This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/intern/gpu_batch.c
Clément Foucault 9c010c44f4 Mesh Batch Cache: Refactor + Multithread
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.

This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).

We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5424
2019-08-14 19:05:26 +02:00

738 lines
22 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.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#include "MEM_guardedalloc.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_extensions.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "gpu_batch_private.h"
#include "gpu_context_private.h"
#include "gpu_primitive_private.h"
#include "gpu_shader_private.h"
#include <stdlib.h>
#include <string.h>
static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
void GPU_batch_vao_cache_clear(GPUBatch *batch)
{
if (batch->context == NULL) {
return;
}
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
if (batch->dynamic_vaos.vao_ids[i]) {
GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
}
if (batch->dynamic_vaos.interfaces[i]) {
GPU_shaderinterface_remove_batch_ref(
(GPUShaderInterface *)batch->dynamic_vaos.interfaces[i], batch);
}
}
MEM_freeN((void *)batch->dynamic_vaos.interfaces);
MEM_freeN(batch->dynamic_vaos.vao_ids);
}
else {
for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
if (batch->static_vaos.vao_ids[i]) {
GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context);
}
if (batch->static_vaos.interfaces[i]) {
GPU_shaderinterface_remove_batch_ref(
(GPUShaderInterface *)batch->static_vaos.interfaces[i], batch);
}
}
}
batch->is_dynamic_vao_count = false;
for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
batch->static_vaos.vao_ids[i] = 0;
batch->static_vaos.interfaces[i] = NULL;
}
gpu_context_remove_batch(batch->context, batch);
batch->context = NULL;
}
GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
GPUVertBuf *verts,
GPUIndexBuf *elem,
uint owns_flag)
{
GPUBatch *batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch");
GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
return batch;
}
void GPU_batch_init_ex(
GPUBatch *batch, GPUPrimType prim_type, GPUVertBuf *verts, GPUIndexBuf *elem, uint owns_flag)
{
#if TRUST_NO_ONE
assert(verts != NULL);
#endif
batch->verts[0] = verts;
for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
batch->verts[v] = NULL;
}
batch->inst = NULL;
batch->elem = elem;
batch->gl_prim_type = convert_prim_type_to_gl(prim_type);
batch->phase = GPU_BATCH_READY_TO_DRAW;
batch->is_dynamic_vao_count = false;
batch->owns_flag = owns_flag;
batch->free_callback = NULL;
}
/* This will share the VBOs with the new batch. */
void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src)
{
GPU_batch_init_ex(batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
batch_dst->gl_prim_type = batch_src->gl_prim_type;
for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
batch_dst->verts[v] = batch_src->verts[v];
}
}
void GPU_batch_clear(GPUBatch *batch)
{
if (batch->owns_flag & GPU_BATCH_OWNS_INDEX) {
GPU_indexbuf_discard(batch->elem);
}
if (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES) {
GPU_vertbuf_discard(batch->inst);
}
if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) {
for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
if (batch->verts[v] == NULL) {
break;
}
if (batch->owns_flag & (1 << v)) {
GPU_vertbuf_discard(batch->verts[v]);
}
}
}
GPU_batch_vao_cache_clear(batch);
batch->phase = GPU_BATCH_UNUSED;
}
void GPU_batch_discard(GPUBatch *batch)
{
if (batch->free_callback) {
batch->free_callback(batch, batch->callback_data);
}
GPU_batch_clear(batch);
MEM_freeN(batch);
}
void GPU_batch_callback_free_set(GPUBatch *batch,
void (*callback)(GPUBatch *, void *),
void *user_data)
{
batch->free_callback = callback;
batch->callback_data = user_data;
}
void GPU_batch_instbuf_set(GPUBatch *batch, GPUVertBuf *inst, bool own_vbo)
{
#if TRUST_NO_ONE
assert(inst != NULL);
#endif
/* redo the bindings */
GPU_batch_vao_cache_clear(batch);
if (batch->inst != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INSTANCES)) {
GPU_vertbuf_discard(batch->inst);
}
batch->inst = inst;
if (own_vbo) {
batch->owns_flag |= GPU_BATCH_OWNS_INSTANCES;
}
else {
batch->owns_flag &= ~GPU_BATCH_OWNS_INSTANCES;
}
}
void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo)
{
BLI_assert(elem != NULL);
/* redo the bindings */
GPU_batch_vao_cache_clear(batch);
if (batch->elem != NULL && (batch->owns_flag & GPU_BATCH_OWNS_INDEX)) {
GPU_indexbuf_discard(batch->elem);
}
batch->elem = elem;
if (own_ibo) {
batch->owns_flag |= GPU_BATCH_OWNS_INDEX;
}
else {
batch->owns_flag &= ~GPU_BATCH_OWNS_INDEX;
}
}
/* Returns the index of verts in the batch. */
int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo)
{
/* redo the bindings */
GPU_batch_vao_cache_clear(batch);
for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
if (batch->verts[v] == NULL) {
#if TRUST_NO_ONE
/* for now all VertexBuffers must have same vertex_len */
assert(verts->vertex_len == batch->verts[0]->vertex_len);
#endif
batch->verts[v] = verts;
/* TODO: mark dirty so we can keep attribute bindings up-to-date */
if (own_vbo) {
batch->owns_flag |= (1 << v);
}
return v;
}
}
/* we only make it this far if there is no room for another GPUVertBuf */
#if TRUST_NO_ONE
assert(false);
#endif
return -1;
}
static GLuint batch_vao_get(GPUBatch *batch)
{
/* Search through cache */
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
if (batch->dynamic_vaos.interfaces[i] == batch->interface) {
return batch->dynamic_vaos.vao_ids[i];
}
}
}
else {
for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
if (batch->static_vaos.interfaces[i] == batch->interface) {
return batch->static_vaos.vao_ids[i];
}
}
}
/* Set context of this batch.
* It will be bound to it until GPU_batch_vao_cache_clear is called.
* Until then it can only be drawn with this context. */
if (batch->context == NULL) {
batch->context = GPU_context_active_get();
gpu_context_add_batch(batch->context, batch);
}
#if TRUST_NO_ONE
else {
/* Make sure you are not trying to draw this batch in another context. */
assert(batch->context == GPU_context_active_get());
}
#endif
/* Cache miss, time to add a new entry! */
GLuint new_vao = 0;
if (!batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
if (batch->static_vaos.vao_ids[i] == 0) {
break;
}
}
if (i < GPU_BATCH_VAO_STATIC_LEN) {
batch->static_vaos.interfaces[i] = batch->interface;
batch->static_vaos.vao_ids[i] = new_vao = GPU_vao_alloc();
}
else {
/* Not enough place switch to dynamic. */
batch->is_dynamic_vao_count = true;
/* Erase previous entries, they will be added back if drawn again. */
for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) {
GPU_shaderinterface_remove_batch_ref(
(GPUShaderInterface *)batch->static_vaos.interfaces[j], batch);
GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context);
}
/* Init dynamic arrays and let the branch below set the values. */
batch->dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
batch->dynamic_vaos.interfaces = MEM_callocN(
batch->dynamic_vaos.count * sizeof(GPUShaderInterface *), "dyn vaos interfaces");
batch->dynamic_vaos.vao_ids = MEM_callocN(batch->dynamic_vaos.count * sizeof(GLuint),
"dyn vaos ids");
}
}
if (batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < batch->dynamic_vaos.count; ++i) {
if (batch->dynamic_vaos.vao_ids[i] == 0) {
break;
}
}
if (i == batch->dynamic_vaos.count) {
/* Not enough place, realloc the array. */
i = batch->dynamic_vaos.count;
batch->dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
batch->dynamic_vaos.interfaces = MEM_recallocN((void *)batch->dynamic_vaos.interfaces,
sizeof(GPUShaderInterface *) *
batch->dynamic_vaos.count);
batch->dynamic_vaos.vao_ids = MEM_recallocN(batch->dynamic_vaos.vao_ids,
sizeof(GLuint) * batch->dynamic_vaos.count);
}
batch->dynamic_vaos.interfaces[i] = batch->interface;
batch->dynamic_vaos.vao_ids[i] = new_vao = GPU_vao_alloc();
}
GPU_shaderinterface_add_batch_ref((GPUShaderInterface *)batch->interface, batch);
#if TRUST_NO_ONE
assert(new_vao != 0);
#endif
/* We just got a fresh VAO we need to initialize it. */
glBindVertexArray(new_vao);
batch_update_program_bindings(batch, 0);
glBindVertexArray(0);
return new_vao;
}
void GPU_batch_program_set_no_use(GPUBatch *batch,
uint32_t program,
const GPUShaderInterface *shaderface)
{
#if TRUST_NO_ONE
assert(glIsProgram(shaderface->program));
assert(batch->program_in_use == 0);
#endif
batch->interface = shaderface;
batch->program = program;
batch->vao_id = batch_vao_get(batch);
}
void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInterface *shaderface)
{
GPU_batch_program_set_no_use(batch, program, shaderface);
GPU_batch_program_use_begin(batch); /* hack! to make Batch_Uniform* simpler */
}
void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface)
{
if (batch->is_dynamic_vao_count) {
for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
if (batch->dynamic_vaos.interfaces[i] == interface) {
GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
batch->dynamic_vaos.vao_ids[i] = 0;
batch->dynamic_vaos.interfaces[i] = NULL;
break; /* cannot have duplicates */
}
}
}
else {
int i;
for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
if (batch->static_vaos.interfaces[i] == interface) {
GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context);
batch->static_vaos.vao_ids[i] = 0;
batch->static_vaos.interfaces[i] = NULL;
break; /* cannot have duplicates */
}
}
}
}
static void create_bindings(GPUVertBuf *verts,
const GPUShaderInterface *interface,
uint v_first,
const bool use_instancing)
{
const GPUVertFormat *format = &verts->format;
const uint attr_len = format->attr_len;
uint stride = format->stride;
uint offset = 0;
GPU_vertbuf_use(verts);
for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
const GPUVertAttr *a = &format->attrs[a_idx];
if (format->deinterleaved) {
offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].sz) * verts->vertex_len;
stride = a->sz;
}
else {
offset = a->offset;
}
const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride;
for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name);
if (input == NULL) {
continue;
}
if (a->comp_len == 16 || a->comp_len == 12 || a->comp_len == 8) {
#if TRUST_NO_ONE
assert(a->fetch_mode == GPU_FETCH_FLOAT);
assert(a->gl_comp_type == GL_FLOAT);
#endif
for (int i = 0; i < a->comp_len / 4; ++i) {
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
glVertexAttribPointer(input->location + i,
4,
a->gl_comp_type,
GL_FALSE,
stride,
(const GLubyte *)pointer + i * 16);
}
}
else {
glEnableVertexAttribArray(input->location);
glVertexAttribDivisor(input->location, (use_instancing) ? 1 : 0);
switch (a->fetch_mode) {
case GPU_FETCH_FLOAT:
case GPU_FETCH_INT_TO_FLOAT:
glVertexAttribPointer(
input->location, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(
input->location, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
break;
case GPU_FETCH_INT:
glVertexAttribIPointer(input->location, a->comp_len, a->gl_comp_type, stride, pointer);
break;
}
}
}
}
}
static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
/* Reverse order so first vbos have more prevalence (in term of attrib override). */
for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; --v) {
if (batch->verts[v] != NULL) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
}
}
if (batch->inst) {
create_bindings(batch->inst, batch->interface, v_first, true);
}
if (batch->elem) {
GPU_indexbuf_use(batch->elem);
}
}
void GPU_batch_program_use_begin(GPUBatch *batch)
{
/* NOTE: use_program & done_using_program are fragile, depend on staying in sync with
* the GL context's active program.
* use_program doesn't mark other programs as "not used". */
/* TODO: make not fragile (somehow) */
if (!batch->program_in_use) {
glUseProgram(batch->program);
batch->program_in_use = true;
}
}
void GPU_batch_program_use_end(GPUBatch *batch)
{
if (batch->program_in_use) {
#if PROGRAM_NO_OPTI
glUseProgram(0);
#endif
batch->program_in_use = false;
}
}
#if TRUST_NO_ONE
# define GET_UNIFORM \
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); \
assert(uniform);
#else
# define GET_UNIFORM \
const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name);
#endif
void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value)
{
GET_UNIFORM
glUniform1ui(uniform->location, value);
}
void GPU_batch_uniform_1i(GPUBatch *batch, const char *name, int value)
{
GET_UNIFORM
glUniform1i(uniform->location, value);
}
void GPU_batch_uniform_1b(GPUBatch *batch, const char *name, bool value)
{
GET_UNIFORM
glUniform1i(uniform->location, value ? GL_TRUE : GL_FALSE);
}
void GPU_batch_uniform_2f(GPUBatch *batch, const char *name, float x, float y)
{
GET_UNIFORM
glUniform2f(uniform->location, x, y);
}
void GPU_batch_uniform_3f(GPUBatch *batch, const char *name, float x, float y, float z)
{
GET_UNIFORM
glUniform3f(uniform->location, x, y, z);
}
void GPU_batch_uniform_4f(GPUBatch *batch, const char *name, float x, float y, float z, float w)
{
GET_UNIFORM
glUniform4f(uniform->location, x, y, z, w);
}
void GPU_batch_uniform_1f(GPUBatch *batch, const char *name, float x)
{
GET_UNIFORM
glUniform1f(uniform->location, x);
}
void GPU_batch_uniform_2fv(GPUBatch *batch, const char *name, const float data[2])
{
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
}
void GPU_batch_uniform_3fv(GPUBatch *batch, const char *name, const float data[3])
{
GET_UNIFORM
glUniform3fv(uniform->location, 1, data);
}
void GPU_batch_uniform_4fv(GPUBatch *batch, const char *name, const float data[4])
{
GET_UNIFORM
glUniform4fv(uniform->location, 1, data);
}
void GPU_batch_uniform_2fv_array(GPUBatch *batch,
const char *name,
const int len,
const float *data)
{
GET_UNIFORM
glUniform2fv(uniform->location, len, data);
}
void GPU_batch_uniform_4fv_array(GPUBatch *batch,
const char *name,
const int len,
const float *data)
{
GET_UNIFORM
glUniform4fv(uniform->location, len, data);
}
void GPU_batch_uniform_mat4(GPUBatch *batch, const char *name, const float data[4][4])
{
GET_UNIFORM
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (const float *)data);
}
static void *elem_offset(const GPUIndexBuf *el, int v_first)
{
#if GPU_TRACK_INDEX_RANGE
if (el->index_type == GPU_INDEX_U16) {
return (GLushort *)0 + v_first + el->index_start;
}
#endif
return (GLuint *)0 + v_first + el->index_start;
}
/* Use when drawing with GPU_batch_draw_advanced */
void GPU_batch_bind(GPUBatch *batch)
{
glBindVertexArray(batch->vao_id);
#if GPU_TRACK_INDEX_RANGE
/* Can be removed if GL 4.3 is required. */
if (!GLEW_ARB_ES3_compatibility && batch->elem != NULL) {
GLuint restart_index = (batch->elem->index_type == GPU_INDEX_U16) ? (GLuint)0xFFFF :
(GLuint)0xFFFFFFFF;
glPrimitiveRestartIndex(restart_index);
}
#endif
}
void GPU_batch_draw(GPUBatch *batch)
{
#if TRUST_NO_ONE
assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
assert(batch->verts[0]->vbo_id != 0);
#endif
GPU_batch_program_use_begin(batch);
GPU_matrix_bind(batch->interface); // external call.
GPU_batch_bind(batch);
GPU_batch_draw_advanced(batch, 0, 0, 0, 0);
GPU_batch_program_use_end(batch);
}
void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count)
{
#if TRUST_NO_ONE
BLI_assert(batch->program_in_use);
/* TODO could assert that VAO is bound. */
#endif
if (v_count == 0) {
v_count = (batch->elem) ? batch->elem->index_len : batch->verts[0]->vertex_len;
}
if (i_count == 0) {
i_count = (batch->inst) ? batch->inst->vertex_len : 1;
}
if (!GPU_arb_base_instance_is_supported()) {
if (i_first > 0 && i_count > 0) {
/* If using offset drawing with instancing, we must
* use the default VAO and redo bindings. */
glBindVertexArray(GPU_vao_default());
batch_update_program_bindings(batch, i_first);
}
else {
/* Previous call could have bind the default vao
* see above. */
glBindVertexArray(batch->vao_id);
}
}
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
#if GPU_TRACK_INDEX_RANGE
GLenum index_type = el->gl_index_type;
GLint base_index = el->base_index;
#else
GLenum index_type = GL_UNSIGNED_INT;
GLint base_index = 0;
#endif
void *v_first_ofs = elem_offset(el, v_first);
if (GPU_arb_base_instance_is_supported()) {
glDrawElementsInstancedBaseVertexBaseInstance(
batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
}
else {
glDrawElementsInstancedBaseVertex(
batch->gl_prim_type, v_count, index_type, v_first_ofs, i_count, base_index);
}
}
else {
#ifdef __APPLE__
glDisable(GL_PRIMITIVE_RESTART);
#endif
if (GPU_arb_base_instance_is_supported()) {
glDrawArraysInstancedBaseInstance(batch->gl_prim_type, v_first, v_count, i_count, i_first);
}
else {
glDrawArraysInstanced(batch->gl_prim_type, v_first, v_count, i_count);
}
#ifdef __APPLE__
glEnable(GL_PRIMITIVE_RESTART);
#endif
}
}
/* just draw some vertices and let shader place them where we want. */
void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
{
/* we cannot draw without vao ... annoying ... */
glBindVertexArray(GPU_vao_default());
GLenum type = convert_prim_type_to_gl(prim_type);
glDrawArrays(type, 0, v_count);
/* Performance hog if you are drawing with the same vao multiple time.
* Only activate for debugging.*/
// glBindVertexArray(0);
}
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
void GPU_batch_program_set_shader(GPUBatch *batch, GPUShader *shader)
{
GPU_batch_program_set(batch, shader->program, shader->interface);
}
void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
eGPUBuiltinShader shader_id,
eGPUShaderConfig sh_cfg)
{
GPUShader *shader = GPU_shader_get_builtin_shader_with_config(shader_id, sh_cfg);
GPU_batch_program_set(batch, shader->program, shader->interface);
}
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
{
GPU_batch_program_set_builtin_with_config(batch, shader_id, GPU_SHADER_CFG_DEFAULT);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit
* \{ */
void gpu_batch_init(void)
{
gpu_batch_presets_init();
}
void gpu_batch_exit(void)
{
gpu_batch_presets_exit();
}
/** \} */