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blender-archive/source/blender/gpu/intern/gpu_viewport.c
2019-03-20 18:25:27 +11:00

635 lines
17 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.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* System that manages viewport drawing.
*/
#include <string.h>
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_mempool.h"
#include "BIF_gl.h"
#include "DNA_vec_types.h"
#include "DNA_userdef_types.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "GPU_draw.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
static const int default_fbl_len = (sizeof(DefaultFramebufferList)) / sizeof(void *);
static const int default_txl_len = (sizeof(DefaultTextureList)) / sizeof(void *);
/* Maximum number of simultaneous engine enabled at the same time.
* Setting it lower than the real number will do lead to
* higher VRAM usage due to sub-efficient buffer reuse. */
#define MAX_ENGINE_BUFFER_SHARING 5
typedef struct ViewportTempTexture {
struct ViewportTempTexture *next, *prev;
void *user[MAX_ENGINE_BUFFER_SHARING];
GPUTexture *texture;
} ViewportTempTexture;
struct GPUViewport {
int size[2];
int samples;
int flag;
ListBase data; /* ViewportEngineData wrapped in LinkData */
uint data_hash; /* If hash mismatch we free all ViewportEngineData in this viewport */
DefaultFramebufferList *fbl;
DefaultTextureList *txl;
ViewportMemoryPool vmempool; /* Used for rendering data structure. */
struct DRWInstanceDataList *idatalist; /* Used for rendering data structure. */
ListBase tex_pool; /* ViewportTempTexture list : Temporary textures shared across draw engines */
/* Profiling data */
double cache_time;
};
enum {
DO_UPDATE = (1 << 0),
};
static void gpu_viewport_buffers_free(FramebufferList *fbl, int fbl_len, TextureList *txl, int txl_len);
static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
static void gpu_viewport_passes_free(PassList *psl, int psl_len);
static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
static void gpu_viewport_default_fb_create(GPUViewport *viewport);
void GPU_viewport_tag_update(GPUViewport *viewport)
{
viewport->flag |= DO_UPDATE;
}
bool GPU_viewport_do_update(GPUViewport *viewport)
{
bool ret = (viewport->flag & DO_UPDATE);
viewport->flag &= ~DO_UPDATE;
return ret;
}
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList");
viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList");
viewport->idatalist = DRW_instance_data_list_create();
viewport->size[0] = viewport->size[1] = -1;
return viewport;
}
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
{
GPUViewport *viewport = GPU_viewport_create();
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
if (GPU_texture_samples(color)) {
viewport->txl->multisample_color = color;
viewport->txl->multisample_depth = depth;
viewport->fbl->multisample_fb = fb;
gpu_viewport_default_fb_create(viewport);
}
else {
viewport->fbl->default_fb = fb;
viewport->txl->color = color;
viewport->txl->depth = depth;
GPU_framebuffer_ensure_config(&viewport->fbl->color_only_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(viewport->txl->color)
});
GPU_framebuffer_ensure_config(&viewport->fbl->depth_only_fb, {
GPU_ATTACHMENT_TEXTURE(viewport->txl->depth),
GPU_ATTACHMENT_NONE
});
}
return viewport;
}
/**
* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
*/
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
if (dfbl->multisample_fb) {
/* GPUViewport expect the final result to be in default_fb but
* GPUOffscreen wants it in its multisample_fb, so we sync it back. */
GPU_framebuffer_blit(dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT);
dfbl->multisample_fb = NULL;
dtxl->multisample_color = NULL;
dtxl->multisample_depth = NULL;
}
else {
viewport->fbl->default_fb = NULL;
dtxl->color = NULL;
dtxl->depth = NULL;
}
}
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
{
LinkData *ld = MEM_callocN(sizeof(LinkData), "LinkData");
ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData");
int fbl_len, txl_len, psl_len, stl_len;
DRW_engine_viewport_data_size_get(engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
data->engine_type = engine_type;
data->fbl = MEM_callocN((sizeof(void *) * fbl_len) + sizeof(FramebufferList), "FramebufferList");
data->txl = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList), "TextureList");
data->psl = MEM_callocN((sizeof(void *) * psl_len) + sizeof(PassList), "PassList");
data->stl = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList), "StorageList");
ld->data = data;
BLI_addtail(&viewport->data, ld);
return data;
}
static void gpu_viewport_engines_data_free(GPUViewport *viewport)
{
int fbl_len, txl_len, psl_len, stl_len;
LinkData *next;
for (LinkData *link = viewport->data.first; link; link = next) {
next = link->next;
ViewportEngineData *data = link->data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
gpu_viewport_passes_free(data->psl, psl_len);
gpu_viewport_storage_free(data->stl, stl_len);
MEM_freeN(data->fbl);
MEM_freeN(data->txl);
MEM_freeN(data->psl);
MEM_freeN(data->stl);
/* We could handle this in the DRW module */
if (data->text_draw_cache) {
extern void DRW_text_cache_destroy(struct DRWTextStore *dt);
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = NULL;
}
MEM_freeN(data);
BLI_remlink(&viewport->data, link);
MEM_freeN(link);
}
gpu_viewport_texture_pool_free(viewport);
}
void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type)
{
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *vdata = link->data;
if (vdata->engine_type == engine_type) {
return vdata;
}
}
return NULL;
}
ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport)
{
return &viewport->vmempool;
}
struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport)
{
return viewport->idatalist;
}
void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport)
{
return viewport->fbl;
}
void *GPU_viewport_texture_list_get(GPUViewport *viewport)
{
return viewport->txl;
}
void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
{
size[0] = viewport->size[0];
size[1] = viewport->size[1];
}
/**
* Special case, this is needed for when we have a viewport without a frame-buffer output
* (occlusion queries for eg) but still need to set the size since it may be used for other calculations.
*/
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
{
viewport->size[0] = size[0];
viewport->size[1] = size[1];
}
double *GPU_viewport_cache_time_get(GPUViewport *viewport)
{
return &viewport->cache_time;
}
/**
* Try to find a texture corresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
*/
GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int format)
{
GPUTexture *tex;
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
if ((GPU_texture_format(tmp_tex->texture) == format) &&
(GPU_texture_width(tmp_tex->texture) == width) &&
(GPU_texture_height(tmp_tex->texture) == height))
{
/* Search if the engine is not already using this texture */
for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
if (tmp_tex->user[i] == engine) {
break;
}
if (tmp_tex->user[i] == NULL) {
tmp_tex->user[i] = engine;
return tmp_tex->texture;
}
}
}
}
tex = GPU_texture_create_2d(width, height, format, NULL, NULL);
GPU_texture_bind(tex, 0);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex);
GPU_texture_filter_mode(tex, do_filter);
GPU_texture_unbind(tex);
ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture");
tmp_tex->texture = tex;
tmp_tex->user[0] = engine;
BLI_addtail(&viewport->tex_pool, tmp_tex);
return tex;
}
static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport)
{
ViewportTempTexture *tmp_tex_next;
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) {
tmp_tex_next = tmp_tex->next;
bool no_user = true;
for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
if (tmp_tex->user[i] != NULL) {
tmp_tex->user[i] = NULL;
no_user = false;
}
}
if (no_user) {
GPU_texture_free(tmp_tex->texture);
BLI_freelinkN(&viewport->tex_pool, tmp_tex);
}
}
}
static void gpu_viewport_texture_pool_free(GPUViewport *viewport)
{
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
GPU_texture_free(tmp_tex->texture);
}
BLI_freelistN(&viewport->tex_pool);
}
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, uint hash)
{
bool dirty = false;
if (viewport->data_hash != hash) {
gpu_viewport_engines_data_free(viewport);
dirty = true;
}
viewport->data_hash = hash;
return dirty;
}
void GPU_viewport_cache_release(GPUViewport *viewport)
{
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *data = link->data;
int psl_len;
DRW_engine_viewport_data_size_get(data->engine_type, NULL, NULL, &psl_len, NULL);
gpu_viewport_passes_free(data->psl, psl_len);
}
}
static void gpu_viewport_default_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
bool ok = true;
dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA8, NULL, NULL);
dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
if (!(dtxl->depth && dtxl->color)) {
ok = false;
goto cleanup;
}
GPU_framebuffer_ensure_config(&dfbl->default_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color)
});
GPU_framebuffer_ensure_config(&dfbl->depth_only_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_NONE
});
GPU_framebuffer_ensure_config(&dfbl->color_only_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color)
});
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
int samples = viewport->samples;
bool ok = true;
dtxl->multisample_color = GPU_texture_create_2d_multisample(size[0], size[1], GPU_RGBA8, NULL, samples, NULL);
dtxl->multisample_depth = GPU_texture_create_2d_multisample(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
if (!(dtxl->multisample_depth && dtxl->multisample_color)) {
ok = false;
goto cleanup;
}
GPU_framebuffer_ensure_config(&dfbl->multisample_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_depth),
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_color)
});
ok = ok && GPU_framebuffer_check_valid(dfbl->multisample_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
int fbl_len, txl_len;
/* add one pixel because of scissor test */
int rect_w = BLI_rcti_size_x(rect) + 1;
int rect_h = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (dfbl->default_fb) {
if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) {
gpu_viewport_buffers_free(
(FramebufferList *)viewport->fbl, default_fbl_len,
(TextureList *)viewport->txl, default_txl_len);
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *data = link->data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL);
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
}
gpu_viewport_texture_pool_free(viewport);
}
}
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
viewport->samples = U.ogl_multisamples;
gpu_viewport_texture_pool_clear_users(viewport);
/* Multisample Buffer */
if (viewport->samples > 0) {
if (!dfbl->default_fb) {
gpu_viewport_default_multisample_fb_create(viewport);
}
}
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport);
}
}
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb == NULL)
return;
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
BLI_assert(w == BLI_rcti_size_x(rect) + 1);
BLI_assert(h == BLI_rcti_size_y(rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
float x1 = rect->xmin;
float x2 = rect->xmin + w;
float y1 = rect->ymin;
float y2 = rect->ymin + h;
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
GPU_texture_bind(color, 0);
glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
GPU_texture_unbind(color);
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb) {
DefaultTextureList *dtxl = viewport->txl;
return dtxl->color;
}
return NULL;
}
static void gpu_viewport_buffers_free(
FramebufferList *fbl, int fbl_len,
TextureList *txl, int txl_len)
{
for (int i = 0; i < fbl_len; i++) {
GPUFrameBuffer *fb = fbl->framebuffers[i];
if (fb) {
GPU_framebuffer_free(fb);
fbl->framebuffers[i] = NULL;
}
}
for (int i = 0; i < txl_len; i++) {
GPUTexture *tex = txl->textures[i];
if (tex) {
GPU_texture_free(tex);
txl->textures[i] = NULL;
}
}
}
static void gpu_viewport_storage_free(StorageList *stl, int stl_len)
{
for (int i = 0; i < stl_len; i++) {
void *storage = stl->storage[i];
if (storage) {
MEM_freeN(storage);
stl->storage[i] = NULL;
}
}
}
static void gpu_viewport_passes_free(PassList *psl, int psl_len)
{
for (int i = 0; i < psl_len; i++) {
struct DRWPass *pass = psl->passes[i];
if (pass) {
DRW_pass_free(pass);
psl->passes[i] = NULL;
}
}
}
/* Must be executed inside Drawmanager Opengl Context. */
void GPU_viewport_free(GPUViewport *viewport)
{
gpu_viewport_engines_data_free(viewport);
gpu_viewport_buffers_free(
(FramebufferList *)viewport->fbl, default_fbl_len,
(TextureList *)viewport->txl, default_txl_len);
gpu_viewport_texture_pool_free(viewport);
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
if (viewport->vmempool.calls != NULL) {
BLI_mempool_destroy(viewport->vmempool.calls);
}
if (viewport->vmempool.states != NULL) {
BLI_mempool_destroy(viewport->vmempool.states);
}
if (viewport->vmempool.shgroups != NULL) {
BLI_mempool_destroy(viewport->vmempool.shgroups);
}
if (viewport->vmempool.uniforms != NULL) {
BLI_mempool_destroy(viewport->vmempool.uniforms);
}
if (viewport->vmempool.passes != NULL) {
BLI_mempool_destroy(viewport->vmempool.passes);
}
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);
MEM_freeN(viewport);
}