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blender-archive/source/blender/draw/intern/draw_pass.hh
Miguel Pozo 59b9bb0849 Draw: Custom IDs
This pull request adds a new tipe of resource handles (thin handles).
These are intended for cases where a resource buffer with more than one
entry for each object is needed (for example, one entry per material
slot).
While it's already possible to have multiple regular handles for the
same object, they have a non-trivial overhead in terms of uploaded
data (matrix, bounds, object info) and computation (visibility
culling).
Thin handles store an indirection buffer pointing to their "parent"
regular handle, therefore multiple thin handles can share the same
per-object data and visibility culling computation.

Thin handles can only be used in their own Pass type (PassMainThin),
so passes that don't need them don't have to pay the overhead.

This pull request also includes the update of the Workbench Next
pre-pass to use PassMainThin, which is the main reason for the
implementation of this feature.

The main change from the previous PR is that the thin handles are now
stored directly in the main resource_id_buf, to avoid wasting an extra
 bind slot.

Pull Request #105261
2023-03-01 21:42:25 +01:00

1177 lines
39 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
#pragma once
/** \file
* \ingroup draw
*
* Passes record draw commands. Commands are executed only when a pass is submitted for execution.
*
* `PassMain`:
* Should be used on heavy load passes such as ones that may contain scene objects. Draw call
* submission is optimized for large number of draw calls. But has a significant overhead per
* #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. 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.
* It should be used for passes that needs a few commands or that needs guaranteed draw call order.
*
* `Pass<T>::Sub`:
* A lightweight #Pass that lives inside a main #Pass. It can only be created from #Pass.sub()
* and is auto managed. This mean it can be created, filled and thrown away. A #PassSub reference
* is valid until the next #Pass.init() of the parent pass. Commands recorded inside a #PassSub are
* inserted inside the parent #Pass where the sub have been created during submission.
*
* `PassSortable`:
* This is a sort of `PassMain` augmented with a per sub-pass sorting value. They can't directly
* contain draw command, everything needs to be inside sub-passes. Sub-passes are automatically
* sorted before submission.
*
* \note A pass can be recorded once and resubmitted any number of time. This can be a good
* optimization for passes that are always the same for each frame. The only thing to be aware of
* is the life time of external resources. If a pass contains draw-calls with non default
* #ResourceHandle (not 0) or a reference to any non static resources
* (#GPUBatch, #PushConstant ref, #ResourceBind ref) it will have to be re-recorded
* if any of these reference becomes invalid.
*/
#include "BKE_image.h"
#include "BLI_vector.hh"
#include "DRW_gpu_wrapper.hh"
#include "GPU_debug.h"
#include "GPU_material.h"
#include "draw_command.hh"
#include "draw_handle.hh"
#include "draw_manager.hh"
#include "draw_pass.hh"
#include "draw_shader_shared.h"
#include "draw_state.h"
#include "intern/gpu_codegen.h"
namespace blender::draw {
using namespace blender::draw;
using namespace blender::draw::command;
class Manager;
namespace command {
class DrawCommandBuf;
}
/* -------------------------------------------------------------------- */
/** \name Pass API
* \{ */
namespace detail {
/**
* Special container that never moves allocated items and has fast indexing.
*/
template<typename T,
/** Numbers of element of type T to allocate together. */
int64_t block_size = 16>
class SubPassVector {
private:
Vector<std::unique_ptr<Vector<T, block_size>>, 0> blocks_;
public:
void clear()
{
blocks_.clear();
}
int64_t append_and_get_index(T &&elem)
{
/* Do not go over the inline size so that existing members never move. */
if (blocks_.is_empty() || blocks_.last()->size() == block_size) {
blocks_.append(std::make_unique<Vector<T, block_size>>());
}
return blocks_.last()->append_and_get_index(std::move(elem)) +
(blocks_.size() - 1) * block_size;
}
T &operator[](int64_t index)
{
return (*blocks_[index / block_size])[index % block_size];
}
const T &operator[](int64_t index) const
{
return (*blocks_[index / block_size])[index % block_size];
}
};
/**
* Public API of a draw pass.
*/
template<
/** Type of command buffer used to create the draw calls. */
typename DrawCommandBufType>
class PassBase {
friend Manager;
friend DrawCommandBuf;
/** Will use texture own sampler state. */
static constexpr eGPUSamplerState sampler_auto = GPU_SAMPLER_MAX;
protected:
/** Highest level of the command stream. Split command stream in different command types. */
Vector<command::Header, 0> headers_;
/** Commands referenced by headers (which contains their types). */
Vector<command::Undetermined, 0> commands_;
/* Reference to draw commands buffer. Either own or from parent pass. */
DrawCommandBufType &draw_commands_buf_;
/* Reference to sub-pass commands buffer. Either own or from parent pass. */
SubPassVector<PassBase<DrawCommandBufType>> &sub_passes_;
/** Currently bound shader. Used for interface queries. */
GPUShader *shader_;
public:
const char *debug_name;
bool use_custom_ids;
PassBase(const char *name,
DrawCommandBufType &draw_command_buf,
SubPassVector<PassBase<DrawCommandBufType>> &sub_passes,
GPUShader *shader = nullptr)
: draw_commands_buf_(draw_command_buf),
sub_passes_(sub_passes),
shader_(shader),
debug_name(name),
use_custom_ids(false){};
/**
* Reset the pass command pool.
* \note Implemented in derived class. Not a virtual function to avoid indirection. Here only for
* API readability listing.
*/
void init();
/**
* Create a sub-pass inside this pass.
*/
PassBase<DrawCommandBufType> &sub(const char *name);
/**
* Changes the fixed function pipeline state.
* Starts as DRW_STATE_NO_DRAW at the start of a Pass submission.
* SubPass inherit previous pass state.
*
* IMPORTANT: This does not set the stencil mask/reference values. Add a call to state_stencil()
* to ensure correct behavior of stencil aware draws.
*
* TODO(fclem): clip_plane_count should be part of shader state.
*/
void state_set(DRWState state, int clip_plane_count = 0);
/**
* Clear the current frame-buffer.
*/
void clear_color(float4 color);
void clear_depth(float depth);
void clear_stencil(uint8_t stencil);
void clear_depth_stencil(float depth, uint8_t stencil);
void clear_color_depth_stencil(float4 color, float depth, uint8_t stencil);
/**
* Clear each color attachment with different values. Span needs to be appropriately sized.
* IMPORTANT: The source is dereference on pass submission.
*/
void clear_multi(Span<float4> colors);
/**
* Reminders:
* - `compare_mask & reference` is what is tested against `compare_mask & stencil_value`
* stencil_value being the value stored in the stencil buffer.
* - `write-mask & reference` is what gets written if the test condition is fulfilled.
*
* This will modify the stencil state until another call to this function.
* If not specified before any draw-call, these states will be undefined.
*
* For more information see:
* https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkStencilOpState.html
*/
void state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask);
/**
* Bind a shader. Any following bind() or push_constant() call will use its interface.
*/
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).
* \note Capture reference to the framebuffer so it can be initialized later.
*/
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.
* IMPORTANT: Assumes material is compiled and can be used (no compilation error).
*/
void material_set(Manager &manager, GPUMaterial *material);
/**
* Record a draw call.
* \note Setting the count or first to -1 will use the values from the batch.
* \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
*/
void draw(GPUBatch *batch,
uint instance_len = -1,
uint vertex_len = -1,
uint vertex_first = -1,
ResourceHandle handle = {0},
uint custom_id = 0);
/**
* Shorter version for the common case.
* \note Implemented in derived class. Not a virtual function to avoid indirection.
*/
void draw(GPUBatch *batch, ResourceHandle handle, uint custom_id = 0);
/**
* Record a procedural draw call. Geometry is **NOT** source from a GPUBatch.
* \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
*/
void draw_procedural(GPUPrimType primitive,
uint instance_len,
uint vertex_len,
uint vertex_first = -1,
ResourceHandle handle = {0},
uint custom_id = 0);
/**
* Indirect variants.
* \note If needed, the resource id need to also be set accordingly in the DrawCommand.
*/
void draw_indirect(GPUBatch *batch,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle = {0});
void draw_procedural_indirect(GPUPrimType primitive,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle = {0});
/**
* Record a compute dispatch call.
*/
void dispatch(int2 group_len);
void dispatch(int3 group_len);
void dispatch(int3 *group_len);
void dispatch(StorageBuffer<DispatchCommand> &indirect_buffer);
/**
* Record a barrier call to synchronize arbitrary load/store operation between draw calls.
*/
void barrier(eGPUBarrier type);
/**
* Bind a shader resource.
*
* Reference versions are to be used when the resource might be resize / realloc or even change
* between the time it is referenced and the time it is dereferenced for drawing.
*
* IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
* still alive until pass submission.
*
* \note Variations using slot will not query a shader interface and can be used before
* binding a shader.
*/
void bind_image(const char *name, GPUTexture *image);
void bind_image(const char *name, GPUTexture **image);
void bind_image(int slot, GPUTexture *image);
void bind_image(int slot, GPUTexture **image);
void bind_texture(const char *name, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
void bind_texture(const char *name, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
void bind_texture(const char *name, GPUVertBuf *buffer);
void bind_texture(const char *name, GPUVertBuf **buffer);
void bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
void bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
void bind_texture(int slot, GPUVertBuf *buffer);
void bind_texture(int slot, GPUVertBuf **buffer);
void bind_ssbo(const char *name, GPUStorageBuf *buffer);
void bind_ssbo(const char *name, GPUStorageBuf **buffer);
void bind_ssbo(int slot, GPUStorageBuf *buffer);
void bind_ssbo(int slot, GPUStorageBuf **buffer);
void bind_ssbo(const char *name, GPUUniformBuf *buffer);
void bind_ssbo(const char *name, GPUUniformBuf **buffer);
void bind_ssbo(int slot, GPUUniformBuf *buffer);
void bind_ssbo(int slot, GPUUniformBuf **buffer);
void bind_ssbo(const char *name, GPUVertBuf *buffer);
void bind_ssbo(const char *name, GPUVertBuf **buffer);
void bind_ssbo(int slot, GPUVertBuf *buffer);
void bind_ssbo(int slot, GPUVertBuf **buffer);
void bind_ssbo(const char *name, GPUIndexBuf *buffer);
void bind_ssbo(const char *name, GPUIndexBuf **buffer);
void bind_ssbo(int slot, GPUIndexBuf *buffer);
void bind_ssbo(int slot, GPUIndexBuf **buffer);
void bind_ubo(const char *name, GPUUniformBuf *buffer);
void bind_ubo(const char *name, GPUUniformBuf **buffer);
void bind_ubo(int slot, GPUUniformBuf *buffer);
void bind_ubo(int slot, GPUUniformBuf **buffer);
/**
* Update a shader constant.
*
* Reference versions are to be used when the resource might change between the time it is
* referenced and the time it is dereferenced for drawing.
*
* IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
* still alive until pass submission.
*
* \note bool reference version is expected to take bool1 reference which is aliased to int.
*/
void push_constant(const char *name, const float &data);
void push_constant(const char *name, const float2 &data);
void push_constant(const char *name, const float3 &data);
void push_constant(const char *name, const float4 &data);
void push_constant(const char *name, const int &data);
void push_constant(const char *name, const int2 &data);
void push_constant(const char *name, const int3 &data);
void push_constant(const char *name, const int4 &data);
void push_constant(const char *name, const bool &data);
void push_constant(const char *name, const float4x4 &data);
void push_constant(const char *name, const float *data, int array_len = 1);
void push_constant(const char *name, const float2 *data, int array_len = 1);
void push_constant(const char *name, const float3 *data, int array_len = 1);
void push_constant(const char *name, const float4 *data, int array_len = 1);
void push_constant(const char *name, const int *data, int array_len = 1);
void push_constant(const char *name, const int2 *data, int array_len = 1);
void push_constant(const char *name, const int3 *data, int array_len = 1);
void push_constant(const char *name, const int4 *data, int array_len = 1);
void push_constant(const char *name, const float4x4 *data);
/**
* Turn the pass into a string for inspection.
*/
std::string serialize(std::string line_prefix = "") const;
friend std::ostream &operator<<(std::ostream &stream, const PassBase &pass)
{
return stream << pass.serialize();
}
protected:
/**
* Internal Helpers
*/
int push_constant_offset(const char *name);
void clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil);
GPUBatch *procedural_batch_get(GPUPrimType primitive);
/**
* Return a new command recorded with the given type.
*/
command::Undetermined &create_command(command::Type type);
void submit(command::RecordingState &state) const;
};
template<typename DrawCommandBufType> class Pass : public detail::PassBase<DrawCommandBufType> {
public:
using Sub = detail::PassBase<DrawCommandBufType>;
private:
/** Sub-passes referenced by headers. */
SubPassVector<detail::PassBase<DrawCommandBufType>> sub_passes_main_;
/** Draws are recorded as indirect draws for compatibility with the multi-draw pipeline. */
DrawCommandBufType draw_commands_buf_main_;
public:
Pass(const char *name)
: detail::PassBase<DrawCommandBufType>(name, draw_commands_buf_main_, sub_passes_main_){};
void init()
{
this->headers_.clear();
this->commands_.clear();
this->sub_passes_.clear();
this->draw_commands_buf_.clear();
}
}; // namespace blender::draw
} // namespace detail
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pass types
* \{ */
/**
* Normal pass type. No visibility or draw-call optimization.
*/
// using PassSimple = detail::Pass<DrawCommandBuf>;
/**
* Main pass type.
* Optimized for many draw calls and sub-pass.
*
* IMPORTANT: To be used only for passes containing lots of draw calls since it has a potentially
* high overhead due to batching and culling optimizations.
*/
// using PassMain = detail::Pass<DrawMultiBuf>;
/**
* Special pass type for rendering transparent objects.
* The base level can only be composed of sub passes that will be ordered by a sorting value.
*/
class PassSortable : public PassMain {
friend Manager;
private:
/** Sorting value associated with each sub pass. */
Vector<float> sorting_values_;
bool sorted_ = false;
public:
PassSortable(const char *name_) : PassMain(name_){};
void init()
{
sorting_values_.clear();
sorted_ = false;
PassMain::init();
}
PassMain::Sub &sub(const char *name, float sorting_value)
{
int64_t index = sub_passes_.append_and_get_index(
PassBase(name, draw_commands_buf_, sub_passes_, shader_));
headers_.append({Type::SubPass, uint(index)});
sorting_values_.append(sorting_value);
return sub_passes_[index];
}
std::string serialize(std::string line_prefix = "") const
{
if (sorted_ == false) {
const_cast<PassSortable *>(this)->sort();
}
return PassMain::serialize(line_prefix);
}
protected:
void sort()
{
if (sorted_ == false) {
std::sort(headers_.begin(), headers_.end(), [&](Header &a, Header &b) {
BLI_assert(a.type == Type::SubPass && b.type == Type::SubPass);
float a_val = sorting_values_[a.index];
float b_val = sorting_values_[b.index];
return a_val < b_val || (a_val == b_val && a.index < b.index);
});
sorted_ = true;
}
}
};
/** \} */
namespace detail {
/* -------------------------------------------------------------------- */
/** \name PassBase Implementation
* \{ */
template<class T> inline command::Undetermined &PassBase<T>::create_command(command::Type type)
{
int64_t index = commands_.append_and_get_index({});
headers_.append({type, uint(index)});
return commands_[index];
}
template<class T>
inline void PassBase<T>::clear(eGPUFrameBufferBits planes,
float4 color,
float depth,
uint8_t stencil)
{
create_command(command::Type::Clear).clear = {uint8_t(planes), stencil, depth, color};
}
template<class T> inline void PassBase<T>::clear_multi(Span<float4> colors)
{
create_command(command::Type::ClearMulti).clear_multi = {colors.data(),
static_cast<int>(colors.size())};
}
template<class T> inline GPUBatch *PassBase<T>::procedural_batch_get(GPUPrimType primitive)
{
switch (primitive) {
case GPU_PRIM_POINTS:
return drw_cache_procedural_points_get();
case GPU_PRIM_LINES:
return drw_cache_procedural_lines_get();
case GPU_PRIM_TRIS:
return drw_cache_procedural_triangles_get();
case GPU_PRIM_TRI_STRIP:
return drw_cache_procedural_triangle_strips_get();
default:
/* Add new one as needed. */
BLI_assert_unreachable();
return nullptr;
}
}
template<class T> inline PassBase<T> &PassBase<T>::sub(const char *name)
{
int64_t index = sub_passes_.append_and_get_index(
PassBase(name, draw_commands_buf_, sub_passes_, shader_));
headers_.append({command::Type::SubPass, uint(index)});
return sub_passes_[index];
}
template<class T> void PassBase<T>::submit(command::RecordingState &state) const
{
GPU_debug_group_begin(debug_name);
for (const command::Header &header : headers_) {
switch (header.type) {
default:
case Type::None:
break;
case Type::SubPass:
sub_passes_[header.index].submit(state);
break;
case command::Type::FramebufferBind:
commands_[header.index].framebuffer_bind.execute();
break;
case command::Type::ShaderBind:
commands_[header.index].shader_bind.execute(state);
break;
case command::Type::ResourceBind:
commands_[header.index].resource_bind.execute();
break;
case command::Type::PushConstant:
commands_[header.index].push_constant.execute(state);
break;
case command::Type::Draw:
commands_[header.index].draw.execute(state);
break;
case command::Type::DrawMulti:
commands_[header.index].draw_multi.execute(state);
break;
case command::Type::DrawIndirect:
commands_[header.index].draw_indirect.execute(state);
break;
case command::Type::Dispatch:
commands_[header.index].dispatch.execute(state);
break;
case command::Type::DispatchIndirect:
commands_[header.index].dispatch_indirect.execute(state);
break;
case command::Type::Barrier:
commands_[header.index].barrier.execute();
break;
case command::Type::Clear:
commands_[header.index].clear.execute();
break;
case command::Type::ClearMulti:
commands_[header.index].clear_multi.execute();
break;
case command::Type::StateSet:
commands_[header.index].state_set.execute(state);
break;
case command::Type::StencilSet:
commands_[header.index].stencil_set.execute();
break;
}
}
GPU_debug_group_end();
}
template<class T> std::string PassBase<T>::serialize(std::string line_prefix) const
{
std::stringstream ss;
ss << line_prefix << "." << debug_name << std::endl;
line_prefix += " ";
for (const command::Header &header : headers_) {
switch (header.type) {
default:
case Type::None:
break;
case Type::SubPass:
ss << sub_passes_[header.index].serialize(line_prefix);
break;
case Type::FramebufferBind:
ss << line_prefix << commands_[header.index].framebuffer_bind.serialize() << std::endl;
break;
case Type::ShaderBind:
ss << line_prefix << commands_[header.index].shader_bind.serialize() << std::endl;
break;
case Type::ResourceBind:
ss << line_prefix << commands_[header.index].resource_bind.serialize() << std::endl;
break;
case Type::PushConstant:
ss << line_prefix << commands_[header.index].push_constant.serialize() << std::endl;
break;
case Type::Draw:
ss << line_prefix << commands_[header.index].draw.serialize() << std::endl;
break;
case Type::DrawMulti:
ss << commands_[header.index].draw_multi.serialize(line_prefix);
break;
case Type::DrawIndirect:
ss << line_prefix << commands_[header.index].draw_indirect.serialize() << std::endl;
break;
case Type::Dispatch:
ss << line_prefix << commands_[header.index].dispatch.serialize() << std::endl;
break;
case Type::DispatchIndirect:
ss << line_prefix << commands_[header.index].dispatch_indirect.serialize() << std::endl;
break;
case Type::Barrier:
ss << line_prefix << commands_[header.index].barrier.serialize() << std::endl;
break;
case Type::Clear:
ss << line_prefix << commands_[header.index].clear.serialize() << std::endl;
break;
case Type::ClearMulti:
ss << line_prefix << commands_[header.index].clear_multi.serialize() << std::endl;
break;
case Type::StateSet:
ss << line_prefix << commands_[header.index].state_set.serialize() << std::endl;
break;
case Type::StencilSet:
ss << line_prefix << commands_[header.index].stencil_set.serialize() << std::endl;
break;
}
}
return ss.str();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw calls
* \{ */
template<class T>
inline void PassBase<T>::draw(GPUBatch *batch,
uint instance_len,
uint vertex_len,
uint vertex_first,
ResourceHandle handle,
uint custom_id)
{
if (instance_len == 0 || vertex_len == 0) {
return;
}
BLI_assert(shader_);
draw_commands_buf_.append_draw(
headers_, commands_, batch, instance_len, vertex_len, vertex_first, handle, custom_id);
}
template<class T>
inline void PassBase<T>::draw(GPUBatch *batch, ResourceHandle handle, uint custom_id)
{
this->draw(batch, -1, -1, -1, handle, custom_id);
}
template<class T>
inline void PassBase<T>::draw_procedural(GPUPrimType primitive,
uint instance_len,
uint vertex_len,
uint vertex_first,
ResourceHandle handle,
uint custom_id)
{
this->draw(
procedural_batch_get(primitive), instance_len, vertex_len, vertex_first, handle, custom_id);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Indirect draw calls
* \{ */
template<class T>
inline void PassBase<T>::draw_indirect(GPUBatch *batch,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle)
{
BLI_assert(shader_);
create_command(Type::DrawIndirect).draw_indirect = {batch, &indirect_buffer, handle};
}
template<class T>
inline void PassBase<T>::draw_procedural_indirect(
GPUPrimType primitive,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle)
{
this->draw_indirect(procedural_batch_get(primitive), indirect_buffer, handle);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Compute Dispatch Implementation
* \{ */
template<class T> inline void PassBase<T>::dispatch(int2 group_len)
{
BLI_assert(shader_);
create_command(Type::Dispatch).dispatch = {int3(group_len.x, group_len.y, 1)};
}
template<class T> inline void PassBase<T>::dispatch(int3 group_len)
{
BLI_assert(shader_);
create_command(Type::Dispatch).dispatch = {group_len};
}
template<class T> inline void PassBase<T>::dispatch(int3 *group_len)
{
BLI_assert(shader_);
create_command(Type::Dispatch).dispatch = {group_len};
}
template<class T>
inline void PassBase<T>::dispatch(StorageBuffer<DispatchCommand> &indirect_buffer)
{
BLI_assert(shader_);
create_command(Type::DispatchIndirect).dispatch_indirect = {&indirect_buffer};
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Implementation
* \{ */
template<class T> inline void PassBase<T>::clear_color(float4 color)
{
this->clear(GPU_COLOR_BIT, color, 0.0f, 0);
}
template<class T> inline void PassBase<T>::clear_depth(float depth)
{
this->clear(GPU_DEPTH_BIT, float4(0.0f), depth, 0);
}
template<class T> inline void PassBase<T>::clear_stencil(uint8_t stencil)
{
this->clear(GPU_STENCIL_BIT, float4(0.0f), 0.0f, stencil);
}
template<class T> inline void PassBase<T>::clear_depth_stencil(float depth, uint8_t stencil)
{
this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT, float4(0.0f), depth, stencil);
}
template<class T>
inline void PassBase<T>::clear_color_depth_stencil(float4 color, float depth, uint8_t stencil)
{
this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT | GPU_COLOR_BIT, color, depth, stencil);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Barrier Implementation
* \{ */
template<class T> inline void PassBase<T>::barrier(eGPUBarrier type)
{
create_command(Type::Barrier).barrier = {type};
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name State Implementation
* \{ */
template<class T> inline void PassBase<T>::state_set(DRWState state, int clip_plane_count)
{
/** \note This is for compatibility with the old clip plane API. */
if (clip_plane_count > 0) {
state |= DRW_STATE_CLIP_PLANES;
}
create_command(Type::StateSet).state_set = {state, clip_plane_count};
}
template<class T>
inline void PassBase<T>::state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)
{
create_command(Type::StencilSet).stencil_set = {write_mask, compare_mask, reference};
}
template<class T> inline void PassBase<T>::shader_set(GPUShader *shader)
{
shader_ = 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);
shader_set(GPU_pass_shader_get(gpupass));
/* Bind all textures needed by the material. */
ListBase textures = GPU_material_textures(material);
for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
if (tex->ima) {
/* Image */
ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
if (tex->tiled_mapping_name[0]) {
GPUTexture *tiles = BKE_image_get_gpu_tiles(tex->ima, iuser, nullptr);
manager.acquire_texture(tiles);
bind_texture(tex->sampler_name, tiles, (eGPUSamplerState)tex->sampler_state);
GPUTexture *tile_map = BKE_image_get_gpu_tilemap(tex->ima, iuser, nullptr);
manager.acquire_texture(tile_map);
bind_texture(tex->tiled_mapping_name, tile_map, (eGPUSamplerState)tex->sampler_state);
}
else {
GPUTexture *texture = BKE_image_get_gpu_texture(tex->ima, iuser, nullptr);
manager.acquire_texture(texture);
bind_texture(tex->sampler_name, texture, (eGPUSamplerState)tex->sampler_state);
}
}
else if (tex->colorband) {
/* Color Ramp */
bind_texture(tex->sampler_name, *tex->colorband);
}
}
GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material);
if (ubo != nullptr) {
bind_ubo(GPU_UBO_BLOCK_NAME, ubo);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Resource bind Implementation
* \{ */
template<class T> inline int PassBase<T>::push_constant_offset(const char *name)
{
return GPU_shader_get_uniform(shader_, name);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf *buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUUniformBuf *buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUUniformBuf **buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUVertBuf *buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUVertBuf **buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUIndexBuf *buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUIndexBuf **buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf *buffer)
{
this->bind_ubo(GPU_shader_get_ubo_binding(shader_, name), buffer);
}
template<class T>
inline void PassBase<T>::bind_texture(const char *name,
GPUTexture *texture,
eGPUSamplerState state)
{
this->bind_texture(GPU_shader_get_sampler_binding(shader_, name), texture, state);
}
template<class T> inline void PassBase<T>::bind_texture(const char *name, GPUVertBuf *buffer)
{
this->bind_texture(GPU_shader_get_sampler_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_texture(const char *name, GPUVertBuf **buffer)
{
this->bind_texture(GPU_shader_get_sampler_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture *image)
{
this->bind_image(GPU_shader_get_sampler_binding(shader_, name), image);
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUUniformBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {
slot, buffer, ResourceBind::Type::UniformAsStorageBuf};
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUUniformBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {
slot, buffer, ResourceBind::Type::UniformAsStorageBuf};
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUVertBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {
slot, buffer, ResourceBind::Type::VertexAsStorageBuf};
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUVertBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {
slot, buffer, ResourceBind::Type::VertexAsStorageBuf};
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUIndexBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {
slot, buffer, ResourceBind::Type::IndexAsStorageBuf};
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUIndexBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {
slot, buffer, ResourceBind::Type::IndexAsStorageBuf};
}
template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T>
inline void PassBase<T>::bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state)
{
create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
}
template<class T> inline void PassBase<T>::bind_texture(int slot, GPUVertBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T> inline void PassBase<T>::bind_texture(int slot, GPUVertBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture *image)
{
create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf **buffer)
{
this->bind_ssbo(GPU_shader_get_ssbo_binding(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf **buffer)
{
this->bind_ubo(GPU_shader_get_ubo_binding(shader_, name), buffer);
}
template<class T>
inline void PassBase<T>::bind_texture(const char *name,
GPUTexture **texture,
eGPUSamplerState state)
{
this->bind_texture(GPU_shader_get_sampler_binding(shader_, name), texture, state);
}
template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture **image)
{
this->bind_image(GPU_shader_get_sampler_binding(shader_, name), image);
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T>
inline void PassBase<T>::bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state)
{
create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
}
template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture **image)
{
create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Push Constant Implementation
* \{ */
template<class T> inline void PassBase<T>::push_constant(const char *name, const float &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float2 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float3 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float4 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int2 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int3 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int4 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const bool &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float2 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float3 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float4 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int2 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int3 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int4 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 *data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 &data)
{
/* WORKAROUND: Push 3 consecutive commands to hold the 64 bytes of the float4x4.
* This assumes that all commands are always stored in flat array of memory. */
Undetermined commands[3];
PushConstant &cmd = commands[0].push_constant;
cmd.location = push_constant_offset(name);
cmd.array_len = 1;
cmd.comp_len = 16;
cmd.type = PushConstant::Type::FloatValue;
/* Copy overrides the next 2 commands. We append them as Type::None to not evaluate them. */
*reinterpret_cast<float4x4 *>(&cmd.float4_value) = data;
create_command(Type::PushConstant) = commands[0];
create_command(Type::None) = commands[1];
create_command(Type::None) = commands[2];
}
/** \} */
} // namespace detail
} // namespace blender::draw