This is in preparation of vulkan backend. We move all opengl functionnalities behind an abstract class. This also cleansup the "dynamic" ubo create and rename it to `GPU_uniformbuf_from_list()` Contains, no functional change. Part of T68990 Vulkan support.
		
			
				
	
	
		
			107 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			2.8 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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|  * All rights reserved.
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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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|  * GPU geometry batch
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|  * Contains VAOs + VBOs + Shader representing a drawable entity.
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|  */
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| 
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| #pragma once
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "gpu_batch_private.hh"
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| 
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| #include "glew-mx.h"
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| 
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| namespace blender {
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| namespace gpu {
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| 
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| class GLContext;
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| class GLShaderInterface;
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| 
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| #define GPU_VAO_STATIC_LEN 3
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| 
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| /* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
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|  * for each shader interface. Start with a static number of vaos and fallback to dynamic count
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|  * if necessary. Once a batch goes dynamic it does not go back. */
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| class GLVaoCache {
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|  private:
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|   /** Context for which the vao_cache_ was generated. */
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|   GLContext *context_ = NULL;
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|   /** Last interface this batch was drawn with. */
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|   GLShaderInterface *interface_ = NULL;
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|   /** Cached vao for the last interface. */
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|   GLuint vao_id_ = 0;
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|   /** Used whend arb_base_instance is not supported. */
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|   GLuint vao_base_instance_ = 0;
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|   int base_instance_ = 0;
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| 
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|   bool is_dynamic_vao_count = false;
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|   union {
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|     /** Static handle count */
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|     struct {
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|       const GLShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
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|       GLuint vao_ids[GPU_VAO_STATIC_LEN];
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|     } static_vaos;
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|     /** Dynamic handle count */
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|     struct {
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|       uint count;
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|       const GLShaderInterface **interfaces;
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|       GLuint *vao_ids;
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|     } dynamic_vaos;
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|   };
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| 
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|  public:
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|   GLVaoCache();
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|   ~GLVaoCache();
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| 
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|   GLuint vao_get(GPUBatch *batch);
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|   GLuint base_instance_vao_get(GPUBatch *batch, int i_first);
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| 
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|   GLuint lookup(const GLShaderInterface *interface);
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|   void insert(const GLShaderInterface *interface, GLuint vao_id);
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|   void remove(const GLShaderInterface *interface);
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|   void clear(void);
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| 
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|  private:
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|   void init(void);
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|   void context_check(void);
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| };
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| 
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| class GLBatch : public Batch {
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|  public:
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|   /** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
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|   GLVaoCache vao_cache_;
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| 
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|  public:
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|   GLBatch();
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|   ~GLBatch();
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| 
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|   void draw(int v_first, int v_count, int i_first, int i_count) override;
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|   void bind(int i_first);
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| 
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|   MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch");
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| };
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| 
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| }  // namespace gpu
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| }  // namespace blender
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