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blender-archive/source/blender/draw/intern/draw_pass.hh
Clément Foucault d371dfbe2c DRW: Change binding API
Using bind() overload is too error prone.
2022-08-30 21:27:02 +02:00

997 lines
32 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
#pragma once
/** \file
* \ingroup draw
*
* Passes record draw commands. There exists different pass types for different purpose but they
* only change in resource load (memory & CPU usage). They can be swapped without any functional
* change.
*
* `PassMain`:
* Should be used on heavy load passes such as ones that may contain scene objects. Draw call
* submission is optimized for large number of draw calls. But has a significant overhead per
* #Pass. Use many #PassSub along with a main #Pass to reduce the overhead and allow groupings of
* commands.
*
* `Pass(Main|Simple)::Sub`:
* A lightweight #Pass that lives inside a main #Pass. It can only be created from #Pass.sub()
* and is auto managed. This mean it can be created, filled and thrown away. A #PassSub reference
* is valid until the next #Pass.init() of the parent pass. Commands recorded inside a #PassSub are
* inserted inside the parent #Pass where the sub have been created durring submission.
*
* `PassSimple`:
* Does not have the overhead of #PassMain but does not have the culling and batching optimization.
*
* NOTE: A pass can be recorded once and resubmitted any number of time. This can be a good
* optimization for passes that are always the same for each frame. The only thing to be aware of
* is the life time of external resources. If a pass contains draw-calls with non default
* ResourceHandle (not 0) or a reference to any non static resources (GPUBatch, PushConstant ref,
* ResourceBind ref) it will have to be re-recorded if any of these reference becomes invalid.
*/
#include "BKE_image.h"
#include "BLI_vector.hh"
#include "DRW_gpu_wrapper.hh"
#include "GPU_debug.h"
#include "GPU_material.h"
#include "draw_command.hh"
#include "draw_handle.hh"
#include "draw_manager.hh"
#include "draw_pass.hh"
#include "draw_shader_shared.h"
#include "draw_state.h"
#include "intern/gpu_codegen.h"
namespace blender::draw {
using namespace blender::draw;
using namespace blender::draw::command;
class Manager;
/* -------------------------------------------------------------------- */
/** \name Pass API
* \{ */
namespace detail {
/**
* Special container that never moves allocated items and has fast indexing.
*/
template<typename T,
/** Numbers of element of type T to allocate together. */
int64_t block_size = 16>
class SubPassVector {
private:
Vector<std::unique_ptr<Vector<T, block_size>>, 0> blocks_;
public:
void clear()
{
blocks_.clear();
}
int64_t append_and_get_index(T &&elem)
{
/* Do not go over the inline size so that existing members never move. */
if (blocks_.is_empty() || blocks_.last()->size() == block_size) {
blocks_.append(std::make_unique<Vector<T, block_size>>());
}
return blocks_.last()->append_and_get_index(elem) + (blocks_.size() - 1) * block_size;
}
T &operator[](int64_t index)
{
return (*blocks_[index / block_size])[index % block_size];
}
const T &operator[](int64_t index) const
{
return (*blocks_[index / block_size])[index % block_size];
}
};
/**
* Public API of a draw pass.
*/
template<
/** Type of command buffer used to create the draw calls. */
typename DrawCommandBufType>
class PassBase {
friend Manager;
/** Will use texture own sampler state. */
static constexpr eGPUSamplerState sampler_auto = GPU_SAMPLER_MAX;
protected:
/** Highest level of the command stream. Split command stream in different command types. */
Vector<command::Header, 0> headers_;
/** Commands referenced by headers (which contains their types). */
Vector<command::Undetermined, 0> commands_;
/* Reference to draw commands buffer. Either own or from parent pass. */
DrawCommandBufType &draw_commands_buf_;
/* Reference to sub-pass commands buffer. Either own or from parent pass. */
SubPassVector<PassBase<DrawCommandBufType>> &sub_passes_;
/** Currently bound shader. Used for interface queries. */
GPUShader *shader_;
public:
const char *debug_name;
PassBase(const char *name,
DrawCommandBufType &draw_command_buf,
SubPassVector<PassBase<DrawCommandBufType>> &sub_passes,
GPUShader *shader = nullptr)
: draw_commands_buf_(draw_command_buf),
sub_passes_(sub_passes),
shader_(shader),
debug_name(name){};
/**
* Reset the pass command pool.
* NOTE: Implemented in derived class. Not a virtual function to avoid indirection. Here only for
* API readability listing.
*/
void init();
/**
* Create a sub-pass inside this pass.
*/
PassBase<DrawCommandBufType> &sub(const char *name);
/**
* Changes the fixed function pipeline state.
* Starts as DRW_STATE_NO_DRAW at the start of a Pass submission.
* SubPass inherit previous pass state.
*
* IMPORTANT: This does not set the stencil mask/reference values. Add a call to state_stencil()
* to ensure correct behavior of stencil aware draws.
*/
void state_set(DRWState state);
/**
* Clear the current frame-buffer.
*/
void clear_color(float4 color);
void clear_depth(float depth);
void clear_stencil(uint8_t stencil);
void clear_depth_stencil(float depth, uint8_t stencil);
void clear_color_depth_stencil(float4 color, float depth, uint8_t stencil);
/**
* Reminders:
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
*/
void state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask);
/**
* Bind a shader. Any following bind() or push_constant() call will use its interface.
*/
void shader_set(GPUShader *shader);
/**
* Bind a material shader along with its associated resources. Any following bind() or
* push_constant() call will use its interface.
* IMPORTANT: Assumes material is compiled and can be used (no compilation error).
*/
void material_set(Manager &manager, GPUMaterial *material);
/**
* Record a draw call.
* NOTE: Setting the count or first to -1 will use the values from the batch.
* NOTE: An instance or vertex count of 0 will discard the draw call. It will not be recorded.
*/
void draw(GPUBatch *batch,
uint instance_len = -1,
uint vertex_len = -1,
uint vertex_first = -1,
ResourceHandle handle = {0});
/**
* Shorter version for the common case.
* NOTE: Implemented in derived class. Not a virtual function to avoid indirection.
*/
void draw(GPUBatch *batch, ResourceHandle handle);
/**
* Record a procedural draw call. Geometry is **NOT** source from a GPUBatch.
* NOTE: An instance or vertex count of 0 will discard the draw call. It will not be recorded.
*/
void draw_procedural(GPUPrimType primitive,
uint instance_len,
uint vertex_len,
uint vertex_first = -1,
ResourceHandle handle = {0});
/**
* Indirect variants.
* NOTE: If needed, the resource id need to also be set accordingly in the DrawCommand.
*/
void draw_indirect(GPUBatch *batch,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle = {0});
void draw_procedural_indirect(GPUPrimType primitive,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle = {0});
/**
* Record a compute dispatch call.
*/
void dispatch(int3 group_len);
void dispatch(int3 *group_len);
void dispatch(StorageBuffer<DispatchCommand> &indirect_buffer);
/**
* Record a barrier call to synchronize arbitrary load/store operation between draw calls.
*/
void barrier(eGPUBarrier type);
/**
* Bind a shader resource.
*
* Reference versions are to be used when the resource might be resize / realloc or even change
* between the time it is referenced and the time it is dereferenced for drawing.
*
* IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
* still alive until pass submission.
*
* NOTE: Variations using slot will not query a shader interface and can be used before
* binding a shader.
*/
void bind_image(const char *name, GPUTexture *image);
void bind_image(const char *name, GPUTexture **image);
void bind_image(int slot, GPUTexture *image);
void bind_image(int slot, GPUTexture **image);
void bind_texture(const char *name, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
void bind_texture(const char *name, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
void bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
void bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
void bind_ssbo(const char *name, GPUStorageBuf *buffer);
void bind_ssbo(const char *name, GPUStorageBuf **buffer);
void bind_ssbo(int slot, GPUStorageBuf *buffer);
void bind_ssbo(int slot, GPUStorageBuf **buffer);
void bind_ubo(const char *name, GPUUniformBuf *buffer);
void bind_ubo(const char *name, GPUUniformBuf **buffer);
void bind_ubo(int slot, GPUUniformBuf *buffer);
void bind_ubo(int slot, GPUUniformBuf **buffer);
/**
* Update a shader constant.
*
* Reference versions are to be used when the resource might change between the time it is
* referenced and the time it is dereferenced for drawing.
*
* IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
* still alive until pass submission.
*
* NOTE: bool reference version is expected to take bool1 reference which is aliased to int.
*/
void push_constant(const char *name, const float &data);
void push_constant(const char *name, const float2 &data);
void push_constant(const char *name, const float3 &data);
void push_constant(const char *name, const float4 &data);
void push_constant(const char *name, const int &data);
void push_constant(const char *name, const int2 &data);
void push_constant(const char *name, const int3 &data);
void push_constant(const char *name, const int4 &data);
void push_constant(const char *name, const bool &data);
void push_constant(const char *name, const float4x4 &data);
void push_constant(const char *name, const float *data, int array_len = 1);
void push_constant(const char *name, const float2 *data, int array_len = 1);
void push_constant(const char *name, const float3 *data, int array_len = 1);
void push_constant(const char *name, const float4 *data, int array_len = 1);
void push_constant(const char *name, const int *data, int array_len = 1);
void push_constant(const char *name, const int2 *data, int array_len = 1);
void push_constant(const char *name, const int3 *data, int array_len = 1);
void push_constant(const char *name, const int4 *data, int array_len = 1);
void push_constant(const char *name, const float4x4 *data);
/**
* Turn the pass into a string for inspection.
*/
std::string serialize(std::string line_prefix = "") const;
friend std::ostream &operator<<(std::ostream &stream, const PassBase &pass)
{
return stream << pass.serialize();
}
protected:
/**
* Internal Helpers
*/
int push_constant_offset(const char *name);
void clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil);
GPUBatch *procedural_batch_get(GPUPrimType primitive);
/**
* Return a new command recorded with the given type.
*/
command::Undetermined &create_command(command::Type type);
void submit(command::RecordingState &state) const;
};
template<typename DrawCommandBufType> class Pass : public detail::PassBase<DrawCommandBufType> {
public:
using Sub = detail::PassBase<DrawCommandBufType>;
private:
/** Sub-passes referenced by headers. */
SubPassVector<detail::PassBase<DrawCommandBufType>> sub_passes_main_;
/** Draws are recorded as indirect draws for compatibility with the multi-draw pipeline. */
DrawCommandBufType draw_commands_buf_main_;
public:
Pass(const char *name)
: detail::PassBase<DrawCommandBufType>(name, draw_commands_buf_main_, sub_passes_main_){};
void init()
{
this->headers_.clear();
this->commands_.clear();
this->sub_passes_.clear();
this->draw_commands_buf_.clear();
}
}; // namespace blender::draw
} // namespace detail
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pass types
* \{ */
/**
* Normal pass type. No visibility or draw-call optimisation.
*/
// using PassSimple = detail::Pass<DrawCommandBuf>;
/**
* Main pass type.
* Optimized for many draw calls and sub-pass.
*
* IMPORTANT: To be used only for passes containing lots of draw calls since it has a potentially
* high overhead due to batching and culling optimizations.
*/
// using PassMain = detail::Pass<DrawMultiBuf>;
/**
* Special pass type for rendering transparent objects.
* The base level can only be composed of sub passes that will be ordered by a special value.
*/
class PassSortable : public PassMain {
friend Manager;
private:
/** Sorting value associated with each sub pass. */
Vector<float> sorting_values_;
bool sorted_ = false;
public:
PassSortable(const char *name_) : PassMain(name_){};
void init()
{
sorting_values_.clear();
sorted_ = false;
PassMain::init();
}
PassMain::Sub &sub(const char *name, float sorting_value)
{
int64_t index = sub_passes_.append_and_get_index(
PassBase(name, draw_commands_buf_, sub_passes_, shader_));
headers_.append({Type::SubPass, static_cast<uint>(index)});
sorting_values_.append(sorting_value);
return sub_passes_[index];
}
std::string serialize(std::string line_prefix = "") const
{
if (sorted_ == false) {
const_cast<PassSortable *>(this)->sort();
}
return PassMain::serialize(line_prefix);
}
protected:
void sort()
{
if (sorted_ == false) {
std::sort(headers_.begin(), headers_.end(), [&](Header &a, Header &b) {
BLI_assert(a.type == Type::SubPass && b.type == Type::SubPass);
float a_val = sorting_values_[a.index];
float b_val = sorting_values_[b.index];
return a_val < b_val || (a_val == b_val && a.index < b.index);
});
sorted_ = true;
}
}
};
/** \} */
namespace detail {
/* -------------------------------------------------------------------- */
/** \name PassBase Implementation
* \{ */
template<class T> inline command::Undetermined &PassBase<T>::create_command(command::Type type)
{
int64_t index = commands_.append_and_get_index({});
headers_.append({type, static_cast<uint>(index)});
return commands_[index];
}
template<class T>
inline void PassBase<T>::clear(eGPUFrameBufferBits planes,
float4 color,
float depth,
uint8_t stencil)
{
create_command(command::Type::Clear).clear = {(uint8_t)planes, stencil, depth, color};
}
template<class T> inline GPUBatch *PassBase<T>::procedural_batch_get(GPUPrimType primitive)
{
switch (primitive) {
case GPU_PRIM_POINTS:
return drw_cache_procedural_points_get();
case GPU_PRIM_LINES:
return drw_cache_procedural_lines_get();
case GPU_PRIM_TRIS:
return drw_cache_procedural_triangles_get();
case GPU_PRIM_TRI_STRIP:
return drw_cache_procedural_triangle_strips_get();
default:
/* Add new one as needed. */
BLI_assert_unreachable();
return nullptr;
}
}
template<class T> inline PassBase<T> &PassBase<T>::sub(const char *name)
{
int64_t index = sub_passes_.append_and_get_index(
PassBase(name, draw_commands_buf_, sub_passes_, shader_));
headers_.append({command::Type::SubPass, static_cast<uint>(index)});
return sub_passes_[index];
}
template<class T> void PassBase<T>::submit(command::RecordingState &state) const
{
GPU_debug_group_begin(debug_name);
for (const command::Header &header : headers_) {
switch (header.type) {
default:
case Type::None:
break;
case Type::SubPass:
sub_passes_[header.index].submit(state);
break;
case command::Type::ShaderBind:
commands_[header.index].shader_bind.execute(state);
break;
case command::Type::ResourceBind:
commands_[header.index].resource_bind.execute();
break;
case command::Type::PushConstant:
commands_[header.index].push_constant.execute(state);
break;
case command::Type::Draw:
commands_[header.index].draw.execute(state);
break;
case command::Type::DrawMulti:
commands_[header.index].draw_multi.execute(state);
break;
case command::Type::DrawIndirect:
commands_[header.index].draw_indirect.execute(state);
break;
case command::Type::Dispatch:
commands_[header.index].dispatch.execute(state);
break;
case command::Type::DispatchIndirect:
commands_[header.index].dispatch_indirect.execute(state);
break;
case command::Type::Barrier:
commands_[header.index].barrier.execute();
break;
case command::Type::Clear:
commands_[header.index].clear.execute();
break;
case command::Type::StateSet:
commands_[header.index].state_set.execute(state);
break;
case command::Type::StencilSet:
commands_[header.index].stencil_set.execute();
break;
}
}
GPU_debug_group_end();
}
template<class T> std::string PassBase<T>::serialize(std::string line_prefix) const
{
std::stringstream ss;
ss << line_prefix << "." << debug_name << std::endl;
line_prefix += " ";
for (const command::Header &header : headers_) {
switch (header.type) {
default:
case Type::None:
break;
case Type::SubPass:
ss << sub_passes_[header.index].serialize(line_prefix);
break;
case Type::ShaderBind:
ss << line_prefix << commands_[header.index].shader_bind.serialize() << std::endl;
break;
case Type::ResourceBind:
ss << line_prefix << commands_[header.index].resource_bind.serialize() << std::endl;
break;
case Type::PushConstant:
ss << line_prefix << commands_[header.index].push_constant.serialize() << std::endl;
break;
case Type::Draw:
ss << line_prefix << commands_[header.index].draw.serialize() << std::endl;
break;
case Type::DrawMulti:
ss << commands_[header.index].draw_multi.serialize(line_prefix);
break;
case Type::DrawIndirect:
ss << line_prefix << commands_[header.index].draw_indirect.serialize() << std::endl;
break;
case Type::Dispatch:
ss << line_prefix << commands_[header.index].dispatch.serialize() << std::endl;
break;
case Type::DispatchIndirect:
ss << line_prefix << commands_[header.index].dispatch_indirect.serialize() << std::endl;
break;
case Type::Barrier:
ss << line_prefix << commands_[header.index].barrier.serialize() << std::endl;
break;
case Type::Clear:
ss << line_prefix << commands_[header.index].clear.serialize() << std::endl;
break;
case Type::StateSet:
ss << line_prefix << commands_[header.index].state_set.serialize() << std::endl;
break;
case Type::StencilSet:
ss << line_prefix << commands_[header.index].stencil_set.serialize() << std::endl;
break;
}
}
return ss.str();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw calls
* \{ */
template<class T>
inline void PassBase<T>::draw(
GPUBatch *batch, uint instance_len, uint vertex_len, uint vertex_first, ResourceHandle handle)
{
if (instance_len == 0 || vertex_len == 0) {
return;
}
BLI_assert(shader_);
draw_commands_buf_.append_draw(
headers_, commands_, batch, instance_len, vertex_len, vertex_first, handle);
}
template<class T> inline void PassBase<T>::draw(GPUBatch *batch, ResourceHandle handle)
{
draw(batch, -1, -1, -1, handle);
}
template<class T>
inline void PassBase<T>::draw_procedural(GPUPrimType primitive,
uint instance_len,
uint vertex_len,
uint vertex_first,
ResourceHandle handle)
{
draw(procedural_batch_get(primitive), instance_len, vertex_len, vertex_first, handle);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Indirect draw calls
* \{ */
template<class T>
inline void PassBase<T>::draw_indirect(GPUBatch *batch,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle)
{
BLI_assert(shader_);
create_command(Type::DrawIndirect).draw_indirect = {batch, &indirect_buffer, handle};
}
template<class T>
inline void PassBase<T>::draw_procedural_indirect(
GPUPrimType primitive,
StorageBuffer<DrawCommand, true> &indirect_buffer,
ResourceHandle handle)
{
draw_indirect(procedural_batch_get(primitive), indirect_buffer, handle);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Compute Dispatch Implementation
* \{ */
template<class T> inline void PassBase<T>::dispatch(int3 group_len)
{
BLI_assert(shader_);
create_command(Type::Dispatch).dispatch = {group_len};
}
template<class T> inline void PassBase<T>::dispatch(int3 *group_len)
{
BLI_assert(shader_);
create_command(Type::Dispatch).dispatch = {group_len};
}
template<class T>
inline void PassBase<T>::dispatch(StorageBuffer<DispatchCommand> &indirect_buffer)
{
BLI_assert(shader_);
create_command(Type::DispatchIndirect).dispatch_indirect = {&indirect_buffer};
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Clear Implementation
* \{ */
template<class T> inline void PassBase<T>::clear_color(float4 color)
{
clear(GPU_COLOR_BIT, color, 0.0f, 0);
}
template<class T> inline void PassBase<T>::clear_depth(float depth)
{
clear(GPU_DEPTH_BIT, float4(0.0f), depth, 0);
}
template<class T> inline void PassBase<T>::clear_stencil(uint8_t stencil)
{
clear(GPU_STENCIL_BIT, float4(0.0f), 0.0f, stencil);
}
template<class T> inline void PassBase<T>::clear_depth_stencil(float depth, uint8_t stencil)
{
clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT, float4(0.0f), depth, stencil);
}
template<class T>
inline void PassBase<T>::clear_color_depth_stencil(float4 color, float depth, uint8_t stencil)
{
clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT | GPU_COLOR_BIT, color, depth, stencil);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Barrier Implementation
* \{ */
template<class T> inline void PassBase<T>::barrier(eGPUBarrier type)
{
create_command(Type::Barrier).barrier = {type};
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name State Implementation
* \{ */
template<class T> inline void PassBase<T>::state_set(DRWState state)
{
create_command(Type::StateSet).state_set = {state};
}
template<class T>
inline void PassBase<T>::state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)
{
create_command(Type::StencilSet).stencil_set = {write_mask, reference, compare_mask};
}
template<class T> inline void PassBase<T>::shader_set(GPUShader *shader)
{
shader_ = shader;
create_command(Type::ShaderBind).shader_bind = {shader};
}
template<class T> inline void PassBase<T>::material_set(Manager &manager, GPUMaterial *material)
{
GPUPass *gpupass = GPU_material_get_pass(material);
shader_set(GPU_pass_shader_get(gpupass));
/* Bind all textures needed by the material. */
ListBase textures = GPU_material_textures(material);
for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
if (tex->ima) {
/* Image */
ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
if (tex->tiled_mapping_name[0]) {
GPUTexture *tiles = BKE_image_get_gpu_tiles(tex->ima, iuser, nullptr);
manager.acquire_texture(tiles);
bind_texture(tex->sampler_name, tiles, (eGPUSamplerState)tex->sampler_state);
GPUTexture *tile_map = BKE_image_get_gpu_tilemap(tex->ima, iuser, nullptr);
manager.acquire_texture(tile_map);
bind_texture(tex->tiled_mapping_name, tile_map, (eGPUSamplerState)tex->sampler_state);
}
else {
GPUTexture *texture = BKE_image_get_gpu_texture(tex->ima, iuser, nullptr);
manager.acquire_texture(texture);
bind_texture(tex->sampler_name, texture, (eGPUSamplerState)tex->sampler_state);
}
}
else if (tex->colorband) {
/* Color Ramp */
bind_texture(tex->sampler_name, *tex->colorband);
}
}
GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material);
if (ubo != nullptr) {
bind_ubo(GPU_UBO_BLOCK_NAME, ubo);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Resource bind Implementation
* \{ */
template<class T> inline int PassBase<T>::push_constant_offset(const char *name)
{
return GPU_shader_get_uniform(shader_, name);
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf *buffer)
{
bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf *buffer)
{
bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
}
template<class T>
inline void PassBase<T>::bind_texture(const char *name,
GPUTexture *texture,
eGPUSamplerState state)
{
bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
}
template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture *image)
{
bind_texture(GPU_shader_get_texture_binding(shader_, name), image);
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf *buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T>
inline void PassBase<T>::bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state)
{
create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
}
template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture *image)
{
create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
}
template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf **buffer)
{
bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
}
template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf **buffer)
{
bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
}
template<class T>
inline void PassBase<T>::bind_texture(const char *name,
GPUTexture **texture,
eGPUSamplerState state)
{
bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
}
template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture **image)
{
bind_image(GPU_shader_get_texture_binding(shader_, name), image);
}
template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf **buffer)
{
create_command(Type::ResourceBind).resource_bind = {slot, buffer};
}
template<class T>
inline void PassBase<T>::bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state)
{
create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
}
template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture **image)
{
create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Push Constant Implementation
* \{ */
template<class T> inline void PassBase<T>::push_constant(const char *name, const float &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float2 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float3 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float4 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int2 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int3 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const int4 &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const bool &data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float2 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float3 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const float4 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int2 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int3 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T>
inline void PassBase<T>::push_constant(const char *name, const int4 *data, int array_len)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 *data)
{
create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
}
template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 &data)
{
/* WORKAROUND: Push 3 consecutive commands to hold the 64 bytes of the float4x4.
* This assumes that all commands are always stored in flat array of memory. */
Undetermined commands[3];
PushConstant &cmd = commands[0].push_constant;
cmd.location = push_constant_offset(name);
cmd.array_len = 1;
cmd.comp_len = 16;
cmd.type = PushConstant::Type::FloatValue;
/* Copy overrides the next 2 commands. We append them as Type::None to not evaluate them. */
*reinterpret_cast<float4x4 *>(&cmd.float4_value) = data;
create_command(Type::PushConstant) = commands[0];
create_command(Type::None) = commands[1];
create_command(Type::None) = commands[2];
}
/** \} */
} // namespace detail
} // namespace blender::draw