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blender-archive/source/blender/draw/intern/draw_manager_exec.c

1256 lines
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C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw
*/
#include "draw_manager.h"
#include "BLI_alloca.h"
#include "BLI_math.h"
#include "BLI_math_bits.h"
#include "BLI_memblock.h"
#include "BKE_global.h"
#include "GPU_compute.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_state.h"
#ifdef USE_GPU_SELECT
# include "GPU_select.h"
#endif
void DRW_select_load_id(uint id)
{
#ifdef USE_GPU_SELECT
BLI_assert(G.f & G_FLAG_PICKSEL);
DST.select_id = id;
#endif
}
#define DEBUG_UBO_BINDING
typedef struct DRWCommandsState {
GPUBatch *batch;
int resource_chunk;
int resource_id;
int base_inst;
int inst_count;
bool neg_scale;
/* Resource location. */
int obmats_loc;
int obinfos_loc;
int obattrs_loc;
int baseinst_loc;
int chunkid_loc;
int resourceid_loc;
/* Legacy matrix support. */
int obmat_loc;
int obinv_loc;
/* Uniform Attributes. */
DRWSparseUniformBuf *obattrs_ubo;
/* Selection ID state. */
GPUVertBuf *select_buf;
uint select_id;
/* Drawing State */
DRWState drw_state_enabled;
DRWState drw_state_disabled;
} DRWCommandsState;
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
void drw_state_set(DRWState state)
{
/* Mask locked state. */
state = (~DST.state_lock & state) | (DST.state_lock & DST.state);
if (DST.state == state) {
return;
}
eGPUWriteMask write_mask = 0;
eGPUBlend blend = 0;
eGPUFaceCullTest culling_test = 0;
eGPUDepthTest depth_test = 0;
eGPUStencilTest stencil_test = 0;
eGPUStencilOp stencil_op = 0;
eGPUProvokingVertex provoking_vert = 0;
if (state & DRW_STATE_WRITE_DEPTH) {
write_mask |= GPU_WRITE_DEPTH;
}
if (state & DRW_STATE_WRITE_COLOR) {
write_mask |= GPU_WRITE_COLOR;
}
if (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
write_mask |= GPU_WRITE_STENCIL;
}
switch (state & (DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT)) {
case DRW_STATE_CULL_BACK:
culling_test = GPU_CULL_BACK;
break;
case DRW_STATE_CULL_FRONT:
culling_test = GPU_CULL_FRONT;
break;
default:
culling_test = GPU_CULL_NONE;
break;
}
switch (state & DRW_STATE_DEPTH_TEST_ENABLED) {
case DRW_STATE_DEPTH_LESS:
depth_test = GPU_DEPTH_LESS;
break;
case DRW_STATE_DEPTH_LESS_EQUAL:
depth_test = GPU_DEPTH_LESS_EQUAL;
break;
case DRW_STATE_DEPTH_EQUAL:
depth_test = GPU_DEPTH_EQUAL;
break;
case DRW_STATE_DEPTH_GREATER:
depth_test = GPU_DEPTH_GREATER;
break;
case DRW_STATE_DEPTH_GREATER_EQUAL:
depth_test = GPU_DEPTH_GREATER_EQUAL;
break;
case DRW_STATE_DEPTH_ALWAYS:
depth_test = GPU_DEPTH_ALWAYS;
break;
default:
depth_test = GPU_DEPTH_NONE;
break;
}
switch (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
case DRW_STATE_WRITE_STENCIL:
stencil_op = GPU_STENCIL_OP_REPLACE;
GPU_stencil_write_mask_set(0xFF);
break;
case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
stencil_op = GPU_STENCIL_OP_COUNT_DEPTH_PASS;
GPU_stencil_write_mask_set(0xFF);
break;
case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
stencil_op = GPU_STENCIL_OP_COUNT_DEPTH_FAIL;
GPU_stencil_write_mask_set(0xFF);
break;
default:
stencil_op = GPU_STENCIL_OP_NONE;
GPU_stencil_write_mask_set(0x00);
break;
}
switch (state & DRW_STATE_STENCIL_TEST_ENABLED) {
case DRW_STATE_STENCIL_ALWAYS:
stencil_test = GPU_STENCIL_ALWAYS;
break;
case DRW_STATE_STENCIL_EQUAL:
stencil_test = GPU_STENCIL_EQUAL;
break;
case DRW_STATE_STENCIL_NEQUAL:
stencil_test = GPU_STENCIL_NEQUAL;
break;
default:
stencil_test = GPU_STENCIL_NONE;
break;
}
switch (state & DRW_STATE_BLEND_ENABLED) {
case DRW_STATE_BLEND_ADD:
blend = GPU_BLEND_ADDITIVE;
break;
case DRW_STATE_BLEND_ADD_FULL:
blend = GPU_BLEND_ADDITIVE_PREMULT;
break;
case DRW_STATE_BLEND_ALPHA:
blend = GPU_BLEND_ALPHA;
break;
case DRW_STATE_BLEND_ALPHA_PREMUL:
blend = GPU_BLEND_ALPHA_PREMULT;
break;
case DRW_STATE_BLEND_BACKGROUND:
blend = GPU_BLEND_BACKGROUND;
break;
case DRW_STATE_BLEND_OIT:
blend = GPU_BLEND_OIT;
break;
case DRW_STATE_BLEND_MUL:
blend = GPU_BLEND_MULTIPLY;
break;
case DRW_STATE_BLEND_SUB:
blend = GPU_BLEND_SUBTRACT;
break;
case DRW_STATE_BLEND_CUSTOM:
blend = GPU_BLEND_CUSTOM;
break;
case DRW_STATE_LOGIC_INVERT:
blend = GPU_BLEND_INVERT;
break;
case DRW_STATE_BLEND_ALPHA_UNDER_PREMUL:
blend = GPU_BLEND_ALPHA_UNDER_PREMUL;
break;
default:
blend = GPU_BLEND_NONE;
break;
}
GPU_state_set(
write_mask, blend, culling_test, depth_test, stencil_test, stencil_op, provoking_vert);
if (state & DRW_STATE_SHADOW_OFFSET) {
GPU_shadow_offset(true);
}
else {
GPU_shadow_offset(false);
}
/* TODO: this should be part of shader state. */
if (state & DRW_STATE_CLIP_PLANES) {
GPU_clip_distances(DST.view_active->clip_planes_len);
}
else {
GPU_clip_distances(0);
}
if (state & DRW_STATE_IN_FRONT_SELECT) {
/* XXX `GPU_depth_range` is not a perfect solution
* since very distant geometries can still be occluded.
* Also the depth test precision of these geometries is impaired.
* However, it solves the selection for the vast majority of cases. */
GPU_depth_range(0.0f, 0.01f);
}
else {
GPU_depth_range(0.0f, 1.0f);
}
if (state & DRW_STATE_PROGRAM_POINT_SIZE) {
GPU_program_point_size(true);
}
else {
GPU_program_point_size(false);
}
if (state & DRW_STATE_FIRST_VERTEX_CONVENTION) {
GPU_provoking_vertex(GPU_VERTEX_FIRST);
}
else {
GPU_provoking_vertex(GPU_VERTEX_LAST);
}
DST.state = state;
}
static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_mask)
{
/* Reminders:
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
*/
GPU_stencil_write_mask_set(write_mask);
GPU_stencil_reference_set(reference);
GPU_stencil_compare_mask_set(compare_mask);
}
void DRW_state_reset_ex(DRWState state)
{
DST.state = ~state;
drw_state_set(state);
}
static void drw_state_validate(void)
{
/* Cannot write to stencil buffer without stencil test. */
if (DST.state & DRW_STATE_WRITE_STENCIL_ENABLED) {
BLI_assert(DST.state & DRW_STATE_STENCIL_TEST_ENABLED);
}
/* Cannot write to depth buffer without depth test. */
if (DST.state & DRW_STATE_WRITE_DEPTH) {
BLI_assert(DST.state & DRW_STATE_DEPTH_TEST_ENABLED);
}
}
void DRW_state_lock(DRWState state)
{
DST.state_lock = state;
/* We must get the current state to avoid overriding it. */
/* Not complete, but that just what we need for now. */
if (state & DRW_STATE_WRITE_DEPTH) {
SET_FLAG_FROM_TEST(DST.state, GPU_depth_mask_get(), DRW_STATE_WRITE_DEPTH);
}
if (state & DRW_STATE_DEPTH_TEST_ENABLED) {
DST.state &= ~DRW_STATE_DEPTH_TEST_ENABLED;
switch (GPU_depth_test_get()) {
case GPU_DEPTH_ALWAYS:
DST.state |= DRW_STATE_DEPTH_ALWAYS;
break;
case GPU_DEPTH_LESS:
DST.state |= DRW_STATE_DEPTH_LESS;
break;
case GPU_DEPTH_LESS_EQUAL:
DST.state |= DRW_STATE_DEPTH_LESS_EQUAL;
break;
case GPU_DEPTH_EQUAL:
DST.state |= DRW_STATE_DEPTH_EQUAL;
break;
case GPU_DEPTH_GREATER:
DST.state |= DRW_STATE_DEPTH_GREATER;
break;
case GPU_DEPTH_GREATER_EQUAL:
DST.state |= DRW_STATE_DEPTH_GREATER_EQUAL;
break;
default:
break;
}
}
}
void DRW_state_reset(void)
{
DRW_state_reset_ex(DRW_STATE_DEFAULT);
GPU_texture_unbind_all();
GPU_texture_image_unbind_all();
GPU_uniformbuf_unbind_all();
GPU_storagebuf_unbind_all();
/* Should stay constant during the whole rendering. */
GPU_point_size(5);
GPU_line_smooth(false);
/* Bypass #U.pixelsize factor by using a factor of 0.0f. Will be clamped to 1.0f. */
GPU_line_width(0.0f);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Culling (DRW_culling)
* \{ */
static bool draw_call_is_culled(const DRWResourceHandle *handle, DRWView *view)
{
DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates, handle);
return (culling->mask & view->culling_mask) != 0;
}
void DRW_view_set_active(const DRWView *view)
{
DST.view_active = (view != NULL) ? ((DRWView *)view) : DST.view_default;
}
const DRWView *DRW_view_get_active(void)
{
return DST.view_active;
}
/* Return True if the given BoundSphere intersect the current view frustum */
static bool draw_culling_sphere_test(const BoundSphere *frustum_bsphere,
const float (*frustum_planes)[4],
const BoundSphere *bsphere)
{
/* Bypass test if radius is negative. */
if (bsphere->radius < 0.0f) {
return true;
}
/* Do a rough test first: Sphere VS Sphere intersect. */
float center_dist_sq = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
float radius_sum = bsphere->radius + frustum_bsphere->radius;
if (center_dist_sq > square_f(radius_sum)) {
return false;
}
/* TODO: we could test against the inscribed sphere of the frustum to early out positively. */
/* Test against the 6 frustum planes. */
/* TODO: order planes with sides first then far then near clip. Should be better culling
* heuristic when sculpting. */
for (int p = 0; p < 6; p++) {
float dist = plane_point_side_v3(frustum_planes[p], bsphere->center);
if (dist < -bsphere->radius) {
return false;
}
}
return true;
}
static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundBox *bbox)
{
/* 6 view frustum planes */
for (int p = 0; p < 6; p++) {
/* 8 box vertices. */
for (int v = 0; v < 8; v++) {
float dist = plane_point_side_v3(frustum_planes[p], bbox->vec[v]);
if (dist > 0.0f) {
/* At least one point in front of this plane.
* Go to next plane. */
break;
}
if (v == 7) {
/* 8 points behind this plane. */
return false;
}
}
}
return true;
}
static bool draw_culling_plane_test(const BoundBox *corners, const float plane[4])
{
/* Test against the 8 frustum corners. */
for (int c = 0; c < 8; c++) {
float dist = plane_point_side_v3(plane, corners->vec[c]);
if (dist < 0.0f) {
return true;
}
}
return false;
}
bool DRW_culling_sphere_test(const DRWView *view, const BoundSphere *bsphere)
{
view = view ? view : DST.view_default;
return draw_culling_sphere_test(&view->frustum_bsphere, view->frustum_planes, bsphere);
}
bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox)
{
view = view ? view : DST.view_default;
return draw_culling_box_test(view->frustum_planes, bbox);
}
bool DRW_culling_plane_test(const DRWView *view, const float plane[4])
{
view = view ? view : DST.view_default;
return draw_culling_plane_test(&view->frustum_corners, plane);
}
bool DRW_culling_min_max_test(const DRWView *view, float obmat[4][4], float min[3], float max[3])
{
view = view ? view : DST.view_default;
float tobmat[4][4];
transpose_m4_m4(tobmat, obmat);
for (int i = 6; i--;) {
float frustum_plane_local[4], bb_near[3], bb_far[3];
mul_v4_m4v4(frustum_plane_local, tobmat, view->frustum_planes[i]);
aabb_get_near_far_from_plane(frustum_plane_local, min, max, bb_near, bb_far);
if (plane_point_side_v3(frustum_plane_local, bb_far) < 0.0f) {
return false;
}
}
return true;
}
void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners)
{
view = view ? view : DST.view_default;
*corners = view->frustum_corners;
}
void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4])
{
view = view ? view : DST.view_default;
memcpy(planes, view->frustum_planes, sizeof(float[6][4]));
}
static void draw_compute_culling(DRWView *view)
{
view = view->parent ? view->parent : view;
/* TODO(fclem): multi-thread this. */
/* TODO(fclem): compute all dirty views at once. */
if (!view->is_dirty) {
return;
}
BLI_memblock_iter iter;
BLI_memblock_iternew(DST.vmempool->cullstates, &iter);
DRWCullingState *cull;
while ((cull = BLI_memblock_iterstep(&iter))) {
if (cull->bsphere.radius < 0.0) {
cull->mask = 0;
}
else {
bool culled = false; //! draw_culling_sphere_test(
//&view->frustum_bsphere, view->frustum_planes, &cull->bsphere);
#ifdef DRW_DEBUG_CULLING
if (G.debug_value != 0) {
if (culled) {
DRW_debug_sphere(
cull->bsphere.center, cull->bsphere.radius, (const float[4]){1, 0, 0, 1});
}
else {
DRW_debug_sphere(
cull->bsphere.center, cull->bsphere.radius, (const float[4]){0, 1, 0, 1});
}
}
#endif
// if (view->visibility_fn) {
// culled = !view->visibility_fn(!culled, cull->user_data);
// }
SET_FLAG_FROM_TEST(cull->mask, culled, view->culling_mask);
}
}
view->is_dirty = false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw (DRW_draw)
* \{ */
BLI_INLINE void draw_legacy_matrix_update(DRWShadingGroup *shgroup,
DRWResourceHandle *handle,
float obmat_loc,
float obinv_loc)
{
/* Still supported for compatibility with gpu_shader_* but should be forbidden. */
DRWObjectMatrix *ob_mats = DRW_memblock_elem_from_handle(DST.vmempool->obmats, handle);
if (obmat_loc != -1) {
GPU_shader_uniform_vector(shgroup->shader, obmat_loc, 16, 1, (float *)ob_mats->model);
}
if (obinv_loc != -1) {
GPU_shader_uniform_vector(shgroup->shader, obinv_loc, 16, 1, (float *)ob_mats->modelinverse);
}
}
BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom)
{
DST.batch = geom;
GPU_batch_set_shader(geom, shgroup->shader);
}
BLI_INLINE void draw_geometry_execute(DRWShadingGroup *shgroup,
GPUBatch *geom,
int vert_first,
int vert_count,
int inst_first,
int inst_count,
int baseinst_loc)
{
/* inst_count can be -1. */
inst_count = max_ii(0, inst_count);
if (baseinst_loc != -1) {
/* Fallback when ARB_shader_draw_parameters is not supported. */
GPU_shader_uniform_vector_int(shgroup->shader, baseinst_loc, 1, 1, (int *)&inst_first);
/* Avoids VAO reconfiguration on older hardware. (see GPU_batch_draw_advanced) */
inst_first = 0;
}
/* bind vertex array */
if (DST.batch != geom) {
draw_geometry_bind(shgroup, geom);
}
GPU_batch_draw_advanced(geom, vert_first, vert_count, inst_first, inst_count);
}
BLI_INLINE void draw_indirect_call(DRWShadingGroup *shgroup, DRWCommandsState *state)
{
if (state->inst_count == 0) {
return;
}
if (state->baseinst_loc == -1) {
/* bind vertex array */
if (DST.batch != state->batch) {
GPU_draw_list_submit(DST.draw_list);
draw_geometry_bind(shgroup, state->batch);
}
GPU_draw_list_append(DST.draw_list, state->batch, state->base_inst, state->inst_count);
}
/* Fallback when unsupported */
else {
draw_geometry_execute(
shgroup, state->batch, 0, 0, state->base_inst, state->inst_count, state->baseinst_loc);
}
}
static void draw_update_uniforms(DRWShadingGroup *shgroup,
DRWCommandsState *state,
bool *use_tfeedback)
{
#define MAX_UNIFORM_STACK_SIZE 64
/* Uniform array elements stored as separate entries. We need to batch these together */
int array_uniform_loc = -1;
int array_index = 0;
float mat4_stack[4 * 4];
/* Loop through uniforms in reverse order. */
for (DRWUniformChunk *unichunk = shgroup->uniforms; unichunk; unichunk = unichunk->next) {
DRWUniform *uni = unichunk->uniforms + unichunk->uniform_used - 1;
for (int i = 0; i < unichunk->uniform_used; i++, uni--) {
/* For uniform array copies, copy per-array-element data into local buffer before upload. */
if (uni->arraysize > 1 && uni->type == DRW_UNIFORM_FLOAT_COPY) {
/* Only written for mat4 copy for now and is not meant to become generalized. */
/* TODO(@fclem): Use UBOs/SSBOs instead of inline mat4 copies. */
BLI_assert(uni->arraysize == 4 && uni->length == 4);
/* Begin copying uniform array. */
if (array_uniform_loc == -1) {
array_uniform_loc = uni->location;
array_index = uni->arraysize * uni->length;
}
/* Debug check same array loc. */
BLI_assert(array_uniform_loc > -1 && array_uniform_loc == uni->location);
/* Copy array element data to local buffer. */
array_index -= uni->length;
memcpy(&mat4_stack[array_index], uni->fvalue, sizeof(float) * uni->length);
/* Flush array data to shader. */
if (array_index <= 0) {
GPU_shader_uniform_vector(shgroup->shader, uni->location, 16, 1, mat4_stack);
array_uniform_loc = -1;
}
continue;
}
/* Handle standard cases. */
switch (uni->type) {
case DRW_UNIFORM_INT_COPY:
BLI_assert(uni->arraysize == 1);
if (uni->arraysize == 1) {
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, uni->ivalue);
}
break;
case DRW_UNIFORM_INT:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, uni->pvalue);
break;
case DRW_UNIFORM_FLOAT_COPY:
BLI_assert(uni->arraysize == 1);
if (uni->arraysize == 1) {
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, uni->fvalue);
}
break;
case DRW_UNIFORM_FLOAT:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, uni->pvalue);
break;
case DRW_UNIFORM_TEXTURE:
GPU_texture_bind_ex(uni->texture, uni->sampler_state, uni->location, false);
break;
case DRW_UNIFORM_TEXTURE_REF:
GPU_texture_bind_ex(*uni->texture_ref, uni->sampler_state, uni->location, false);
break;
case DRW_UNIFORM_IMAGE:
GPU_texture_image_bind(uni->texture, uni->location);
break;
case DRW_UNIFORM_IMAGE_REF:
GPU_texture_image_bind(*uni->texture_ref, uni->location);
break;
case DRW_UNIFORM_BLOCK:
GPU_uniformbuf_bind(uni->block, uni->location);
break;
case DRW_UNIFORM_BLOCK_REF:
GPU_uniformbuf_bind(*uni->block_ref, uni->location);
break;
case DRW_UNIFORM_STORAGE_BLOCK:
GPU_storagebuf_bind(uni->ssbo, uni->location);
break;
case DRW_UNIFORM_STORAGE_BLOCK_REF:
GPU_storagebuf_bind(*uni->ssbo_ref, uni->location);
break;
case DRW_UNIFORM_BLOCK_OBMATS:
state->obmats_loc = uni->location;
GPU_uniformbuf_bind(DST.vmempool->matrices_ubo[0], uni->location);
break;
case DRW_UNIFORM_BLOCK_OBINFOS:
state->obinfos_loc = uni->location;
GPU_uniformbuf_bind(DST.vmempool->obinfos_ubo[0], uni->location);
break;
case DRW_UNIFORM_BLOCK_OBATTRS:
state->obattrs_loc = uni->location;
state->obattrs_ubo = DRW_uniform_attrs_pool_find_ubo(DST.vmempool->obattrs_ubo_pool,
uni->uniform_attrs);
DRW_sparse_uniform_buffer_bind(state->obattrs_ubo, 0, uni->location);
break;
case DRW_UNIFORM_RESOURCE_CHUNK:
state->chunkid_loc = uni->location;
GPU_shader_uniform_int(shgroup->shader, uni->location, 0);
break;
case DRW_UNIFORM_RESOURCE_ID:
state->resourceid_loc = uni->location;
break;
case DRW_UNIFORM_TFEEDBACK_TARGET:
BLI_assert(uni->pvalue && (*use_tfeedback == false));
*use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
((GPUVertBuf *)uni->pvalue));
break;
case DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE_REF:
GPU_vertbuf_bind_as_texture(*uni->vertbuf_ref, uni->location);
break;
case DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE:
GPU_vertbuf_bind_as_texture(uni->vertbuf, uni->location);
break;
case DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE_REF:
GPU_vertbuf_bind_as_ssbo(*uni->vertbuf_ref, uni->location);
break;
case DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE:
GPU_vertbuf_bind_as_ssbo(uni->vertbuf, uni->location);
break;
/* Legacy/Fallback support. */
case DRW_UNIFORM_BASE_INSTANCE:
state->baseinst_loc = uni->location;
break;
case DRW_UNIFORM_MODEL_MATRIX:
state->obmat_loc = uni->location;
break;
case DRW_UNIFORM_MODEL_MATRIX_INVERSE:
state->obinv_loc = uni->location;
break;
}
}
}
/* Ensure uniform arrays copied. */
BLI_assert(array_index == 0);
BLI_assert(array_uniform_loc == -1);
UNUSED_VARS_NDEBUG(array_uniform_loc);
}
BLI_INLINE void draw_select_buffer(DRWShadingGroup *shgroup,
DRWCommandsState *state,
GPUBatch *batch,
const DRWResourceHandle *handle)
{
const bool is_instancing = (batch->inst[0] != NULL);
int start = 0;
int count = 1;
int tot = is_instancing ? GPU_vertbuf_get_vertex_len(batch->inst[0]) :
GPU_vertbuf_get_vertex_len(batch->verts[0]);
/* HACK: get VBO data without actually drawing. */
int *select_id = (void *)GPU_vertbuf_get_data(state->select_buf);
/* Batching */
if (!is_instancing) {
/* FIXME: Meh a bit nasty. */
if (batch->prim_type == GPU_PRIM_TRIS) {
count = 3;
}
else if (batch->prim_type == GPU_PRIM_LINES) {
count = 2;
}
}
while (start < tot) {
GPU_select_load_id(select_id[start]);
if (is_instancing) {
draw_geometry_execute(shgroup, batch, 0, 0, start, count, state->baseinst_loc);
}
else {
draw_geometry_execute(
shgroup, batch, start, count, DRW_handle_id_get(handle), 0, state->baseinst_loc);
}
start += count;
}
}
typedef struct DRWCommandIterator {
int cmd_index;
DRWCommandChunk *curr_chunk;
} DRWCommandIterator;
static void draw_command_iter_begin(DRWCommandIterator *iter, DRWShadingGroup *shgroup)
{
iter->curr_chunk = shgroup->cmd.first;
iter->cmd_index = 0;
}
static DRWCommand *draw_command_iter_step(DRWCommandIterator *iter, eDRWCommandType *cmd_type)
{
if (iter->curr_chunk) {
if (iter->cmd_index == iter->curr_chunk->command_len) {
iter->curr_chunk = iter->curr_chunk->next;
iter->cmd_index = 0;
}
if (iter->curr_chunk) {
*cmd_type = command_type_get(iter->curr_chunk->command_type, iter->cmd_index);
if (iter->cmd_index < iter->curr_chunk->command_used) {
return iter->curr_chunk->commands + iter->cmd_index++;
}
}
}
return NULL;
}
static void draw_call_resource_bind(DRWCommandsState *state, const DRWResourceHandle *handle)
{
/* Front face is not a resource but it is inside the resource handle. */
bool neg_scale = DRW_handle_negative_scale_get(handle);
if (neg_scale != state->neg_scale) {
state->neg_scale = neg_scale;
GPU_front_facing(neg_scale != DST.view_active->is_inverted);
}
int chunk = DRW_handle_chunk_get(handle);
if (state->resource_chunk != chunk) {
if (state->chunkid_loc != -1) {
GPU_shader_uniform_int(DST.shader, state->chunkid_loc, chunk);
}
if (state->obmats_loc != -1) {
GPU_uniformbuf_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
GPU_uniformbuf_bind(DST.vmempool->matrices_ubo[chunk], state->obmats_loc);
}
if (state->obinfos_loc != -1) {
GPU_uniformbuf_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]);
GPU_uniformbuf_bind(DST.vmempool->obinfos_ubo[chunk], state->obinfos_loc);
}
if (state->obattrs_loc != -1) {
DRW_sparse_uniform_buffer_unbind(state->obattrs_ubo, state->resource_chunk);
DRW_sparse_uniform_buffer_bind(state->obattrs_ubo, chunk, state->obattrs_loc);
}
state->resource_chunk = chunk;
}
if (state->resourceid_loc != -1) {
int id = DRW_handle_id_get(handle);
if (state->resource_id != id) {
GPU_shader_uniform_int(DST.shader, state->resourceid_loc, id);
state->resource_id = id;
}
}
}
static void draw_call_batching_flush(DRWShadingGroup *shgroup, DRWCommandsState *state)
{
draw_indirect_call(shgroup, state);
GPU_draw_list_submit(DST.draw_list);
state->batch = NULL;
state->inst_count = 0;
state->base_inst = -1;
}
static void draw_call_single_do(DRWShadingGroup *shgroup,
DRWCommandsState *state,
GPUBatch *batch,
DRWResourceHandle handle,
int vert_first,
int vert_count,
int inst_first,
int inst_count,
bool do_base_instance)
{
draw_call_batching_flush(shgroup, state);
draw_call_resource_bind(state, &handle);
/* TODO: This is Legacy. Need to be removed. */
if (state->obmats_loc == -1 && (state->obmat_loc != -1 || state->obinv_loc != -1)) {
draw_legacy_matrix_update(shgroup, &handle, state->obmat_loc, state->obinv_loc);
}
if (G.f & G_FLAG_PICKSEL) {
if (state->select_buf != NULL) {
draw_select_buffer(shgroup, state, batch, &handle);
return;
}
GPU_select_load_id(state->select_id);
}
draw_geometry_execute(shgroup,
batch,
vert_first,
vert_count,
do_base_instance ? DRW_handle_id_get(&handle) : inst_first,
inst_count,
state->baseinst_loc);
}
/* Not to be mistaken with draw_indirect_call which does batch many drawcalls together. This one
* only execute an indirect drawcall with user indirect buffer. */
static void draw_call_indirect(DRWShadingGroup *shgroup,
DRWCommandsState *state,
GPUBatch *batch,
DRWResourceHandle handle,
GPUStorageBuf *indirect_buf)
{
draw_call_batching_flush(shgroup, state);
draw_call_resource_bind(state, &handle);
if (G.f & G_FLAG_PICKSEL) {
GPU_select_load_id(state->select_id);
}
GPU_batch_set_shader(batch, shgroup->shader);
GPU_batch_draw_indirect(batch, indirect_buf, 0);
}
static void draw_call_batching_start(DRWCommandsState *state)
{
state->neg_scale = false;
state->resource_chunk = 0;
state->resource_id = -1;
state->base_inst = 0;
state->inst_count = 0;
state->batch = NULL;
state->select_id = -1;
state->select_buf = NULL;
}
/* NOTE: Does not support batches with instancing VBOs. */
static void draw_call_batching_do(DRWShadingGroup *shgroup,
DRWCommandsState *state,
DRWCommandDraw *call)
{
/* If any condition requires to interrupt the merging. */
bool neg_scale = DRW_handle_negative_scale_get(&call->handle);
int chunk = DRW_handle_chunk_get(&call->handle);
int id = DRW_handle_id_get(&call->handle);
if ((state->neg_scale != neg_scale) || /* Need to change state. */
(state->resource_chunk != chunk) || /* Need to change UBOs. */
(state->batch != call->batch) /* Need to change VAO. */
) {
draw_call_batching_flush(shgroup, state);
state->batch = call->batch;
state->inst_count = 1;
state->base_inst = id;
draw_call_resource_bind(state, &call->handle);
}
/* Is the id consecutive? */
else if (id != state->base_inst + state->inst_count) {
/* We need to add a draw command for the pending instances. */
draw_indirect_call(shgroup, state);
state->inst_count = 1;
state->base_inst = id;
}
/* We avoid a drawcall by merging with the precedent
* drawcall using instancing. */
else {
state->inst_count++;
}
}
/* Flush remaining pending drawcalls. */
static void draw_call_batching_finish(DRWShadingGroup *shgroup, DRWCommandsState *state)
{
draw_call_batching_flush(shgroup, state);
/* Reset state */
if (state->neg_scale) {
GPU_front_facing(DST.view_active->is_inverted);
}
if (state->obmats_loc != -1) {
GPU_uniformbuf_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
}
if (state->obinfos_loc != -1) {
GPU_uniformbuf_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]);
}
if (state->obattrs_loc != -1) {
DRW_sparse_uniform_buffer_unbind(state->obattrs_ubo, state->resource_chunk);
}
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
{
BLI_assert(shgroup->shader);
DRWCommandsState state = {
.obmats_loc = -1,
.obinfos_loc = -1,
.obattrs_loc = -1,
.baseinst_loc = -1,
.chunkid_loc = -1,
.resourceid_loc = -1,
.obmat_loc = -1,
.obinv_loc = -1,
.obattrs_ubo = NULL,
.drw_state_enabled = 0,
.drw_state_disabled = 0,
};
const bool shader_changed = (DST.shader != shgroup->shader);
bool use_tfeedback = false;
if (shader_changed) {
if (DST.shader) {
GPU_shader_unbind();
/* Unbinding can be costly. Skip in normal condition. */
if (G.debug & G_DEBUG_GPU) {
GPU_texture_unbind_all();
GPU_texture_image_unbind_all();
GPU_uniformbuf_unbind_all();
GPU_storagebuf_unbind_all();
}
}
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
DST.batch = NULL;
}
draw_update_uniforms(shgroup, &state, &use_tfeedback);
drw_state_set(pass_state);
/* Rendering Calls */
{
DRWCommandIterator iter;
DRWCommand *cmd;
eDRWCommandType cmd_type;
draw_command_iter_begin(&iter, shgroup);
draw_call_batching_start(&state);
while ((cmd = draw_command_iter_step(&iter, &cmd_type))) {
switch (cmd_type) {
case DRW_CMD_DRAW_PROCEDURAL:
case DRW_CMD_DRWSTATE:
case DRW_CMD_STENCIL:
draw_call_batching_flush(shgroup, &state);
break;
case DRW_CMD_DRAW:
case DRW_CMD_DRAW_INDIRECT:
case DRW_CMD_DRAW_INSTANCE:
if (draw_call_is_culled(&cmd->instance.handle, DST.view_active)) {
continue;
}
break;
default:
break;
}
switch (cmd_type) {
case DRW_CMD_CLEAR:
GPU_framebuffer_clear(GPU_framebuffer_active_get(),
cmd->clear.clear_channels,
(float[4]){cmd->clear.r / 255.0f,
cmd->clear.g / 255.0f,
cmd->clear.b / 255.0f,
cmd->clear.a / 255.0f},
cmd->clear.depth,
cmd->clear.stencil);
break;
case DRW_CMD_DRWSTATE:
state.drw_state_enabled |= cmd->state.enable;
state.drw_state_disabled |= cmd->state.disable;
drw_state_set((pass_state & ~state.drw_state_disabled) | state.drw_state_enabled);
break;
case DRW_CMD_STENCIL:
drw_stencil_state_set(cmd->stencil.write_mask, cmd->stencil.ref, cmd->stencil.comp_mask);
break;
case DRW_CMD_SELECTID:
state.select_id = cmd->select_id.select_id;
state.select_buf = cmd->select_id.select_buf;
break;
case DRW_CMD_DRAW:
if (!USE_BATCHING || state.obmats_loc == -1 || (G.f & G_FLAG_PICKSEL) ||
cmd->draw.batch->inst[0]) {
draw_call_single_do(
shgroup, &state, cmd->draw.batch, cmd->draw.handle, 0, 0, 0, 0, true);
}
else {
draw_call_batching_do(shgroup, &state, &cmd->draw);
}
break;
case DRW_CMD_DRAW_PROCEDURAL:
draw_call_single_do(shgroup,
&state,
cmd->procedural.batch,
cmd->procedural.handle,
0,
cmd->procedural.vert_count,
0,
1,
true);
break;
case DRW_CMD_DRAW_INDIRECT:
draw_call_indirect(shgroup,
&state,
cmd->draw_indirect.batch,
cmd->draw_indirect.handle,
cmd->draw_indirect.indirect_buf);
break;
case DRW_CMD_DRAW_INSTANCE:
draw_call_single_do(shgroup,
&state,
cmd->instance.batch,
cmd->instance.handle,
0,
0,
0,
cmd->instance.inst_count,
cmd->instance.use_attrs == 0);
break;
case DRW_CMD_DRAW_RANGE:
draw_call_single_do(shgroup,
&state,
cmd->range.batch,
cmd->range.handle,
cmd->range.vert_first,
cmd->range.vert_count,
0,
1,
true);
break;
case DRW_CMD_DRAW_INSTANCE_RANGE:
draw_call_single_do(shgroup,
&state,
cmd->instance_range.batch,
cmd->instance_range.handle,
0,
0,
cmd->instance_range.inst_first,
cmd->instance_range.inst_count,
false);
break;
case DRW_CMD_COMPUTE:
GPU_compute_dispatch(shgroup->shader,
cmd->compute.groups_x_len,
cmd->compute.groups_y_len,
cmd->compute.groups_z_len);
break;
case DRW_CMD_COMPUTE_REF:
GPU_compute_dispatch(shgroup->shader,
cmd->compute_ref.groups_ref[0],
cmd->compute_ref.groups_ref[1],
cmd->compute_ref.groups_ref[2]);
break;
case DRW_CMD_COMPUTE_INDIRECT:
GPU_compute_dispatch_indirect(shgroup->shader, cmd->compute_indirect.indirect_buf);
break;
case DRW_CMD_BARRIER:
GPU_memory_barrier(cmd->barrier.type);
break;
}
}
draw_call_batching_finish(shgroup, &state);
}
if (use_tfeedback) {
GPU_shader_transform_feedback_disable(shgroup->shader);
}
}
static void drw_update_view(const float viewport_size[2])
{
ViewInfos *storage = &DST.view_active->storage;
copy_v2_v2(storage->viewport_size, viewport_size);
copy_v2_v2(storage->viewport_size_inverse, viewport_size);
invert_v2(storage->viewport_size_inverse);
/* TODO(fclem): update a big UBO and only bind ranges here. */
GPU_uniformbuf_update(G_draw.view_ubo, &DST.view_active->storage);
/* TODO: get rid of this. */
DST.view_storage_cpy = DST.view_active->storage;
draw_compute_culling(DST.view_active);
}
static void drw_draw_pass_ex(DRWPass *pass,
DRWShadingGroup *start_group,
DRWShadingGroup *end_group)
{
if (pass->original) {
start_group = pass->original->shgroups.first;
end_group = pass->original->shgroups.last;
}
if (start_group == NULL) {
return;
}
DST.shader = NULL;
BLI_assert(DST.buffer_finish_called &&
"DRW_render_instance_buffer_finish had not been called before drawing");
float viewport[4];
GPU_viewport_size_get_f(viewport);
if (DST.view_previous != DST.view_active || DST.view_active->is_dirty ||
!equals_v2v2(DST.view_active->storage.viewport_size, &viewport[2])) {
drw_update_view(&viewport[2]);
DST.view_active->is_dirty = false;
DST.view_previous = DST.view_active;
}
/* GPU_framebuffer_clear calls can change the state outside the DRW module.
* Force reset the affected states to avoid problems later. */
drw_state_set(DST.state | DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
drw_state_set(pass->state);
drw_state_validate();
if (DST.view_active->is_inverted) {
GPU_front_facing(true);
}
DRW_stats_query_start(pass->name);
for (DRWShadingGroup *shgroup = start_group; shgroup; shgroup = shgroup->next) {
draw_shgroup(shgroup, pass->state);
/* break if upper limit */
if (shgroup == end_group) {
break;
}
}
if (DST.shader) {
GPU_shader_unbind();
DST.shader = NULL;
}
if (DST.batch) {
DST.batch = NULL;
}
/* Fix T67342 for some reason. AMD Pro driver bug. */
if ((DST.state & DRW_STATE_BLEND_CUSTOM) != 0 &&
GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL)) {
drw_state_set(DST.state & ~DRW_STATE_BLEND_CUSTOM);
}
/* HACK: Rasterized discard can affect clear commands which are not
* part of a DRWPass (as of now). So disable rasterized discard here
* if it has been enabled. */
if ((DST.state & DRW_STATE_RASTERIZER_ENABLED) == 0) {
drw_state_set((DST.state & ~DRW_STATE_RASTERIZER_ENABLED) | DRW_STATE_DEFAULT);
}
/* Reset default. */
if (DST.view_active->is_inverted) {
GPU_front_facing(false);
}
DRW_stats_query_end();
}
void DRW_draw_pass(DRWPass *pass)
{
for (; pass; pass = pass->next) {
drw_draw_pass_ex(pass, pass->shgroups.first, pass->shgroups.last);
}
}
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
{
drw_draw_pass_ex(pass, start_group, end_group);
}
/** \} */