Prepare for `BLI_str_unescape` which doesn't read well without the separator.
329 lines
9.1 KiB
C++
329 lines
9.1 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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* 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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/** \file
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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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#include "MEM_guardedalloc.h"
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#include "BLI_math_base.h"
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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_platform.h"
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#include "GPU_shader.h"
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#include "gpu_backend.hh"
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#include "gpu_context_private.hh"
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#include "gpu_index_buffer_private.hh"
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#include "gpu_shader_private.hh"
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#include "gpu_vertex_buffer_private.hh"
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#include "gpu_batch_private.hh"
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#include <cstring>
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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GPUBatch *GPU_batch_calloc(void)
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{
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GPUBatch *batch = GPUBackend::get()->batch_alloc();
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memset(batch, 0, sizeof(*batch));
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return batch;
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}
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GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
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GPUVertBuf *verts,
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GPUIndexBuf *elem,
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eGPUBatchFlag owns_flag)
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{
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GPUBatch *batch = GPU_batch_calloc();
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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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void GPU_batch_init_ex(GPUBatch *batch,
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GPUPrimType prim_type,
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GPUVertBuf *verts,
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GPUIndexBuf *elem,
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eGPUBatchFlag owns_flag)
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{
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BLI_assert(verts != nullptr);
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/* Do not pass any other flag */
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BLI_assert((owns_flag & ~(GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX)) == 0);
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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] = nullptr;
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}
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for (auto &v : batch->inst) {
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v = nullptr;
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}
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batch->elem = elem;
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batch->prim_type = prim_type;
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batch->flag = owns_flag | GPU_BATCH_INIT | GPU_BATCH_DIRTY;
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batch->shader = nullptr;
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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(
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batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, GPU_BATCH_INVALID);
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batch_dst->prim_type = batch_src->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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void GPU_batch_clear(GPUBatch *batch)
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{
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if (batch->flag & GPU_BATCH_OWNS_INDEX) {
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GPU_indexbuf_discard(batch->elem);
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}
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if (batch->flag & GPU_BATCH_OWNS_VBO_ANY) {
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for (int v = 0; (v < GPU_BATCH_VBO_MAX_LEN) && batch->verts[v]; v++) {
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if (batch->flag & (GPU_BATCH_OWNS_VBO << v)) {
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GPU_VERTBUF_DISCARD_SAFE(batch->verts[v]);
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}
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}
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}
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if (batch->flag & GPU_BATCH_OWNS_INST_VBO_ANY) {
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for (int v = 0; (v < GPU_BATCH_INST_VBO_MAX_LEN) && batch->inst[v]; v++) {
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if (batch->flag & (GPU_BATCH_OWNS_INST_VBO << v)) {
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GPU_VERTBUF_DISCARD_SAFE(batch->inst[v]);
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}
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}
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}
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batch->flag = GPU_BATCH_INVALID;
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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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delete static_cast<Batch *>(batch);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Buffers Management
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* \{ */
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/* NOTE: Override ONLY the first instance vbo (and free them if owned). */
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void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
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{
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BLI_assert(inst);
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batch->flag |= GPU_BATCH_DIRTY;
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if (batch->inst[0] && (batch->flag & GPU_BATCH_OWNS_INST_VBO)) {
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GPU_vertbuf_discard(batch->inst[0]);
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}
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batch->inst[0] = inst;
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SET_FLAG_FROM_TEST(batch->flag, own_vbo, GPU_BATCH_OWNS_INST_VBO);
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}
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/* NOTE: Override any previously assigned elem (and free it if owned). */
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void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo)
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{
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BLI_assert(elem);
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batch->flag |= GPU_BATCH_DIRTY;
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if (batch->elem && (batch->flag & GPU_BATCH_OWNS_INDEX)) {
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GPU_indexbuf_discard(batch->elem);
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}
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batch->elem = elem;
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SET_FLAG_FROM_TEST(batch->flag, own_ibo, GPU_BATCH_OWNS_INDEX);
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}
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int GPU_batch_instbuf_add_ex(GPUBatch *batch, GPUVertBuf *insts, bool own_vbo)
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{
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BLI_assert(insts);
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batch->flag |= GPU_BATCH_DIRTY;
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for (uint v = 0; v < GPU_BATCH_INST_VBO_MAX_LEN; v++) {
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if (batch->inst[v] == nullptr) {
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/* for now all VertexBuffers must have same vertex_len */
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if (batch->inst[0]) {
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/* Allow for different size of vertex buffer (will choose the smallest number of verts). */
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// BLI_assert(insts->vertex_len == batch->inst[0]->vertex_len);
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}
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batch->inst[v] = insts;
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SET_FLAG_FROM_TEST(batch->flag, own_vbo, (eGPUBatchFlag)(GPU_BATCH_OWNS_INST_VBO << v));
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return v;
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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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BLI_assert(0 && "Not enough Instance VBO slot in batch");
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return -1;
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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(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo)
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{
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BLI_assert(verts);
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batch->flag |= GPU_BATCH_DIRTY;
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for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
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if (batch->verts[v] == nullptr) {
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/* for now all VertexBuffers must have same vertex_len */
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if (batch->verts[0] != nullptr) {
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/* This is an issue for the HACK inside DRW_vbo_request(). */
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// BLI_assert(verts->vertex_len == batch->verts[0]->vertex_len);
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}
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batch->verts[v] = verts;
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SET_FLAG_FROM_TEST(batch->flag, own_vbo, (eGPUBatchFlag)(GPU_BATCH_OWNS_VBO << v));
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return v;
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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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BLI_assert(0 && "Not enough VBO slot in batch");
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return -1;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniform setters
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*
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* TODO(fclem): port this to GPUShader.
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* \{ */
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void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader)
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{
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batch->shader = shader;
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GPU_shader_bind(batch->shader);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Drawing / Drawcall functions
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* \{ */
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void GPU_batch_draw(GPUBatch *batch)
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{
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GPU_shader_bind(batch->shader);
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GPU_batch_draw_advanced(batch, 0, 0, 0, 0);
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}
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void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count)
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{
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GPU_shader_bind(batch->shader);
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GPU_batch_draw_advanced(batch, v_first, v_count, 0, 0);
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}
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/* Draw multiple instance of a batch without having any instance attributes. */
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void GPU_batch_draw_instanced(GPUBatch *batch, int i_count)
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{
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BLI_assert(batch->inst[0] == nullptr);
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GPU_shader_bind(batch->shader);
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GPU_batch_draw_advanced(batch, 0, 0, 0, i_count);
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}
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void GPU_batch_draw_advanced(
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GPUBatch *gpu_batch, int v_first, int v_count, int i_first, int i_count)
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{
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BLI_assert(Context::get()->shader != nullptr);
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Batch *batch = static_cast<Batch *>(gpu_batch);
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if (v_count == 0) {
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if (batch->elem) {
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v_count = batch->elem_()->index_len_get();
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}
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else {
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v_count = batch->verts_(0)->vertex_len;
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}
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}
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if (i_count == 0) {
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i_count = (batch->inst[0]) ? batch->inst_(0)->vertex_len : 1;
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/* Meh. This is to be able to use different numbers of verts in instance vbos. */
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if (batch->inst[1] != nullptr) {
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i_count = min_ii(i_count, batch->inst_(1)->vertex_len);
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}
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}
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if (v_count == 0 || i_count == 0) {
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/* Nothing to draw. */
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return;
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}
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batch->draw(v_first, v_count, i_first, i_count);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Utilities
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* \{ */
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void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
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eGPUBuiltinShader shader_id,
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eGPUShaderConfig sh_cfg)
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{
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GPUShader *shader = GPU_shader_get_builtin_shader_with_config(shader_id, sh_cfg);
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GPU_batch_set_shader(batch, shader);
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}
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void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
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{
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GPU_batch_program_set_builtin_with_config(batch, shader_id, GPU_SHADER_CFG_DEFAULT);
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}
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/* Bind program bound to IMM to the batch.
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* XXX Use this with much care. Drawing with the GPUBatch API is not compatible with IMM.
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* DO NOT DRAW WITH THE BATCH BEFORE CALLING immUnbindProgram. */
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void GPU_batch_program_set_imm_shader(GPUBatch *batch)
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{
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GPU_batch_set_shader(batch, immGetShader());
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Init/Exit
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* \{ */
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void gpu_batch_init(void)
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{
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gpu_batch_presets_init();
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}
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void gpu_batch_exit(void)
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{
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gpu_batch_presets_exit();
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}
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/** \} */
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