This is a convenience when one needs to often change the current framebuffer and avoid the overhead of creating many Main/Simple passes.
611 lines
18 KiB
C++
611 lines
18 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. */
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/** \file
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* \ingroup draw
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*/
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#include "GPU_batch.h"
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#include "GPU_capabilities.h"
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#include "GPU_compute.h"
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#include "GPU_debug.h"
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#include "draw_command.hh"
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#include "draw_shader.h"
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#include "draw_view.hh"
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#include <bitset>
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#include <sstream>
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namespace blender::draw::command {
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/* -------------------------------------------------------------------- */
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/** \name Commands Execution
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* \{ */
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void ShaderBind::execute(RecordingState &state) const
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{
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if (assign_if_different(state.shader, shader)) {
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GPU_shader_bind(shader);
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}
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}
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void FramebufferBind::execute() const
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{
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GPU_framebuffer_bind(framebuffer);
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}
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void ResourceBind::execute() const
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{
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if (slot == -1) {
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return;
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}
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switch (type) {
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case ResourceBind::Type::Sampler:
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GPU_texture_bind_ex(is_reference ? *texture_ref : texture, sampler, slot, false);
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break;
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case ResourceBind::Type::Image:
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GPU_texture_image_bind(is_reference ? *texture_ref : texture, slot);
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break;
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case ResourceBind::Type::UniformBuf:
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GPU_uniformbuf_bind(is_reference ? *uniform_buf_ref : uniform_buf, slot);
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break;
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case ResourceBind::Type::StorageBuf:
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GPU_storagebuf_bind(is_reference ? *storage_buf_ref : storage_buf, slot);
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break;
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}
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}
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void PushConstant::execute(RecordingState &state) const
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{
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if (location == -1) {
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return;
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}
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switch (type) {
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case PushConstant::Type::IntValue:
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GPU_shader_uniform_vector_int(state.shader, location, comp_len, array_len, int4_value);
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break;
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case PushConstant::Type::IntReference:
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GPU_shader_uniform_vector_int(state.shader, location, comp_len, array_len, int_ref);
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break;
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case PushConstant::Type::FloatValue:
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GPU_shader_uniform_vector(state.shader, location, comp_len, array_len, float4_value);
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break;
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case PushConstant::Type::FloatReference:
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GPU_shader_uniform_vector(state.shader, location, comp_len, array_len, float_ref);
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break;
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}
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}
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void Draw::execute(RecordingState &state) const
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{
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state.front_facing_set(handle.has_inverted_handedness());
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if (GPU_shader_draw_parameters_support() == false) {
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GPU_batch_resource_id_buf_set(batch, state.resource_id_buf);
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}
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GPU_batch_set_shader(batch, state.shader);
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GPU_batch_draw_advanced(batch, vertex_first, vertex_len, 0, instance_len);
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}
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void DrawMulti::execute(RecordingState &state) const
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{
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DrawMultiBuf::DrawCommandBuf &indirect_buf = multi_draw_buf->command_buf_;
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DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
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uint group_index = this->group_first;
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while (group_index != uint(-1)) {
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const DrawGroup &group = groups[group_index];
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if (group.vertex_len > 0) {
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if (GPU_shader_draw_parameters_support() == false) {
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GPU_batch_resource_id_buf_set(group.gpu_batch, state.resource_id_buf);
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}
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GPU_batch_set_shader(group.gpu_batch, state.shader);
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constexpr intptr_t stride = sizeof(DrawCommand);
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/* We have 2 indirect command reserved per draw group. */
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intptr_t offset = stride * group_index * 2;
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/* Draw negatively scaled geometry first. */
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if (group.len - group.front_facing_len > 0) {
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state.front_facing_set(true);
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GPU_batch_draw_indirect(group.gpu_batch, indirect_buf, offset);
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}
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if (group.front_facing_len > 0) {
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state.front_facing_set(false);
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GPU_batch_draw_indirect(group.gpu_batch, indirect_buf, offset + stride);
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}
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}
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group_index = group.next;
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}
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}
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void DrawIndirect::execute(RecordingState &state) const
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{
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state.front_facing_set(handle.has_inverted_handedness());
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GPU_batch_draw_indirect(batch, *indirect_buf, 0);
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}
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void Dispatch::execute(RecordingState &state) const
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{
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if (is_reference) {
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GPU_compute_dispatch(state.shader, size_ref->x, size_ref->y, size_ref->z);
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}
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else {
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GPU_compute_dispatch(state.shader, size.x, size.y, size.z);
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}
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}
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void DispatchIndirect::execute(RecordingState &state) const
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{
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GPU_compute_dispatch_indirect(state.shader, *indirect_buf);
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}
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void Barrier::execute() const
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{
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GPU_memory_barrier(type);
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}
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void Clear::execute() const
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{
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GPUFrameBuffer *fb = GPU_framebuffer_active_get();
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GPU_framebuffer_clear(fb, (eGPUFrameBufferBits)clear_channels, color, depth, stencil);
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}
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void StateSet::execute(RecordingState &recording_state) const
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{
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/**
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* Does not support locked state for the moment and never should.
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* Better implement a less hacky selection!
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*/
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BLI_assert(DST.state_lock == 0);
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if (!assign_if_different(recording_state.pipeline_state, new_state)) {
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return;
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}
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/* Keep old API working. Keep the state tracking in sync. */
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/* TODO(fclem): Move at the end of a pass. */
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DST.state = new_state;
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GPU_state_set(to_write_mask(new_state),
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to_blend(new_state),
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to_face_cull_test(new_state),
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to_depth_test(new_state),
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to_stencil_test(new_state),
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to_stencil_op(new_state),
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to_provoking_vertex(new_state));
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if (new_state & DRW_STATE_SHADOW_OFFSET) {
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GPU_shadow_offset(true);
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}
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else {
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GPU_shadow_offset(false);
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}
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/* TODO: this should be part of shader state. */
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if (new_state & DRW_STATE_CLIP_PLANES) {
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GPU_clip_distances(recording_state.view_clip_plane_count);
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}
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else {
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GPU_clip_distances(0);
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}
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if (new_state & DRW_STATE_IN_FRONT_SELECT) {
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/* XXX `GPU_depth_range` is not a perfect solution
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* since very distant geometries can still be occluded.
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* Also the depth test precision of these geometries is impaired.
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* However, it solves the selection for the vast majority of cases. */
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GPU_depth_range(0.0f, 0.01f);
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}
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else {
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GPU_depth_range(0.0f, 1.0f);
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}
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if (new_state & DRW_STATE_PROGRAM_POINT_SIZE) {
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GPU_program_point_size(true);
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}
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else {
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GPU_program_point_size(false);
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}
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}
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void StencilSet::execute() const
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{
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GPU_stencil_write_mask_set(write_mask);
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GPU_stencil_compare_mask_set(compare_mask);
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GPU_stencil_reference_set(reference);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Commands Serialization for debugging
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* \{ */
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std::string ShaderBind::serialize() const
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{
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return std::string(".shader_bind(") + GPU_shader_get_name(shader) + ")";
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}
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std::string FramebufferBind::serialize() const
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{
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return std::string(".framebuffer_bind(") + GPU_framebuffer_get_name(framebuffer) + ")";
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}
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std::string ResourceBind::serialize() const
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{
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switch (type) {
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case Type::Sampler:
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return std::string(".bind_texture") + (is_reference ? "_ref" : "") + "(" +
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std::to_string(slot) +
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(sampler != GPU_SAMPLER_MAX ? ", sampler=" + std::to_string(sampler) : "") + ")";
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case Type::Image:
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return std::string(".bind_image") + (is_reference ? "_ref" : "") + "(" +
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std::to_string(slot) + ")";
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case Type::UniformBuf:
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return std::string(".bind_uniform_buf") + (is_reference ? "_ref" : "") + "(" +
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std::to_string(slot) + ")";
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case Type::StorageBuf:
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return std::string(".bind_storage_buf") + (is_reference ? "_ref" : "") + "(" +
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std::to_string(slot) + ")";
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default:
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BLI_assert_unreachable();
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return "";
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}
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}
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std::string PushConstant::serialize() const
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{
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std::stringstream ss;
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for (int i = 0; i < array_len; i++) {
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switch (comp_len) {
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case 1:
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switch (type) {
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case Type::IntValue:
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ss << int1_value;
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break;
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case Type::IntReference:
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ss << int_ref[i];
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break;
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case Type::FloatValue:
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ss << float1_value;
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break;
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case Type::FloatReference:
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ss << float_ref[i];
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break;
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}
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break;
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case 2:
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switch (type) {
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case Type::IntValue:
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ss << int2_value;
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break;
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case Type::IntReference:
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ss << int2_ref[i];
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break;
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case Type::FloatValue:
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ss << float2_value;
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break;
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case Type::FloatReference:
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ss << float2_ref[i];
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break;
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}
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break;
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case 3:
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switch (type) {
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case Type::IntValue:
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ss << int3_value;
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break;
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case Type::IntReference:
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ss << int3_ref[i];
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break;
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case Type::FloatValue:
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ss << float3_value;
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break;
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case Type::FloatReference:
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ss << float3_ref[i];
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break;
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}
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break;
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case 4:
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switch (type) {
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case Type::IntValue:
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ss << int4_value;
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break;
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case Type::IntReference:
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ss << int4_ref[i];
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break;
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case Type::FloatValue:
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ss << float4_value;
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break;
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case Type::FloatReference:
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ss << float4_ref[i];
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break;
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}
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break;
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case 16:
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switch (type) {
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case Type::IntValue:
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case Type::IntReference:
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BLI_assert_unreachable();
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break;
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case Type::FloatValue:
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ss << *reinterpret_cast<const float4x4 *>(&float4_value);
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break;
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case Type::FloatReference:
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ss << *float4x4_ref;
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break;
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}
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break;
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}
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if (i < array_len - 1) {
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ss << ", ";
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}
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}
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return std::string(".push_constant(") + std::to_string(location) + ", data=" + ss.str() + ")";
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}
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std::string Draw::serialize() const
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{
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std::string inst_len = (instance_len == uint(-1)) ? "from_batch" : std::to_string(instance_len);
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std::string vert_len = (vertex_len == uint(-1)) ? "from_batch" : std::to_string(vertex_len);
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std::string vert_first = (vertex_first == uint(-1)) ? "from_batch" :
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std::to_string(vertex_first);
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return std::string(".draw(inst_len=") + inst_len + ", vert_len=" + vert_len +
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", vert_first=" + vert_first + ", res_id=" + std::to_string(handle.resource_index()) +
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")";
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}
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std::string DrawMulti::serialize(std::string line_prefix) const
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{
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DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
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MutableSpan<DrawPrototype> prototypes(multi_draw_buf->prototype_buf_.data(),
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multi_draw_buf->prototype_count_);
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/* This emulates the GPU sorting but without the unstable draw order. */
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std::sort(
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prototypes.begin(), prototypes.end(), [](const DrawPrototype &a, const DrawPrototype &b) {
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return (a.group_id < b.group_id) ||
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(a.group_id == b.group_id && a.resource_handle > b.resource_handle);
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});
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/* Compute prefix sum to have correct offsets. */
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uint prefix_sum = 0u;
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for (DrawGroup &group : groups) {
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group.start = prefix_sum;
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prefix_sum += group.front_proto_len + group.back_proto_len;
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}
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std::stringstream ss;
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uint group_len = 0;
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uint group_index = this->group_first;
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while (group_index != uint(-1)) {
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const DrawGroup &grp = groups[group_index];
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ss << std::endl << line_prefix << " .group(id=" << group_index << ", len=" << grp.len << ")";
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intptr_t offset = grp.start;
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if (grp.back_proto_len > 0) {
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for (DrawPrototype &proto : prototypes.slice({offset, grp.back_proto_len})) {
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BLI_assert(proto.group_id == group_index);
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ResourceHandle handle(proto.resource_handle);
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BLI_assert(handle.has_inverted_handedness());
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ss << std::endl
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<< line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
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<< ", resource_id=" << std::to_string(handle.resource_index()) << ", back_face)";
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}
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offset += grp.back_proto_len;
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}
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if (grp.front_proto_len > 0) {
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for (DrawPrototype &proto : prototypes.slice({offset, grp.front_proto_len})) {
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BLI_assert(proto.group_id == group_index);
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ResourceHandle handle(proto.resource_handle);
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BLI_assert(!handle.has_inverted_handedness());
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ss << std::endl
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<< line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
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<< ", resource_id=" << std::to_string(handle.resource_index()) << ", front_face)";
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}
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}
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group_index = grp.next;
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group_len++;
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}
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ss << std::endl;
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return line_prefix + ".draw_multi(" + std::to_string(group_len) + ")" + ss.str();
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}
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std::string DrawIndirect::serialize() const
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{
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return std::string(".draw_indirect()");
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}
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std::string Dispatch::serialize() const
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{
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int3 sz = is_reference ? *size_ref : size;
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return std::string(".dispatch") + (is_reference ? "_ref" : "") + "(" + std::to_string(sz.x) +
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", " + std::to_string(sz.y) + ", " + std::to_string(sz.z) + ")";
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}
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std::string DispatchIndirect::serialize() const
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{
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return std::string(".dispatch_indirect()");
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}
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std::string Barrier::serialize() const
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{
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/* TODO(@fclem): Better serialization... */
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return std::string(".barrier(") + std::to_string(type) + ")";
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}
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std::string Clear::serialize() const
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{
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std::stringstream ss;
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if (eGPUFrameBufferBits(clear_channels) & GPU_COLOR_BIT) {
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ss << "color=" << color;
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if (eGPUFrameBufferBits(clear_channels) & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
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ss << ", ";
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}
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}
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if (eGPUFrameBufferBits(clear_channels) & GPU_DEPTH_BIT) {
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ss << "depth=" << depth;
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if (eGPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
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ss << ", ";
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}
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}
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if (eGPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
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ss << "stencil=0b" << std::bitset<8>(stencil) << ")";
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}
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return std::string(".clear(") + ss.str() + ")";
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}
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std::string StateSet::serialize() const
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{
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/* TODO(@fclem): Better serialization... */
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return std::string(".state_set(") + std::to_string(new_state) + ")";
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}
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std::string StencilSet::serialize() const
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{
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std::stringstream ss;
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ss << ".stencil_set(write_mask=0b" << std::bitset<8>(write_mask) << ", compare_mask=0b"
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<< std::bitset<8>(compare_mask) << ", reference=0b" << std::bitset<8>(reference);
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return ss.str();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Commands buffers binding / command / resource ID generation
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* \{ */
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void DrawCommandBuf::bind(RecordingState &state,
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Vector<Header, 0> &headers,
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Vector<Undetermined, 0> &commands)
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{
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UNUSED_VARS(headers, commands);
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resource_id_count_ = 0;
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for (const Header &header : headers) {
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if (header.type != Type::Draw) {
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continue;
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}
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Draw &cmd = commands[header.index].draw;
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int batch_vert_len, batch_vert_first, batch_base_index, batch_inst_len;
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/* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
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GPU_batch_draw_parameter_get(
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cmd.batch, &batch_vert_len, &batch_vert_first, &batch_base_index, &batch_inst_len);
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/* Instancing attributes are not supported using the new pipeline since we use the base
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* instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
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BLI_assert(batch_inst_len == 1);
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if (cmd.vertex_len == uint(-1)) {
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cmd.vertex_len = batch_vert_len;
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}
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if (cmd.handle.raw > 0) {
|
|
/* Save correct offset to start of resource_id buffer region for this draw. */
|
|
uint instance_first = resource_id_count_;
|
|
resource_id_count_ += cmd.instance_len;
|
|
/* Ensure the buffer is big enough. */
|
|
resource_id_buf_.get_or_resize(resource_id_count_ - 1);
|
|
|
|
/* Copy the resource id for all instances. */
|
|
uint index = cmd.handle.resource_index();
|
|
for (int i = instance_first; i < (instance_first + cmd.instance_len); i++) {
|
|
resource_id_buf_[i] = index;
|
|
}
|
|
}
|
|
}
|
|
|
|
resource_id_buf_.push_update();
|
|
|
|
if (GPU_shader_draw_parameters_support() == false) {
|
|
state.resource_id_buf = resource_id_buf_;
|
|
}
|
|
else {
|
|
GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
|
|
}
|
|
}
|
|
|
|
void DrawMultiBuf::bind(RecordingState &state,
|
|
Vector<Header, 0> &headers,
|
|
Vector<Undetermined, 0> &commands,
|
|
VisibilityBuf &visibility_buf)
|
|
{
|
|
UNUSED_VARS(headers, commands);
|
|
|
|
GPU_debug_group_begin("DrawMultiBuf.bind");
|
|
|
|
resource_id_count_ = 0u;
|
|
for (DrawGroup &group : MutableSpan<DrawGroup>(group_buf_.data(), group_count_)) {
|
|
/* Compute prefix sum of all instance of previous group. */
|
|
group.start = resource_id_count_;
|
|
resource_id_count_ += group.len;
|
|
|
|
int batch_inst_len;
|
|
/* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
|
|
GPU_batch_draw_parameter_get(group.gpu_batch,
|
|
&group.vertex_len,
|
|
&group.vertex_first,
|
|
&group.base_index,
|
|
&batch_inst_len);
|
|
|
|
/* Instancing attributes are not supported using the new pipeline since we use the base
|
|
* instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
|
|
BLI_assert(batch_inst_len == 1);
|
|
UNUSED_VARS_NDEBUG(batch_inst_len);
|
|
|
|
/* Now that we got the batch information, we can set the counters to 0. */
|
|
group.total_counter = group.front_facing_counter = group.back_facing_counter = 0;
|
|
}
|
|
|
|
group_buf_.push_update();
|
|
prototype_buf_.push_update();
|
|
/* Allocate enough for the expansion pass. */
|
|
resource_id_buf_.get_or_resize(resource_id_count_);
|
|
/* Two command per group. */
|
|
command_buf_.get_or_resize(group_count_ * 2);
|
|
|
|
if (prototype_count_ > 0) {
|
|
GPUShader *shader = DRW_shader_draw_command_generate_get();
|
|
GPU_shader_bind(shader);
|
|
GPU_shader_uniform_1i(shader, "prototype_len", prototype_count_);
|
|
GPU_storagebuf_bind(group_buf_, GPU_shader_get_ssbo(shader, "group_buf"));
|
|
GPU_storagebuf_bind(visibility_buf, GPU_shader_get_ssbo(shader, "visibility_buf"));
|
|
GPU_storagebuf_bind(prototype_buf_, GPU_shader_get_ssbo(shader, "prototype_buf"));
|
|
GPU_storagebuf_bind(command_buf_, GPU_shader_get_ssbo(shader, "command_buf"));
|
|
GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
|
|
GPU_compute_dispatch(shader, divide_ceil_u(prototype_count_, DRW_COMMAND_GROUP_SIZE), 1, 1);
|
|
if (GPU_shader_draw_parameters_support() == false) {
|
|
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
|
|
state.resource_id_buf = resource_id_buf_;
|
|
}
|
|
else {
|
|
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
|
|
}
|
|
}
|
|
|
|
GPU_debug_group_end();
|
|
}
|
|
|
|
/** \} */
|
|
|
|
}; // namespace blender::draw::command
|