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blender-archive/source/blender/draw/intern/draw_manager.h
Clément Foucault fefc9c95e4 DRW: Opti: Replace bound tex/ubo tracking array by bitfields
release_texture_slots() and release_ubo_slots() were one hotspot when
drawing taking ~9% of total CPU counters for no reason.

This was because of the loops using GPU_max_textures that was overkill and
slow.

Replace those by a simple 64bit bitwise OR operation.
2019-04-05 21:15:25 +02:00

441 lines
12 KiB
C++

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
/* Private functions / structs of the draw manager */
#ifndef __DRAW_MANAGER_H__
#define __DRAW_MANAGER_H__
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BLI_linklist.h"
#include "BLI_threads.h"
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_uniformbuffer.h"
#include "GPU_viewport.h"
#include "draw_instance_data.h"
/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
#define USE_GPU_SELECT
#define DRW_DEBUG_USE_UNIFORM_NAME 0
#define DRW_UNIFORM_BUFFER_NAME 64
#define DRW_UNIFORM_BUFFER_NAME_INC 1024
/* ------------ Profiling --------------- */
#define USE_PROFILE
#ifdef USE_PROFILE
# include "PIL_time.h"
# define PROFILE_TIMER_FALLOFF 0.04
# define PROFILE_START(time_start) \
double time_start = PIL_check_seconds_timer();
# define PROFILE_END_ACCUM(time_accum, time_start) { \
time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
} ((void)0)
/* exp average */
# define PROFILE_END_UPDATE(time_update, time_start) { \
double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
(_time_delta * PROFILE_TIMER_FALLOFF); \
} ((void)0)
#else /* USE_PROFILE */
# define PROFILE_START(time_start) ((void)0)
# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
#endif /* USE_PROFILE */
/* ------------ Data Structure --------------- */
/**
* Data structure containing all drawcalls organized by passes and materials.
* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
* > DRWUniform
*/
/* Used by DRWCallState.flag */
enum {
DRW_CALL_CULLED = (1 << 0),
DRW_CALL_NEGSCALE = (1 << 1),
DRW_CALL_BYPASS_CULLING = (1 << 2),
};
/* Used by DRWCallState.matflag */
enum {
DRW_CALL_MODELINVERSE = (1 << 0),
DRW_CALL_MODELVIEW = (1 << 1),
DRW_CALL_MODELVIEWINVERSE = (1 << 2),
DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
DRW_CALL_NORMALVIEW = (1 << 4),
DRW_CALL_NORMALVIEWINVERSE = (1 << 5),
DRW_CALL_NORMALWORLD = (1 << 6),
DRW_CALL_ORCOTEXFAC = (1 << 7),
DRW_CALL_EYEVEC = (1 << 8),
DRW_CALL_OBJECTINFO = (1 << 9),
};
typedef struct DRWCallState {
DRWCallVisibilityFn *visibility_cb;
void *user_data;
uchar flag;
uchar cache_id; /* Compared with DST.state_cache_id to see if matrices are still valid. */
uint16_t matflag; /* Which matrices to compute. */
/* Culling: Using Bounding Sphere for now for faster culling.
* Not ideal for planes. */
BoundSphere bsphere;
/* Matrices */
float model[4][4];
float modelinverse[4][4];
float modelview[4][4];
float modelviewinverse[4][4];
float modelviewprojection[4][4];
float normalview[3][3];
float normalviewinverse[3][3];
float normalworld[3][3]; /* Not view dependent */
float orcotexfac[2][3]; /* Not view dependent */
float objectinfo[2];
float eyevec[3];
} DRWCallState;
typedef enum {
/** A single batch. */
DRW_CALL_SINGLE,
/** Like single but only draw a range of vertices/indices. */
DRW_CALL_RANGE,
/** Draw instances without any instancing attributes. */
DRW_CALL_INSTANCES,
/** Uses a callback to draw with any number of batches. */
DRW_CALL_GENERATE,
/** Generate a drawcall without any #GPUBatch. */
DRW_CALL_PROCEDURAL,
} DRWCallType;
typedef struct DRWCall {
struct DRWCall *next;
DRWCallState *state;
union {
struct { /* type == DRW_CALL_SINGLE */
GPUBatch *geometry;
short ma_index;
} single;
struct { /* type == DRW_CALL_RANGE */
GPUBatch *geometry;
uint start, count;
} range;
struct { /* type == DRW_CALL_INSTANCES */
GPUBatch *geometry;
/* Count can be adjusted between redraw. If needed, we can add fixed count. */
uint *count;
} instances;
struct { /* type == DRW_CALL_GENERATE */
DRWCallGenerateFn *geometry_fn;
void *user_data;
} generate;
struct { /* type == DRW_CALL_PROCEDURAL */
uint vert_count;
GPUPrimType prim_type;
} procedural;
};
DRWCallType type;
#ifdef USE_GPU_SELECT
int select_id;
#endif
} DRWCall;
/* Used by DRWUniform.type */
typedef enum {
DRW_UNIFORM_BOOL,
DRW_UNIFORM_BOOL_COPY,
DRW_UNIFORM_SHORT_TO_INT,
DRW_UNIFORM_SHORT_TO_FLOAT,
DRW_UNIFORM_INT,
DRW_UNIFORM_INT_COPY,
DRW_UNIFORM_FLOAT,
DRW_UNIFORM_FLOAT_COPY,
DRW_UNIFORM_TEXTURE,
DRW_UNIFORM_TEXTURE_PERSIST,
DRW_UNIFORM_TEXTURE_REF,
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_PERSIST
} DRWUniformType;
struct DRWUniform {
DRWUniform *next; /* single-linked list */
union {
/* For reference or array/vector types. */
const void *pvalue;
/* Single values. */
float fvalue;
int ivalue;
};
int name_ofs; /* name offset in name buffer. */
int location;
char type; /* DRWUniformType */
char length; /* cannot be more than 16 */
char arraysize; /* cannot be more than 16 too */
};
typedef enum {
DRW_SHG_NORMAL,
DRW_SHG_POINT_BATCH,
DRW_SHG_LINE_BATCH,
DRW_SHG_TRIANGLE_BATCH,
DRW_SHG_INSTANCE,
DRW_SHG_INSTANCE_EXTERNAL,
DRW_SHG_FEEDBACK_TRANSFORM,
} DRWShadingGroupType;
struct DRWShadingGroup {
DRWShadingGroup *next;
GPUShader *shader; /* Shader to bind */
DRWUniform *uniforms; /* Uniforms pointers */
/* Watch this! Can be nasty for debugging. */
union {
struct { /* DRW_SHG_NORMAL */
DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
} calls;
struct { /* DRW_SHG_FEEDBACK_TRANSFORM */
DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
struct GPUVertBuf *tfeedback_target; /* Transform Feedback target. */
};
struct { /* DRW_SHG_***_BATCH */
struct GPUBatch *batch_geom; /* Result of call batching */
struct GPUVertBuf *batch_vbo;
uint primitive_count;
};
struct { /* DRW_SHG_INSTANCE[_EXTERNAL] */
struct GPUBatch *instance_geom;
struct GPUVertBuf *instance_vbo;
uint instance_count;
float instance_orcofac[2][3]; /* TODO find a better place. */
};
};
DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
uint stencil_mask; /* Stencil mask to use for stencil test / write operations */
DRWShadingGroupType type;
/* Builtin matrices locations */
int model;
int modelinverse;
int modelview;
int modelviewinverse;
int modelviewprojection;
int normalview;
int normalviewinverse;
int normalworld;
int orcotexfac;
int eye;
int callid;
int objectinfo;
uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
DRWPass *pass_parent; /* backlink to pass we're in */
#ifndef NDEBUG
char attrs_count;
#endif
#ifdef USE_GPU_SELECT
GPUVertBuf *inst_selectid;
int override_selectid; /* Override for single object instances. */
#endif
};
#define MAX_PASS_NAME 32
struct DRWPass {
/* Linked list */
struct {
DRWShadingGroup *first;
DRWShadingGroup *last;
} shgroups;
DRWState state;
char name[MAX_PASS_NAME];
};
typedef struct ViewUboStorage {
DRWMatrixState matstate;
float viewcamtexcofac[4];
float clipplanes[2][4];
} ViewUboStorage;
/* ------------- DRAW DEBUG ------------ */
typedef struct DRWDebugLine {
struct DRWDebugLine *next; /* linked list */
float pos[2][3];
float color[4];
} DRWDebugLine;
typedef struct DRWDebugSphere {
struct DRWDebugSphere *next; /* linked list */
float mat[4][4];
float color[4];
} DRWDebugSphere;
/* ------------- DRAW MANAGER ------------ */
#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
typedef struct DRWManager {
/* TODO clean up this struct a bit */
/* Cache generation */
ViewportMemoryPool *vmempool;
DRWInstanceDataList *idatalist;
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* State of the object being evaluated if already allocated. */
DRWCallState *ob_state;
uchar state_cache_id; /* Could be larger but 254 view changes is already a lot! */
struct DupliObject *dupli_source;
struct Object *dupli_parent;
/* Rendering state */
GPUShader *shader;
/* Managed by `DRW_state_set`, `DRW_state_reset` */
DRWState state;
DRWState state_lock;
uint stencil_mask;
/* Per viewport */
GPUViewport *viewport;
struct GPUFrameBuffer *default_framebuffer;
float size[2];
float inv_size[2];
float screenvecs[2][3];
float pixsize;
GLenum backface, frontface;
struct {
uint is_select : 1;
uint is_depth : 1;
uint is_image_render : 1;
uint is_scene_render : 1;
uint draw_background : 1;
uint draw_text : 1;
} options;
/* Current rendering context */
DRWContextState draw_ctx;
/* Convenience pointer to text_store owned by the viewport */
struct DRWTextStore **text_store_p;
ListBase enabled_engines; /* RenderEngineType */
bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
/* View dependent uniforms. */
DRWMatrixState original_mat; /* Original rv3d matrices. */
int override_mat; /* Bitflag of which matrices are overridden. */
int clip_planes_len; /* Number of active clipplanes. */
bool dirty_mat;
/* keep in sync with viewBlock */
ViewUboStorage view_data;
struct {
float frustum_planes[6][4];
BoundBox frustum_corners;
BoundSphere frustum_bsphere;
bool updated;
} clipping;
#ifdef USE_GPU_SELECT
uint select_id;
#endif
/* ---------- Nothing after this point is cleared after use ----------- */
/* gl_context serves as the offset for clearing only
* the top portion of the struct so DO NOT MOVE IT! */
void *gl_context; /* Unique ghost context used by the draw manager. */
GPUContext *gpu_context;
TicketMutex *gl_context_mutex; /* Mutex to lock the drw manager and avoid concurrent context usage. */
/** GPU Resource State: Memory storage between drawing. */
struct {
/* High end GPUs supports up to 32 binds per shader stage.
* We only use textures during the vertex and fragment stage,
* so 2 * 32 slots is a nice limit. */
GPUTexture *bound_texs[DST_MAX_SLOTS];
uint64_t bound_tex_slots;
uint64_t bound_tex_slots_persist;
GPUUniformBuffer *bound_ubos[DST_MAX_SLOTS];
uint64_t bound_ubo_slots;
uint64_t bound_ubo_slots_persist;
} RST;
struct {
/* TODO(fclem) optimize: use chunks. */
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;
struct {
char *buffer;
uint buffer_len;
uint buffer_ofs;
} uniform_names;
} DRWManager;
extern DRWManager DST; /* TODO : get rid of this and allow multithreaded rendering */
/* --------------- FUNCTIONS ------------- */
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
void *drw_viewport_engine_data_ensure(void *engine_type);
void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
void drw_batch_cache_generate_requested(struct Object *ob);
extern struct GPUVertFormat *g_pos_format;
#endif /* __DRAW_MANAGER_H__ */