This wraps the functionality used to speedup EEVEE volumetrics. This touches the rendering code of EEVEE as it should fix a mis-usage of the GL barrier. The barrier changed type and location, removing an unused barrier.
		
			
				
	
	
		
			181 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			181 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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|  * Copyright 2020, Blender Foundation.
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|  */
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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #pragma once
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| 
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| #include "BLI_utildefines.h"
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| 
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| #include "GPU_state.h"
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| 
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| #include "gpu_texture_private.hh"
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| 
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| #include <cstring>
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| 
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| namespace blender {
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| namespace gpu {
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| 
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| /* Encapsulate all pipeline state that we need to track.
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|  * Try to keep small to reduce validation time. */
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| union GPUState {
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|   struct {
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|     /** eGPUWriteMask */
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|     uint32_t write_mask : 13;
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|     /** eGPUBlend */
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|     uint32_t blend : 4;
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|     /** eGPUFaceCullTest */
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|     uint32_t culling_test : 2;
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|     /** eGPUDepthTest */
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|     uint32_t depth_test : 3;
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|     /** eGPUStencilTest */
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|     uint32_t stencil_test : 3;
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|     /** eGPUStencilOp */
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|     uint32_t stencil_op : 3;
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|     /** eGPUProvokingVertex */
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|     uint32_t provoking_vert : 1;
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|     /** Enable bits. */
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|     uint32_t logic_op_xor : 1;
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|     uint32_t invert_facing : 1;
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|     uint32_t shadow_bias : 1;
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|     /** Number of clip distances enabled. */
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|     /* TODO(fclem) This should be a shader property. */
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|     uint32_t clip_distances : 3;
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|     /* TODO(fclem) remove, old opengl features. */
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|     uint32_t polygon_smooth : 1;
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|     uint32_t line_smooth : 1;
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|   };
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|   /* Here to allow fast bitwise ops. */
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|   uint64_t data;
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| };
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| 
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| BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
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| 
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| inline bool operator==(const GPUState &a, const GPUState &b)
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| {
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|   return a.data == b.data;
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| }
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| 
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| inline bool operator!=(const GPUState &a, const GPUState &b)
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| {
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|   return !(a == b);
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| }
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| 
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| inline GPUState operator^(const GPUState &a, const GPUState &b)
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| {
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|   GPUState r;
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|   r.data = a.data ^ b.data;
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|   return r;
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| }
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| 
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| inline GPUState operator~(const GPUState &a)
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| {
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|   GPUState r;
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|   r.data = ~a.data;
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|   return r;
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| }
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| 
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| /* Mutable state that does not require pipeline change. */
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| union GPUStateMutable {
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|   struct {
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|     /* Viewport State */
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|     /** TODO remove */
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|     float depth_range[2];
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|     /** TODO remove, use explicit clear calls. */
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|     float clear_color[4];
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|     float clear_depth;
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|     /** Negative if using program point size. */
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|     /* TODO(fclem) should be passed as uniform to all shaders. */
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|     float point_size;
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|     /** Not supported on every platform. Prefer using wideline shader. */
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|     float line_width;
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|     /** Mutable stencil states. */
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|     uint8_t stencil_write_mask;
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|     uint8_t stencil_compare_mask;
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|     uint8_t stencil_reference;
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|     uint8_t _pad0;
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|     /* IMPORTANT: ensure x64 stuct alignment. */
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|   };
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|   /* Here to allow fast bitwise ops. */
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|   uint64_t data[9];
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| };
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| 
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| BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
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|                   "GPUStateMutable is too big.");
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| 
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| inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
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| {
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|   return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0;
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| }
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| 
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| inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
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| {
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|   return !(a == b);
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| }
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| 
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| inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
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| {
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|   GPUStateMutable r;
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|   for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
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|     r.data[i] = a.data[i] ^ b.data[i];
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|   }
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|   return r;
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| }
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| 
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| inline GPUStateMutable operator~(const GPUStateMutable &a)
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| {
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|   GPUStateMutable r;
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|   for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
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|     r.data[i] = ~a.data[i];
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|   }
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|   return r;
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| }
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| 
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| /**
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|  * State manager keeping track of the draw state and applying it before drawing.
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|  * Base class which is then specialized for each implementation (GL, VK, ...).
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|  **/
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| class GPUStateManager {
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|  public:
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|   GPUState state;
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|   GPUStateMutable mutable_state;
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| 
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|  public:
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|   GPUStateManager();
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|   virtual ~GPUStateManager(){};
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| 
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|   virtual void apply_state(void) = 0;
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| 
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|   virtual void issue_barrier(eGPUBarrier barrier_bits) = 0;
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| 
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|   virtual void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) = 0;
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|   virtual void texture_unbind(Texture *tex) = 0;
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|   virtual void texture_unbind_all(void) = 0;
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| 
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|   virtual void image_bind(Texture *tex, int unit) = 0;
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|   virtual void image_unbind(Texture *tex) = 0;
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|   virtual void image_unbind_all(void) = 0;
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| 
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|   virtual void texture_unpack_row_length_set(uint len) = 0;
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| };
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| 
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| }  // namespace gpu
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| }  // namespace blender
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