Files
test/source/blender/draw/intern/draw_command.cc
Hans Goudey a68d39e9d9 Cleanup: Formatting
Run `make format` after the library update in the previous commit.
2025-10-02 12:55:42 -04:00

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29 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#include "GPU_batch.hh"
#include "GPU_capabilities.hh"
#include "GPU_compute.hh"
#include "GPU_debug.hh"
#include "draw_command.hh"
#include "draw_pass.hh"
#include "draw_shader.hh"
#include "draw_view.hh"
#include <bitset>
#include <sstream>
namespace blender::draw::command {
static gpu::Batch *procedural_batch_get(GPUPrimType primitive)
{
switch (primitive) {
case GPU_PRIM_POINTS:
return GPU_batch_procedural_points_get();
case GPU_PRIM_LINES:
return GPU_batch_procedural_lines_get();
case GPU_PRIM_TRIS:
return GPU_batch_procedural_triangles_get();
case GPU_PRIM_TRI_STRIP:
return GPU_batch_procedural_triangle_strips_get();
default:
/* Add new one as needed. */
BLI_assert_unreachable();
return nullptr;
}
}
/* -------------------------------------------------------------------- */
/** \name Commands Execution
* \{ */
void ShaderBind::execute(RecordingState &state) const
{
state.shader_use_specialization = !GPU_shader_get_default_constant_state(shader).is_empty();
if (assign_if_different(state.shader, shader) || state.shader_use_specialization) {
GPU_shader_bind(shader, state.specialization_constants_get());
}
/* Signal that we can reload the default for a different specialization later on.
* However, we keep the specialization_constants state around for compute shaders. */
state.specialization_constants_in_use = false;
}
void FramebufferBind::execute() const
{
GPU_framebuffer_bind(*framebuffer);
}
void SubPassTransition::execute() const
{
/* TODO(fclem): Require framebuffer bind to always be part of the pass so that we can track it
* inside RecordingState. */
gpu::FrameBuffer *framebuffer = GPU_framebuffer_active_get();
/* Unpack to the real enum type. */
const GPUAttachmentState states[9] = {
GPUAttachmentState(depth_state),
GPUAttachmentState(color_states[0]),
GPUAttachmentState(color_states[1]),
GPUAttachmentState(color_states[2]),
GPUAttachmentState(color_states[3]),
GPUAttachmentState(color_states[4]),
GPUAttachmentState(color_states[5]),
GPUAttachmentState(color_states[6]),
GPUAttachmentState(color_states[7]),
};
GPU_framebuffer_subpass_transition_array(framebuffer, states, ARRAY_SIZE(states));
}
void ResourceBind::execute() const
{
if (slot == -1) {
return;
}
switch (type) {
case ResourceBind::Type::Sampler:
GPU_texture_bind_ex(is_reference ? *texture_ref : texture, sampler, slot);
break;
case ResourceBind::Type::BufferSampler:
GPU_vertbuf_bind_as_texture(is_reference ? *vertex_buf_ref : vertex_buf, slot);
break;
case ResourceBind::Type::Image:
GPU_texture_image_bind(is_reference ? *texture_ref : texture, slot);
break;
case ResourceBind::Type::UniformBuf:
GPU_uniformbuf_bind(is_reference ? *uniform_buf_ref : uniform_buf, slot);
break;
case ResourceBind::Type::StorageBuf:
GPU_storagebuf_bind(is_reference ? *storage_buf_ref : storage_buf, slot);
break;
case ResourceBind::Type::UniformAsStorageBuf:
GPU_uniformbuf_bind_as_ssbo(is_reference ? *uniform_buf_ref : uniform_buf, slot);
break;
case ResourceBind::Type::VertexAsStorageBuf:
GPU_vertbuf_bind_as_ssbo(is_reference ? *vertex_buf_ref : vertex_buf, slot);
break;
case ResourceBind::Type::IndexAsStorageBuf:
GPU_indexbuf_bind_as_ssbo(is_reference ? *index_buf_ref : index_buf, slot);
break;
}
}
void PushConstant::execute(RecordingState &state) const
{
if (location == -1) {
return;
}
switch (type) {
case PushConstant::Type::IntValue:
GPU_shader_uniform_int_ex(state.shader, location, comp_len, array_len, int4_value);
break;
case PushConstant::Type::IntReference:
GPU_shader_uniform_int_ex(state.shader, location, comp_len, array_len, int_ref);
break;
case PushConstant::Type::FloatValue:
GPU_shader_uniform_float_ex(state.shader, location, comp_len, array_len, float4_value);
break;
case PushConstant::Type::FloatReference:
GPU_shader_uniform_float_ex(state.shader, location, comp_len, array_len, float_ref);
break;
}
}
void SpecializeConstant::execute(command::RecordingState &state) const
{
/* All specialization constants should exist as they are not optimized out like uniforms. */
BLI_assert(location != -1);
if (state.specialization_constants_in_use == false) {
state.specialization_constants = GPU_shader_get_default_constant_state(this->shader);
state.specialization_constants_in_use = true;
}
switch (type) {
case SpecializeConstant::Type::IntValue:
state.specialization_constants.set_value(location, int_value);
break;
case SpecializeConstant::Type::IntReference:
state.specialization_constants.set_value(location, *int_ref);
break;
case SpecializeConstant::Type::UintValue:
state.specialization_constants.set_value(location, uint_value);
break;
case SpecializeConstant::Type::UintReference:
state.specialization_constants.set_value(location, *uint_ref);
break;
case SpecializeConstant::Type::FloatValue:
state.specialization_constants.set_value(location, float_value);
break;
case SpecializeConstant::Type::FloatReference:
state.specialization_constants.set_value(location, *float_ref);
break;
case SpecializeConstant::Type::BoolValue:
state.specialization_constants.set_value(location, bool_value);
break;
case SpecializeConstant::Type::BoolReference:
state.specialization_constants.set_value(location, *bool_ref);
break;
}
}
void Draw::execute(RecordingState &state) const
{
state.front_facing_set(res_index.has_inverted_handedness());
/* Use same logic as in `finalize_commands`. */
uint instance_first = 0;
if (res_index.raw > 0) {
instance_first = state.instance_offset;
state.instance_offset += instance_len;
}
GPU_shader_get_default_constant_state(state.shader).is_empty();
if (is_primitive_expansion()) {
/* Expanded draw-call. */
IndexRange expanded_range = GPU_batch_draw_expanded_parameter_get(
batch->prim_type,
GPUPrimType(expand_prim_type),
vertex_len,
vertex_first,
expand_prim_len);
if (expanded_range.is_empty()) {
/* Nothing to draw, and can lead to asserts in GPU_batch_bind_as_resources. */
return;
}
GPU_batch_bind_as_resources(batch, state.shader, state.specialization_constants_get());
gpu::Batch *gpu_batch = procedural_batch_get(GPUPrimType(expand_prim_type));
GPU_batch_set_shader(gpu_batch, state.shader, state.specialization_constants_get());
GPU_batch_draw_advanced(
gpu_batch, expanded_range.start(), expanded_range.size(), instance_first, instance_len);
}
else {
/* Regular draw-call. */
GPU_batch_set_shader(batch, state.shader, state.specialization_constants_get());
GPU_batch_draw_advanced(batch, vertex_first, vertex_len, instance_first, instance_len);
}
}
void DrawMulti::execute(RecordingState &state) const
{
DrawMultiBuf::DrawCommandBuf &indirect_buf = multi_draw_buf->command_buf_;
DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
uint group_index = this->group_first;
while (group_index != uint(-1)) {
const DrawGroup &group = groups[group_index];
if (group.vertex_len > 0) {
gpu::Batch *batch = group.desc.gpu_batch;
if (GPUPrimType(group.desc.expand_prim_type) != GPU_PRIM_NONE) {
/* Bind original batch as resource and use a procedural batch to issue the draw-call. */
GPU_batch_bind_as_resources(
group.desc.gpu_batch, state.shader, state.specialization_constants_get());
batch = procedural_batch_get(GPUPrimType(group.desc.expand_prim_type));
}
GPU_batch_set_shader(batch, state.shader, state.specialization_constants_get());
constexpr intptr_t stride = sizeof(DrawCommand);
/* We have 2 indirect command reserved per draw group. */
intptr_t offset = stride * group_index * 2;
/* Draw negatively scaled geometry first. */
if (group.len - group.front_facing_len > 0) {
state.front_facing_set(true);
GPU_batch_draw_indirect(batch, indirect_buf, offset);
}
if (group.front_facing_len > 0) {
state.front_facing_set(false);
GPU_batch_draw_indirect(batch, indirect_buf, offset + stride);
}
}
group_index = group.next;
}
}
void DrawIndirect::execute(RecordingState &state) const
{
state.front_facing_set(res_index.has_inverted_handedness());
GPU_batch_draw_indirect(batch, *indirect_buf, 0);
}
void Dispatch::execute(RecordingState &state) const
{
if (is_reference) {
GPU_compute_dispatch(
state.shader, size_ref->x, size_ref->y, size_ref->z, state.specialization_constants_get());
}
else {
GPU_compute_dispatch(
state.shader, size.x, size.y, size.z, state.specialization_constants_get());
}
}
void DispatchIndirect::execute(RecordingState &state) const
{
GPU_compute_dispatch_indirect(state.shader, *indirect_buf, state.specialization_constants_get());
}
void Barrier::execute() const
{
GPU_memory_barrier(type);
}
void Clear::execute() const
{
gpu::FrameBuffer *fb = GPU_framebuffer_active_get();
GPU_framebuffer_clear(fb, (GPUFrameBufferBits)clear_channels, color, depth, stencil);
}
void ClearMulti::execute() const
{
gpu::FrameBuffer *fb = GPU_framebuffer_active_get();
GPU_framebuffer_multi_clear(fb, (const float (*)[4])colors);
}
void StateSet::execute(RecordingState &recording_state) const
{
bool state_changed = assign_if_different(recording_state.pipeline_state, new_state);
bool clip_changed = assign_if_different(recording_state.clip_plane_count, clip_plane_count);
if (!state_changed && !clip_changed) {
return;
}
GPU_state_set(to_write_mask(new_state),
to_blend(new_state),
to_face_cull_test(new_state),
to_depth_test(new_state),
to_stencil_test(new_state),
to_stencil_op(new_state),
to_provoking_vertex(new_state));
if (new_state & DRW_STATE_CLIP_CONTROL_UNIT_RANGE) {
GPU_clip_control_unit_range(true);
}
else {
GPU_clip_control_unit_range(false);
}
if (new_state & DRW_STATE_SHADOW_OFFSET) {
GPU_shadow_offset(true);
}
else {
GPU_shadow_offset(false);
}
/* TODO: this should be part of shader state. */
GPU_clip_distances(recording_state.clip_plane_count);
if (new_state & DRW_STATE_IN_FRONT_SELECT) {
/* XXX `GPU_depth_range` is not a perfect solution
* since very distant geometries can still be occluded.
* Also the depth test precision of these geometries is impaired.
* However, it solves the selection for the vast majority of cases. */
GPU_depth_range(0.0f, 0.01f);
}
else {
GPU_depth_range(0.0f, 1.0f);
}
if (new_state & DRW_STATE_PROGRAM_POINT_SIZE) {
GPU_program_point_size(true);
}
else {
GPU_program_point_size(false);
}
}
void StateSet::set(DRWState state)
{
RecordingState recording_state;
StateSet{state, 0}.execute(recording_state);
/* This function is used for cleaning the state for the viewport drawing.
* Make sure to reset textures resources to avoid feedback loop when rendering (see #131652). */
GPU_texture_unbind_all();
GPU_texture_image_unbind_all();
GPU_uniformbuf_debug_unbind_all();
GPU_storagebuf_debug_unbind_all();
/* Remained of legacy draw manager. Kept it to avoid regression, but might become unneeded. */
GPU_point_size(5);
GPU_line_smooth(false);
GPU_line_width(0.0f);
}
void StencilSet::execute() const
{
GPU_stencil_write_mask_set(write_mask);
GPU_stencil_compare_mask_set(compare_mask);
GPU_stencil_reference_set(reference);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Commands Serialization for debugging
* \{ */
std::string ShaderBind::serialize() const
{
return std::string(".shader_bind(") + GPU_shader_get_name(shader) + ")";
}
std::string FramebufferBind::serialize() const
{
return std::string(".framebuffer_bind(") +
(*framebuffer == nullptr ? "nullptr" : GPU_framebuffer_get_name(*framebuffer)) + ")";
}
std::string SubPassTransition::serialize() const
{
auto to_str = [](GPUAttachmentState state) {
return (state != GPU_ATTACHMENT_IGNORE) ?
((state == GPU_ATTACHMENT_WRITE) ? "write" : "read") :
"ignore";
};
return std::string(".subpass_transition(\n") +
"depth=" + to_str(GPUAttachmentState(depth_state)) + ",\n" +
"color0=" + to_str(GPUAttachmentState(color_states[0])) + ",\n" +
"color1=" + to_str(GPUAttachmentState(color_states[1])) + ",\n" +
"color2=" + to_str(GPUAttachmentState(color_states[2])) + ",\n" +
"color3=" + to_str(GPUAttachmentState(color_states[3])) + ",\n" +
"color4=" + to_str(GPUAttachmentState(color_states[4])) + ",\n" +
"color5=" + to_str(GPUAttachmentState(color_states[5])) + ",\n" +
"color6=" + to_str(GPUAttachmentState(color_states[6])) + ",\n" +
"color7=" + to_str(GPUAttachmentState(color_states[7])) + "\n)";
}
std::string ResourceBind::serialize() const
{
switch (type) {
case Type::Sampler:
return std::string(".bind_texture") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ", sampler=" + sampler.to_string() + ")";
case Type::BufferSampler:
return std::string(".bind_vertbuf_as_texture") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
case Type::Image:
return std::string(".bind_image") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
case Type::UniformBuf:
return std::string(".bind_uniform_buf") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
case Type::StorageBuf:
return std::string(".bind_storage_buf") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
case Type::UniformAsStorageBuf:
return std::string(".bind_uniform_as_ssbo") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
case Type::VertexAsStorageBuf:
return std::string(".bind_vertbuf_as_ssbo") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
case Type::IndexAsStorageBuf:
return std::string(".bind_indexbuf_as_ssbo") + (is_reference ? "_ref" : "") + "(" +
std::to_string(slot) + ")";
default:
BLI_assert_unreachable();
return "";
}
}
std::string PushConstant::serialize() const
{
std::stringstream ss;
for (int i = 0; i < array_len; i++) {
switch (comp_len) {
case 1:
switch (type) {
case Type::IntValue:
ss << int1_value;
break;
case Type::IntReference:
ss << int_ref[i];
break;
case Type::FloatValue:
ss << float1_value;
break;
case Type::FloatReference:
ss << float_ref[i];
break;
}
break;
case 2:
switch (type) {
case Type::IntValue:
ss << int2_value;
break;
case Type::IntReference:
ss << int2_ref[i];
break;
case Type::FloatValue:
ss << float2_value;
break;
case Type::FloatReference:
ss << float2_ref[i];
break;
}
break;
case 3:
switch (type) {
case Type::IntValue:
ss << int3_value;
break;
case Type::IntReference:
ss << int3_ref[i];
break;
case Type::FloatValue:
ss << float3_value;
break;
case Type::FloatReference:
ss << float3_ref[i];
break;
}
break;
case 4:
switch (type) {
case Type::IntValue:
ss << int4_value;
break;
case Type::IntReference:
ss << int4_ref[i];
break;
case Type::FloatValue:
ss << float4_value;
break;
case Type::FloatReference:
ss << float4_ref[i];
break;
}
break;
case 16:
switch (type) {
case Type::IntValue:
case Type::IntReference:
BLI_assert_unreachable();
break;
case Type::FloatValue:
ss << float4x4(
(&float4_value)[0], (&float4_value)[1], (&float4_value)[2], (&float4_value)[3]);
break;
case Type::FloatReference:
ss << *float4x4_ref;
break;
}
break;
}
if (i < array_len - 1) {
ss << ", ";
}
}
return std::string(".push_constant(") + std::to_string(location) + ", data=" + ss.str() + ")";
}
std::string SpecializeConstant::serialize() const
{
std::stringstream ss;
switch (type) {
case Type::IntValue:
ss << int_value;
break;
case Type::UintValue:
ss << uint_value;
break;
case Type::FloatValue:
ss << float_value;
break;
case Type::BoolValue:
ss << bool_value;
break;
case Type::IntReference:
ss << *int_ref;
break;
case Type::UintReference:
ss << *uint_ref;
break;
case Type::FloatReference:
ss << *float_ref;
break;
case Type::BoolReference:
ss << *bool_ref;
break;
}
return std::string(".specialize_constant(") + std::to_string(location) + ", data=" + ss.str() +
")";
}
std::string Draw::serialize() const
{
std::string inst_len = std::to_string(instance_len);
std::string vert_len = (vertex_len == uint(-1)) ? "from_batch" : std::to_string(vertex_len);
std::string vert_first = (vertex_first == uint(-1)) ? "from_batch" :
std::to_string(vertex_first);
return std::string(".draw(inst_len=") + inst_len + ", vert_len=" + vert_len +
", vert_first=" + vert_first + ", res_id=" + std::to_string(res_index.resource_index()) +
")";
}
std::string DrawMulti::serialize(const std::string &line_prefix) const
{
DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
MutableSpan<DrawPrototype> prototypes(multi_draw_buf->prototype_buf_.data(),
multi_draw_buf->prototype_count_);
/* This emulates the GPU sorting but without the unstable draw order. */
std::sort(
prototypes.begin(), prototypes.end(), [](const DrawPrototype &a, const DrawPrototype &b) {
return (a.group_id < b.group_id) ||
(a.group_id == b.group_id && a.res_index > b.res_index);
});
/* Compute prefix sum to have correct offsets. */
uint prefix_sum = 0u;
for (DrawGroup &group : groups) {
group.start = prefix_sum;
prefix_sum += group.front_facing_counter + group.back_facing_counter;
}
std::stringstream ss;
uint group_len = 0;
uint group_index = this->group_first;
while (group_index != uint(-1)) {
const DrawGroup &grp = groups[group_index];
ss << std::endl << line_prefix << " .group(id=" << group_index << ", len=" << grp.len << ")";
intptr_t offset = grp.start;
if (grp.back_facing_counter > 0) {
for (DrawPrototype &proto : prototypes.slice_safe({offset, grp.back_facing_counter})) {
BLI_assert(proto.group_id == group_index);
ResourceIndex res_index(proto.res_index);
BLI_assert(res_index.has_inverted_handedness());
ss << std::endl
<< line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
<< ", resource_id=" << std::to_string(res_index.resource_index()) << ", back_face)";
}
offset += grp.back_facing_counter;
}
if (grp.front_facing_counter > 0) {
for (DrawPrototype &proto : prototypes.slice_safe({offset, grp.front_facing_counter})) {
BLI_assert(proto.group_id == group_index);
ResourceIndex res_index(proto.res_index);
BLI_assert(!res_index.has_inverted_handedness());
ss << std::endl
<< line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
<< ", resource_id=" << std::to_string(res_index.resource_index()) << ", front_face)";
}
}
group_index = grp.next;
group_len++;
}
ss << std::endl;
return line_prefix + ".draw_multi(" + std::to_string(group_len) + ")" + ss.str();
}
std::string DrawIndirect::serialize() const
{
return std::string(".draw_indirect()");
}
std::string Dispatch::serialize() const
{
int3 sz = is_reference ? *size_ref : size;
return std::string(".dispatch") + (is_reference ? "_ref" : "") + "(" + std::to_string(sz.x) +
", " + std::to_string(sz.y) + ", " + std::to_string(sz.z) + ")";
}
std::string DispatchIndirect::serialize() const
{
return std::string(".dispatch_indirect()");
}
std::string Barrier::serialize() const
{
/* TODO(@fclem): Better serialization... */
return std::string(".barrier(") + std::to_string(type) + ")";
}
std::string Clear::serialize() const
{
std::stringstream ss;
if (GPUFrameBufferBits(clear_channels) & GPU_COLOR_BIT) {
ss << "color=" << color;
if (GPUFrameBufferBits(clear_channels) & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
ss << ", ";
}
}
if (GPUFrameBufferBits(clear_channels) & GPU_DEPTH_BIT) {
ss << "depth=" << depth;
if (GPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
ss << ", ";
}
}
if (GPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
ss << "stencil=0b" << std::bitset<8>(stencil) << ")";
}
return std::string(".clear(") + ss.str() + ")";
}
std::string ClearMulti::serialize() const
{
std::stringstream ss;
for (float4 color : Span<float4>(colors, colors_len)) {
ss << color << ", ";
}
return std::string(".clear_multi(colors={") + ss.str() + "})";
}
std::string StateSet::serialize() const
{
/* TODO(@fclem): Better serialization... */
return std::string(".state_set(") + std::to_string(new_state) + ")";
}
std::string StencilSet::serialize() const
{
std::stringstream ss;
ss << ".stencil_set(write_mask=0b" << std::bitset<8>(write_mask) << ", reference=0b"
<< std::bitset<8>(reference) << ", compare_mask=0b" << std::bitset<8>(compare_mask) << ")";
return ss.str();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Commands buffers binding / command / resource ID generation
* \{ */
void DrawCommandBuf::finalize_commands(Vector<Header, 0> &headers,
Vector<Undetermined, 0> &commands,
SubPassVector &sub_passes,
uint &resource_id_count,
ResourceIdBuf &resource_id_buf)
{
for (const Header &header : headers) {
if (header.type == Type::SubPass) {
/** WARNING: Recursive. */
auto &sub = sub_passes[int64_t(header.index)];
finalize_commands(
sub.headers_, sub.commands_, sub_passes, resource_id_count, resource_id_buf);
}
if (header.type != Type::Draw) {
continue;
}
Draw &cmd = commands[header.index].draw;
int batch_vert_len, batch_vert_first, batch_base_index, batch_inst_len;
/* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
GPU_batch_draw_parameter_get(
cmd.batch, &batch_vert_len, &batch_vert_first, &batch_base_index, &batch_inst_len);
/* Instancing attributes are not supported using the new pipeline since we use the base
* instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
BLI_assert(batch_inst_len == 1);
if (cmd.vertex_len == uint(-1)) {
cmd.vertex_len = batch_vert_len;
}
/* NOTE: Only do this if a handle is present. If a draw-call is using instancing with null
* handle, the shader should not rely on `resource_id` at ***all***. This allows procedural
* instanced draw-calls with lots of instances with no overhead. */
/* TODO(fclem): Think about either fixing this feature or removing support for instancing all
* together. */
if (cmd.res_index.raw > 0) {
/* Save correct offset to start of resource_id buffer region for this draw. */
uint instance_first = resource_id_count;
resource_id_count += cmd.instance_len;
/* Ensure the buffer is big enough. */
resource_id_buf.get_or_resize(resource_id_count - 1);
/* Copy the resource id for all instances. */
uint index = cmd.res_index.resource_index();
for (int i = instance_first; i < (instance_first + cmd.instance_len); i++) {
resource_id_buf[i] = index;
}
}
}
}
void DrawCommandBuf::generate_commands(Vector<Header, 0> &headers,
Vector<Undetermined, 0> &commands,
SubPassVector &sub_passes)
{
/* First instance ID contains the null handle with identity transform.
* This is referenced for draw-calls with no handle. */
resource_id_buf_.get_or_resize(0) = 0;
resource_id_count_ = 1;
finalize_commands(headers, commands, sub_passes, resource_id_count_, resource_id_buf_);
resource_id_buf_.push_update();
}
void DrawCommandBuf::bind(RecordingState & /*state*/)
{
GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
}
void DrawMultiBuf::generate_commands(Vector<Header, 0> & /*headers*/,
Vector<Undetermined, 0> & /*commands*/,
VisibilityBuf &visibility_buf,
int visibility_word_per_draw,
int view_len,
bool use_custom_ids)
{
GPU_debug_group_begin("DrawMultiBuf.bind");
resource_id_count_ = 0u;
for (DrawGroup &group : MutableSpan<DrawGroup>(group_buf_.data(), group_count_)) {
/* Compute prefix sum of all instance of previous group. */
group.start = resource_id_count_;
resource_id_count_ += group.len;
int batch_vert_len, batch_vert_first, batch_base_index, batch_inst_len;
/* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
GPU_batch_draw_parameter_get(group.desc.gpu_batch,
&batch_vert_len,
&batch_vert_first,
&batch_base_index,
&batch_inst_len);
group.vertex_len = group.desc.vertex_len == 0 ? batch_vert_len : group.desc.vertex_len;
group.vertex_first = group.desc.vertex_first == -1 ? batch_vert_first :
group.desc.vertex_first;
group.base_index = batch_base_index;
/* Instancing attributes are not supported using the new pipeline since we use the base
* instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
BLI_assert(batch_inst_len == 1);
UNUSED_VARS_NDEBUG(batch_inst_len);
if (group.desc.expand_prim_type != GPU_PRIM_NONE) {
/* Expanded draw-call. */
IndexRange vert_range = GPU_batch_draw_expanded_parameter_get(
group.desc.gpu_batch->prim_type,
GPUPrimType(group.desc.expand_prim_type),
group.vertex_len,
group.vertex_first,
group.desc.expand_prim_len);
group.vertex_first = vert_range.start();
group.vertex_len = vert_range.size();
/* Override base index to -1 as the generated draw-call will not use an index buffer and do
* the indirection manually inside the shader. */
group.base_index = -1;
}
/* Reset counters to 0 for the GPU. */
group.total_counter = group.front_facing_counter = group.back_facing_counter = 0;
}
group_buf_.push_update();
prototype_buf_.push_update();
/* Allocate enough for the expansion pass. */
resource_id_buf_.get_or_resize(resource_id_count_ * view_len * (use_custom_ids ? 2 : 1));
/* Two commands per group (inverted and non-inverted scale). */
command_buf_.get_or_resize(group_count_ * 2);
if (prototype_count_ > 0) {
gpu::Shader *shader = DRW_shader_draw_command_generate_get();
GPU_shader_bind(shader);
GPU_shader_uniform_1i(shader, "prototype_len", prototype_count_);
GPU_shader_uniform_1i(shader, "visibility_word_per_draw", visibility_word_per_draw);
GPU_shader_uniform_1i(shader, "view_len", view_len);
GPU_shader_uniform_1i(shader, "view_shift", log2_ceil_u(view_len));
GPU_shader_uniform_1b(shader, "use_custom_ids", use_custom_ids);
GPU_storagebuf_bind(group_buf_, GPU_shader_get_ssbo_binding(shader, "group_buf"));
GPU_storagebuf_bind(visibility_buf, GPU_shader_get_ssbo_binding(shader, "visibility_buf"));
GPU_storagebuf_bind(prototype_buf_, GPU_shader_get_ssbo_binding(shader, "prototype_buf"));
GPU_storagebuf_bind(command_buf_, GPU_shader_get_ssbo_binding(shader, "command_buf"));
GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
GPU_compute_dispatch(shader, divide_ceil_u(prototype_count_, DRW_COMMAND_GROUP_SIZE), 1, 1);
/* TODO(@fclem): Investigate moving the barrier in the bind function. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
GPU_storagebuf_sync_as_indirect_buffer(command_buf_);
}
GPU_debug_group_end();
}
void DrawMultiBuf::bind(RecordingState & /*state*/)
{
GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
}
/** \} */
}; // namespace blender::draw::command