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blender-archive/source/blender/draw/intern/draw_manager_exec.c
2020-03-11 21:39:56 +11:00

1521 lines
45 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "draw_manager.h"
#include "BLI_math.h"
#include "BLI_math_bits.h"
#include "BLI_memblock.h"
#include "BKE_global.h"
#include "GPU_extensions.h"
#include "GPU_platform.h"
#include "intern/gpu_shader_private.h"
#include "intern/gpu_primitive_private.h"
#ifdef USE_GPU_SELECT
# include "GPU_select.h"
#endif
void DRW_select_load_id(uint id)
{
#ifdef USE_GPU_SELECT
BLI_assert(G.f & G_FLAG_PICKSEL);
DST.select_id = id;
#endif
}
#define DEBUG_UBO_BINDING
typedef struct DRWCommandsState {
GPUBatch *batch;
int resource_chunk;
int resource_id;
int base_inst;
int inst_count;
int v_first;
int v_count;
bool neg_scale;
/* Resource location. */
int obmats_loc;
int obinfos_loc;
int baseinst_loc;
int chunkid_loc;
int resourceid_loc;
/* Legacy matrix support. */
int obmat_loc;
int obinv_loc;
int mvp_loc;
/* Selection ID state. */
GPUVertBuf *select_buf;
uint select_id;
/* Drawing State */
DRWState drw_state_enabled;
DRWState drw_state_disabled;
} DRWCommandsState;
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
void drw_state_set(DRWState state)
{
if (DST.state == state) {
return;
}
#define CHANGED_TO(f) \
((DST.state_lock & (f)) ? \
0 : \
(((DST.state & (f)) ? ((state & (f)) ? 0 : -1) : ((state & (f)) ? 1 : 0))))
#define CHANGED_ANY(f) (((DST.state & (f)) != (state & (f))) && ((DST.state_lock & (f)) == 0))
#define CHANGED_ANY_STORE_VAR(f, enabled) \
(((DST.state & (f)) != (enabled = (state & (f)))) && (((DST.state_lock & (f)) == 0)))
/* Depth Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
if (test == 1) {
glDepthMask(GL_TRUE);
}
else {
glDepthMask(GL_FALSE);
}
}
}
/* Stencil Write */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_WRITE_STENCIL_ENABLED, test)) {
/* Stencil Write */
if (test) {
glStencilMask(0xFF);
if (test & DRW_STATE_WRITE_STENCIL) {
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) {
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
}
else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) {
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
}
else {
BLI_assert(0);
}
}
else {
glStencilMask(0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
}
}
/* Color Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
if (test == 1) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
}
}
/* Raster Discard */
{
if (CHANGED_ANY(DRW_STATE_RASTERIZER_ENABLED)) {
if ((state & DRW_STATE_RASTERIZER_ENABLED) != 0) {
glDisable(GL_RASTERIZER_DISCARD);
}
else {
glEnable(GL_RASTERIZER_DISCARD);
}
}
}
/* Cull */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT, test)) {
if (test) {
glEnable(GL_CULL_FACE);
if ((state & DRW_STATE_CULL_BACK) != 0) {
glCullFace(GL_BACK);
}
else if ((state & DRW_STATE_CULL_FRONT) != 0) {
glCullFace(GL_FRONT);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_CULL_FACE);
}
}
}
/* Depth Test */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_DEPTH_TEST_ENABLED, test)) {
if (test) {
glEnable(GL_DEPTH_TEST);
if (state & DRW_STATE_DEPTH_LESS) {
glDepthFunc(GL_LESS);
}
else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
glDepthFunc(GL_LEQUAL);
}
else if (state & DRW_STATE_DEPTH_EQUAL) {
glDepthFunc(GL_EQUAL);
}
else if (state & DRW_STATE_DEPTH_GREATER) {
glDepthFunc(GL_GREATER);
}
else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
glDepthFunc(GL_GEQUAL);
}
else if (state & DRW_STATE_DEPTH_ALWAYS) {
glDepthFunc(GL_ALWAYS);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_DEPTH_TEST);
}
}
}
/* Stencil Test */
{
int test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_STENCIL_TEST_ENABLED, test)) {
if (test) {
glEnable(GL_STENCIL_TEST);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
}
/* Blending (all buffer) */
{
int test;
if (CHANGED_ANY_STORE_VAR(DRW_STATE_BLEND_ALPHA | DRW_STATE_BLEND_ALPHA_PREMUL |
DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_MUL |
DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_OIT |
DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_CUSTOM |
DRW_STATE_LOGIC_INVERT | DRW_STATE_BLEND_SUB,
test)) {
if (test) {
glEnable(GL_BLEND);
if ((state & DRW_STATE_BLEND_ALPHA) != 0) {
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA, /* RGB */
GL_ONE,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_BACKGROUND) != 0) {
/* Special blend to add color under and multiply dst by alpha. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, /* RGB */
GL_ZERO,
GL_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ALPHA_PREMUL) != 0) {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((state & DRW_STATE_BLEND_MUL) != 0) {
glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
else if ((state & DRW_STATE_BLEND_OIT) != 0) {
glBlendFuncSeparate(GL_ONE,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ADD) != 0) {
/* Do not let alpha accumulate but premult the source RGB by it. */
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ADD_FULL) != 0) {
/* Let alpha accumulate. */
glBlendFunc(GL_ONE, GL_ONE);
}
else if ((state & DRW_STATE_BLEND_SUB) != 0) {
glBlendFunc(GL_ONE, GL_ONE);
}
else if ((state & DRW_STATE_BLEND_CUSTOM) != 0) {
/* Custom blend parameters using dual source blending.
* Can only be used with one Draw Buffer. */
glBlendFunc(GL_ONE, GL_SRC1_COLOR);
}
else if ((state & DRW_STATE_LOGIC_INVERT) != 0) {
/* Replace logic op by blend func to support floating point framebuffer. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
GL_ZERO, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
}
else {
BLI_assert(0);
}
if ((state & DRW_STATE_BLEND_SUB) != 0) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
}
else {
glBlendEquation(GL_FUNC_ADD);
}
}
else {
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
}
}
}
/* Shadow Bias */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_SHADOW_OFFSET))) {
if (test == 1) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
/* 2.0 Seems to be the lowest possible slope bias that works in every case. */
glPolygonOffset(2.0f, 1.0f);
}
else {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
}
}
}
/* In Front objects selection */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_IN_FRONT_SELECT))) {
if (test == 1) {
/* XXX `GPU_depth_range` is not a perfect solution
* since very distant geometries can still be occluded.
* Also the depth test precision of these geometries is impaired.
* However, it solves the selection for the vast majority of cases. */
GPU_depth_range(0.0f, 0.01f);
}
else {
GPU_depth_range(0.0f, 1.0f);
}
}
}
/* Clip Planes */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
if (test == 1) {
for (int i = 0; i < DST.view_active->clip_planes_len; i++) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
}
else {
for (int i = 0; i < MAX_CLIP_PLANES; i++) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
}
}
/* Program Points Size */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_PROGRAM_POINT_SIZE))) {
if (test == 1) {
GPU_program_point_size(true);
}
else {
GPU_program_point_size(false);
}
}
}
/* Provoking Vertex */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_FIRST_VERTEX_CONVENTION))) {
if (test == 1) {
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
}
else {
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
}
}
}
#undef CHANGED_TO
#undef CHANGED_ANY
#undef CHANGED_ANY_STORE_VAR
DST.state = state;
}
static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_mask)
{
/* Reminders:
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
**/
glStencilMask(write_mask);
if ((DST.state & DRW_STATE_STENCIL_ALWAYS) != 0) {
glStencilFunc(GL_ALWAYS, reference, compare_mask);
}
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilFunc(GL_EQUAL, reference, compare_mask);
}
else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
glStencilFunc(GL_NOTEQUAL, reference, compare_mask);
}
}
/* Reset state to not interfer with other UI drawcall */
void DRW_state_reset_ex(DRWState state)
{
DST.state = ~state;
drw_state_set(state);
}
static void drw_state_validate(void)
{
/* Cannot write to stencil buffer without stencil test. */
if ((DST.state & DRW_STATE_WRITE_STENCIL_ENABLED)) {
BLI_assert(DST.state & DRW_STATE_STENCIL_TEST_ENABLED);
}
/* Cannot write to depth buffer without depth test. */
if ((DST.state & DRW_STATE_WRITE_DEPTH)) {
BLI_assert(DST.state & DRW_STATE_DEPTH_TEST_ENABLED);
}
}
/**
* Use with care, intended so selection code can override passes depth settings,
* which is important for selection to work properly.
*
* Should be set in main draw loop, cleared afterwards
*/
void DRW_state_lock(DRWState state)
{
DST.state_lock = state;
}
void DRW_state_reset(void)
{
DRW_state_reset_ex(DRW_STATE_DEFAULT);
/* Should stay constant during the whole rendering. */
GPU_point_size(5);
GPU_line_smooth(false);
/* Bypass U.pixelsize factor. */
glLineWidth(1.0f);
/* Reset blending function */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Culling (DRW_culling)
* \{ */
static bool draw_call_is_culled(const DRWResourceHandle *handle, DRWView *view)
{
DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates, handle);
return (culling->mask & view->culling_mask) != 0;
}
/* Set active view for rendering. */
void DRW_view_set_active(DRWView *view)
{
DST.view_active = (view) ? view : DST.view_default;
}
/* Return True if the given BoundSphere intersect the current view frustum */
static bool draw_culling_sphere_test(const BoundSphere *frustum_bsphere,
const float (*frustum_planes)[4],
const BoundSphere *bsphere)
{
/* Bypass test if radius is negative. */
if (bsphere->radius < 0.0f) {
return true;
}
/* Do a rough test first: Sphere VS Sphere intersect. */
float center_dist_sq = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
float radius_sum = bsphere->radius + frustum_bsphere->radius;
if (center_dist_sq > square_f(radius_sum)) {
return false;
}
/* TODO we could test against the inscribed sphere of the frustum to early out positively. */
/* Test against the 6 frustum planes. */
/* TODO order planes with sides first then far then near clip. Should be better culling
* heuristic when sculpting. */
for (int p = 0; p < 6; p++) {
float dist = plane_point_side_v3(frustum_planes[p], bsphere->center);
if (dist < -bsphere->radius) {
return false;
}
}
return true;
}
static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundBox *bbox)
{
/* 6 view frustum planes */
for (int p = 0; p < 6; p++) {
/* 8 box vertices. */
for (int v = 0; v < 8; v++) {
float dist = plane_point_side_v3(frustum_planes[p], bbox->vec[v]);
if (dist > 0.0f) {
/* At least one point in front of this plane.
* Go to next plane. */
break;
}
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);
}
/** \} */