124 lines
3.2 KiB
C++
124 lines
3.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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* All rights reserved.
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*/
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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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/* 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 vaos 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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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 whend 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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GLuint lookup(const GLShaderInterface *interface);
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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(void);
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private:
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void init(void);
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void context_check(void);
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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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GLBatch();
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~GLBatch();
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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_(void) 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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