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blender-archive/source/blender/draw/intern/draw_manager_exec.c

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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
*/
#include "draw_manager.h"
#include "BLI_math_bits.h"
#include "BLI_memblock.h"
#include "BKE_global.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "intern/gpu_shader_private.h"
#include "intern/gpu_primitive_private.h"
#ifdef USE_GPU_SELECT
# include "GPU_select.h"
#endif
#ifdef USE_GPU_SELECT
void DRW_select_load_id(uint id)
{
BLI_assert(G.f & G_FLAG_PICKSEL);
DST.select_id = id;
}
#endif
#define DEBUG_UBO_BINDING
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
void drw_state_set(DRWState state)
{
if (DST.state == state) {
return;
}
#define CHANGED_TO(f) \
((DST.state_lock & (f)) ? \
0 : \
(((DST.state & (f)) ? ((state & (f)) ? 0 : -1) : ((state & (f)) ? 1 : 0))))
#define CHANGED_ANY(f) (((DST.state & (f)) != (state & (f))) && ((DST.state_lock & (f)) == 0))
#define CHANGED_ANY_STORE_VAR(f, enabled) \
(((DST.state & (f)) != (enabled = (state & (f)))) && (((DST.state_lock & (f)) == 0)))
/* Depth Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
if (test == 1) {
glDepthMask(GL_TRUE);
}
else {
glDepthMask(GL_FALSE);
}
}
}
/* Color Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
if (test == 1) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
}
}
/* Raster Discard */
{
if (CHANGED_ANY(DRW_STATE_RASTERIZER_ENABLED)) {
if ((state & DRW_STATE_RASTERIZER_ENABLED) != 0) {
glDisable(GL_RASTERIZER_DISCARD);
}
else {
glEnable(GL_RASTERIZER_DISCARD);
}
}
}
/* Cull */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT, test)) {
if (test) {
glEnable(GL_CULL_FACE);
if ((state & DRW_STATE_CULL_BACK) != 0) {
glCullFace(GL_BACK);
}
else if ((state & DRW_STATE_CULL_FRONT) != 0) {
glCullFace(GL_FRONT);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_CULL_FACE);
}
}
}
/* Depth Test */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL |
DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER |
DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_DEPTH_ALWAYS,
test)) {
if (test) {
glEnable(GL_DEPTH_TEST);
if (state & DRW_STATE_DEPTH_LESS) {
glDepthFunc(GL_LESS);
}
else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
glDepthFunc(GL_LEQUAL);
}
else if (state & DRW_STATE_DEPTH_EQUAL) {
glDepthFunc(GL_EQUAL);
}
else if (state & DRW_STATE_DEPTH_GREATER) {
glDepthFunc(GL_GREATER);
}
else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
glDepthFunc(GL_GEQUAL);
}
else if (state & DRW_STATE_DEPTH_ALWAYS) {
glDepthFunc(GL_ALWAYS);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_DEPTH_TEST);
}
}
}
/* Wire Width */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WIRE_SMOOTH))) {
if (test == 1) {
GPU_line_width(2.0f);
GPU_line_smooth(true);
}
else {
GPU_line_width(1.0f);
GPU_line_smooth(false);
}
}
}
/* Blending (all buffer) */
{
int test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_BLEND_ALPHA | DRW_STATE_BLEND_ALPHA_PREMUL |
DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_MUL |
DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_OIT |
DRW_STATE_BLEND_ALPHA_UNDER_PREMUL,
test)) {
if (test) {
glEnable(GL_BLEND);
if ((state & DRW_STATE_BLEND_ALPHA) != 0) {
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA, /* RGB */
GL_ONE,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ALPHA_UNDER_PREMUL) != 0) {
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
}
else if ((state & DRW_STATE_BLEND_ALPHA_PREMUL) != 0) {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((state & DRW_STATE_BLEND_MUL) != 0) {
glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
else if ((state & DRW_STATE_BLEND_OIT) != 0) {
glBlendFuncSeparate(GL_ONE,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ADD) != 0) {
/* Do not let alpha accumulate but premult the source RGB by it. */
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ADD_FULL) != 0) {
/* Let alpha accumulate. */
glBlendFunc(GL_ONE, GL_ONE);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
}
}
}
/* Clip Planes */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
if (test == 1) {
for (int i = 0; i < DST.view_active->clip_planes_len; ++i) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
}
else {
for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
}
}
/* Stencil */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS |
DRW_STATE_WRITE_STENCIL_SHADOW_FAIL | DRW_STATE_STENCIL_EQUAL |
DRW_STATE_STENCIL_NEQUAL,
test)) {
if (test) {
glEnable(GL_STENCIL_TEST);
/* Stencil Write */
if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilMask(0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) != 0) {
glStencilMask(0xFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
}
else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) != 0) {
glStencilMask(0xFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
}
/* Stencil Test */
else if ((state & (DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)) != 0) {
glStencilMask(0x00); /* disable write */
DST.stencil_mask = STENCIL_UNDEFINED;
}
else {
BLI_assert(0);
}
}
else {
/* disable write & test */
DST.stencil_mask = 0;
glStencilMask(0x00);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glDisable(GL_STENCIL_TEST);
}
}
}
/* Provoking Vertex */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_FIRST_VERTEX_CONVENTION))) {
if (test == 1) {
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
}
else {
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
}
}
}
#undef CHANGED_TO
#undef CHANGED_ANY
#undef CHANGED_ANY_STORE_VAR
DST.state = state;
}
static void drw_stencil_set(uint mask)
{
if (DST.stencil_mask != mask) {
DST.stencil_mask = mask;
/* Stencil Write */
if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilFunc(GL_ALWAYS, mask, 0xFF);
}
/* Stencil Test */
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilFunc(GL_EQUAL, mask, 0xFF);
}
else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
glStencilFunc(GL_NOTEQUAL, mask, 0xFF);
}
}
}
/* Reset state to not interfer with other UI drawcall */
void DRW_state_reset_ex(DRWState state)
{
DST.state = ~state;
drw_state_set(state);
}
/**
* Use with care, intended so selection code can override passes depth settings,
* which is important for selection to work properly.
*
* Should be set in main draw loop, cleared afterwards
*/
void DRW_state_lock(DRWState state)
{
DST.state_lock = state;
}
void DRW_state_reset(void)
{
DRW_state_reset_ex(DRW_STATE_DEFAULT);
GPU_point_size(5);
GPU_program_point_size(true);
/* Reset blending function */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Culling (DRW_culling)
* \{ */
static bool draw_call_is_culled(DRWCall *call, DRWView *view)
{
return (call->state->culling->mask & view->culling_mask) != 0;
}
/* Set active view for rendering. */
void DRW_view_set_active(DRWView *view)
{
DST.view_active = (view) ? view : DST.view_default;
}
/* Return True if the given BoundSphere intersect the current view frustum */
static bool draw_culling_sphere_test(const BoundSphere *frustum_bsphere,
const float (*frustum_planes)[4],
const BoundSphere *bsphere)
{
/* Bypass test if radius is negative. */
if (bsphere->radius < 0.0f) {
return true;
}
/* Do a rough test first: Sphere VS Sphere intersect. */
float center_dist_sq = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
float radius_sum = bsphere->radius + frustum_bsphere->radius;
if (center_dist_sq > SQUARE(radius_sum)) {
return false;
}
/* TODO we could test against the inscribed sphere of the frustum to early out positively. */
/* Test against the 6 frustum planes. */
/* TODO order planes with sides first then far then near clip. Should be better culling
* heuristic when sculpting. */
for (int p = 0; p < 6; p++) {
float dist = plane_point_side_v3(frustum_planes[p], bsphere->center);
if (dist < -bsphere->radius) {
return false;
}
}
return true;
}
static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundBox *bbox)
{
/* 6 view frustum planes */
for (int p = 0; p < 6; p++) {
/* 8 box vertices. */
for (int v = 0; v < 8; v++) {
float dist = plane_point_side_v3(frustum_planes[p], bbox->vec[v]);
if (dist > 0.0f) {
/* At least one point in front of this plane.
* Go to next plane. */
break;
}
else if (v == 7) {
/* 8 points behind this plane. */
return false;
}
}
}
return true;
}
static bool draw_culling_plane_test(const BoundBox *corners, const float plane[4])
{
/* Test against the 8 frustum corners. */
for (int c = 0; c < 8; c++) {
float dist = plane_point_side_v3(plane, corners->vec[c]);
if (dist < 0.0f) {
return true;
}
}
return false;
}
/* Return True if the given BoundSphere intersect the current view frustum.
* bsphere must be in world space. */
bool DRW_culling_sphere_test(const DRWView *view, const BoundSphere *bsphere)
{
view = view ? view : DST.view_default;
return draw_culling_sphere_test(&view->frustum_bsphere, view->frustum_planes, bsphere);
}
/* Return True if the given BoundBox intersect the current view frustum.
* bbox must be in world space. */
bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox)
{
view = view ? view : DST.view_default;
return draw_culling_box_test(view->frustum_planes, bbox);
}
/* Return True if the view frustum is inside or intersect the given plane.
* plane must be in world space. */
bool DRW_culling_plane_test(const DRWView *view, const float plane[4])
{
view = view ? view : DST.view_default;
return draw_culling_plane_test(&view->frustum_corners, plane);
}
void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners)
{
view = view ? view : DST.view_default;
*corners = view->frustum_corners;
}
void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4])
{
view = view ? view : DST.view_default;
memcpy(planes, view->frustum_planes, sizeof(float) * 6 * 4);
}
static void draw_compute_culling(DRWView *view)
{
view = view->parent ? view->parent : view;
/* TODO(fclem) multithread this. */
/* TODO(fclem) compute all dirty views at once. */
if (!view->is_dirty) {
return;
}
BLI_memblock_iter iter;
BLI_memblock_iternew(DST.vmempool->cullstates, &iter);
DRWCullingState *cull;
while ((cull = BLI_memblock_iterstep(&iter))) {
if (cull->bsphere.radius < 0.0) {
cull->mask = 0;
}
else {
bool culled = !draw_culling_sphere_test(
&view->frustum_bsphere, view->frustum_planes, &cull->bsphere);
#ifdef DRW_DEBUG_CULLING
if (G.debug_value != 0) {
if (culled) {
DRW_debug_sphere(
cull->bsphere.center, cull->bsphere.radius, (const float[4]){1, 0, 0, 1});
}
else {
DRW_debug_sphere(
cull->bsphere.center, cull->bsphere.radius, (const float[4]){0, 1, 0, 1});
}
}
#endif
if (view->visibility_fn) {
culled = !view->visibility_fn(!culled, cull->user_data);
}
SET_FLAG_FROM_TEST(cull->mask, culled, view->culling_mask);
}
}
view->is_dirty = false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw (DRW_draw)
* \{ */
static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
{
BLI_assert(call);
DRWCallState *state = call->state;
if (shgroup->model != -1) {
GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)state->model);
}
if (shgroup->modelinverse != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
}
if (shgroup->objectinfo != -1) {
float infos[4];
infos[0] = state->ob_index;
// infos[1]; /* UNUSED. */
infos[2] = state->ob_random;
infos[3] = (state->flag & DRW_CALL_NEGSCALE) ? -1.0f : 1.0f;
GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)infos);
}
if (shgroup->orcotexfac != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
}
/* Still supported for compatibility with gpu_shader_* but should be forbidden
* and is slow (since it does not cache the result). */
if (shgroup->modelviewprojection != -1) {
float mvp[4][4];
mul_m4_m4m4(mvp, DST.view_active->storage.persmat, state->model);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)mvp);
}
}
BLI_INLINE void draw_geometry_execute(DRWShadingGroup *shgroup,
GPUBatch *geom,
uint vert_first,
uint vert_count,
uint inst_first,
uint inst_count)
{
/* bind vertex array */
if (DST.batch != geom) {
DST.batch = geom;
GPU_batch_program_set_no_use(
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
GPU_batch_bind(geom);
}
/* XXX hacking gawain. we don't want to call glUseProgram! (huge performance loss) */
geom->program_in_use = true;
GPU_batch_draw_advanced(geom, vert_first, vert_count, inst_first, inst_count);
geom->program_in_use = false; /* XXX hacking gawain */
}
enum {
BIND_NONE = 0,
BIND_TEMP = 1, /* Release slot after this shading group. */
BIND_PERSIST = 2, /* Release slot only after the next shader change. */
};
static void set_bound_flags(uint64_t *slots, uint64_t *persist_slots, int slot_idx, char bind_type)
{
uint64_t slot = 1llu << (unsigned long)slot_idx;
*slots |= slot;
if (bind_type == BIND_PERSIST) {
*persist_slots |= slot;
}
}
static int get_empty_slot_index(uint64_t slots)
{
uint64_t empty_slots = ~slots;
/* Find first empty slot using bitscan. */
if (empty_slots != 0) {
if ((empty_slots & 0xFFFFFFFFlu) != 0) {
return (int)bitscan_forward_uint(empty_slots);
}
else {
return (int)bitscan_forward_uint(empty_slots >> 32) + 32;
}
}
else {
/* Greater than GPU_max_textures() */
return 99999;
}
}
static void bind_texture(GPUTexture *tex, char bind_type)
{
int idx = GPU_texture_bound_number(tex);
if (idx == -1) {
/* Texture isn't bound yet. Find an empty slot and bind it. */
idx = get_empty_slot_index(DST.RST.bound_tex_slots);
if (idx < GPU_max_textures()) {
GPUTexture **gpu_tex_slot = &DST.RST.bound_texs[idx];
/* Unbind any previous texture. */
if (*gpu_tex_slot != NULL) {
GPU_texture_unbind(*gpu_tex_slot);
}
GPU_texture_bind(tex, idx);
*gpu_tex_slot = tex;
}
else {
printf("Not enough texture slots! Reduce number of textures used by your shader.\n");
return;
}
}
else {
/* This texture slot was released but the tex
* is still bound. Just flag the slot again. */
BLI_assert(DST.RST.bound_texs[idx] == tex);
}
set_bound_flags(&DST.RST.bound_tex_slots, &DST.RST.bound_tex_slots_persist, idx, bind_type);
}
static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
{
int idx = GPU_uniformbuffer_bindpoint(ubo);
if (idx == -1) {
/* UBO isn't bound yet. Find an empty slot and bind it. */
idx = get_empty_slot_index(DST.RST.bound_ubo_slots);
if (idx < GPU_max_ubo_binds()) {
GPUUniformBuffer **gpu_ubo_slot = &DST.RST.bound_ubos[idx];
/* Unbind any previous UBO. */
if (*gpu_ubo_slot != NULL) {
GPU_uniformbuffer_unbind(*gpu_ubo_slot);
}
GPU_uniformbuffer_bind(ubo, idx);
*gpu_ubo_slot = ubo;
}
else {
/* printf so user can report bad behavior */
printf("Not enough ubo slots! This should not happen!\n");
/* This is not depending on user input.
* It is our responsibility to make sure there is enough slots. */
BLI_assert(0);
return;
}
}
else {
/* This UBO slot was released but the UBO is
* still bound here. Just flag the slot again. */
BLI_assert(DST.RST.bound_ubos[idx] == ubo);
}
set_bound_flags(&DST.RST.bound_ubo_slots, &DST.RST.bound_ubo_slots_persist, idx, bind_type);
}
#ifndef NDEBUG
/**
* Opengl specification is strict on buffer binding.
*
* " If any active uniform block is not backed by a
* sufficiently large buffer object, the results of shader
* execution are undefined, and may result in GL interruption or
* termination. " - Opengl 3.3 Core Specification
*
* For now we only check if the binding is correct. Not the size of
* the bound ubo.
*
* See T55475.
* */
static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
{
bool valid = true;
# ifdef DEBUG_UBO_BINDING
/* Check that all active uniform blocks have a non-zero buffer bound. */
GLint program = 0;
GLint active_blocks = 0;
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &active_blocks);
for (uint i = 0; i < active_blocks; ++i) {
int binding = 0;
int buffer = 0;
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_BINDING, &binding);
glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, binding, &buffer);
if (buffer == 0) {
char blockname[64];
glGetActiveUniformBlockName(program, i, sizeof(blockname), NULL, blockname);
if (valid) {
printf("Trying to draw with missing UBO binding.\n");
valid = false;
}
printf("Pass : %s, Shader : %s, Block : %s\n",
shgroup->pass_parent->name,
shgroup->shader->name,
blockname);
}
}
# endif
return valid;
}
#endif
static void release_texture_slots(bool with_persist)
{
if (with_persist) {
DST.RST.bound_tex_slots = 0;
DST.RST.bound_tex_slots_persist = 0;
}
else {
DST.RST.bound_tex_slots &= DST.RST.bound_tex_slots_persist;
}
}
static void release_ubo_slots(bool with_persist)
{
if (with_persist) {
DST.RST.bound_ubo_slots = 0;
DST.RST.bound_ubo_slots_persist = 0;
}
else {
DST.RST.bound_ubo_slots &= DST.RST.bound_ubo_slots_persist;
}
}
static void draw_update_uniforms(DRWShadingGroup *shgroup)
{
for (DRWUniform *uni = shgroup->uniforms; uni; uni = uni->next) {
GPUTexture *tex;
GPUUniformBuffer *ubo;
if (uni->location == -2) {
uni->location = GPU_shader_get_uniform_ensure(shgroup->shader,
DST.uniform_names.buffer + uni->name_ofs);
if (uni->location == -1) {
continue;
}
}
const void *data = uni->pvalue;
if (ELEM(uni->type, DRW_UNIFORM_INT_COPY, DRW_UNIFORM_FLOAT_COPY)) {
data = uni->fvalue;
}
switch (uni->type) {
case DRW_UNIFORM_INT_COPY:
case DRW_UNIFORM_INT:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
break;
case DRW_UNIFORM_FLOAT_COPY:
case DRW_UNIFORM_FLOAT:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
break;
case DRW_UNIFORM_TEXTURE:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_PERSIST:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_PERSIST);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_REF:
tex = *((GPUTexture **)uni->pvalue);
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_BLOCK:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_TEMP);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_BLOCK_PERSIST:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_PERSIST);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
}
}
BLI_assert(ubo_bindings_validate(shgroup));
}
BLI_INLINE bool draw_select_do_call(DRWShadingGroup *shgroup, DRWCall *call)
{
#ifdef USE_GPU_SELECT
if ((G.f & G_FLAG_PICKSEL) == 0) {
return false;
}
if (call->inst_selectid != NULL) {
const bool is_instancing = (call->inst_count != 0);
uint start = 0;
uint count = 1;
uint tot = is_instancing ? call->inst_count : call->vert_count;
/* Hack : get vbo data without actually drawing. */
GPUVertBufRaw raw;
GPU_vertbuf_attr_get_raw_data(call->inst_selectid, 0, &raw);
int *select_id = GPU_vertbuf_raw_step(&raw);
/* Batching */
if (!is_instancing) {
/* FIXME: Meh a bit nasty. */
if (call->batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_TRIS)) {
count = 3;
}
else if (call->batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_LINES)) {
count = 2;
}
}
while (start < tot) {
GPU_select_load_id(select_id[start]);
if (is_instancing) {
draw_geometry_execute(shgroup, call->batch, 0, 0, start, count);
}
else {
draw_geometry_execute(shgroup, call->batch, start, count, 0, 0);
}
start += count;
}
return true;
}
else {
GPU_select_load_id(call->select_id);
return false;
}
#else
return false;
#endif
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
{
BLI_assert(shgroup->shader);
const bool shader_changed = (DST.shader != shgroup->shader);
bool use_tfeedback = false;
if (shader_changed) {
if (DST.shader) {
GPU_shader_unbind();
}
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
DST.batch = NULL;
}
if (shgroup->tfeedback_target != NULL) {
use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
shgroup->tfeedback_target->vbo_id);
}
release_ubo_slots(shader_changed);
release_texture_slots(shader_changed);
drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
drw_stencil_set(shgroup->stencil_mask);
draw_update_uniforms(shgroup);
/* Rendering Calls */
{
bool prev_neg_scale = false;
int callid = 0;
for (DRWCall *call = shgroup->calls.first; call; call = call->next) {
if (draw_call_is_culled(call, DST.view_active)) {
continue;
}
/* XXX small exception/optimisation for outline rendering. */
if (shgroup->callid != -1) {
GPU_shader_uniform_vector_int(shgroup->shader, shgroup->callid, 1, 1, &callid);
callid += 1;
}
/* Negative scale objects */
bool neg_scale = call->state->flag & DRW_CALL_NEGSCALE;
if (neg_scale != prev_neg_scale) {
glFrontFace((neg_scale) ? GL_CW : GL_CCW);
prev_neg_scale = neg_scale;
}
draw_geometry_prepare(shgroup, call);
if (draw_select_do_call(shgroup, call)) {
continue;
}
draw_geometry_execute(
shgroup, call->batch, call->vert_first, call->vert_count, 0, call->inst_count);
}
/* Reset state */
glFrontFace(GL_CCW);
}
if (use_tfeedback) {
GPU_shader_transform_feedback_disable(shgroup->shader);
}
}
static void drw_update_view(void)
{
/* TODO(fclem) update a big UBO and only bind ranges here. */
DRW_uniformbuffer_update(G_draw.view_ubo, &DST.view_active->storage);
/* TODO get rid of this. */
DST.view_storage_cpy = DST.view_active->storage;
draw_compute_culling(DST.view_active);
}
static void drw_draw_pass_ex(DRWPass *pass,
DRWShadingGroup *start_group,
DRWShadingGroup *end_group)
{
if (start_group == NULL) {
return;
}
DST.shader = NULL;
BLI_assert(DST.buffer_finish_called &&
"DRW_render_instance_buffer_finish had not been called before drawing");
if (DST.view_previous != DST.view_active || DST.view_active->is_dirty) {
drw_update_view();
DST.view_active->is_dirty = false;
DST.view_previous = DST.view_active;
}
/* GPU_framebuffer_clear calls can change the state outside the DRW module.
* Force reset the affected states to avoid problems later. */
drw_state_set(DST.state | DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
drw_state_set(pass->state);
DRW_stats_query_start(pass->name);
for (DRWShadingGroup *shgroup = start_group; shgroup; shgroup = shgroup->next) {
draw_shgroup(shgroup, pass->state);
/* break if upper limit */
if (shgroup == end_group) {
break;
}
}
/* Clear Bound textures */
for (int i = 0; i < DST_MAX_SLOTS; i++) {
if (DST.RST.bound_texs[i] != NULL) {
GPU_texture_unbind(DST.RST.bound_texs[i]);
DST.RST.bound_texs[i] = NULL;
}
}
/* Clear Bound Ubos */
for (int i = 0; i < DST_MAX_SLOTS; i++) {
if (DST.RST.bound_ubos[i] != NULL) {
GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
DST.RST.bound_ubos[i] = NULL;
}
}
if (DST.shader) {
GPU_shader_unbind();
DST.shader = NULL;
}
/* HACK: Rasterized discard can affect clear commands which are not
* part of a DRWPass (as of now). So disable rasterized discard here
* if it has been enabled. */
if ((DST.state & DRW_STATE_RASTERIZER_ENABLED) == 0) {
drw_state_set((DST.state & ~DRW_STATE_RASTERIZER_ENABLED) | DRW_STATE_DEFAULT);
}
DRW_stats_query_end();
}
void DRW_draw_pass(DRWPass *pass)
{
drw_draw_pass_ex(pass, pass->shgroups.first, pass->shgroups.last);
}
/* Draw only a subset of shgroups. Used in special situations as grease pencil strokes */
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
{
drw_draw_pass_ex(pass, start_group, end_group);
}
/** \} */