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blender-archive/source/blender/gpu/intern/gpu_batch.c
Clément Foucault 5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00

677 lines
19 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_batch.c
* \ingroup gpu
*
* GPU geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "gpu_batch_private.h"
#include "gpu_context_private.h"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
#include <stdlib.h>
#include <string.h>
static void batch_update_program_bindings(GPUBatch *batch, uint v_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);
}
}
free(batch->dynamic_vaos.interfaces);
free(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_create_ex(
GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
uint owns_flag)
{
GPUBatch *batch = calloc(1, sizeof(GPUBatch));
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;
}
batch->inst = NULL;
batch->elem = elem;
batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
batch->phase = GPU_BATCH_READY_TO_DRAW;
batch->is_dynamic_vao_count = false;
batch->owns_flag = owns_flag;
batch->free_callback = NULL;
}
/* This will share the VBOs with the new batch. */
GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src)
{
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
batch->gl_prim_type = batch_src->gl_prim_type;
for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
batch->verts[v] = batch_src->verts[v];
}
return batch;
}
void GPU_batch_discard(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);
}
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);
if (batch->free_callback) {
batch->free_callback(batch, batch->callback_data);
}
free(batch);
}
void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data)
{
batch->free_callback = callback;
batch->callback_data = user_data;
}
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 != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) {
GPU_vertbuf_discard(batch->inst);
}
batch->inst = inst;
if (own_vbo) {
batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES;
}
else {
batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES;
}
}
/* 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 */
assert(verts->vertex_len == batch->verts[0]->vertex_len);
#endif
batch->verts[v] = verts;
/* TODO: mark dirty so we can keep attrib 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 = calloc(batch->dynamic_vaos.count, sizeof(GPUShaderInterface *));
batch->dynamic_vaos.vao_ids = calloc(batch->dynamic_vaos.count, sizeof(GLuint));
}
}
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 = realloc(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count);
batch->dynamic_vaos.vao_ids = realloc(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
memset(batch->dynamic_vaos.interfaces + i, 0, sizeof(GPUShaderInterface *) * GPU_BATCH_VAO_DYN_ALLOC_COUNT);
memset(batch->dynamic_vaos.vao_ids + i, 0, sizeof(GLuint) * GPU_BATCH_VAO_DYN_ALLOC_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_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
#if TRUST_NO_ONE
assert(glIsProgram(shaderface->program));
assert(batch->program_in_use == 0);
#endif
batch->interface = shaderface;
batch->program = program;
batch->vao_id = batch_vao_get(batch);
}
void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
GPU_batch_program_set_no_use(batch, program, shaderface);
GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
}
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,
uint v_first, const bool use_instancing)
{
const GPUVertFormat *format = &verts->format;
const uint attr_len = format->attr_len;
const uint stride = format->stride;
GPU_vertbuf_use(verts);
for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
const GPUVertAttr *a = format->attribs + a_idx;
const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride;
for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]);
if (input == NULL) continue;
if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
#if TRUST_NO_ONE
assert(a->fetch_mode == GPU_FETCH_FLOAT);
assert(a->gl_comp_type == GL_FLOAT);
#endif
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, a->gl_comp_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, a->gl_comp_type, GL_FALSE, stride, pointer);
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
break;
case GPU_FETCH_INT:
glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
break;
}
}
}
}
}
static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
}
if (batch->inst) {
create_bindings(batch->inst, batch->interface, v_first, true);
}
if (batch->elem) {
GPU_indexbuf_use(batch->elem);
}
}
void GPU_batch_program_use_begin(GPUBatch *batch)
{
/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
* the GL context's active program. use_program doesn't mark other programs as "not used". */
/* TODO: make not fragile (somehow) */
if (!batch->program_in_use) {
glUseProgram(batch->program);
batch->program_in_use = true;
}
}
void GPU_batch_program_use_end(GPUBatch *batch)
{
if (batch->program_in_use) {
#if PROGRAM_NO_OPTI
glUseProgram(0);
#endif
batch->program_in_use = false;
}
}
#if TRUST_NO_ONE
# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); assert(uniform);
#else
# define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
#endif
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1ui(uniform->location, value);
}
void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1i(uniform->location, value);
}
void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value)
{
GET_UNIFORM
glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
}
void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w)
{
GET_UNIFORM
glUniform4f(uniform->location, x, y, z, w);
}
void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
}
void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
void GPU_batch_uniform_2fv_array(GPUBatch *batch, const char *name, const int len, const float *data)
{
GET_UNIFORM
glUniform2fv(uniform->location, len, data);
}
void GPU_batch_uniform_4fv_array(GPUBatch *batch, const char *name, const int len, const float *data)
{
GET_UNIFORM
glUniform4fv(uniform->location, len, data);
}
void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4])
{
GET_UNIFORM
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
}
static void primitive_restart_enable(const GPUIndexBuf *el)
{
// TODO(fclem) Replace by GL_PRIMITIVE_RESTART_FIXED_INDEX when we have ogl 4.3
glEnable(GL_PRIMITIVE_RESTART);
GLuint restart_index = (GLuint)0xFFFFFFFF;
#if GPU_TRACK_INDEX_RANGE
if (el->index_type == GPU_INDEX_U8)
restart_index = (GLuint)0xFF;
else if (el->index_type == GPU_INDEX_U16)
restart_index = (GLuint)0xFFFF;
#endif
glPrimitiveRestartIndex(restart_index);
}
static void primitive_restart_disable(void)
{
glDisable(GL_PRIMITIVE_RESTART);
}
void GPU_batch_draw(GPUBatch *batch)
{
#if TRUST_NO_ONE
assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
assert(batch->verts[0]->vbo_id != 0);
#endif
GPU_batch_program_use_begin(batch);
GPU_matrix_bind(batch->interface); // external call.
GPU_batch_draw_range_ex(batch, 0, 0, false);
GPU_batch_program_use_end(batch);
}
void GPU_batch_draw_range_ex(GPUBatch *batch, int v_first, int v_count, bool force_instance)
{
#if TRUST_NO_ONE
assert(!(force_instance && (batch->inst == NULL)) || v_count > 0); // we cannot infer length if force_instance
#endif
const bool do_instance = (force_instance || batch->inst);
// If using offset drawing, use the default VAO and redo bindings.
if (v_first != 0 && (do_instance || batch->elem)) {
glBindVertexArray(GPU_vao_default());
batch_update_program_bindings(batch, v_first);
}
else {
glBindVertexArray(batch->vao_id);
}
if (do_instance) {
/* Infer length if vertex count is not given */
if (v_count == 0) {
v_count = batch->inst->vertex_len;
}
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
}
#if GPU_TRACK_INDEX_RANGE
glDrawElementsInstancedBaseVertex(batch->gl_prim_type,
el->index_len,
el->gl_index_type,
0,
v_count,
el->base_index);
#else
glDrawElementsInstanced(batch->gl_prim_type, el->index_len, GL_UNSIGNED_INT, 0, v_count);
#endif
if (el->use_prim_restart) {
primitive_restart_disable();
}
}
else {
glDrawArraysInstanced(batch->gl_prim_type, 0, batch->verts[0]->vertex_len, v_count);
}
}
else {
/* Infer length if vertex count is not given */
if (v_count == 0) {
v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
}
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
if (el->use_prim_restart) {
primitive_restart_enable(el);
}
#if GPU_TRACK_INDEX_RANGE
if (el->base_index) {
glDrawRangeElementsBaseVertex(
batch->gl_prim_type,
el->min_index,
el->max_index,
v_count,
el->gl_index_type,
0,
el->base_index);
}
else {
glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, 0);
}
#else
glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, 0);
#endif
if (el->use_prim_restart) {
primitive_restart_disable();
}
}
else {
glDrawArrays(batch->gl_prim_type, v_first, v_count);
}
}
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging. */
// glBindVertexArray(0);
}
/* 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(GPUBatch *batch, GPUBuiltinShader shader_id)
{
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
GPU_batch_program_set(batch, shader->program, shader->interface);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit
* \{ */
void gpu_batch_init(void)
{
gpu_batch_presets_init();
}
void gpu_batch_exit(void)
{
gpu_batch_presets_exit();
}
/** \} */