tornavis/source/blender/gpu/GPU_batch.hh

420 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU geometry batch.
*
* Contains Vertex Buffers, Index Buffers, and Shader reference, altogether representing a drawable
* entity. It is meant to be used for drawing large (> 1000 vertices) reusable (drawn multiple
* times) model with complex data layout. In other words, it is meant for all cases where the
* immediate drawing module (imm) is inadequate.
*
* Vertex & Index Buffers can be owned by a batch. In such case they will be freed when the batch
* gets cleared or discarded.
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_index_buffer.hh"
#include "GPU_shader.hh"
#include "GPU_storage_buffer.hh"
#include "GPU_uniform_buffer.hh"
#include "GPU_vertex_buffer.hh"
struct GPUShader;
#define GPU_BATCH_VBO_MAX_LEN 16
#define GPU_BATCH_INST_VBO_MAX_LEN 2
#define GPU_BATCH_VAO_STATIC_LEN 3
#define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16
enum eGPUBatchFlag {
/** Invalid default state. */
GPU_BATCH_INVALID = 0,
/** blender::gpu::VertBuf ownership. (One bit per vbo) */
GPU_BATCH_OWNS_VBO = (1 << 0),
GPU_BATCH_OWNS_VBO_MAX = (GPU_BATCH_OWNS_VBO << (GPU_BATCH_VBO_MAX_LEN - 1)),
GPU_BATCH_OWNS_VBO_ANY = ((GPU_BATCH_OWNS_VBO << GPU_BATCH_VBO_MAX_LEN) - 1),
/** Instance blender::gpu::VertBuf ownership. (One bit per vbo) */
GPU_BATCH_OWNS_INST_VBO = (GPU_BATCH_OWNS_VBO_MAX << 1),
GPU_BATCH_OWNS_INST_VBO_MAX = (GPU_BATCH_OWNS_INST_VBO << (GPU_BATCH_INST_VBO_MAX_LEN - 1)),
GPU_BATCH_OWNS_INST_VBO_ANY = ((GPU_BATCH_OWNS_INST_VBO << GPU_BATCH_INST_VBO_MAX_LEN) - 1) &
~GPU_BATCH_OWNS_VBO_ANY,
/** blender::gpu::IndexBuf ownership. */
GPU_BATCH_OWNS_INDEX = (GPU_BATCH_OWNS_INST_VBO_MAX << 1),
/** Has been initialized. At least one VBO is set. */
GPU_BATCH_INIT = (1 << 26),
/** Batch is initialized but its VBOs are still being populated. (optional) */
GPU_BATCH_BUILDING = (1 << 26),
/** Cached data need to be rebuild. (VAO, PSO, ...) */
GPU_BATCH_DIRTY = (1 << 27),
};
#define GPU_BATCH_OWNS_NONE GPU_BATCH_INVALID
BLI_STATIC_ASSERT(GPU_BATCH_OWNS_INDEX < GPU_BATCH_INIT,
"eGPUBatchFlag: Error: status flags are shadowed by the ownership bits!")
ENUM_OPERATORS(eGPUBatchFlag, GPU_BATCH_DIRTY)
namespace blender::gpu {
/**
* Base class which is then specialized for each implementation (GL, VK, ...).
* TODO(fclem): Make the content of this struct hidden and expose getters/setters.
*
* Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only
* the common and "public" part of the struct. Use `GPU_batch_calloc()` and `GPU_batch_create()`
* instead.
*/
class Batch {
public:
/** verts[0] is required, others can be nullptr */
blender::gpu::VertBuf *verts[GPU_BATCH_VBO_MAX_LEN];
/** Instance attributes. */
blender::gpu::VertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN];
/** nullptr if element list not needed */
blender::gpu::IndexBuf *elem;
/** Resource ID attribute workaround. */
GPUStorageBuf *resource_id_buf;
/** Bookkeeping. */
eGPUBatchFlag flag;
/** Type of geometry to draw. */
GPUPrimType prim_type;
/** Current assigned shader. DEPRECATED. Here only for uniform binding. */
GPUShader *shader;
virtual ~Batch() = default;
virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0;
virtual void draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset) = 0;
virtual void multi_draw_indirect(GPUStorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride) = 0;
/* Convenience casts. */
IndexBuf *elem_() const
{
return elem;
}
VertBuf *verts_(const int index) const
{
return verts[index];
}
VertBuf *inst_(const int index) const
{
return inst[index];
}
};
} // namespace blender::gpu
/* -------------------------------------------------------------------- */
/** \name Creation
* \{ */
/**
* Allocate a #blender::gpu::Batch with a cleared state.
* The returned #blender::gpu::Batch needs to be passed to `GPU_batch_init` before being usable.
*/
blender::gpu::Batch *GPU_batch_calloc();
/**
* Creates a #blender::gpu::Batch with explicit buffer ownership.
*/
blender::gpu::Batch *GPU_batch_create_ex(GPUPrimType primitive_type,
blender::gpu::VertBuf *vertex_buf,
blender::gpu::IndexBuf *index_buf,
eGPUBatchFlag owns_flag);
/**
* Creates a #blender::gpu::Batch without buffer ownership.
*/
#define GPU_batch_create(primitive_type, vertex_buf, index_buf) \
GPU_batch_create_ex(primitive_type, vertex_buf, index_buf, (eGPUBatchFlag)0)
/**
* Initialize a cleared #blender::gpu::Batch with explicit buffer ownership.
* A #blender::gpu::Batch is in cleared state if it was just allocated using `GPU_batch_calloc()`
* or cleared using `GPU_batch_clear()`.
*/
void GPU_batch_init_ex(blender::gpu::Batch *batch,
GPUPrimType primitive_type,
blender::gpu::VertBuf *vertex_buf,
blender::gpu::IndexBuf *index_buf,
eGPUBatchFlag owns_flag);
/**
* Initialize a cleared #blender::gpu::Batch without buffer ownership.
* A #blender::gpu::Batch is in cleared state if it was just allocated using `GPU_batch_calloc()`
* or cleared using `GPU_batch_clear()`.
*/
#define GPU_batch_init(batch, primitive_type, vertex_buf, index_buf) \
GPU_batch_init_ex(batch, primitive_type, vertex_buf, index_buf, (eGPUBatchFlag)0)
/**
* DEPRECATED: It is easy to loose ownership with this. To be removed.
* This will share the VBOs with the new batch.
*/
void GPU_batch_copy(blender::gpu::Batch *batch_dst, blender::gpu::Batch *batch_src);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Deletion
* \{ */
/**
* Clear a #blender::gpu::Batch without freeing its own memory.
* The #blender::gpu::Batch can then be reused using `GPU_batch_init()`.
* Discards all owned vertex and index buffers.
*/
void GPU_batch_clear(blender::gpu::Batch *batch);
void GPU_batch_zero(blender::gpu::Batch *batch);
#define GPU_BATCH_CLEAR_SAFE(batch) \
do { \
if (batch != nullptr) { \
GPU_batch_clear(batch); \
GPU_batch_zero(batch); \
} \
} while (0)
/**
* Free a #blender::gpu::Batch object.
* Discards all owned vertex and index buffers.
*/
void GPU_batch_discard(blender::gpu::Batch *batch);
#define GPU_BATCH_DISCARD_SAFE(batch) \
do { \
if (batch != nullptr) { \
GPU_batch_discard(batch); \
batch = nullptr; \
} \
} while (0)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Buffers Management
* \{ */
/**
* Add the given \a vertex_buf as vertex buffer to a #blender::gpu::Batch.
* \return the index of verts in the batch.
*/
int GPU_batch_vertbuf_add(blender::gpu::Batch *batch,
blender::gpu::VertBuf *vertex_buf,
bool own_vbo);
/**
* Add the given \a vertex_buf as instanced vertex buffer to a #blender::gpu::Batch.
* \return the index of verts in the batch.
*/
int GPU_batch_instbuf_add(blender::gpu::Batch *batch,
blender::gpu::VertBuf *vertex_buf,
bool own_vbo);
/**
* Set the first instanced vertex buffer of a #blender::gpu::Batch.
* \note Override ONLY the first instance VBO (and free them if owned).
*/
void GPU_batch_instbuf_set(blender::gpu::Batch *batch,
blender::gpu::VertBuf *vertex_buf,
bool own_vbo);
/**
* Set the index buffer of a #blender::gpu::Batch.
* \note Override any previously assigned index buffer (and free it if owned).
*/
void GPU_batch_elembuf_set(blender::gpu::Batch *batch,
blender::gpu::IndexBuf *index_buf,
bool own_ibo);
/**
* Returns true if the #GPUbatch has \a vertex_buf in its vertex buffer list.
* \note The search is only conducted on the non-instance rate vertex buffer list.
*/
bool GPU_batch_vertbuf_has(const blender::gpu::Batch *batch, blender::gpu::VertBuf *vertex_buf);
/**
* Set resource id buffer to bind as instance attribute to workaround the lack of gl_BaseInstance
* on some hardware / platform.
* \note Only to be used by draw manager.
*/
void GPU_batch_resource_id_buf_set(blender::gpu::Batch *batch, GPUStorageBuf *resource_id_buf);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Binding & Uniforms
*
* TODO(fclem): This whole section should be removed. See the other `TODO`s in this section.
* This is because we want to remove #blender::gpu::Batch.shader to avoid usage mistakes.
* Interacting directly with the #GPUShader provide a clearer interface and less error-prone.
* \{ */
/**
* Sets the shader to be drawn with this #blender::gpu::Batch.
* \note This need to be called first for the `GPU_batch_uniform_*` functions to work.
*/
/* TODO(fclem): These should be removed and replaced by `GPU_shader_bind()`. */
void GPU_batch_set_shader(blender::gpu::Batch *batch, GPUShader *shader);
void GPU_batch_program_set_builtin(blender::gpu::Batch *batch, eGPUBuiltinShader shader_id);
void GPU_batch_program_set_builtin_with_config(blender::gpu::Batch *batch,
eGPUBuiltinShader shader_id,
eGPUShaderConfig sh_cfg);
/**
* Bind program bound to IMM (immediate mode) to the #blender::gpu::Batch.
*
* XXX: Use this with much care. Drawing with the #blender::gpu::Batch API is not compatible with
* IMM. DO NOT DRAW WITH THE BATCH BEFORE CALLING #immUnbindProgram.
*/
void GPU_batch_program_set_imm_shader(blender::gpu::Batch *batch);
/**
* Set uniform variables for the shader currently bound to the #blender::gpu::Batch.
*/
/* TODO(fclem): These need to be replaced by GPU_shader_uniform_* with explicit shader. */
#define GPU_batch_uniform_1i(batch, name, x) GPU_shader_uniform_1i((batch)->shader, name, x);
#define GPU_batch_uniform_1b(batch, name, x) GPU_shader_uniform_1b((batch)->shader, name, x);
#define GPU_batch_uniform_1f(batch, name, x) GPU_shader_uniform_1f((batch)->shader, name, x);
#define GPU_batch_uniform_2f(batch, name, x, y) GPU_shader_uniform_2f((batch)->shader, name, x, y);
#define GPU_batch_uniform_3f(batch, name, x, y, z) \
GPU_shader_uniform_3f((batch)->shader, name, x, y, z);
#define GPU_batch_uniform_4f(batch, name, x, y, z, w) \
GPU_shader_uniform_4f((batch)->shader, name, x, y, z, w);
#define GPU_batch_uniform_2fv(batch, name, val) GPU_shader_uniform_2fv((batch)->shader, name, val);
#define GPU_batch_uniform_3fv(batch, name, val) GPU_shader_uniform_3fv((batch)->shader, name, val);
#define GPU_batch_uniform_4fv(batch, name, val) GPU_shader_uniform_4fv((batch)->shader, name, val);
#define GPU_batch_uniform_2fv_array(batch, name, len, val) \
GPU_shader_uniform_2fv_array((batch)->shader, name, len, val);
#define GPU_batch_uniform_4fv_array(batch, name, len, val) \
GPU_shader_uniform_4fv_array((batch)->shader, name, len, val);
#define GPU_batch_uniform_mat4(batch, name, val) \
GPU_shader_uniform_mat4((batch)->shader, name, val);
#define GPU_batch_uniformbuf_bind(batch, name, ubo) \
GPU_uniformbuf_bind(ubo, GPU_shader_get_ubo_binding((batch)->shader, name));
#define GPU_batch_texture_bind(batch, name, tex) \
GPU_texture_bind(tex, GPU_shader_get_sampler_binding((batch)->shader, name));
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Binding & Uniforms
* \{ */
/**
* Draw the #blender::gpu::Batch with vertex count and instance count from its vertex buffers
* lengths. Ensures the associated shader is bound. TODO(fclem) remove this behavior.
*/
void GPU_batch_draw(blender::gpu::Batch *batch);
/**
* Draw the #blender::gpu::Batch with vertex count and instance count from its vertex buffers
* lengths. Ensures the associated shader is bound. TODO(fclem) remove this behavior.
*
* A \a vertex_count of 0 will use the default number of vertex.
* The \a vertex_first sets the start of the instance-rate attributes.
*
* \note No out-of-bound access check is made on the vertex buffers since they are tricky to
* detect. Double check that the range of vertex has data or that the data isn't read by the
* shader.
*/
void GPU_batch_draw_range(blender::gpu::Batch *batch, int vertex_first, int vertex_count);
/**
* Draw multiple instances of the #blender::gpu::Batch with custom instance range.
* Ensures the associated shader is bound. TODO(fclem) remove this behavior.
*
* An \a instance_count of 0 will use the default number of instances.
* The \a instance_first sets the start of the instance-rate attributes.
*
* \note this can be used even if the #blender::gpu::Batch contains no instance-rate attributes.
* \note No out-of-bound access check is made on the vertex buffers since they are tricky to
* detect. Double check that the range of vertex has data or that the data isn't read by the
* shader.
*/
void GPU_batch_draw_instance_range(blender::gpu::Batch *batch,
int instance_first,
int instance_count);
/**
* Draw the #blender::gpu::Batch custom parameters.
* IMPORTANT: This does not bind/unbind shader and does not call GPU_matrix_bind().
*
* A \a vertex_count of 0 will use the default number of vertex.
* An \a instance_count of 0 will use the default number of instances.
*
* \note No out-of-bound access check is made on the vertex buffers since they are tricky to
* detect. Double check that the range of vertex has data or that the data isn't read by the
* shader.
*/
void GPU_batch_draw_advanced(blender::gpu::Batch *batch,
int vertex_first,
int vertex_count,
int instance_first,
int instance_count);
/**
* Issue a single draw call using arguments sourced from a #GPUStorageBuf.
* The argument are expected to be valid for the type of geometry contained by this
* #blender::gpu::Batch (index or non-indexed).
*
* The indirect buffer needs to be synced after filling its contents and before calling this
* function using `GPU_storagebuf_sync_as_indirect_buffer`.
*
* For more info see the GL documentation:
* https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDrawArraysIndirect.xhtml
*/
void GPU_batch_draw_indirect(blender::gpu::Batch *batch,
GPUStorageBuf *indirect_buf,
intptr_t offset);
/**
* Issue \a count draw calls using arguments sourced from a #GPUStorageBuf.
* The \a stride (in bytes) control the spacing between each command description.
* The argument are expected to be valid for the type of geometry contained by this
* #blender::gpu::Batch (index or non-indexed).
*
* The indirect buffer needs to be synced after filling its contents and before calling this
* function using `GPU_storagebuf_sync_as_indirect_buffer`.
*
* For more info see the GL documentation:
* https://registry.khronos.org/OpenGL-Refpages/gl4/html/glMultiDrawArraysIndirect.xhtml
*/
void GPU_batch_multi_draw_indirect(blender::gpu::Batch *batch,
GPUStorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride);
/**
* Return indirect draw call parameters for this #blender::gpu::Batch.
* NOTE: \a r_base_index is set to -1 if not using an index buffer.
*/
void GPU_batch_draw_parameter_get(blender::gpu::Batch *batch,
int *r_vertex_count,
int *r_vertex_first,
int *r_base_index,
int *r_indices_count);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Module init/exit
* \{ */
void gpu_batch_init();
void gpu_batch_exit();
/** \} */