCH_UNUSED; } void GPU_batch_discard(GPUBatch *batch) { GPU_batch_clear(batch); MEM_freeN(batch); } void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo) { #if TRUST_NO_ONE assert(inst != NULL); #endif /* redo the bindings */ GPU_batch_vao_cache_clear(batch); if (batch->inst[0] != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) { GPU_vertbuf_discard(batch->inst[0]); GPU_VERTBUF_DISCARD_SAFE(batch->inst[1]); } batch->inst[0] = inst; if (own_vbo) { batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; } else { batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES; } } void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo) { BLI_assert(elem != NULL); /* redo the bindings */ GPU_batch_vao_cache_clear(batch); if (batch->elem != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INDEX)) { GPU_indexbuf_discard(batch->elem); } batch->elem = elem; if (own_ibo) { batch->owns_flag |= GPU_BATCH_OWNS_INDEX; } else { batch->owns_flag &= ~GPU_BATCH_OWNS_INDEX; } } /* A bit of a quick hack. Should be streamlined as the vbos handling */ int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo) { /* redo the bindings */ GPU_batch_vao_cache_clear(batch); for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) { if (batch->inst[v] == NULL) { #if TRUST_NO_ONE /* for now all VertexBuffers must have same vertex_len */ if (batch->inst[0] != NULL) { /* Allow for different size of vertex buf (will choose the smallest number of verts). */ // assert(insts->vertex_len == batch->inst[0]->vertex_len); assert(own_vbo == ((batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) != 0)); } #endif batch->inst[v] = insts; if (own_vbo) { batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES; } return v; } } /* we only make it this far if there is no room for another GPUVertBuf */ #if TRUST_NO_ONE assert(false); #endif return -1; } /* Returns the index of verts in the batch. */ int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) { /* redo the bindings */ GPU_batch_vao_cache_clear(batch); for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) { if (batch->verts[v] == NULL) { #if TRUST_NO_ONE /* for now all VertexBuffers must have same vertex_len */ if (batch->verts[0] != NULL) { assert(verts->vertex_len == batch->verts[0]->vertex_len); } #endif batch->verts[v] = verts; /* TODO: mark dirty so we can keep attribute 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 GPUVertBuf */ #if TRUST_NO_ONE assert(false); #endif return -1; } static GLuint batch_vao_get(GPUBatch *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 < GPU_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 GPU_batch_vao_cache_clear is called. * Until then it can only be drawn with this context. */ if (batch->context == NULL) { batch->context = GPU_context_active_get(); gpu_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 == GPU_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 < GPU_BATCH_VAO_STATIC_LEN; i++) { if (batch->static_vaos.vao_ids[i] == 0) { break; } } if (i < GPU_BATCH_VAO_STATIC_LEN) { batch->static_vaos.interfaces[i] = batch->interface; batch->static_vaos.vao_ids[i] = new_vao = GPU_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 < GPU_BATCH_VAO_STATIC_LEN; j++) { GPU_shaderinterface_remove_batch_ref( (GPUShaderInterface *)batch->static_vaos.interfaces[j], batch); GPU_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 = GPU_BATCH_VAO_DYN_ALLOC_COUNT; batch->dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_callocN( batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces"); batch->dynamic_vaos.vao_ids = (GLuint *)MEM_callocN( batch->dynamic_vaos.count * sizeof(GLuint), "dyn vaos ids"); } } 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 += GPU_BATCH_VAO_DYN_ALLOC_COUNT; batch->dynamic_vaos.interfaces = (const GPUShaderInterface **)MEM_recallocN( (void *)batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count); batch->dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN( batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count); } batch->dynamic_vaos.interfaces[i] = batch->interface; batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc(); } GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)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 GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader) { batch->interface = shader->interface; batch->shader = shader; batch->vao_id = batch_vao_get(batch); GPU_shader_bind(batch->shader); GPU_matrix_bind(batch->shader->interface); GPU_shader_set_srgb_uniform(batch->shader->interface); gpu_batch_bind(batch); } void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface) { if (batch->is_dynamic_vao_count) { for (int i = 0; i < batch->dynamic_vaos.count; i++) { if (batch->dynamic_vaos.interfaces[i] == interface) { GPU_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 < GPU_BATCH_VAO_STATIC_LEN; i++) { if (batch->static_vaos.interfaces[i] == interface) { GPU_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(GPUVertBuf *verts, const GPUShaderInterface *interface, uint16_t *attr_mask, uint v_first, const bool use_instancing) { const GPUVertFormat *format = &verts->format; const uint attr_len = format->attr_len; uint stride = format->stride; uint offset = 0; GPU_vertbuf_use(verts); for (uint a_idx = 0; a_idx < attr_len; a_idx++) { const GPUVertAttr *a = &format->attrs[a_idx]; if (format->deinterleaved) { offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * verts->vertex_len; stride = a->sz; } else { offset = a->offset; } const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride; const GLenum type = convert_comp_type_to_gl(static_cast(a->comp_type)); for (uint n_idx = 0; n_idx < a->name_len; n_idx++) { const char *name = GPU_vertformat_attr_name_get(format, a, n_idx); const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name); if (input == NULL) { continue; } *attr_mask &= ~(1 << input->location); if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) { BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT); BLI_assert(a->comp_type == GPU_COMP_F32); 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, 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 GPU_FETCH_FLOAT: case GPU_FETCH_INT_TO_FLOAT: glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer); break; case GPU_FETCH_INT_TO_FLOAT_UNIT: glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer); break; case GPU_FETCH_INT: glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer); break; } } } } } static void batch_update_program_bindings(GPUBatch *batch, uint i_first) { uint16_t attr_mask = batch->interface->enabled_attr_mask; /* Reverse order so first VBO'S have more prevalence (in term of attribute 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, &attr_mask, 0, false); } } for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) { if (batch->inst[v]) { create_bindings(batch->inst[v], batch->interface, &attr_mask, i_first, true); } } if (attr_mask != 0 && GLEW_ARB_vertex_attrib_binding) { for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) { if (attr_mask & mask) { /* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style. * Fix issues for some drivers (see T75069). */ glBindVertexBuffer(a, g_default_attr_vbo, (intptr_t)0, (intptr_t)0); glEnableVertexAttribArray(a); glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0); glVertexAttribBinding(a, a); } } } if (batch->elem) { GPU_indexbuf_use(batch->elem); } } /* -------------------------------------------------------------------- */ /** \name Uniform setters * \{ */ #define GET_UNIFORM \ const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \ BLI_assert(uniform); void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value) { GET_UNIFORM GPU_shader_uniform_int(batch->shader, uniform->location, value); } void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value) { GPU_batch_uniform_1i(batch, name, value ? GL_TRUE : GL_FALSE); } void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y) { const float data[2] = {x, y}; GPU_batch_uniform_2fv(batch, name, data); } void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z) { const float data[3] = {x, y, z}; GPU_batch_uniform_3fv(batch, name, data); } void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w) { const float data[4] = {x, y, z, w}; GPU_batch_uniform_4fv(batch, name, data); } void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x) { GET_UNIFORM GPU_shader_uniform_float(batch->shader, uniform->location, x); } void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2]) { GET_UNIFORM GPU_shader_uniform_vector(batch->shader, uniform->location, 2, 1, data); } void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3]) { GET_UNIFORM GPU_shader_uniform_vector(batch->shader, uniform->location, 3, 1, data); } void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4]) { GET_UNIFORM GPU_shader_uniform_vector(batch->shader, uniform->location, 4, 1, data); } void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM GPU_shader_uniform_vector(batch->shader, uniform->location, 2, len, data); } void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data) { GET_UNIFORM GPU_shader_uniform_vector(batch->shader, uniform->location, 4, len, data); } void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4]) { GET_UNIFORM GPU_shader_uniform_vector(batch->shader, uniform->location, 16, 1, (const float *)data); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Drawing / Drawcall functions * \{ */ static void *elem_offset(const GPUIndexBuf *el, int v_first) { #if GPU_TRACK_INDEX_RANGE if (el->index_type == GPU_INDEX_U16) { return (GLushort *)0 + v_first + el->index_start; } #endif return (GLuint *)0 + v_first + el->index_start; } /* Use when drawing with GPU_batch_draw_advanced */ static void gpu_batch_bind(GPUBatch *batch) { glBindVertexArray(batch->vao_id); #if GPU_TRACK_INDEX_RANGE /* Can be removed if GL 4.3 is required. */ if (!GLEW_ARB_ES3_compatibility && batch->elem != NULL) { GLuint restart_index = (batch->elem->index_type == GPU_INDEX_U16) ? (GLuint)0xFFFF : (GLuint)0xFFFFFFFF; glPrimitiveRestartIndex(restart_index); } #endif } void GPU_batch_draw(GPUBatch *batch) { GPU_shader_bind(batch->shader); GPU_batch_draw_advanced(batch, 0, 0, 0, 0); GPU_shader_unbind(); } void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count) { GPU_shader_bind(batch->shader); GPU_batch_draw_advanced(batch, v_first, v_count, 0, 0); GPU_shader_unbind(); } /* Draw multiple instance of a batch without having any instance attributes. */ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count) { BLI_assert(batch->inst[0] == NULL); GPU_shader_bind(batch->shader); GPU_batch_draw_advanced(batch, 0, 0, 0, i_count); GPU_shader_unbind(); } #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) { BLI_assert(GPU_context_active_get()->shader != NULL); /* TODO could assert that VAO is bound. */ if (v_count == 0) { v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len; } if (i_count == 0) { i_count = (batch->inst[0]) ? batch->inst[0]->vertex_len : 1; /* Meh. This is to be able to use different numbers of verts in instance vbos. */ if (batch->inst[1] && i_count > batch->inst[1]->vertex_len) { i_count = batch->inst[1]->vertex_len; } } if (v_count == 0 || i_count == 0) { /* Nothing to draw. */ return; } /* Verify there is enough data do draw. */ /* TODO(fclem) Nice to have but this is invalid when using procedural draw-calls. * The right assert would be to check if there is an enabled attribute from each VBO * and check their length. */ // BLI_assert(i_first + i_count <= (batch->inst ? batch->inst->vertex_len : INT_MAX)); // BLI_assert(v_first + v_count <= // (batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len)); #ifdef __APPLE__ GLuint vao = 0; #endif if (!GPU_arb_base_instance_is_supported()) { if (i_first > 0) { #ifdef __APPLE__ /** * There seems to be a nasty bug when drawing using the same VAO reconfiguring. (see T71147) * We just use a throwaway VAO for that. Note that this is likely to degrade performance. **/ glGenVertexArrays(1, &vao); glBindVertexArray(vao); #else /* If using offset drawing with instancing, we must * use the default VAO and redo bindings. */ glBindVertexArray(GPU_vao_default()); #endif batch_update_program_bindings(batch, i_first); } else { /* Previous call could have bind the default vao * see above. */ glBindVertexArray(batch->vao_id); } } GLenum gl_prim_type = convert_prim_type_to_gl(batch->prim_type); if (batch->elem) { const GPUIndexBuf *el = batch->elem; 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()) { glDrawElementsInstancedBaseVertexBaseInstance( gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first); } else { glDrawElementsInstancedBaseVertex( gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index); } } else { #ifdef __APPLE__ glDisable(GL_PRIMITIVE_RESTART); #endif if (GPU_arb_base_instance_is_supported()) { glDrawArraysInstancedBaseInstance(gl_prim_type, v_first, v_count, i_count, i_first); } else { glDrawArraysInstanced(gl_prim_type, v_first, v_count, i_count); } #ifdef __APPLE__ glEnable(GL_PRIMITIVE_RESTART); #endif } #ifdef __APPLE__ if (vao != 0) { glDeleteVertexArrays(1, &vao); } #endif } /* just draw some vertices and let shader place them where we want. */ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) { /* we cannot draw without vao ... annoying ... */ glBindVertexArray(GPU_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 * \{ */ void GPU_batch_program_set_builtin_with_config(GPUBatch *batch, eGPUBuiltinShader shader_id, eGPUShaderConfig sh_cfg) { GPUShader *shader = GPU_shader_get_builtin_shader_with_config(shader_id, sh_cfg); GPU_batch_set_shader(batch, shader); } void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id) { GPU_batch_program_set_builtin_with_config(batch, shader_id, GPU_SHADER_CFG_DEFAULT); } /* Bind program bound to IMM to the batch. * XXX Use this with much care. Drawing with the GPUBatch API is not compatible with IMM. * DO NOT DRAW WITH THE BATCH BEFORE CALLING immUnbindProgram. */ void GPU_batch_program_set_imm_shader(GPUBatch *batch) { GPU_batch_set_shader(batch, immGetShader()); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Init/Exit * \{ */ void gpu_batch_init(void) { if (g_default_attr_vbo == 0) { g_default_attr_vbo = GPU_buf_alloc(); float default_attrib_data[4] = {0.0f, 0.0f, 0.0f, 1.0f}; glBindBuffer(GL_ARRAY_BUFFER, g_default_attr_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(float[4]), default_attrib_data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } gpu_batch_presets_init(); } void gpu_batch_exit(void) { GPU_buf_free(g_default_attr_vbo); g_default_attr_vbo = 0; gpu_batch_presets_exit(); } /** \} */