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blender-archive/source/blender/draw/intern/draw_manager.h
Kévin Dietrich cd968a3273 EEVEE: support Curves attributes rendering
This adds support to render Curves attributes in EEVEE.

Each attribute is stored in a texture derived from a VBO. As the
shading group needs the textures to be valid upon creation, the
attributes are created and setup during its very creation, instead
of doing it lazily via create_requested which we cannot rely on
anyway as contrary to the mesh batch, we do cannot really tell if
attributes need to be updated or else via some `DRW_batch_requested`.

Since point attributes need refinement, and since attributes are all
cast to vec4/float4 to account for differences in type conversions
between Blender and OpenGL, the refinement shader for points is
used as is. The point attributes are stored for each subdivision level
in CurvesEvalFinalCache. Each subdivision level also keeps track of the
attributes already in use so they are properly updated when needed.

Some basic garbage collection was added similar to what is done
for meshes: if the attributes used over time have been different
from the currently used attributes for too long, then the buffers
are freed, ensuring that stale attributesare removed.

This adds `CurvesInfos` to the shader creation info, which stores
the scope in which the attributes are defined. Scopes are stored
as booleans, in an array indexed by attribute loading order which
is also the order in which the attributes were added to the material.
A mapping is necessary between the indices used for the scoping, and
the ones used in the Curves cache, as this may contain stale
attributes which have not been garbage collected yet.

Common utilities with the mesh code for handling requested
attributes were moved to a separate file.

Differential Revision: https://developer.blender.org/D14916
2022-05-24 05:02:57 +02:00

704 lines
19 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw
*/
/* Private functions / structs of the draw manager */
#pragma once
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BLI_assert.h"
#include "BLI_linklist.h"
#include "BLI_memblock.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_drawlist.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.h"
#include "draw_instance_data.h"
#include "draw_shader_shared.h"
#ifdef __cplusplus
extern "C" {
#endif
struct DupliObject;
struct Object;
/** Use draw manager to call GPU_select, see: #DRW_draw_select_loop */
#define USE_GPU_SELECT
/** Use draw-call batching using instanced rendering. */
#define USE_BATCHING 1
// #define DRW_DEBUG_CULLING
#define DRW_DEBUG_USE_UNIFORM_NAME 0
#define DRW_UNIFORM_BUFFER_NAME 64
/* ------------ Profiling --------------- */
#define USE_PROFILE
#ifdef USE_PROFILE
# include "PIL_time.h"
# define PROFILE_TIMER_FALLOFF 0.04
# define PROFILE_START(time_start) \
double time_start = PIL_check_seconds_timer(); \
((void)0)
# define PROFILE_END_ACCUM(time_accum, time_start) \
{ \
time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
} \
((void)0)
/* exp average */
# define PROFILE_END_UPDATE(time_update, time_start) \
{ \
double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
(_time_delta * PROFILE_TIMER_FALLOFF); \
} \
((void)0)
#else /* USE_PROFILE */
# define PROFILE_START(time_start) ((void)0)
# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
#endif /* USE_PROFILE */
/* ------------ Data Structure --------------- */
/**
* Data structure to for registered draw engines that can store draw manager
* specific data.
*/
typedef struct DRWRegisteredDrawEngine {
void /*DRWRegisteredDrawEngine*/ *next, *prev;
DrawEngineType *draw_engine;
/** Index of the type in the lists. Index is used for dupli data. */
int index;
} DRWRegisteredDrawEngine;
/**
* Data structure containing all drawcalls organized by passes and materials.
* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
* > DRWUniform
*/
typedef struct DRWCullingState {
uint32_t mask;
/* Culling: Using Bounding Sphere for now for faster culling.
* Not ideal for planes. Could be extended. */
BoundSphere bsphere;
/* Grrr only used by EEVEE. */
void *user_data;
} DRWCullingState;
/* Minimum max UBO size is 64KiB. We take the largest
* UBO struct and alloc the max number.
* `((1 << 16) / sizeof(DRWObjectMatrix)) = 512`
* Keep in sync with `common_view_lib.glsl`. */
#define DRW_RESOURCE_CHUNK_LEN 512
/**
* Identifier used to sort similar drawcalls together.
* Also used to reference elements inside memory blocks.
*
* From MSB to LSB
* 1 bit for negative scale.
* 22 bits for chunk id.
* 9 bits for resource id inside the chunk. (can go up to 511)
* |-|----------------------|---------|
*
* Use manual bit-shift and mask instead of bit-fields to avoid
* compiler dependent behavior that would mess the ordering of
* the members thus changing the sorting order.
*/
typedef uint32_t DRWResourceHandle;
BLI_INLINE uint32_t DRW_handle_negative_scale_get(const DRWResourceHandle *handle)
{
return (*handle & 0x80000000) != 0;
}
BLI_INLINE uint32_t DRW_handle_chunk_get(const DRWResourceHandle *handle)
{
return (*handle & 0x7FFFFFFF) >> 9;
}
BLI_INLINE uint32_t DRW_handle_id_get(const DRWResourceHandle *handle)
{
return (*handle & 0x000001FF);
}
BLI_INLINE void DRW_handle_increment(DRWResourceHandle *handle)
{
*handle += 1;
}
BLI_INLINE void DRW_handle_negative_scale_enable(DRWResourceHandle *handle)
{
*handle |= 0x80000000;
}
BLI_INLINE void *DRW_memblock_elem_from_handle(struct BLI_memblock *memblock,
const DRWResourceHandle *handle)
{
int elem = DRW_handle_id_get(handle);
int chunk = DRW_handle_chunk_get(handle);
return BLI_memblock_elem_get(memblock, chunk, elem);
}
typedef struct DRWObjectMatrix {
float model[4][4];
float modelinverse[4][4];
} DRWObjectMatrix;
typedef struct DRWObjectInfos {
float orcotexfac[2][4];
float ob_color[4];
float ob_index;
float pad; /*UNUSED*/
float ob_random;
float ob_flag; /* Sign is negative scaling. */
} DRWObjectInfos;
BLI_STATIC_ASSERT_ALIGN(DRWObjectMatrix, 16)
BLI_STATIC_ASSERT_ALIGN(DRWObjectInfos, 16)
typedef enum {
/* Draw Commands */
DRW_CMD_DRAW = 0, /* Only sortable type. Must be 0. */
DRW_CMD_DRAW_RANGE = 1,
DRW_CMD_DRAW_INSTANCE = 2,
DRW_CMD_DRAW_INSTANCE_RANGE = 3,
DRW_CMD_DRAW_PROCEDURAL = 4,
/* Compute Commands. */
DRW_CMD_COMPUTE = 8,
DRW_CMD_COMPUTE_REF = 9,
DRW_CMD_COMPUTE_INDIRECT = 10,
/* Other Commands */
DRW_CMD_BARRIER = 11,
DRW_CMD_CLEAR = 12,
DRW_CMD_DRWSTATE = 13,
DRW_CMD_STENCIL = 14,
DRW_CMD_SELECTID = 15,
/* Needs to fit in 4bits */
} eDRWCommandType;
#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_PROCEDURAL
typedef struct DRWCommandDraw {
GPUBatch *batch;
DRWResourceHandle handle;
} DRWCommandDraw;
/* Assume DRWResourceHandle to be 0. */
typedef struct DRWCommandDrawRange {
GPUBatch *batch;
DRWResourceHandle handle;
uint vert_first;
uint vert_count;
} DRWCommandDrawRange;
typedef struct DRWCommandDrawInstance {
GPUBatch *batch;
DRWResourceHandle handle;
uint inst_count;
uint use_attrs; /* bool */
} DRWCommandDrawInstance;
typedef struct DRWCommandDrawInstanceRange {
GPUBatch *batch;
DRWResourceHandle handle;
uint inst_first;
uint inst_count;
} DRWCommandDrawInstanceRange;
typedef struct DRWCommandCompute {
int groups_x_len;
int groups_y_len;
int groups_z_len;
} DRWCommandCompute;
typedef struct DRWCommandComputeRef {
int *groups_ref;
} DRWCommandComputeRef;
typedef struct DRWCommandComputeIndirect {
GPUStorageBuf *indirect_buf;
} DRWCommandComputeIndirect;
typedef struct DRWCommandBarrier {
eGPUBarrier type;
} DRWCommandBarrier;
typedef struct DRWCommandDrawProcedural {
GPUBatch *batch;
DRWResourceHandle handle;
uint vert_count;
} DRWCommandDrawProcedural;
typedef struct DRWCommandSetMutableState {
/** State changes (or'd or and'd with the pass's state) */
DRWState enable;
DRWState disable;
} DRWCommandSetMutableState;
typedef struct DRWCommandSetStencil {
uint write_mask;
uint comp_mask;
uint ref;
} DRWCommandSetStencil;
typedef struct DRWCommandSetSelectID {
GPUVertBuf *select_buf;
uint select_id;
} DRWCommandSetSelectID;
typedef struct DRWCommandClear {
eGPUFrameBufferBits clear_channels;
uchar r, g, b, a; /* [0..1] for each channels. Normalized. */
float depth; /* [0..1] for depth. Normalized. */
uchar stencil; /* Stencil value [0..255] */
} DRWCommandClear;
typedef union DRWCommand {
DRWCommandDraw draw;
DRWCommandDrawRange range;
DRWCommandDrawInstance instance;
DRWCommandDrawInstanceRange instance_range;
DRWCommandDrawProcedural procedural;
DRWCommandCompute compute;
DRWCommandComputeRef compute_ref;
DRWCommandComputeIndirect compute_indirect;
DRWCommandBarrier barrier;
DRWCommandSetMutableState state;
DRWCommandSetStencil stencil;
DRWCommandSetSelectID select_id;
DRWCommandClear clear;
} DRWCommand;
/** Used for aggregating calls into #GPUVertBuf's. */
struct DRWCallBuffer {
GPUVertBuf *buf;
GPUVertBuf *buf_select;
int count;
};
/** Used by #DRWUniform.type */
/* TODO(@jbakker): rename to DRW_RESOURCE/DRWResourceType. */
typedef enum {
DRW_UNIFORM_INT = 0,
DRW_UNIFORM_INT_COPY,
DRW_UNIFORM_FLOAT,
DRW_UNIFORM_FLOAT_COPY,
DRW_UNIFORM_TEXTURE,
DRW_UNIFORM_TEXTURE_REF,
DRW_UNIFORM_IMAGE,
DRW_UNIFORM_IMAGE_REF,
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_REF,
DRW_UNIFORM_STORAGE_BLOCK,
DRW_UNIFORM_STORAGE_BLOCK_REF,
DRW_UNIFORM_TFEEDBACK_TARGET,
DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE,
DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE_REF,
DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE,
DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE_REF,
/** Per drawcall uniforms/UBO */
DRW_UNIFORM_BLOCK_OBMATS,
DRW_UNIFORM_BLOCK_OBINFOS,
DRW_UNIFORM_BLOCK_OBATTRS,
DRW_UNIFORM_RESOURCE_CHUNK,
DRW_UNIFORM_RESOURCE_ID,
/** Legacy / Fallback */
DRW_UNIFORM_BASE_INSTANCE,
DRW_UNIFORM_MODEL_MATRIX,
DRW_UNIFORM_MODEL_MATRIX_INVERSE,
/* WARNING: set DRWUniform->type
* bit length accordingly. */
} DRWUniformType;
struct DRWUniform {
union {
/* For reference or array/vector types. */
const void *pvalue;
/* DRW_UNIFORM_TEXTURE */
struct {
union {
GPUTexture *texture;
GPUTexture **texture_ref;
};
eGPUSamplerState sampler_state;
};
/* DRW_UNIFORM_BLOCK */
union {
GPUUniformBuf *block;
GPUUniformBuf **block_ref;
};
/* DRW_UNIFORM_STORAGE_BLOCK */
union {
GPUStorageBuf *ssbo;
GPUStorageBuf **ssbo_ref;
};
/* DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE */
union {
GPUVertBuf *vertbuf;
GPUVertBuf **vertbuf_ref;
};
/* DRW_UNIFORM_FLOAT_COPY */
float fvalue[4];
/* DRW_UNIFORM_INT_COPY */
int ivalue[4];
/* DRW_UNIFORM_BLOCK_OBATTRS */
struct GPUUniformAttrList *uniform_attrs;
};
int location; /* Uniform location or binding point for textures and UBO's. */
uint8_t type; /* #DRWUniformType */
uint8_t length; /* Length of vector types. */
uint8_t arraysize; /* Array size of scalar/vector types. */
};
struct DRWShadingGroup {
DRWShadingGroup *next;
GPUShader *shader; /* Shader to bind */
struct DRWUniformChunk *uniforms; /* Uniforms pointers */
struct {
/* Chunks of draw calls. */
struct DRWCommandChunk *first, *last;
} cmd;
union {
/* This struct is used during cache populate. */
struct {
int objectinfo; /* Equal to 1 if the shader needs obinfos. */
DRWResourceHandle pass_handle; /* Memblock key to parent pass. */
/* Set of uniform attributes used by this shader. */
struct GPUUniformAttrList *uniform_attrs;
};
/* This struct is used after cache populate if using the Z sorting.
* It will not conflict with the above struct. */
struct {
float distance; /* Distance from camera. */
uint original_index; /* Original position inside the shgroup list. */
} z_sorting;
};
};
#define MAX_PASS_NAME 32
struct DRWPass {
/* Linked list */
struct {
DRWShadingGroup *first;
DRWShadingGroup *last;
} shgroups;
/* Draw the shgroups of this pass instead.
* This avoid duplicating drawcalls/shgroups
* for similar passes. */
DRWPass *original;
/* Link list of additional passes to render. */
DRWPass *next;
DRWResourceHandle handle;
DRWState state;
char name[MAX_PASS_NAME];
};
#define MAX_CULLED_VIEWS 32
struct DRWView {
/** Parent view if this is a sub view. NULL otherwise. */
struct DRWView *parent;
ViewInfos storage;
/** Number of active clip planes. */
int clip_planes_len;
/** Does culling result needs to be updated. */
bool is_dirty;
/** Does facing needs to be reversed? */
bool is_inverted;
/** Culling */
uint32_t culling_mask;
BoundBox frustum_corners;
BoundSphere frustum_bsphere;
float frustum_planes[6][4];
/** Custom visibility function. */
DRWCallVisibilityFn *visibility_fn;
void *user_data;
};
/* ------------ Data Chunks --------------- */
/**
* In order to keep a cache friendly data structure,
* we alloc most of our little data into chunks of multiple item.
* Iteration, allocation and memory usage are better.
* We lose a bit of memory by allocating more than what we need
* but it's counterbalanced by not needing the linked-list pointers
* for each item.
*/
typedef struct DRWUniformChunk {
struct DRWUniformChunk *next; /* single-linked list */
uint32_t uniform_len;
uint32_t uniform_used;
DRWUniform uniforms[10];
} DRWUniformChunk;
typedef struct DRWCommandChunk {
struct DRWCommandChunk *next;
uint32_t command_len;
uint32_t command_used;
/* 4bits for each command. */
uint64_t command_type[6];
/* -- 64 bytes aligned -- */
DRWCommand commands[96];
/* -- 64 bytes aligned -- */
} DRWCommandChunk;
typedef struct DRWCommandSmallChunk {
struct DRWCommandChunk *next;
uint32_t command_len;
uint32_t command_used;
/* 4bits for each command. */
/* TODO: reduce size of command_type. */
uint64_t command_type[6];
DRWCommand commands[6];
} DRWCommandSmallChunk;
/* Only true for 64-bit platforms. */
#ifdef __LP64__
BLI_STATIC_ASSERT_ALIGN(DRWCommandChunk, 16);
#endif
/* ------------- DRAW DEBUG ------------ */
typedef struct DRWDebugLine {
struct DRWDebugLine *next; /* linked list */
float pos[2][3];
float color[4];
} DRWDebugLine;
typedef struct DRWDebugSphere {
struct DRWDebugSphere *next; /* linked list */
float mat[4][4];
float color[4];
} DRWDebugSphere;
/* ------------- Memory Pools ------------ */
/* Contains memory pools information */
typedef struct DRWData {
/** Instance data. */
DRWInstanceDataList *idatalist;
/** Memory-pools for draw-calls. */
struct BLI_memblock *commands;
struct BLI_memblock *commands_small;
struct BLI_memblock *callbuffers;
struct BLI_memblock *obmats;
struct BLI_memblock *obinfos;
struct BLI_memblock *cullstates;
struct BLI_memblock *shgroups;
struct BLI_memblock *uniforms;
struct BLI_memblock *views;
struct BLI_memblock *passes;
struct BLI_memblock *images;
struct GPUUniformBuf **matrices_ubo;
struct GPUUniformBuf **obinfos_ubo;
struct GHash *obattrs_ubo_pool;
uint ubo_len;
/** Per draw-call volume object data. */
void *volume_grids_ubos; /* VolumeUniformBufPool */
/** List of smoke textures to free after drawing. */
ListBase smoke_textures;
/** Texture pool to reuse temp texture across engines. */
/* TODO(@fclem): The pool could be shared even between view-ports. */
struct DRWTexturePool *texture_pool;
/** Per stereo view data. Contains engine data and default framebuffers. */
struct DRWViewData *view_data[2];
/** Per draw-call curves object data. */
struct CurvesUniformBufPool *curves_ubos;
} DRWData;
/* ------------- DRAW MANAGER ------------ */
typedef struct DupliKey {
struct Object *ob;
struct ID *ob_data;
} DupliKey;
#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
#define DRW_DRAWLIST_LEN 256
typedef struct DRWManager {
/* TODO: clean up this struct a bit. */
/* Cache generation */
/* TODO(@fclem): Rename to data. */
DRWData *vmempool;
/** Active view data structure for one of the 2 stereo view. Not related to DRWView. */
struct DRWViewData *view_data_active;
/* State of the object being evaluated if already allocated. */
DRWResourceHandle ob_handle;
/** True if current DST.ob_state has its matching DRWObjectInfos init. */
bool ob_state_obinfo_init;
/** Handle of current object resource in object resource arrays (DRWObjectMatrices/Infos). */
DRWResourceHandle resource_handle;
/** Handle of next DRWPass to be allocated. */
DRWResourceHandle pass_handle;
/** Dupli object that corresponds to the current object. */
struct DupliObject *dupli_source;
/** Object that created the dupli-list the current object is part of. */
struct Object *dupli_parent;
/** Object referenced by the current dupli object. */
struct Object *dupli_origin;
/** Object-data referenced by the current dupli object. */
struct ID *dupli_origin_data;
/** Hash-map: #DupliKey -> void pointer for each enabled engine. */
struct GHash *dupli_ghash;
/** TODO(@fclem): try to remove usage of this. */
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* Dupli data for the current dupli for each enabled engine. */
void **dupli_datas;
/* Rendering state */
GPUShader *shader;
GPUBatch *batch;
/* Managed by `DRW_state_set`, `DRW_state_reset` */
DRWState state;
DRWState state_lock;
/* Per viewport */
GPUViewport *viewport;
struct GPUFrameBuffer *default_framebuffer;
float size[2];
float inv_size[2];
float screenvecs[2][3];
float pixsize;
struct {
uint is_select : 1;
uint is_material_select : 1;
uint is_depth : 1;
uint is_image_render : 1;
uint is_scene_render : 1;
uint draw_background : 1;
uint draw_text : 1;
} options;
/* Current rendering context */
DRWContextState draw_ctx;
/* Convenience pointer to text_store owned by the viewport */
struct DRWTextStore **text_store_p;
bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
DRWView *view_default;
DRWView *view_active;
DRWView *view_previous;
uint primary_view_num;
/** TODO(@fclem): Remove this. Only here to support
* shaders without common_view_lib.glsl */
ViewInfos view_storage_cpy;
#ifdef USE_GPU_SELECT
uint select_id;
#endif
struct TaskGraph *task_graph;
/* Contains list of objects that needs to be extracted from other objects. */
struct GSet *delayed_extraction;
/* ---------- Nothing after this point is cleared after use ----------- */
/* gl_context serves as the offset for clearing only
* the top portion of the struct so DO NOT MOVE IT! */
/** Unique ghost context used by the draw manager. */
void *gl_context;
GPUContext *gpu_context;
/** Mutex to lock the drw manager and avoid concurrent context usage. */
TicketMutex *gl_context_mutex;
GPUDrawList *draw_list;
struct {
/* TODO(@fclem): optimize: use chunks. */
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;
} DRWManager;
extern DRWManager DST; /* TODO: get rid of this and allow multi-threaded rendering. */
/* --------------- FUNCTIONS ------------- */
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
void *drw_viewport_engine_data_ensure(void *engine_type);
void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index);
void drw_batch_cache_validate(Object *ob);
void drw_batch_cache_generate_requested(struct Object *ob);
/**
* \warning Only evaluated mesh data is handled by this delayed generation.
*/
void drw_batch_cache_generate_requested_delayed(Object *ob);
void drw_batch_cache_generate_requested_evaluated_mesh_or_curve(Object *ob);
void drw_resource_buffer_finish(DRWData *vmempool);
/* Procedural Drawing */
GPUBatch *drw_cache_procedural_points_get(void);
GPUBatch *drw_cache_procedural_lines_get(void);
GPUBatch *drw_cache_procedural_triangles_get(void);
void drw_uniform_attrs_pool_update(struct GHash *table,
struct GPUUniformAttrList *key,
DRWResourceHandle *handle,
struct Object *ob,
struct Object *dupli_parent,
struct DupliObject *dupli_source);
double *drw_engine_data_cache_time_get(GPUViewport *viewport);
void *drw_engine_data_engine_data_create(GPUViewport *viewport, void *engine_type);
void *drw_engine_data_engine_data_get(GPUViewport *viewport, void *engine_handle);
bool drw_engine_data_engines_data_validate(GPUViewport *viewport, void **engine_handle_array);
void drw_engine_data_cache_release(GPUViewport *viewport);
void drw_engine_data_free(GPUViewport *viewport);
#ifdef __cplusplus
}
#endif