tornavis/source/blender/gpu/vulkan/vk_batch.cc

122 lines
3.5 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_batch.hh"
#include "vk_context.hh"
#include "vk_index_buffer.hh"
#include "vk_state_manager.hh"
#include "vk_storage_buffer.hh"
#include "vk_vertex_attribute_object.hh"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
void VKBatch::draw_setup()
{
/* Currently the pipeline is rebuild on each draw command. Clearing the dirty flag for
* consistency with the internals of GPU module. */
flag &= ~GPU_BATCH_DIRTY;
/* Finalize graphics pipeline */
VKContext &context = *VKContext::get();
VKStateManager &state_manager = context.state_manager_get();
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
state_manager.apply_state();
state_manager.apply_bindings();
/*
* The next statements are order dependent. VBOs and IBOs must be uploaded, before resources can
* be bound. Uploading device located buffers flush the graphics pipeline and already bound
* resources will be unbound.
*/
VKVertexAttributeObject vao;
vao.update_bindings(context, *this);
vao.ensure_vbos_uploaded();
if (draw_indexed) {
index_buffer->upload_data();
index_buffer->bind(context);
}
vao.bind(context);
context.bind_graphics_pipeline(prim_type, vao);
}
void VKBatch::draw(int vertex_first, int vertex_count, int instance_first, int instance_count)
{
draw_setup();
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
if (draw_indexed) {
command_buffers.draw_indexed(vertex_count,
instance_count,
vertex_first,
index_buffer->index_start_get(),
instance_first);
}
else {
command_buffers.draw(vertex_first, vertex_count, instance_first, instance_count);
}
command_buffers.submit();
}
void VKBatch::draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset)
{
multi_draw_indirect(indirect_buf, 1, offset, 0);
}
void VKBatch::multi_draw_indirect(GPUStorageBuf *indirect_buf,
const int count,
const intptr_t offset,
const intptr_t stride)
{
VKStorageBuffer &indirect_buffer = *unwrap(unwrap(indirect_buf));
multi_draw_indirect(indirect_buffer.vk_handle(), count, offset, stride);
}
void VKBatch::multi_draw_indirect(const VkBuffer indirect_buffer,
const int count,
const intptr_t offset,
const intptr_t stride)
{
draw_setup();
VKContext &context = *VKContext::get();
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
VKCommandBuffers &command_buffers = context.command_buffers_get();
if (draw_indexed) {
command_buffers.draw_indexed_indirect(indirect_buffer, offset, count, stride);
}
else {
command_buffers.draw_indirect(indirect_buffer, offset, count, stride);
}
command_buffers.submit();
}
VKVertexBuffer *VKBatch::vertex_buffer_get(int index)
{
return unwrap(verts_(index));
}
VKVertexBuffer *VKBatch::instance_buffer_get(int index)
{
return unwrap(inst_(index));
}
VKIndexBuffer *VKBatch::index_buffer_get()
{
return unwrap(unwrap(elem));
}
} // namespace blender::gpu