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