200 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * ***** BEGIN GPL LICENSE BLOCK *****
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|  *
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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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|  * The Original Code is Copyright (C) 2016 by Mike Erwin.
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|  * All rights reserved.
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|  *
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|  * Contributor(s): Blender Foundation
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| 
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| /** \file blender/gpu/GPU_batch.h
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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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| 
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| #ifndef __GPU_BATCH_H__
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| #define __GPU_BATCH_H__
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| 
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| #include "GPU_vertex_buffer.h"
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| #include "GPU_element.h"
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| #include "GPU_shader_interface.h"
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| #include "GPU_shader.h"
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| 
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| typedef enum {
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| 	GPU_BATCH_READY_TO_FORMAT,
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| 	GPU_BATCH_READY_TO_BUILD,
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| 	GPU_BATCH_BUILDING,
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| 	GPU_BATCH_READY_TO_DRAW
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| } GPUBatchPhase;
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| 
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| #define GPU_BATCH_VBO_MAX_LEN 3
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| #define GPU_BATCH_VAO_STATIC_LEN 3
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| #define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16
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| 
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| typedef struct GPUBatch {
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| 	/* geometry */
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| 	GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN]; /* verts[0] is required, others can be NULL */
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| 	GPUVertBuf *inst; /* instance attribs */
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| 	GPUIndexBuf *elem; /* NULL if element list not needed */
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| 	uint32_t gl_prim_type;
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| 
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| 	/* cached values (avoid dereferencing later) */
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| 	uint32_t vao_id;
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| 	uint32_t program;
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| 	const struct GPUShaderInterface *interface;
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| 
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| 	/* book-keeping */
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| 	uint owns_flag;
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| 	struct GPUContext *context; /* used to free all vaos. this implies all vaos were created under the same context. */
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| 	GPUBatchPhase phase;
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| 	bool program_in_use;
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| 
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| 	/* Vao management: remembers all geometry state (vertex attrib 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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| 	bool is_dynamic_vao_count;
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| 	union {
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| 		/* Static handle count */
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| 		struct {
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| 			const struct GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN];
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| 			uint32_t vao_ids[GPU_BATCH_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 struct GPUShaderInterface **interfaces;
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| 			uint32_t *vao_ids;
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| 		} dynamic_vaos;
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| 	};
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| 
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| 	/* XXX This is the only solution if we want to have some data structure using
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| 	 * batches as key to identify nodes. We must destroy these nodes with this callback. */
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| 	void (*free_callback)(struct GPUBatch *, void *);
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| 	void *callback_data;
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| } GPUBatch;
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| 
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| enum {
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| 	GPU_BATCH_OWNS_VBO = (1 << 0),
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| 	/* each vbo index gets bit-shifted */
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| 	GPU_BATCH_OWNS_INSTANCES = (1 << 30),
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| 	GPU_BATCH_OWNS_INDEX = (1 << 31),
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| };
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| 
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| GPUBatch *GPU_batch_create_ex(GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag);
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| void GPU_batch_init_ex(GPUBatch *, GPUPrimType, GPUVertBuf *, GPUIndexBuf *, uint owns_flag);
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| GPUBatch *GPU_batch_duplicate(GPUBatch *batch_src);
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| 
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| #define GPU_batch_create(prim, verts, elem) \
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| 	GPU_batch_create_ex(prim, verts, elem, 0)
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| #define GPU_batch_init(batch, prim, verts, elem) \
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| 	GPU_batch_init_ex(batch, prim, verts, elem, 0)
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| 
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| void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */
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| 
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| void GPU_batch_vao_cache_clear(GPUBatch *);
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| 
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| void GPU_batch_callback_free_set(GPUBatch *, void (*callback)(GPUBatch *, void *), void *);
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| 
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| void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */
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| 
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| int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo);
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| 
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| #define GPU_batch_vertbuf_add(batch, verts) \
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| 	GPU_batch_vertbuf_add_ex(batch, verts, false)
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| 
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| void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *);
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| void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *);
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| void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id);
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| /* Entire batch draws with one shader program, but can be redrawn later with another program. */
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| /* Vertex shader's inputs must be compatible with the batch's vertex format. */
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| 
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| void GPU_batch_program_use_begin(GPUBatch *); /* call before Batch_Uniform (temp hack?) */
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| void GPU_batch_program_use_end(GPUBatch *);
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| 
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| void GPU_batch_uniform_1ui(GPUBatch *, const char *name, int value);
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| void GPU_batch_uniform_1i(GPUBatch *, const char *name, int value);
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| void GPU_batch_uniform_1b(GPUBatch *, const char *name, bool value);
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| void GPU_batch_uniform_1f(GPUBatch *, const char *name, float value);
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| void GPU_batch_uniform_2f(GPUBatch *, const char *name, float x, float y);
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| void GPU_batch_uniform_3f(GPUBatch *, const char *name, float x, float y, float z);
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| void GPU_batch_uniform_4f(GPUBatch *, const char *name, float x, float y, float z, float w);
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| void GPU_batch_uniform_2fv(GPUBatch *, const char *name, const float data[2]);
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| void GPU_batch_uniform_3fv(GPUBatch *, const char *name, const float data[3]);
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| void GPU_batch_uniform_4fv(GPUBatch *, const char *name, const float data[4]);
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| void GPU_batch_uniform_2fv_array(GPUBatch *, const char *name, int len, const float *data);
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| void GPU_batch_uniform_4fv_array(GPUBatch *, const char *name, int len, const float *data);
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| void GPU_batch_uniform_mat4(GPUBatch *, const char *name, const float data[4][4]);
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| 
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| void GPU_batch_draw(GPUBatch *);
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| 
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| /* This does not bind/unbind shader and does not call GPU_matrix_bind() */
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| void GPU_batch_draw_range_ex(GPUBatch *, int v_first, int v_count, bool force_instance);
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| 
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| /* Does not even need batch */
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| void GPU_draw_primitive(GPUPrimType, int v_count);
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| 
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| #if 0 /* future plans */
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| 
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| /* Can multiple batches share a GPUVertBuf? Use ref count? */
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| 
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| 
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| /* We often need a batch with its own data, to be created and discarded together. */
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| /* WithOwn variants reduce number of system allocations. */
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| 
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| typedef struct BatchWithOwnVertexBuffer {
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| 	GPUBatch batch;
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| 	GPUVertBuf verts; /* link batch.verts to this */
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| } BatchWithOwnVertexBuffer;
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| 
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| typedef struct BatchWithOwnElementList {
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| 	GPUBatch batch;
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| 	GPUIndexBuf elem; /* link batch.elem to this */
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| } BatchWithOwnElementList;
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| 
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| typedef struct BatchWithOwnVertexBufferAndElementList {
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| 	GPUBatch batch;
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| 	GPUIndexBuf elem; /* link batch.elem to this */
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| 	GPUVertBuf verts; /* link batch.verts to this */
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| } BatchWithOwnVertexBufferAndElementList;
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| 
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| GPUBatch *create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat *, uint v_len, GPUIndexBuf *);
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| GPUBatch *create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf *, uint prim_len);
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| GPUBatch *create_BatchWithOwnVertexBufferAndElementList(GPUPrimType, GPUVertFormat *, uint v_len, uint prim_len);
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| /* verts: shared, own */
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| /* elem: none, shared, own */
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| GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff);
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| 
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| #endif /* future plans */
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| 
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| void gpu_batch_init(void);
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| void gpu_batch_exit(void);
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| 
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| /* Macros */
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| 
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| #define GPU_BATCH_DISCARD_SAFE(batch) do { \
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| 	if (batch != NULL) { \
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| 		GPU_batch_discard(batch); \
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| 		batch = NULL; \
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| 	} \
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| } while (0)
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| 
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| #endif /* __GPU_BATCH_H__ */
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