Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
118 lines
2.8 KiB
C++
118 lines
2.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* GPU geometry batch
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* Contains VAOs + VBOs + Shader representing a drawable entity.
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "gpu_batch_private.hh"
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#include "gl_index_buffer.hh"
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#include "gl_vertex_buffer.hh"
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#include "glew-mx.h"
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namespace blender {
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namespace gpu {
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class GLContext;
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class GLShaderInterface;
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#define GPU_VAO_STATIC_LEN 3
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/**
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* VAO management: remembers all geometry state (vertex attribute bindings & element buffer)
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* for each shader interface. Start with a static number of VAO's and fallback to dynamic count
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* if necessary. Once a batch goes dynamic it does not go back.
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*/
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class GLVaoCache {
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private:
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/** Context for which the vao_cache_ was generated. */
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GLContext *context_ = NULL;
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/** Last interface this batch was drawn with. */
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GLShaderInterface *interface_ = NULL;
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/** Cached VAO for the last interface. */
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GLuint vao_id_ = 0;
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/** Used when arb_base_instance is not supported. */
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GLuint vao_base_instance_ = 0;
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int base_instance_ = 0;
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bool is_dynamic_vao_count = false;
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union {
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/** Static handle count */
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struct {
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const GLShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
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GLuint vao_ids[GPU_VAO_STATIC_LEN];
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} static_vaos;
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/** Dynamic handle count */
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struct {
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uint count;
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const GLShaderInterface **interfaces;
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GLuint *vao_ids;
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} dynamic_vaos;
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};
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public:
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GLVaoCache();
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~GLVaoCache();
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GLuint vao_get(GPUBatch *batch);
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GLuint base_instance_vao_get(GPUBatch *batch, int i_first);
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/**
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* Return 0 on cache miss (invalid VAO).
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*/
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GLuint lookup(const GLShaderInterface *interface);
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/**
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* Create a new VAO object and store it in the cache.
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*/
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void insert(const GLShaderInterface *interface, GLuint vao_id);
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void remove(const GLShaderInterface *interface);
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void clear();
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private:
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void init();
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/**
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* The #GLVaoCache object is only valid for one #GLContext.
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* Reset the cache if trying to draw in another context;.
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*/
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void context_check();
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};
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class GLBatch : public Batch {
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public:
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/** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
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GLVaoCache vao_cache_;
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public:
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void draw(int v_first, int v_count, int i_first, int i_count) override;
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void bind(int i_first);
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/* Convenience getters. */
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GLIndexBuf *elem_() const
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{
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return static_cast<GLIndexBuf *>(unwrap(elem));
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}
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GLVertBuf *verts_(const int index) const
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{
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return static_cast<GLVertBuf *>(unwrap(verts[index]));
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}
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GLVertBuf *inst_(const int index) const
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{
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return static_cast<GLVertBuf *>(unwrap(inst[index]));
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}
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MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch");
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};
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} // namespace gpu
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} // namespace blender
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