696 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			696 lines
		
	
	
		
			19 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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| 
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| /** \file blender/gpu/intern/gpu_batch.c
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|  *  \ingroup gpu
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|  *
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|  * GPU geometry batch
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|  * Contains VAOs + VBOs + Shader representing a drawable entity.
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|  */
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "GPU_batch.h"
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| #include "GPU_batch_presets.h"
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| #include "GPU_matrix.h"
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| #include "GPU_shader.h"
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| 
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| #include "gpu_batch_private.h"
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| #include "gpu_context_private.h"
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| #include "gpu_primitive_private.h"
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| #include "gpu_shader_private.h"
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| 
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| #include <stdlib.h>
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| #include <string.h>
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| 
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| static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
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| 
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| void GPU_batch_vao_cache_clear(GPUBatch *batch)
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| {
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| 	if (batch->context == NULL) {
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| 		return;
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| 	}
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| 	if (batch->is_dynamic_vao_count) {
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| 		for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
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| 			if (batch->dynamic_vaos.vao_ids[i]) {
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| 				GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
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| 			}
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| 			if (batch->dynamic_vaos.interfaces[i]) {
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| 				GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
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| 			}
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| 		}
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| 		MEM_freeN(batch->dynamic_vaos.interfaces);
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| 		MEM_freeN(batch->dynamic_vaos.vao_ids);
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| 	}
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| 	else {
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| 		for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
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| 			if (batch->static_vaos.vao_ids[i]) {
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| 				GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context);
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| 			}
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| 			if (batch->static_vaos.interfaces[i]) {
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| 				GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[i], batch);
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| 			}
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| 		}
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| 	}
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| 	batch->is_dynamic_vao_count = false;
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| 	for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
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| 		batch->static_vaos.vao_ids[i] = 0;
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| 		batch->static_vaos.interfaces[i] = NULL;
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| 	}
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| 	gpu_context_remove_batch(batch->context, batch);
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| 	batch->context = NULL;
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| }
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| 
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| GPUBatch *GPU_batch_create_ex(
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|         GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
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|         uint owns_flag)
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| {
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| 	GPUBatch *batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch");
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| 	GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
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| 	return batch;
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| }
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| 
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| void GPU_batch_init_ex(
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|         GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem,
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|         uint owns_flag)
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| {
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| #if TRUST_NO_ONE
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| 	assert(verts != NULL);
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| #endif
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| 
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| 	batch->verts[0] = verts;
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| 	for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
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| 		batch->verts[v] = NULL;
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| 	}
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| 	batch->inst = NULL;
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| 	batch->elem = elem;
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| 	batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
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| 	batch->phase = GPU_BATCH_READY_TO_DRAW;
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| 	batch->is_dynamic_vao_count = false;
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| 	batch->owns_flag = owns_flag;
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| 	batch->free_callback = NULL;
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| }
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| 
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| /* This will share the VBOs with the new batch. */
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| void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src)
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| {
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| 	GPU_batch_init_ex(batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
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| 
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| 	batch_dst->gl_prim_type = batch_src->gl_prim_type;
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| 	for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
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| 		batch_dst->verts[v] = batch_src->verts[v];
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| 	}
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| }
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| 
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| void GPU_batch_clear(GPUBatch *batch)
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| {
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| 	if (batch->free_callback) {
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| 		batch->free_callback(batch, batch->callback_data);
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| 	}
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| 
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| 	if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) {
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| 		GPU_indexbuf_discard(batch->elem);
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| 	}
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| 	if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) {
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| 		GPU_vertbuf_discard(batch->inst);
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| 	}
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| 	if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) {
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| 		for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
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| 			if (batch->verts[v] == NULL) {
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| 				break;
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| 			}
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| 			if (batch->owns_flag & (1 << v)) {
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| 				GPU_vertbuf_discard(batch->verts[v]);
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| 			}
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| 		}
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| 	}
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| 	GPU_batch_vao_cache_clear(batch);
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| }
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| 
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| void GPU_batch_discard(GPUBatch *batch)
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| {
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| 	GPU_batch_clear(batch);
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| 	MEM_freeN(batch);
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| }
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| 
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| void GPU_batch_callback_free_set(GPUBatch *batch, void (*callback)(GPUBatch *, void *), void *user_data)
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| {
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| 	batch->free_callback = callback;
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| 	batch->callback_data = user_data;
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| }
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| 
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| void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
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| {
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| #if TRUST_NO_ONE
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| 	assert(inst != NULL);
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| #endif
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| 	/* redo the bindings */
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| 	GPU_batch_vao_cache_clear(batch);
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| 
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| 	if (batch->inst != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) {
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| 		GPU_vertbuf_discard(batch->inst);
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| 	}
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| 	batch->inst = inst;
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| 
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| 	if (own_vbo) {
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| 		batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES;
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| 	}
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| 	else {
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| 		batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES;
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| 	}
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| }
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| 
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| /* Returns the index of verts in the batch. */
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| int GPU_batch_vertbuf_add_ex(
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|         GPUBatch *batch, GPUVertBuf *verts,
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|         bool own_vbo)
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| {
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| 	/* redo the bindings */
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| 	GPU_batch_vao_cache_clear(batch);
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| 
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| 	for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
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| 		if (batch->verts[v] == NULL) {
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| #if TRUST_NO_ONE
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| 			/* for now all VertexBuffers must have same vertex_len */
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| 			assert(verts->vertex_len == batch->verts[0]->vertex_len);
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| #endif
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| 			batch->verts[v] = verts;
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| 			/* TODO: mark dirty so we can keep attrib bindings up-to-date */
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| 			if (own_vbo)
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| 				batch->owns_flag |= (1 << v);
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| 			return v;
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| 		}
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| 	}
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| 
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| 	/* we only make it this far if there is no room for another GPUVertBuf */
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| #if TRUST_NO_ONE
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| 	assert(false);
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| #endif
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| 	return -1;
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| }
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| 
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| static GLuint batch_vao_get(GPUBatch *batch)
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| {
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| 	/* Search through cache */
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| 	if (batch->is_dynamic_vao_count) {
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| 		for (int i = 0; i < batch->dynamic_vaos.count; ++i)
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| 			if (batch->dynamic_vaos.interfaces[i] == batch->interface)
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| 				return batch->dynamic_vaos.vao_ids[i];
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| 	}
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| 	else {
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| 		for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i)
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| 			if (batch->static_vaos.interfaces[i] == batch->interface)
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| 				return batch->static_vaos.vao_ids[i];
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| 	}
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| 
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| 	/* Set context of this batch.
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| 	 * It will be bound to it until GPU_batch_vao_cache_clear is called.
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| 	 * Until then it can only be drawn with this context. */
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| 	if (batch->context == NULL) {
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| 		batch->context = GPU_context_active_get();
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| 		gpu_context_add_batch(batch->context, batch);
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| 	}
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| #if TRUST_NO_ONE
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| 	else {
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| 		/* Make sure you are not trying to draw this batch in another context. */
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| 		assert(batch->context == GPU_context_active_get());
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| 	}
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| #endif
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| 
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| 	/* Cache miss, time to add a new entry! */
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| 	GLuint new_vao = 0;
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| 	if (!batch->is_dynamic_vao_count) {
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| 		int i; /* find first unused slot */
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| 		for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i)
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| 			if (batch->static_vaos.vao_ids[i] == 0)
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| 				break;
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| 
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| 		if (i < GPU_BATCH_VAO_STATIC_LEN) {
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| 			batch->static_vaos.interfaces[i] = batch->interface;
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| 			batch->static_vaos.vao_ids[i] = new_vao = GPU_vao_alloc();
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| 		}
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| 		else {
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| 			/* Not enough place switch to dynamic. */
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| 			batch->is_dynamic_vao_count = true;
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| 			/* Erase previous entries, they will be added back if drawn again. */
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| 			for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) {
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| 				GPU_shaderinterface_remove_batch_ref((GPUShaderInterface *)batch->static_vaos.interfaces[j], batch);
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| 				GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context);
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| 			}
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| 			/* Init dynamic arrays and let the branch below set the values. */
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| 			batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
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| 			batch->dynamic_vaos.interfaces = MEM_callocN(batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces");
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| 			batch->dynamic_vaos.vao_ids = MEM_callocN(batch->dynamic_vaos.count * sizeof(GLuint), "dyn vaos ids");
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| 		}
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| 	}
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| 
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| 	if (batch->is_dynamic_vao_count) {
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| 		int i; /* find first unused slot */
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| 		for (i = 0; i < batch->dynamic_vaos.count; ++i)
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| 			if (batch->dynamic_vaos.vao_ids[i] == 0)
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| 				break;
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| 
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| 		if (i == batch->dynamic_vaos.count) {
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| 			/* Not enough place, realloc the array. */
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| 			i = batch->dynamic_vaos.count;
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| 			batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
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| 			batch->dynamic_vaos.interfaces = MEM_recallocN(batch->dynamic_vaos.interfaces, sizeof(GPUShaderInterface *) * batch->dynamic_vaos.count);
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| 			batch->dynamic_vaos.vao_ids = MEM_recallocN(batch->dynamic_vaos.vao_ids, sizeof(GLuint) * batch->dynamic_vaos.count);
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| 		}
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| 		batch->dynamic_vaos.interfaces[i] = batch->interface;
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| 		batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc();
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| 	}
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| 
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| 	GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch);
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| 
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| #if TRUST_NO_ONE
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| 	assert(new_vao != 0);
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| #endif
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| 
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| 	/* We just got a fresh VAO we need to initialize it. */
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| 	glBindVertexArray(new_vao);
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| 	batch_update_program_bindings(batch, 0);
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| 	glBindVertexArray(0);
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| 
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| 	return new_vao;
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| }
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| 
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| void GPU_batch_program_set_no_use(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
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| {
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| #if TRUST_NO_ONE
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| 	assert(glIsProgram(shaderface->program));
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| 	assert(batch->program_in_use == 0);
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| #endif
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| 	batch->interface = shaderface;
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| 	batch->program = program;
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| 	batch->vao_id = batch_vao_get(batch);
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| }
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| 
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| void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
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| {
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| 	GPU_batch_program_set_no_use(batch, program, shaderface);
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| 	GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
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| }
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| 
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| void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface)
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| {
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| 	if (batch->is_dynamic_vao_count) {
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| 		for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
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| 			if (batch->dynamic_vaos.interfaces[i] == interface) {
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| 				GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
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| 				batch->dynamic_vaos.vao_ids[i] = 0;
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| 				batch->dynamic_vaos.interfaces[i] = NULL;
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| 				break; /* cannot have duplicates */
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| 			}
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| 		}
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| 	}
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| 	else {
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| 		int i;
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| 		for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
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| 			if (batch->static_vaos.interfaces[i] == interface) {
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| 				GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context);
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| 				batch->static_vaos.vao_ids[i] = 0;
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| 				batch->static_vaos.interfaces[i] = NULL;
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| 				break; /* cannot have duplicates */
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| 			}
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| 		}
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| 	}
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| }
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| 
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| static void create_bindings(
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| 	GPUVertBuf *verts, const GPUShaderInterface *interface,
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| 	uint v_first, const bool use_instancing)
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| {
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| 	const GPUVertFormat *format = &verts->format;
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| 
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| 	const uint attr_len = format->attr_len;
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| 	const uint stride = format->stride;
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| 
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| 	GPU_vertbuf_use(verts);
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| 
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| 	for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
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| 		const GPUVertAttr *a = format->attribs + a_idx;
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| 		const GLvoid *pointer = (const GLubyte *)0 + a->offset + v_first * stride;
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| 
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| 		for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
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| 			const GPUShaderInput *input = GPU_shaderinterface_attr(interface, a->name[n_idx]);
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| 
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| 			if (input == NULL) continue;
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| 
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| 			if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
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| #if TRUST_NO_ONE
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| 				assert(a->fetch_mode == GPU_FETCH_FLOAT);
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| 				assert(a->gl_comp_type == GL_FLOAT);
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| #endif
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| 				for (int i = 0; i < a->comp_len / 4; ++i) {
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| 					glEnableVertexAttribArray(input->location + i);
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| 					glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
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| 					glVertexAttribPointer(input->location + i, 4, a->gl_comp_type, GL_FALSE, stride,
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| 					                      (const GLubyte *)pointer + i * 16);
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| 				}
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| 			}
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| 			else {
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| 				glEnableVertexAttribArray(input->location);
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| 				glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
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| 
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| 				switch (a->fetch_mode) {
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| 					case GPU_FETCH_FLOAT:
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| 					case GPU_FETCH_INT_TO_FLOAT:
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| 						glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
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| 						break;
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| 					case GPU_FETCH_INT_TO_FLOAT_UNIT:
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| 						glVertexAttribPointer(input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
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| 						break;
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| 					case GPU_FETCH_INT:
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| 						glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
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| 						break;
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| 				}
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| 			}
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| 		}
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| 	}
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| }
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| 
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| static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
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| {
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| 	for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN && batch->verts[v] != NULL; ++v) {
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| 		create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
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| 	}
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| 	if (batch->inst) {
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| 		create_bindings(batch->inst, batch->interface, v_first, true);
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| 	}
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| 	if (batch->elem) {
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| 		GPU_indexbuf_use(batch->elem);
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| 	}
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| }
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| 
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| void GPU_batch_program_use_begin(GPUBatch *batch)
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| {
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| 	/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
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| 	 *       the GL context's active program. use_program doesn't mark other programs as "not used". */
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| 	/* TODO: make not fragile (somehow) */
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| 
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| 	if (!batch->program_in_use) {
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| 		glUseProgram(batch->program);
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| 		batch->program_in_use = true;
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| 	}
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| }
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| 
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| void GPU_batch_program_use_end(GPUBatch *batch)
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| {
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| 	if (batch->program_in_use) {
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| #if PROGRAM_NO_OPTI
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| 		glUseProgram(0);
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| #endif
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| 		batch->program_in_use = false;
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| 	}
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| }
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| 
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| #if TRUST_NO_ONE
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| #  define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); assert(uniform);
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| #else
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| #  define GET_UNIFORM const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name);
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| #endif
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| 
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| void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, int value)
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| {
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| 	GET_UNIFORM
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| 	glUniform1ui(uniform->location, value);
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| }
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| 
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| void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
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| {
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| 	GET_UNIFORM
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| 	glUniform1i(uniform->location, value);
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| }
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| 
 | |
| 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);
 | |
| }
 | |
| 
 | |
| static void *elem_offset(const GPUIndexBuf *el, int v_first)
 | |
| {
 | |
| #if GPU_TRACK_INDEX_RANGE
 | |
| 	if (el->index_type == GPU_INDEX_U8)
 | |
| 		return (GLubyte *)0 + v_first;
 | |
| 	else if (el->index_type == GPU_INDEX_U16)
 | |
| 		return (GLushort *)0 + v_first;
 | |
| 	else
 | |
| #endif
 | |
| 		return (GLuint *)0 + v_first;
 | |
| }
 | |
| 
 | |
| 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) {
 | |
| 		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);
 | |
| 			}
 | |
| 
 | |
| 			void *v_first_ofs = elem_offset(el, v_first);
 | |
| 
 | |
| #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,
 | |
| 				        v_first_ofs,
 | |
| 				        el->base_index);
 | |
| 			}
 | |
| 			else {
 | |
| 				glDrawRangeElements(batch->gl_prim_type, el->min_index, el->max_index, v_count, el->gl_index_type, v_first_ofs);
 | |
| 			}
 | |
| #else
 | |
| 			glDrawElements(batch->gl_prim_type, v_count, GL_UNSIGNED_INT, v_first_ofs);
 | |
| #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, eGPUBuiltinShader 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();
 | |
| }
 | |
| 
 | |
| /** \} */
 |