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blender-archive/source/blender/draw/intern/draw_manager.cc
Clément Foucault bfb6ea898b DRW: View: Add base for multi-view support
This implements the base needed for supporting multiple view concurently
inside the same drawcall.

The view used by common macros and view related functions is indexed using
a global variable `drw_view_id` which can be set arbitrarly or read
from the `drw_ResourceID`.

This is needed for EEVEE-Next shadow but can be used for other purpose
in the future.

Note that a shader specialization is needed for it to work. `DRW_VIEW_LEN`
needs to be defined to the amount of view the shader will access.

The number of views contained in a `draw::View` is set at construction
time.

Note that the maximum number of object correctly drawn by the shaders
using multiple views will be lower than thoses who don't.
2022-11-14 11:17:38 +01:00

254 lines
6.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
/** \file
* \ingroup draw
*/
#include "BKE_global.h"
#include "GPU_compute.h"
#include "draw_debug.hh"
#include "draw_defines.h"
#include "draw_manager.h"
#include "draw_manager.hh"
#include "draw_pass.hh"
#include "draw_shader.h"
namespace blender::draw {
Manager::~Manager()
{
for (GPUTexture *texture : acquired_textures) {
/* Decrease refcount and free if 0. */
GPU_texture_free(texture);
}
}
void Manager::begin_sync()
{
/* TODO: This means the reference is kept until further redraw or manager tear-down. Instead,
* they should be released after each draw loop. But for now, mimics old DRW behavior. */
for (GPUTexture *texture : acquired_textures) {
/* Decrease refcount and free if 0. */
GPU_texture_free(texture);
}
acquired_textures.clear();
layer_attributes.clear();
#ifdef DEBUG
/* Detect uninitialized data. */
memset(matrix_buf.data(), 0xF0, resource_len_ * sizeof(*matrix_buf.data()));
memset(bounds_buf.data(), 0xF0, resource_len_ * sizeof(*bounds_buf.data()));
memset(infos_buf.data(), 0xF0, resource_len_ * sizeof(*infos_buf.data()));
#endif
resource_len_ = 0;
attribute_len_ = 0;
/* TODO(fclem): Resize buffers if too big, but with an hysteresis threshold. */
object_active = DST.draw_ctx.obact;
/* Init the 0 resource. */
resource_handle(float4x4::identity());
}
void Manager::sync_layer_attributes()
{
/* Sort the attribute IDs - the shaders use binary search. */
Vector<uint32_t> id_list;
id_list.reserve(layer_attributes.size());
for (uint32_t id : layer_attributes.keys()) {
id_list.append(id);
}
std::sort(id_list.begin(), id_list.end());
/* Look up the attributes. */
int count = 0, size = layer_attributes_buf.end() - layer_attributes_buf.begin();
for (uint32_t id : id_list) {
if (layer_attributes_buf[count].sync(
DST.draw_ctx.scene, DST.draw_ctx.view_layer, layer_attributes.lookup(id))) {
/* Check if the buffer is full. */
if (++count == size) {
break;
}
}
}
layer_attributes_buf[0].buffer_length = count;
}
void Manager::end_sync()
{
GPU_debug_group_begin("Manager.end_sync");
sync_layer_attributes();
matrix_buf.push_update();
bounds_buf.push_update();
infos_buf.push_update();
attributes_buf.push_update();
layer_attributes_buf.push_update();
attributes_buf_legacy.push_update();
/* Useful for debugging the following resource finalize. But will trigger the drawing of the GPU
* debug draw/print buffers for every frame. Not nice for performance. */
// debug_bind();
/* Dispatch compute to finalize the resources on GPU. Save a bit of CPU time. */
uint thread_groups = divide_ceil_u(resource_len_, DRW_FINALIZE_GROUP_SIZE);
GPUShader *shader = DRW_shader_draw_resource_finalize_get();
GPU_shader_bind(shader);
GPU_shader_uniform_1i(shader, "resource_len", resource_len_);
GPU_storagebuf_bind(matrix_buf, GPU_shader_get_ssbo(shader, "matrix_buf"));
GPU_storagebuf_bind(bounds_buf, GPU_shader_get_ssbo(shader, "bounds_buf"));
GPU_storagebuf_bind(infos_buf, GPU_shader_get_ssbo(shader, "infos_buf"));
GPU_compute_dispatch(shader, thread_groups, 1, 1);
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
GPU_debug_group_end();
}
void Manager::debug_bind()
{
#ifdef DEBUG
if (DST.debug == nullptr) {
return;
}
GPU_storagebuf_bind(drw_debug_gpu_draw_buf_get(), DRW_DEBUG_DRAW_SLOT);
GPU_storagebuf_bind(drw_debug_gpu_print_buf_get(), DRW_DEBUG_PRINT_SLOT);
# ifndef DISABLE_DEBUG_SHADER_PRINT_BARRIER
/* Add a barrier to allow multiple shader writing to the same buffer. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
# endif
#endif
}
void Manager::resource_bind()
{
GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
GPU_storagebuf_bind(attributes_buf, DRW_OBJ_ATTR_SLOT);
GPU_uniformbuf_bind(layer_attributes_buf, DRW_LAYER_ATTR_UBO_SLOT);
/* 2 is the hardcoded location of the uniform attr UBO. */
/* TODO(@fclem): Remove this workaround. */
GPU_uniformbuf_bind(attributes_buf_legacy, 2);
}
void Manager::submit(PassSimple &pass, View &view)
{
view.bind();
debug_bind();
command::RecordingState state;
state.inverted_view = view.is_inverted();
pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_);
resource_bind();
pass.submit(state);
state.cleanup();
}
void Manager::submit(PassMain &pass, View &view)
{
view.bind();
debug_bind();
bool freeze_culling = (U.experimental.use_viewport_debug && DST.draw_ctx.v3d &&
(DST.draw_ctx.v3d->debug_flag & V3D_DEBUG_FREEZE_CULLING) != 0);
view.compute_visibility(bounds_buf, resource_len_, freeze_culling);
command::RecordingState state;
state.inverted_view = view.is_inverted();
pass.draw_commands_buf_.bind(state,
pass.headers_,
pass.commands_,
view.visibility_buf_,
view.visibility_word_per_draw(),
view.view_len_);
resource_bind();
pass.submit(state);
state.cleanup();
}
void Manager::submit(PassSortable &pass, View &view)
{
pass.sort();
this->submit(static_cast<PassMain &>(pass), view);
}
void Manager::submit(PassSimple &pass)
{
debug_bind();
command::RecordingState state;
pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_);
resource_bind();
pass.submit(state);
state.cleanup();
}
Manager::SubmitDebugOutput Manager::submit_debug(PassSimple &pass, View &view)
{
submit(pass, view);
pass.draw_commands_buf_.resource_id_buf_.read();
Manager::SubmitDebugOutput output;
output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
pass.draw_commands_buf_.resource_id_count_};
/* There is no visibility data for PassSimple. */
output.visibility = {(uint *)view.visibility_buf_.data(), 0};
return output;
}
Manager::SubmitDebugOutput Manager::submit_debug(PassMain &pass, View &view)
{
submit(pass, view);
GPU_finish();
pass.draw_commands_buf_.resource_id_buf_.read();
view.visibility_buf_.read();
Manager::SubmitDebugOutput output;
output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
pass.draw_commands_buf_.resource_id_count_};
output.visibility = {(uint *)view.visibility_buf_.data(), divide_ceil_u(resource_len_, 32)};
return output;
}
Manager::DataDebugOutput Manager::data_debug()
{
matrix_buf.read();
bounds_buf.read();
infos_buf.read();
Manager::DataDebugOutput output;
output.matrices = {matrix_buf.data(), resource_len_};
output.bounds = {bounds_buf.data(), resource_len_};
output.infos = {infos_buf.data(), resource_len_};
return output;
}
} // namespace blender::draw