1521 lines
45 KiB
C
1521 lines
45 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 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#include "draw_manager.h"
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#include "BLI_math.h"
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#include "BLI_math_bits.h"
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#include "BLI_memblock.h"
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#include "BKE_global.h"
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#include "GPU_extensions.h"
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#include "GPU_platform.h"
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#include "intern/gpu_shader_private.h"
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#include "intern/gpu_primitive_private.h"
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#ifdef USE_GPU_SELECT
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# include "GPU_select.h"
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#endif
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void DRW_select_load_id(uint id)
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{
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#ifdef USE_GPU_SELECT
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BLI_assert(G.f & G_FLAG_PICKSEL);
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DST.select_id = id;
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#endif
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}
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#define DEBUG_UBO_BINDING
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typedef struct DRWCommandsState {
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GPUBatch *batch;
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int resource_chunk;
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int resource_id;
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int base_inst;
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int inst_count;
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int v_first;
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int v_count;
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bool neg_scale;
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/* Resource location. */
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int obmats_loc;
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int obinfos_loc;
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int baseinst_loc;
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int chunkid_loc;
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int resourceid_loc;
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/* Legacy matrix support. */
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int obmat_loc;
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int obinv_loc;
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int mvp_loc;
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/* Selection ID state. */
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GPUVertBuf *select_buf;
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uint select_id;
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/* Drawing State */
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DRWState drw_state_enabled;
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DRWState drw_state_disabled;
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} DRWCommandsState;
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/* -------------------------------------------------------------------- */
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/** \name Draw State (DRW_state)
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* \{ */
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void drw_state_set(DRWState state)
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{
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if (DST.state == state) {
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return;
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}
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#define CHANGED_TO(f) \
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((DST.state_lock & (f)) ? \
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0 : \
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(((DST.state & (f)) ? ((state & (f)) ? 0 : -1) : ((state & (f)) ? 1 : 0))))
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#define CHANGED_ANY(f) (((DST.state & (f)) != (state & (f))) && ((DST.state_lock & (f)) == 0))
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#define CHANGED_ANY_STORE_VAR(f, enabled) \
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(((DST.state & (f)) != (enabled = (state & (f)))) && (((DST.state_lock & (f)) == 0)))
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/* Depth Write */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
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if (test == 1) {
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glDepthMask(GL_TRUE);
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}
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else {
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glDepthMask(GL_FALSE);
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}
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}
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}
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/* Stencil Write */
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{
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DRWState test;
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if (CHANGED_ANY_STORE_VAR(DRW_STATE_WRITE_STENCIL_ENABLED, test)) {
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/* Stencil Write */
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if (test) {
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glStencilMask(0xFF);
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if (test & DRW_STATE_WRITE_STENCIL) {
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) {
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glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
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glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
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}
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else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) {
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glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
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glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
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}
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else {
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BLI_assert(0);
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}
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}
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else {
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glStencilMask(0x00);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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}
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}
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/* Color Write */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
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if (test == 1) {
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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else {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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}
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}
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/* Raster Discard */
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{
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if (CHANGED_ANY(DRW_STATE_RASTERIZER_ENABLED)) {
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if ((state & DRW_STATE_RASTERIZER_ENABLED) != 0) {
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glDisable(GL_RASTERIZER_DISCARD);
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}
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else {
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glEnable(GL_RASTERIZER_DISCARD);
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}
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}
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}
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/* Cull */
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{
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DRWState test;
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if (CHANGED_ANY_STORE_VAR(DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT, test)) {
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if (test) {
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glEnable(GL_CULL_FACE);
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if ((state & DRW_STATE_CULL_BACK) != 0) {
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glCullFace(GL_BACK);
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}
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else if ((state & DRW_STATE_CULL_FRONT) != 0) {
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glCullFace(GL_FRONT);
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}
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else {
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BLI_assert(0);
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}
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}
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else {
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glDisable(GL_CULL_FACE);
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}
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}
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}
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/* Depth Test */
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{
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DRWState test;
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if (CHANGED_ANY_STORE_VAR(DRW_STATE_DEPTH_TEST_ENABLED, test)) {
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if (test) {
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glEnable(GL_DEPTH_TEST);
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if (state & DRW_STATE_DEPTH_LESS) {
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glDepthFunc(GL_LESS);
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}
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else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
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glDepthFunc(GL_LEQUAL);
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}
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else if (state & DRW_STATE_DEPTH_EQUAL) {
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glDepthFunc(GL_EQUAL);
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}
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else if (state & DRW_STATE_DEPTH_GREATER) {
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glDepthFunc(GL_GREATER);
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}
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else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
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glDepthFunc(GL_GEQUAL);
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}
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else if (state & DRW_STATE_DEPTH_ALWAYS) {
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glDepthFunc(GL_ALWAYS);
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}
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else {
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BLI_assert(0);
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}
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}
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else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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}
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/* Stencil Test */
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{
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int test;
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if (CHANGED_ANY_STORE_VAR(DRW_STATE_STENCIL_TEST_ENABLED, test)) {
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if (test) {
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glEnable(GL_STENCIL_TEST);
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}
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else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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}
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/* Blending (all buffer) */
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{
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int test;
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if (CHANGED_ANY_STORE_VAR(DRW_STATE_BLEND_ALPHA | DRW_STATE_BLEND_ALPHA_PREMUL |
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DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_MUL |
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DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_OIT |
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DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_CUSTOM |
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DRW_STATE_LOGIC_INVERT | DRW_STATE_BLEND_SUB,
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test)) {
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if (test) {
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glEnable(GL_BLEND);
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if ((state & DRW_STATE_BLEND_ALPHA) != 0) {
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glBlendFuncSeparate(GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA, /* RGB */
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GL_ONE,
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GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
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}
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else if ((state & DRW_STATE_BLEND_BACKGROUND) != 0) {
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/* Special blend to add color under and multiply dst by alpha. */
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glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
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GL_SRC_ALPHA, /* RGB */
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GL_ZERO,
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GL_SRC_ALPHA); /* Alpha */
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}
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else if ((state & DRW_STATE_BLEND_ALPHA_PREMUL) != 0) {
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if ((state & DRW_STATE_BLEND_MUL) != 0) {
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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}
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else if ((state & DRW_STATE_BLEND_OIT) != 0) {
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glBlendFuncSeparate(GL_ONE,
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GL_ONE, /* RGB */
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GL_ZERO,
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GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
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}
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else if ((state & DRW_STATE_BLEND_ADD) != 0) {
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/* Do not let alpha accumulate but premult the source RGB by it. */
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glBlendFuncSeparate(GL_SRC_ALPHA,
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GL_ONE, /* RGB */
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GL_ZERO,
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GL_ONE); /* Alpha */
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}
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else if ((state & DRW_STATE_BLEND_ADD_FULL) != 0) {
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/* Let alpha accumulate. */
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glBlendFunc(GL_ONE, GL_ONE);
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}
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else if ((state & DRW_STATE_BLEND_SUB) != 0) {
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glBlendFunc(GL_ONE, GL_ONE);
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}
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else if ((state & DRW_STATE_BLEND_CUSTOM) != 0) {
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/* Custom blend parameters using dual source blending.
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* Can only be used with one Draw Buffer. */
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glBlendFunc(GL_ONE, GL_SRC1_COLOR);
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}
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else if ((state & DRW_STATE_LOGIC_INVERT) != 0) {
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/* Replace logic op by blend func to support floating point framebuffer. */
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glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
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GL_ZERO, /* RGB */
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GL_ZERO,
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GL_ONE); /* Alpha */
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}
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else {
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BLI_assert(0);
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}
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if ((state & DRW_STATE_BLEND_SUB) != 0) {
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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}
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else {
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glBlendEquation(GL_FUNC_ADD);
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}
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}
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else {
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
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}
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}
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}
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/* Shadow Bias */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_SHADOW_OFFSET))) {
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if (test == 1) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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/* 2.0 Seems to be the lowest possible slope bias that works in every case. */
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glPolygonOffset(2.0f, 1.0f);
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}
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else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_POLYGON_OFFSET_LINE);
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}
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}
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}
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/* In Front objects selection */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_IN_FRONT_SELECT))) {
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if (test == 1) {
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/* XXX `GPU_depth_range` is not a perfect solution
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* since very distant geometries can still be occluded.
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* Also the depth test precision of these geometries is impaired.
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* However, it solves the selection for the vast majority of cases. */
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GPU_depth_range(0.0f, 0.01f);
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}
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else {
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GPU_depth_range(0.0f, 1.0f);
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}
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}
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}
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/* Clip Planes */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
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if (test == 1) {
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for (int i = 0; i < DST.view_active->clip_planes_len; i++) {
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glEnable(GL_CLIP_DISTANCE0 + i);
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}
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}
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else {
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for (int i = 0; i < MAX_CLIP_PLANES; i++) {
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glDisable(GL_CLIP_DISTANCE0 + i);
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}
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}
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}
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}
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/* Program Points Size */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_PROGRAM_POINT_SIZE))) {
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if (test == 1) {
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GPU_program_point_size(true);
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}
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else {
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GPU_program_point_size(false);
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}
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}
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}
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/* Provoking Vertex */
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{
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int test;
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if ((test = CHANGED_TO(DRW_STATE_FIRST_VERTEX_CONVENTION))) {
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if (test == 1) {
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glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
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}
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else {
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glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
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}
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}
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}
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#undef CHANGED_TO
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#undef CHANGED_ANY
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#undef CHANGED_ANY_STORE_VAR
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DST.state = state;
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}
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static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_mask)
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{
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/* Reminders:
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* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
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* stencil_value being the value stored in the stencil buffer.
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* - (write-mask & reference) is what gets written if the test condition is fulfilled.
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**/
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glStencilMask(write_mask);
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if ((DST.state & DRW_STATE_STENCIL_ALWAYS) != 0) {
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glStencilFunc(GL_ALWAYS, reference, compare_mask);
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}
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else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
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glStencilFunc(GL_EQUAL, reference, compare_mask);
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}
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else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
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glStencilFunc(GL_NOTEQUAL, reference, compare_mask);
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}
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}
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/* Reset state to not interfer with other UI drawcall */
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void DRW_state_reset_ex(DRWState state)
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{
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DST.state = ~state;
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drw_state_set(state);
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}
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static void drw_state_validate(void)
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{
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/* Cannot write to stencil buffer without stencil test. */
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if ((DST.state & DRW_STATE_WRITE_STENCIL_ENABLED)) {
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BLI_assert(DST.state & DRW_STATE_STENCIL_TEST_ENABLED);
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}
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/* Cannot write to depth buffer without depth test. */
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if ((DST.state & DRW_STATE_WRITE_DEPTH)) {
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BLI_assert(DST.state & DRW_STATE_DEPTH_TEST_ENABLED);
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}
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}
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/**
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* Use with care, intended so selection code can override passes depth settings,
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* which is important for selection to work properly.
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*
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* Should be set in main draw loop, cleared afterwards
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*/
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void DRW_state_lock(DRWState state)
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{
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DST.state_lock = state;
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}
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void DRW_state_reset(void)
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{
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DRW_state_reset_ex(DRW_STATE_DEFAULT);
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/* Should stay constant during the whole rendering. */
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GPU_point_size(5);
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GPU_line_smooth(false);
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/* Bypass U.pixelsize factor. */
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glLineWidth(1.0f);
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/* Reset blending function */
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Culling (DRW_culling)
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* \{ */
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static bool draw_call_is_culled(const DRWResourceHandle *handle, DRWView *view)
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{
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DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates, handle);
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return (culling->mask & view->culling_mask) != 0;
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}
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/* Set active view for rendering. */
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void DRW_view_set_active(DRWView *view)
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{
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DST.view_active = (view) ? view : DST.view_default;
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}
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/* Return True if the given BoundSphere intersect the current view frustum */
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static bool draw_culling_sphere_test(const BoundSphere *frustum_bsphere,
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const float (*frustum_planes)[4],
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const BoundSphere *bsphere)
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{
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/* Bypass test if radius is negative. */
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if (bsphere->radius < 0.0f) {
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return true;
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}
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/* Do a rough test first: Sphere VS Sphere intersect. */
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float center_dist_sq = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
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float radius_sum = bsphere->radius + frustum_bsphere->radius;
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if (center_dist_sq > square_f(radius_sum)) {
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return false;
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}
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/* TODO we could test against the inscribed sphere of the frustum to early out positively. */
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/* Test against the 6 frustum planes. */
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/* TODO order planes with sides first then far then near clip. Should be better culling
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* heuristic when sculpting. */
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for (int p = 0; p < 6; p++) {
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float dist = plane_point_side_v3(frustum_planes[p], bsphere->center);
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if (dist < -bsphere->radius) {
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return false;
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}
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}
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return true;
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}
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static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundBox *bbox)
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{
|
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/* 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;
|
|
}
|
|
else 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;
|
|
}
|
|
|
|
/* Return True if the given BoundSphere intersect the current view frustum.
|
|
* bsphere must be in world space. */
|
|
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);
|
|
}
|
|
|
|
/* Return True if the given BoundBox intersect the current view frustum.
|
|
* bbox must be in world space. */
|
|
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);
|
|
}
|
|
|
|
/* Return True if the view frustum is inside or intersect the given plane.
|
|
* plane must be in world space. */
|
|
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);
|
|
}
|
|
|
|
/* Return True if the given box intersect the current view frustum.
|
|
* This function will have to be replaced when world space bb per objects is implemented. */
|
|
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) multithread 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 = !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,
|
|
float mvp_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);
|
|
}
|
|
/* Still supported for compatibility with gpu_shader_* but should be forbidden
|
|
* and is slow (since it does not cache the result). */
|
|
if (mvp_loc != -1) {
|
|
float mvp[4][4];
|
|
mul_m4_m4m4(mvp, DST.view_active->storage.persmat, ob_mats->model);
|
|
GPU_shader_uniform_vector(shgroup->shader, mvp_loc, 16, 1, (float *)mvp);
|
|
}
|
|
}
|
|
|
|
BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom)
|
|
{
|
|
/* XXX hacking #GPUBatch. we don't want to call glUseProgram! (huge performance loss) */
|
|
if (DST.batch) {
|
|
DST.batch->program_in_use = false;
|
|
}
|
|
|
|
DST.batch = geom;
|
|
|
|
GPU_batch_program_set_no_use(
|
|
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
|
|
|
|
geom->program_in_use = true; /* XXX hacking #GPUBatch */
|
|
|
|
GPU_batch_bind(geom);
|
|
}
|
|
|
|
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_command_add(
|
|
DST.draw_list, state->v_first, state->v_count, state->base_inst, state->inst_count);
|
|
}
|
|
/* Fallback when unsupported */
|
|
else {
|
|
draw_geometry_execute(shgroup,
|
|
state->batch,
|
|
state->v_first,
|
|
state->v_count,
|
|
state->base_inst,
|
|
state->inst_count,
|
|
state->baseinst_loc);
|
|
}
|
|
}
|
|
|
|
enum {
|
|
BIND_NONE = 0,
|
|
BIND_TEMP = 1, /* Release slot after this shading group. */
|
|
BIND_PERSIST = 2, /* Release slot only after the next shader change. */
|
|
};
|
|
|
|
static void set_bound_flags(uint64_t *slots, uint64_t *persist_slots, int slot_idx, char bind_type)
|
|
{
|
|
uint64_t slot = 1llu << (unsigned long)slot_idx;
|
|
*slots |= slot;
|
|
if (bind_type == BIND_PERSIST) {
|
|
*persist_slots |= slot;
|
|
}
|
|
}
|
|
|
|
static int get_empty_slot_index(uint64_t slots)
|
|
{
|
|
uint64_t empty_slots = ~slots;
|
|
/* Find first empty slot using bitscan. */
|
|
if (empty_slots != 0) {
|
|
if ((empty_slots & 0xFFFFFFFFlu) != 0) {
|
|
return (int)bitscan_forward_uint(empty_slots);
|
|
}
|
|
else {
|
|
return (int)bitscan_forward_uint(empty_slots >> 32) + 32;
|
|
}
|
|
}
|
|
else {
|
|
/* Greater than GPU_max_textures() */
|
|
return 99999;
|
|
}
|
|
}
|
|
|
|
static void bind_texture(GPUTexture *tex, char bind_type)
|
|
{
|
|
int idx = GPU_texture_bound_number(tex);
|
|
if (idx == -1) {
|
|
/* Texture isn't bound yet. Find an empty slot and bind it. */
|
|
idx = get_empty_slot_index(DST.RST.bound_tex_slots);
|
|
|
|
if (idx < GPU_max_textures()) {
|
|
GPUTexture **gpu_tex_slot = &DST.RST.bound_texs[idx];
|
|
/* Unbind any previous texture. */
|
|
if (*gpu_tex_slot != NULL) {
|
|
GPU_texture_unbind(*gpu_tex_slot);
|
|
}
|
|
GPU_texture_bind(tex, idx);
|
|
*gpu_tex_slot = tex;
|
|
}
|
|
else {
|
|
printf("Not enough texture slots! Reduce number of textures used by your shader.\n");
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
/* This texture slot was released but the tex
|
|
* is still bound. Just flag the slot again. */
|
|
BLI_assert(DST.RST.bound_texs[idx] == tex);
|
|
}
|
|
set_bound_flags(&DST.RST.bound_tex_slots, &DST.RST.bound_tex_slots_persist, idx, bind_type);
|
|
}
|
|
|
|
static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
|
|
{
|
|
int idx = GPU_uniformbuffer_bindpoint(ubo);
|
|
if (idx == -1) {
|
|
/* UBO isn't bound yet. Find an empty slot and bind it. */
|
|
idx = get_empty_slot_index(DST.RST.bound_ubo_slots);
|
|
|
|
/* [0..1] are reserved ubo slots. */
|
|
idx += 2;
|
|
|
|
if (idx < GPU_max_ubo_binds()) {
|
|
GPUUniformBuffer **gpu_ubo_slot = &DST.RST.bound_ubos[idx];
|
|
/* Unbind any previous UBO. */
|
|
if (*gpu_ubo_slot != NULL) {
|
|
GPU_uniformbuffer_unbind(*gpu_ubo_slot);
|
|
}
|
|
GPU_uniformbuffer_bind(ubo, idx);
|
|
*gpu_ubo_slot = ubo;
|
|
}
|
|
else {
|
|
/* printf so user can report bad behavior */
|
|
printf("Not enough ubo slots! This should not happen!\n");
|
|
/* This is not depending on user input.
|
|
* It is our responsibility to make sure there is enough slots. */
|
|
BLI_assert(0);
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
BLI_assert(idx < 64);
|
|
/* This UBO slot was released but the UBO is
|
|
* still bound here. Just flag the slot again. */
|
|
BLI_assert(DST.RST.bound_ubos[idx] == ubo);
|
|
}
|
|
/* Remove offset for flag bitfield. */
|
|
idx -= 2;
|
|
set_bound_flags(&DST.RST.bound_ubo_slots, &DST.RST.bound_ubo_slots_persist, idx, bind_type);
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
/**
|
|
* Opengl specification is strict on buffer binding.
|
|
*
|
|
* " If any active uniform block is not backed by a
|
|
* sufficiently large buffer object, the results of shader
|
|
* execution are undefined, and may result in GL interruption or
|
|
* termination. " - Opengl 3.3 Core Specification
|
|
*
|
|
* For now we only check if the binding is correct. Not the size of
|
|
* the bound ubo.
|
|
*
|
|
* See T55475.
|
|
* */
|
|
static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
|
|
{
|
|
bool valid = true;
|
|
# ifdef DEBUG_UBO_BINDING
|
|
/* Check that all active uniform blocks have a non-zero buffer bound. */
|
|
GLint program = 0;
|
|
GLint active_blocks = 0;
|
|
|
|
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
|
|
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &active_blocks);
|
|
|
|
for (uint i = 0; i < active_blocks; i++) {
|
|
int binding = 0;
|
|
int buffer = 0;
|
|
|
|
glGetActiveUniformBlockiv(program, i, GL_UNIFORM_BLOCK_BINDING, &binding);
|
|
glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, binding, &buffer);
|
|
|
|
if (buffer == 0) {
|
|
char blockname[64];
|
|
glGetActiveUniformBlockName(program, i, sizeof(blockname), NULL, blockname);
|
|
|
|
if (valid) {
|
|
printf("Trying to draw with missing UBO binding.\n");
|
|
valid = false;
|
|
}
|
|
|
|
DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes,
|
|
&shgroup->pass_handle);
|
|
|
|
printf("Pass : %s, Shader : %s, Block : %s\n",
|
|
parent_pass->name,
|
|
shgroup->shader->name,
|
|
blockname);
|
|
}
|
|
}
|
|
# endif
|
|
return valid;
|
|
}
|
|
#endif
|
|
|
|
static void release_texture_slots(bool with_persist)
|
|
{
|
|
if (with_persist) {
|
|
DST.RST.bound_tex_slots = 0;
|
|
DST.RST.bound_tex_slots_persist = 0;
|
|
}
|
|
else {
|
|
DST.RST.bound_tex_slots &= DST.RST.bound_tex_slots_persist;
|
|
}
|
|
}
|
|
|
|
static void release_ubo_slots(bool with_persist)
|
|
{
|
|
if (with_persist) {
|
|
DST.RST.bound_ubo_slots = 0;
|
|
DST.RST.bound_ubo_slots_persist = 0;
|
|
}
|
|
else {
|
|
DST.RST.bound_ubo_slots &= DST.RST.bound_ubo_slots_persist;
|
|
}
|
|
}
|
|
|
|
static void draw_update_uniforms(DRWShadingGroup *shgroup,
|
|
DRWCommandsState *state,
|
|
bool *use_tfeedback)
|
|
{
|
|
for (DRWUniformChunk *unichunk = shgroup->uniforms; unichunk; unichunk = unichunk->next) {
|
|
DRWUniform *uni = unichunk->uniforms;
|
|
for (int i = 0; i < unichunk->uniform_used; i++, uni++) {
|
|
GPUTexture *tex;
|
|
GPUUniformBuffer *ubo;
|
|
if (uni->location == -2) {
|
|
uni->location = GPU_shader_get_uniform_ensure(shgroup->shader,
|
|
DST.uniform_names.buffer + uni->name_ofs);
|
|
if (uni->location == -1) {
|
|
continue;
|
|
}
|
|
}
|
|
const void *data = uni->pvalue;
|
|
if (ELEM(uni->type, DRW_UNIFORM_INT_COPY, DRW_UNIFORM_FLOAT_COPY)) {
|
|
data = uni->fvalue;
|
|
}
|
|
switch (uni->type) {
|
|
case DRW_UNIFORM_INT_COPY:
|
|
case DRW_UNIFORM_INT:
|
|
GPU_shader_uniform_vector_int(
|
|
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
|
|
break;
|
|
case DRW_UNIFORM_FLOAT_COPY:
|
|
case DRW_UNIFORM_FLOAT:
|
|
GPU_shader_uniform_vector(
|
|
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
|
|
break;
|
|
case DRW_UNIFORM_TEXTURE:
|
|
tex = (GPUTexture *)uni->pvalue;
|
|
BLI_assert(tex);
|
|
bind_texture(tex, BIND_TEMP);
|
|
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
|
|
break;
|
|
case DRW_UNIFORM_TEXTURE_PERSIST:
|
|
tex = (GPUTexture *)uni->pvalue;
|
|
BLI_assert(tex);
|
|
bind_texture(tex, BIND_PERSIST);
|
|
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
|
|
break;
|
|
case DRW_UNIFORM_TEXTURE_REF:
|
|
tex = *((GPUTexture **)uni->pvalue);
|
|
BLI_assert(tex);
|
|
bind_texture(tex, BIND_TEMP);
|
|
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
|
|
break;
|
|
case DRW_UNIFORM_BLOCK:
|
|
ubo = (GPUUniformBuffer *)uni->pvalue;
|
|
bind_ubo(ubo, BIND_TEMP);
|
|
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
|
|
break;
|
|
case DRW_UNIFORM_BLOCK_PERSIST:
|
|
ubo = (GPUUniformBuffer *)uni->pvalue;
|
|
bind_ubo(ubo, BIND_PERSIST);
|
|
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
|
|
break;
|
|
case DRW_UNIFORM_BLOCK_OBMATS:
|
|
state->obmats_loc = uni->location;
|
|
ubo = DST.vmempool->matrices_ubo[0];
|
|
GPU_uniformbuffer_bind(ubo, 0);
|
|
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
|
|
break;
|
|
case DRW_UNIFORM_BLOCK_OBINFOS:
|
|
state->obinfos_loc = uni->location;
|
|
ubo = DST.vmempool->obinfos_ubo[0];
|
|
GPU_uniformbuffer_bind(ubo, 1);
|
|
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
|
|
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(data && (*use_tfeedback == false));
|
|
*use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
|
|
((GPUVertBuf *)data)->vbo_id);
|
|
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;
|
|
case DRW_UNIFORM_MODELVIEWPROJECTION_MATRIX:
|
|
state->mvp_loc = uni->location;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_assert(ubo_bindings_validate(shgroup));
|
|
}
|
|
|
|
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 ? batch->inst[0]->vertex_len : batch->verts[0]->vertex_len;
|
|
/* Hack : get "vbo" data without actually drawing. */
|
|
int *select_id = (void *)state->select_buf->data;
|
|
|
|
/* Batching */
|
|
if (!is_instancing) {
|
|
/* FIXME: Meh a bit nasty. */
|
|
if (batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_TRIS)) {
|
|
count = 3;
|
|
}
|
|
else if (batch->gl_prim_type == convert_prim_type_to_gl(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) {
|
|
if (DST.view_active->is_inverted) {
|
|
glFrontFace(neg_scale ? GL_CCW : GL_CW);
|
|
}
|
|
else {
|
|
glFrontFace(neg_scale ? GL_CW : GL_CCW);
|
|
}
|
|
state->neg_scale = neg_scale;
|
|
}
|
|
|
|
int chunk = DRW_handle_chunk_get(handle);
|
|
if (state->resource_chunk != chunk) {
|
|
if (state->chunkid_loc != -1) {
|
|
GPU_shader_uniform_int(NULL, state->chunkid_loc, chunk);
|
|
}
|
|
if (state->obmats_loc != -1) {
|
|
GPU_uniformbuffer_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
|
|
GPU_uniformbuffer_bind(DST.vmempool->matrices_ubo[chunk], 0);
|
|
}
|
|
if (state->obinfos_loc != -1) {
|
|
GPU_uniformbuffer_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]);
|
|
GPU_uniformbuffer_bind(DST.vmempool->obinfos_ubo[chunk], 1);
|
|
}
|
|
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(NULL, 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 || state->mvp_loc != -1)) {
|
|
draw_legacy_matrix_update(
|
|
shgroup, &handle, state->obmat_loc, state->obinv_loc, state->mvp_loc);
|
|
}
|
|
|
|
if (G.f & G_FLAG_PICKSEL) {
|
|
if (state->select_buf != NULL) {
|
|
draw_select_buffer(shgroup, state, batch, &handle);
|
|
return;
|
|
}
|
|
else {
|
|
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);
|
|
}
|
|
|
|
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->v_first = 0;
|
|
state->v_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 interupt 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->v_first = (call->batch->elem) ? call->batch->elem->index_start : 0;
|
|
state->v_count = (call->batch->elem) ? call->batch->elem->index_len :
|
|
call->batch->verts[0]->vertex_len;
|
|
state->inst_count = 1;
|
|
state->base_inst = id;
|
|
|
|
draw_call_resource_bind(state, &call->handle);
|
|
|
|
GPU_draw_list_init(DST.draw_list, state->batch);
|
|
}
|
|
/* 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) {
|
|
glFrontFace(DST.view_active->is_inverted ? GL_CW : GL_CCW);
|
|
}
|
|
if (state->obmats_loc != -1) {
|
|
GPU_uniformbuffer_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
|
|
}
|
|
if (state->obinfos_loc != -1) {
|
|
GPU_uniformbuffer_unbind(DST.vmempool->obinfos_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,
|
|
.baseinst_loc = -1,
|
|
.chunkid_loc = -1,
|
|
.resourceid_loc = -1,
|
|
.obmat_loc = -1,
|
|
.obinv_loc = -1,
|
|
.mvp_loc = -1,
|
|
.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();
|
|
}
|
|
GPU_shader_bind(shgroup->shader);
|
|
DST.shader = shgroup->shader;
|
|
/* XXX hacking gawain */
|
|
if (DST.batch) {
|
|
DST.batch->program_in_use = false;
|
|
}
|
|
DST.batch = NULL;
|
|
}
|
|
|
|
release_ubo_slots(shader_changed);
|
|
release_texture_slots(shader_changed);
|
|
|
|
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_DRWSTATE:
|
|
case DRW_CMD_STENCIL:
|
|
draw_call_batching_flush(shgroup, &state);
|
|
break;
|
|
case DRW_CMD_DRAW:
|
|
case DRW_CMD_DRAW_PROCEDURAL:
|
|
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(
|
|
#ifndef NDEBUG
|
|
GPU_framebuffer_active_get(),
|
|
#else
|
|
NULL,
|
|
#endif
|
|
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_INSTANCE:
|
|
draw_call_single_do(shgroup,
|
|
&state,
|
|
cmd->instance.batch,
|
|
cmd->instance.handle,
|
|
0,
|
|
0,
|
|
0,
|
|
cmd->instance.inst_count,
|
|
cmd->instance.use_attribs == 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;
|
|
}
|
|
}
|
|
|
|
draw_call_batching_finish(shgroup, &state);
|
|
}
|
|
|
|
if (use_tfeedback) {
|
|
GPU_shader_transform_feedback_disable(shgroup->shader);
|
|
}
|
|
}
|
|
|
|
static void drw_update_view(void)
|
|
{
|
|
/* TODO(fclem) update a big UBO and only bind ranges here. */
|
|
DRW_uniformbuffer_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 (start_group == NULL) {
|
|
return;
|
|
}
|
|
|
|
DST.shader = NULL;
|
|
|
|
BLI_assert(DST.buffer_finish_called &&
|
|
"DRW_render_instance_buffer_finish had not been called before drawing");
|
|
|
|
if (DST.view_previous != DST.view_active || DST.view_active->is_dirty) {
|
|
drw_update_view();
|
|
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) {
|
|
glFrontFace(GL_CW);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
/* Clear Bound textures */
|
|
for (int i = 0; i < DST_MAX_SLOTS; i++) {
|
|
if (DST.RST.bound_texs[i] != NULL) {
|
|
GPU_texture_unbind(DST.RST.bound_texs[i]);
|
|
DST.RST.bound_texs[i] = NULL;
|
|
}
|
|
}
|
|
|
|
/* Clear Bound Ubos */
|
|
for (int i = 0; i < DST_MAX_SLOTS; i++) {
|
|
if (DST.RST.bound_ubos[i] != NULL) {
|
|
GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
|
|
DST.RST.bound_ubos[i] = NULL;
|
|
}
|
|
}
|
|
|
|
if (DST.shader) {
|
|
GPU_shader_unbind();
|
|
DST.shader = NULL;
|
|
}
|
|
|
|
if (DST.batch) {
|
|
DST.batch->program_in_use = false;
|
|
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) {
|
|
glFrontFace(GL_CCW);
|
|
}
|
|
|
|
DRW_stats_query_end();
|
|
}
|
|
|
|
void DRW_draw_pass(DRWPass *pass)
|
|
{
|
|
drw_draw_pass_ex(pass, pass->shgroups.first, pass->shgroups.last);
|
|
}
|
|
|
|
/* Draw only a subset of shgroups. Used in special situations as grease pencil strokes */
|
|
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
|
|
{
|
|
drw_draw_pass_ex(pass, start_group, end_group);
|
|
}
|
|
|
|
/** \} */
|