This patch will use compute shaders to create the VBO for hair. The previous implementation uses transform feedback. Timings before: between 0.000069s and 0.000362s. Timings after: between 0.000032s and 0.000092s. Speedup isn't noticeable by end-users. The patch is used to test the new compute shader pipeline and integrate it with the draw manager. Allowing EEVEE, Workbench and other draw engines to use compute shaders with the introduction of `DRW_shgroup_call_compute` and `DRW_shgroup_vertex_buffer`. Future improvements are possible by generating the index buffer of hair directly on the GPU. NOTE: that compute shaders aren't supported by Apple and still use the transform feedback workaround. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11057
630 lines
17 KiB
C++
630 lines
17 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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/* Private functions / structs of the draw manager */
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#pragma once
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "BLI_assert.h"
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#include "BLI_linklist.h"
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#include "BLI_memblock.h"
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#include "BLI_task.h"
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#include "BLI_threads.h"
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#include "GPU_batch.h"
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#include "GPU_context.h"
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#include "GPU_drawlist.h"
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#include "GPU_framebuffer.h"
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#include "GPU_shader.h"
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#include "GPU_uniform_buffer.h"
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#include "GPU_viewport.h"
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#include "draw_instance_data.h"
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struct DupliObject;
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struct Object;
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/** Use draw manager to call GPU_select, see: #DRW_draw_select_loop */
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#define USE_GPU_SELECT
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/** Use draw-call batching using instanced rendering. */
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#define USE_BATCHING 1
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// #define DRW_DEBUG_CULLING
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#define DRW_DEBUG_USE_UNIFORM_NAME 0
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#define DRW_UNIFORM_BUFFER_NAME 64
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/* ------------ Profiling --------------- */
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#define USE_PROFILE
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#ifdef USE_PROFILE
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# include "PIL_time.h"
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# define PROFILE_TIMER_FALLOFF 0.04
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# define PROFILE_START(time_start) \
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double time_start = PIL_check_seconds_timer(); \
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((void)0)
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# define PROFILE_END_ACCUM(time_accum, time_start) \
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{ \
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time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
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} \
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((void)0)
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/* exp average */
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# define PROFILE_END_UPDATE(time_update, time_start) \
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{ \
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double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
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time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
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(_time_delta * PROFILE_TIMER_FALLOFF); \
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} \
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((void)0)
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#else /* USE_PROFILE */
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# define PROFILE_START(time_start) ((void)0)
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# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
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# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
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#endif /* USE_PROFILE */
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/* ------------ Data Structure --------------- */
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/**
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* Data structure containing all drawcalls organized by passes and materials.
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* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
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* > DRWUniform
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*/
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typedef struct DRWCullingState {
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uint32_t mask;
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/* Culling: Using Bounding Sphere for now for faster culling.
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* Not ideal for planes. Could be extended. */
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BoundSphere bsphere;
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/* Grrr only used by EEVEE. */
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void *user_data;
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} DRWCullingState;
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/* Minimum max UBO size is 64KiB. We take the largest
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* UBO struct and alloc the max number.
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* ((1 << 16) / sizeof(DRWObjectMatrix)) = 512
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* Keep in sync with common_view_lib.glsl */
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#define DRW_RESOURCE_CHUNK_LEN 512
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/**
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* Identifier used to sort similar drawcalls together.
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* Also used to reference elements inside memory blocks.
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*
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* From MSB to LSB
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* 1 bit for negative scale.
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* 22 bits for chunk id.
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* 9 bits for resource id inside the chunk. (can go up to 511)
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* |-|----------------------|---------|
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*
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* Use manual bit-shift and mask instead of bit-fields to avoid
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* compiler dependent behavior that would mess the ordering of
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* the members thus changing the sorting order.
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*/
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typedef uint32_t DRWResourceHandle;
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BLI_INLINE uint32_t DRW_handle_negative_scale_get(const DRWResourceHandle *handle)
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{
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return (*handle & 0x80000000) != 0;
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}
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BLI_INLINE uint32_t DRW_handle_chunk_get(const DRWResourceHandle *handle)
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{
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return (*handle & 0x7FFFFFFF) >> 9;
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}
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BLI_INLINE uint32_t DRW_handle_id_get(const DRWResourceHandle *handle)
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{
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return (*handle & 0x000001FF);
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}
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BLI_INLINE void DRW_handle_increment(DRWResourceHandle *handle)
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{
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*handle += 1;
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}
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BLI_INLINE void DRW_handle_negative_scale_enable(DRWResourceHandle *handle)
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{
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*handle |= 0x80000000;
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}
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BLI_INLINE void *DRW_memblock_elem_from_handle(struct BLI_memblock *memblock,
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const DRWResourceHandle *handle)
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{
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int elem = DRW_handle_id_get(handle);
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int chunk = DRW_handle_chunk_get(handle);
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return BLI_memblock_elem_get(memblock, chunk, elem);
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}
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typedef struct DRWObjectMatrix {
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float model[4][4];
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float modelinverse[4][4];
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} DRWObjectMatrix;
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typedef struct DRWObjectInfos {
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float orcotexfac[2][4];
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float ob_color[4];
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float ob_index;
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float pad; /* UNUSED*/
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float ob_random;
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float ob_flag; /* sign is negative scaling, */
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} DRWObjectInfos;
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BLI_STATIC_ASSERT_ALIGN(DRWObjectMatrix, 16)
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BLI_STATIC_ASSERT_ALIGN(DRWObjectInfos, 16)
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typedef enum {
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/* Draw Commands */
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DRW_CMD_DRAW = 0, /* Only sortable type. Must be 0. */
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DRW_CMD_DRAW_RANGE = 1,
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DRW_CMD_DRAW_INSTANCE = 2,
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DRW_CMD_DRAW_INSTANCE_RANGE = 3,
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DRW_CMD_DRAW_PROCEDURAL = 4,
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/* Compute Commands. */
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DRW_CMD_COMPUTE = 8,
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/* Other Commands */
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DRW_CMD_CLEAR = 12,
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DRW_CMD_DRWSTATE = 13,
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DRW_CMD_STENCIL = 14,
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DRW_CMD_SELECTID = 15,
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/* Needs to fit in 4bits */
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} eDRWCommandType;
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#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_PROCEDURAL
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typedef struct DRWCommandDraw {
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GPUBatch *batch;
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DRWResourceHandle handle;
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} DRWCommandDraw;
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/* Assume DRWResourceHandle to be 0. */
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typedef struct DRWCommandDrawRange {
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GPUBatch *batch;
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DRWResourceHandle handle;
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uint vert_first;
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uint vert_count;
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} DRWCommandDrawRange;
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typedef struct DRWCommandDrawInstance {
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GPUBatch *batch;
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DRWResourceHandle handle;
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uint inst_count;
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uint use_attrs; /* bool */
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} DRWCommandDrawInstance;
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typedef struct DRWCommandDrawInstanceRange {
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GPUBatch *batch;
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DRWResourceHandle handle;
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uint inst_first;
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uint inst_count;
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} DRWCommandDrawInstanceRange;
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typedef struct DRWCommandCompute {
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int groups_x_len;
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int groups_y_len;
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int groups_z_len;
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} DRWCommandCompute;
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typedef struct DRWCommandDrawProcedural {
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GPUBatch *batch;
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DRWResourceHandle handle;
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uint vert_count;
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} DRWCommandDrawProcedural;
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typedef struct DRWCommandSetMutableState {
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/** State changes (or'd or and'd with the pass's state) */
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DRWState enable;
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DRWState disable;
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} DRWCommandSetMutableState;
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typedef struct DRWCommandSetStencil {
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uint write_mask;
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uint comp_mask;
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uint ref;
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} DRWCommandSetStencil;
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typedef struct DRWCommandSetSelectID {
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GPUVertBuf *select_buf;
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uint select_id;
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} DRWCommandSetSelectID;
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typedef struct DRWCommandClear {
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eGPUFrameBufferBits clear_channels;
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uchar r, g, b, a; /* [0..1] for each channels. Normalized. */
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float depth; /* [0..1] for depth. Normalized. */
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uchar stencil; /* Stencil value [0..255] */
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} DRWCommandClear;
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typedef union DRWCommand {
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DRWCommandDraw draw;
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DRWCommandDrawRange range;
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DRWCommandDrawInstance instance;
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DRWCommandDrawInstanceRange instance_range;
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DRWCommandDrawProcedural procedural;
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DRWCommandCompute compute;
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DRWCommandSetMutableState state;
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DRWCommandSetStencil stencil;
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DRWCommandSetSelectID select_id;
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DRWCommandClear clear;
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} DRWCommand;
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/** Used for aggregating calls into #GPUVertBuf's. */
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struct DRWCallBuffer {
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GPUVertBuf *buf;
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GPUVertBuf *buf_select;
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int count;
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};
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/** Used by #DRWUniform.type */
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/* TODO(jbakker): rename to DRW_RESOURCE/DRWResourceType. */
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typedef enum {
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DRW_UNIFORM_INT = 0,
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DRW_UNIFORM_INT_COPY,
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DRW_UNIFORM_FLOAT,
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DRW_UNIFORM_FLOAT_COPY,
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DRW_UNIFORM_TEXTURE,
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DRW_UNIFORM_TEXTURE_REF,
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DRW_UNIFORM_IMAGE,
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DRW_UNIFORM_IMAGE_REF,
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DRW_UNIFORM_BLOCK,
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DRW_UNIFORM_BLOCK_REF,
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DRW_UNIFORM_TFEEDBACK_TARGET,
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DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE,
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/** Per drawcall uniforms/UBO */
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DRW_UNIFORM_BLOCK_OBMATS,
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DRW_UNIFORM_BLOCK_OBINFOS,
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DRW_UNIFORM_BLOCK_OBATTRS,
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DRW_UNIFORM_RESOURCE_CHUNK,
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DRW_UNIFORM_RESOURCE_ID,
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/** Legacy / Fallback */
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DRW_UNIFORM_BASE_INSTANCE,
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DRW_UNIFORM_MODEL_MATRIX,
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DRW_UNIFORM_MODEL_MATRIX_INVERSE,
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/* WARNING: set DRWUniform->type
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* bit length accordingly. */
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} DRWUniformType;
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struct DRWUniform {
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union {
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/* For reference or array/vector types. */
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const void *pvalue;
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/* DRW_UNIFORM_TEXTURE */
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struct {
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union {
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GPUTexture *texture;
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GPUTexture **texture_ref;
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};
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eGPUSamplerState sampler_state;
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};
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/* DRW_UNIFORM_BLOCK */
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union {
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GPUUniformBuf *block;
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GPUUniformBuf **block_ref;
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};
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/* DRW_UNIFORM_FLOAT_COPY */
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float fvalue[4];
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/* DRW_UNIFORM_INT_COPY */
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int ivalue[4];
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/* DRW_UNIFORM_BLOCK_OBATTRS */
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struct GPUUniformAttrList *uniform_attrs;
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};
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int location; /* Uniform location or binding point for textures and UBO's. */
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uint8_t type; /* #DRWUniformType */
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uint8_t length; /* Length of vector types. */
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uint8_t arraysize; /* Array size of scalar/vector types. */
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};
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struct DRWShadingGroup {
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DRWShadingGroup *next;
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GPUShader *shader; /* Shader to bind */
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struct DRWUniformChunk *uniforms; /* Uniforms pointers */
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struct {
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/* Chunks of draw calls. */
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struct DRWCommandChunk *first, *last;
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} cmd;
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union {
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/* This struct is used during cache populate. */
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struct {
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int objectinfo; /* Equal to 1 if the shader needs obinfos. */
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DRWResourceHandle pass_handle; /* Memblock key to parent pass. */
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/* Set of uniform attributes used by this shader. */
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struct GPUUniformAttrList *uniform_attrs;
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};
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/* This struct is used after cache populate if using the Z sorting.
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* It will not conflict with the above struct. */
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struct {
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float distance; /* Distance from camera. */
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uint original_index; /* Original position inside the shgroup list. */
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} z_sorting;
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};
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};
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#define MAX_PASS_NAME 32
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struct DRWPass {
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/* Linked list */
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struct {
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DRWShadingGroup *first;
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DRWShadingGroup *last;
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} shgroups;
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/* Draw the shgroups of this pass instead.
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* This avoid duplicating drawcalls/shgroups
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* for similar passes. */
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DRWPass *original;
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/* Link list of additional passes to render. */
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DRWPass *next;
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DRWResourceHandle handle;
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DRWState state;
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char name[MAX_PASS_NAME];
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};
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/* keep in sync with viewBlock */
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typedef struct DRWViewUboStorage {
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/* View matrices */
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float persmat[4][4];
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float persinv[4][4];
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float viewmat[4][4];
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float viewinv[4][4];
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float winmat[4][4];
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float wininv[4][4];
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float clipplanes[6][4];
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float viewvecs[2][4];
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/* Should not be here. Not view dependent (only main view). */
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float viewcamtexcofac[4];
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} DRWViewUboStorage;
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BLI_STATIC_ASSERT_ALIGN(DRWViewUboStorage, 16)
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#define MAX_CULLED_VIEWS 32
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struct DRWView {
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/** Parent view if this is a sub view. NULL otherwise. */
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struct DRWView *parent;
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DRWViewUboStorage storage;
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/** Number of active clipplanes. */
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int clip_planes_len;
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/** Does culling result needs to be updated. */
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bool is_dirty;
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/** Does facing needs to be reversed? */
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bool is_inverted;
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/** Culling */
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uint32_t culling_mask;
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BoundBox frustum_corners;
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BoundSphere frustum_bsphere;
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float frustum_planes[6][4];
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/** Custom visibility function. */
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DRWCallVisibilityFn *visibility_fn;
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void *user_data;
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};
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/* ------------ Data Chunks --------------- */
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/**
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* In order to keep a cache friendly data structure,
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* we alloc most of our little data into chunks of multiple item.
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* Iteration, allocation and memory usage are better.
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* We lose a bit of memory by allocating more than what we need
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* but it's counterbalanced by not needing the linked-list pointers
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* for each item.
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*/
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typedef struct DRWUniformChunk {
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struct DRWUniformChunk *next; /* single-linked list */
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uint32_t uniform_len;
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uint32_t uniform_used;
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DRWUniform uniforms[10];
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} DRWUniformChunk;
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typedef struct DRWCommandChunk {
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struct DRWCommandChunk *next;
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uint32_t command_len;
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uint32_t command_used;
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/* 4bits for each command. */
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uint64_t command_type[6];
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/* -- 64 bytes aligned -- */
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DRWCommand commands[96];
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/* -- 64 bytes aligned -- */
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} DRWCommandChunk;
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typedef struct DRWCommandSmallChunk {
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struct DRWCommandChunk *next;
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uint32_t command_len;
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uint32_t command_used;
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/* 4bits for each command. */
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/* TODO reduce size of command_type. */
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uint64_t command_type[6];
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DRWCommand commands[6];
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} DRWCommandSmallChunk;
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/* Only true for 64-bit platforms. */
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#ifdef __LP64__
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BLI_STATIC_ASSERT_ALIGN(DRWCommandChunk, 16);
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#endif
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/* ------------- DRAW DEBUG ------------ */
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typedef struct DRWDebugLine {
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struct DRWDebugLine *next; /* linked list */
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float pos[2][3];
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float color[4];
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} DRWDebugLine;
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typedef struct DRWDebugSphere {
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struct DRWDebugSphere *next; /* linked list */
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float mat[4][4];
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float color[4];
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} DRWDebugSphere;
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/* ------------- DRAW MANAGER ------------ */
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#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
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#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
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#define STENCIL_UNDEFINED 256
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#define DRW_DRAWLIST_LEN 256
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typedef struct DRWManager {
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/* TODO clean up this struct a bit */
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/* Cache generation */
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ViewportMemoryPool *vmempool;
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DRWInstanceDataList *idatalist;
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/* State of the object being evaluated if already allocated. */
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DRWResourceHandle ob_handle;
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/** True if current DST.ob_state has its matching DRWObjectInfos init. */
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bool ob_state_obinfo_init;
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/** Handle of current object resource in object resource arrays (DRWObjectMatrices/Infos). */
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DRWResourceHandle resource_handle;
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/** Handle of next DRWPass to be allocated. */
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DRWResourceHandle pass_handle;
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/** Dupli state. NULL if not dupli. */
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struct DupliObject *dupli_source;
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struct Object *dupli_parent;
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struct Object *dupli_origin;
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/** Ghash containing original objects. */
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struct GHash *dupli_ghash;
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/** TODO(fclem): try to remove usage of this. */
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DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
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/* Array of dupli_data (one for each enabled engine) to handle duplis. */
|
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void **dupli_datas;
|
|
|
|
/* Rendering state */
|
|
GPUShader *shader;
|
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GPUBatch *batch;
|
|
|
|
/* Managed by `DRW_state_set`, `DRW_state_reset` */
|
|
DRWState state;
|
|
DRWState state_lock;
|
|
|
|
/* Per viewport */
|
|
GPUViewport *viewport;
|
|
struct GPUFrameBuffer *default_framebuffer;
|
|
float size[2];
|
|
float inv_size[2];
|
|
float screenvecs[2][3];
|
|
float pixsize;
|
|
|
|
struct {
|
|
uint is_select : 1;
|
|
uint is_depth : 1;
|
|
uint is_image_render : 1;
|
|
uint is_scene_render : 1;
|
|
uint do_color_management : 1;
|
|
uint draw_background : 1;
|
|
uint draw_text : 1;
|
|
} options;
|
|
|
|
/* Current rendering context */
|
|
DRWContextState draw_ctx;
|
|
|
|
/* Convenience pointer to text_store owned by the viewport */
|
|
struct DRWTextStore **text_store_p;
|
|
|
|
ListBase enabled_engines; /* RenderEngineType */
|
|
void **vedata_array; /* ViewportEngineData */
|
|
int enabled_engine_count; /* Length of enabled_engines list. */
|
|
|
|
bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
|
|
|
|
DRWView *view_default;
|
|
DRWView *view_active;
|
|
DRWView *view_previous;
|
|
uint primary_view_ct;
|
|
/** TODO(fclem): Remove this. Only here to support
|
|
* shaders without common_view_lib.glsl */
|
|
DRWViewUboStorage view_storage_cpy;
|
|
|
|
#ifdef USE_GPU_SELECT
|
|
uint select_id;
|
|
#endif
|
|
|
|
struct TaskGraph *task_graph;
|
|
/* Contains list of objects that needs to be extracted from other objects. */
|
|
struct GSet *delayed_extraction;
|
|
|
|
/* ---------- Nothing after this point is cleared after use ----------- */
|
|
|
|
/* gl_context serves as the offset for clearing only
|
|
* the top portion of the struct so DO NOT MOVE IT! */
|
|
/** Unique ghost context used by the draw manager. */
|
|
void *gl_context;
|
|
GPUContext *gpu_context;
|
|
/** Mutex to lock the drw manager and avoid concurrent context usage. */
|
|
TicketMutex *gl_context_mutex;
|
|
|
|
GPUDrawList *draw_list;
|
|
|
|
struct {
|
|
/* TODO(fclem): optimize: use chunks. */
|
|
DRWDebugLine *lines;
|
|
DRWDebugSphere *spheres;
|
|
} debug;
|
|
} DRWManager;
|
|
|
|
extern DRWManager DST; /* TODO: get rid of this and allow multi-threaded rendering. */
|
|
|
|
/* --------------- FUNCTIONS ------------- */
|
|
|
|
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
|
|
|
|
void *drw_viewport_engine_data_ensure(void *engine_type);
|
|
|
|
void drw_state_set(DRWState state);
|
|
|
|
void drw_debug_draw(void);
|
|
void drw_debug_init(void);
|
|
|
|
eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index);
|
|
|
|
void drw_batch_cache_validate(Object *ob);
|
|
void drw_batch_cache_generate_requested(struct Object *ob);
|
|
void drw_batch_cache_generate_requested_delayed(Object *ob);
|
|
|
|
void drw_resource_buffer_finish(ViewportMemoryPool *vmempool);
|
|
|
|
/* Procedural Drawing */
|
|
GPUBatch *drw_cache_procedural_points_get(void);
|
|
GPUBatch *drw_cache_procedural_lines_get(void);
|
|
GPUBatch *drw_cache_procedural_triangles_get(void);
|
|
|
|
void drw_uniform_attrs_pool_update(struct GHash *table,
|
|
struct GPUUniformAttrList *key,
|
|
DRWResourceHandle *handle,
|
|
struct Object *ob,
|
|
struct Object *dupli_parent,
|
|
struct DupliObject *dupli_source);
|