This does not include all the struct and type renaming. Only files were renamed. gwn_batch.c/h was fusioned with GPU_batch.c/h gwn_immediate.c/h was fusioned with GPU_immediate.c/h gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
200 lines
7.2 KiB
C++
200 lines
7.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/gwn_batch.h
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* \ingroup gpu
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*
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* Gawain geometry batch
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* Contains VAOs + VBOs + Shader representing a drawable entity.
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*/
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#ifndef __GWN_BATCH_H__
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#define __GWN_BATCH_H__
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#include "GPU_vertex_buffer.h"
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#include "GPU_element.h"
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#include "GPU_shader_interface.h"
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#include "GPU_shader.h"
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typedef enum {
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GWN_BATCH_READY_TO_FORMAT,
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GWN_BATCH_READY_TO_BUILD,
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GWN_BATCH_BUILDING,
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GWN_BATCH_READY_TO_DRAW
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} Gwn_BatchPhase;
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#define GWN_BATCH_VBO_MAX_LEN 3
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#define GWN_BATCH_VAO_STATIC_LEN 3
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#define GWN_BATCH_VAO_DYN_ALLOC_COUNT 16
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typedef struct Gwn_Batch {
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/* geometry */
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Gwn_VertBuf* verts[GWN_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */
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Gwn_VertBuf* inst; /* instance attribs */
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Gwn_IndexBuf* elem; /* NULL if element list not needed */
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uint32_t gl_prim_type;
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/* cached values (avoid dereferencing later) */
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uint32_t vao_id;
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uint32_t program;
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const struct Gwn_ShaderInterface* interface;
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/* book-keeping */
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uint owns_flag;
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struct Gwn_Context *context; /* used to free all vaos. this implies all vaos were created under the same context. */
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Gwn_BatchPhase phase;
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bool program_in_use;
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/* Vao management: remembers all geometry state (vertex attrib bindings & element buffer)
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* for each shader interface. Start with a static number of vaos and fallback to dynamic count
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* if necessary. Once a batch goes dynamic it does not go back. */
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bool is_dynamic_vao_count;
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union {
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/* Static handle count */
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struct {
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const struct Gwn_ShaderInterface* interfaces[GWN_BATCH_VAO_STATIC_LEN];
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uint32_t vao_ids[GWN_BATCH_VAO_STATIC_LEN];
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} static_vaos;
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/* Dynamic handle count */
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struct {
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uint count;
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const struct Gwn_ShaderInterface** interfaces;
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uint32_t* vao_ids;
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} dynamic_vaos;
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};
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/* XXX This is the only solution if we want to have some data structure using
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* batches as key to identify nodes. We must destroy these nodes with this callback. */
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void (*free_callback)(struct Gwn_Batch*, void*);
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void* callback_data;
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} Gwn_Batch;
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enum {
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GWN_BATCH_OWNS_VBO = (1 << 0),
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/* each vbo index gets bit-shifted */
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GWN_BATCH_OWNS_INSTANCES = (1 << 30),
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GWN_BATCH_OWNS_INDEX = (1 << 31),
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};
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Gwn_Batch* GWN_batch_create_ex(Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag);
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void GWN_batch_init_ex(Gwn_Batch*, Gwn_PrimType, Gwn_VertBuf*, Gwn_IndexBuf*, uint owns_flag);
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Gwn_Batch* GWN_batch_duplicate(Gwn_Batch* batch_src);
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#define GWN_batch_create(prim, verts, elem) \
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GWN_batch_create_ex(prim, verts, elem, 0)
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#define GWN_batch_init(batch, prim, verts, elem) \
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GWN_batch_init_ex(batch, prim, verts, elem, 0)
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void GWN_batch_discard(Gwn_Batch*); /* verts & elem are not discarded */
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void gwn_batch_vao_cache_clear(Gwn_Batch*);
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void GWN_batch_callback_free_set(Gwn_Batch*, void (*callback)(Gwn_Batch*, void*), void*);
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void GWN_batch_instbuf_set(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo); /* Instancing */
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int GWN_batch_vertbuf_add_ex(Gwn_Batch*, Gwn_VertBuf*, bool own_vbo);
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#define GWN_batch_vertbuf_add(batch, verts) \
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GWN_batch_vertbuf_add_ex(batch, verts, false)
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void GWN_batch_program_set_no_use(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*);
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void GWN_batch_program_set(Gwn_Batch*, uint32_t program, const Gwn_ShaderInterface*);
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void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id);
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/* Entire batch draws with one shader program, but can be redrawn later with another program. */
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/* Vertex shader's inputs must be compatible with the batch's vertex format. */
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void GWN_batch_program_use_begin(Gwn_Batch*); /* call before Batch_Uniform (temp hack?) */
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void GWN_batch_program_use_end(Gwn_Batch*);
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void GWN_batch_uniform_1ui(Gwn_Batch*, const char* name, int value);
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void GWN_batch_uniform_1i(Gwn_Batch*, const char* name, int value);
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void GWN_batch_uniform_1b(Gwn_Batch*, const char* name, bool value);
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void GWN_batch_uniform_1f(Gwn_Batch*, const char* name, float value);
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void GWN_batch_uniform_2f(Gwn_Batch*, const char* name, float x, float y);
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void GWN_batch_uniform_3f(Gwn_Batch*, const char* name, float x, float y, float z);
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void GWN_batch_uniform_4f(Gwn_Batch*, const char* name, float x, float y, float z, float w);
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void GWN_batch_uniform_2fv(Gwn_Batch*, const char* name, const float data[2]);
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void GWN_batch_uniform_3fv(Gwn_Batch*, const char* name, const float data[3]);
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void GWN_batch_uniform_4fv(Gwn_Batch*, const char* name, const float data[4]);
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void GWN_batch_uniform_2fv_array(Gwn_Batch*, const char* name, int len, const float *data);
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void GWN_batch_uniform_4fv_array(Gwn_Batch*, const char* name, int len, const float *data);
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void GWN_batch_uniform_mat4(Gwn_Batch*, const char* name, const float data[4][4]);
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void GWN_batch_draw(Gwn_Batch*);
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/* This does not bind/unbind shader and does not call GPU_matrix_bind() */
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void GWN_batch_draw_range_ex(Gwn_Batch*, int v_first, int v_count, bool force_instance);
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/* Does not even need batch */
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void GWN_draw_primitive(Gwn_PrimType, int v_count);
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#if 0 /* future plans */
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/* Can multiple batches share a Gwn_VertBuf? Use ref count? */
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/* We often need a batch with its own data, to be created and discarded together. */
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/* WithOwn variants reduce number of system allocations. */
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typedef struct BatchWithOwnVertexBuffer {
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Gwn_Batch batch;
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Gwn_VertBuf verts; /* link batch.verts to this */
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} BatchWithOwnVertexBuffer;
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typedef struct BatchWithOwnElementList {
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Gwn_Batch batch;
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Gwn_IndexBuf elem; /* link batch.elem to this */
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} BatchWithOwnElementList;
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typedef struct BatchWithOwnVertexBufferAndElementList {
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Gwn_Batch batch;
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Gwn_IndexBuf elem; /* link batch.elem to this */
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Gwn_VertBuf verts; /* link batch.verts to this */
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} BatchWithOwnVertexBufferAndElementList;
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Gwn_Batch* create_BatchWithOwnVertexBuffer(Gwn_PrimType, Gwn_VertFormat*, uint v_len, Gwn_IndexBuf*);
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Gwn_Batch* create_BatchWithOwnElementList(Gwn_PrimType, Gwn_VertBuf*, uint prim_len);
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Gwn_Batch* create_BatchWithOwnVertexBufferAndElementList(Gwn_PrimType, Gwn_VertFormat*, uint v_len, uint prim_len);
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/* verts: shared, own */
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/* elem: none, shared, own */
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Gwn_Batch* create_BatchInGeneral(Gwn_PrimType, VertexBufferStuff, ElementListStuff);
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#endif /* future plans */
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void gpu_batch_init(void);
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void gpu_batch_exit(void);
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/* Macros */
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#define GWN_BATCH_DISCARD_SAFE(batch) do { \
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if (batch != NULL) { \
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GWN_batch_discard(batch); \
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batch = NULL; \
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} \
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} while (0)
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#endif /* __GWN_BATCH_H__ */
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