GPUBatch VBO's as Storage Buffers #105221
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During the Metal Backend developpement, it was needed to provide different versions of shader programs that uses geometry shaders.
The issue is that these version requires some non-ideal modification of the backend. These geometry-shader less programs might even perform better in most cases. Moreover, having a way to arbitrarily read from vertex buffer data might become necessary for some algorithm (gpencil, curves, better attribute supports).
Because of this I propose the following approach:
Instead of this:
a shader needing arbitrary access would declare this in its create info.
The important bit here is
Frequency::GEOMETRY
.Every
storage_buf
tagged withFrequency::GEOMETRY
would have an automatically matched VBO attribute (matched by name) bound to them. TheGPUBatch
binding (or drawing) routine would be responsible for this. Limiting that to aGPUBatch
feature might require some refactor of code using no_geom shader withGPU_immediate.h
.This is a bit abusing the
Frequency
to tag these but I think it's an ok thing to do. Maybe renameFrequency::BATCH
toFrequency::OBJECT
and useFrequency::BATCH
instead orFrequency::GEOMETRY
.A missing SSBO bind would become an error in this case. No default binding would be provided. Note that this could be relaxed later on for attributes. But nowadays, the no_geom shaders mostly use attributes that are required to exists.
Another issue is that attributes have stride and offset.
GPU_vertformat_deinterleave
.glBindBufferRange
doc).Tag @Jeroen-Bakker @Michael-Parkin-White-Apple