Files
test/source/blender/gpu/opengl/gl_batch.hh
Clément Foucault 8c7ba3579f GPU: Batch: Remove unused instance attributes
This has been completely replaced by SSBOs overtime.

This reduces API size and avoid untested/legacy path
in drivers that are known to break (see #134509).

Pull Request: https://projects.blender.org/blender/blender/pulls/145242
2025-08-28 12:07:41 +02:00

117 lines
2.8 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GPU geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "GPU_batch.hh"
#include "gl_index_buffer.hh"
#include "gl_vertex_buffer.hh"
namespace blender {
namespace gpu {
class GLContext;
class GLShaderInterface;
#define GPU_VAO_STATIC_LEN 3
/**
* VAO management: remembers all geometry state (vertex attribute bindings & element buffer)
* for each shader interface. Start with a static number of VAO's and fallback to dynamic count
* if necessary. Once a batch goes dynamic it does not go back.
*/
class GLVaoCache {
private:
/** Context for which the vao_cache_ was generated. */
GLContext *context_ = nullptr;
/** Last interface this batch was drawn with. */
GLShaderInterface *interface_ = nullptr;
/** Cached VAO for the last interface. */
GLuint vao_id_ = 0;
/** Used when arb_base_instance is not supported. */
GLuint vao_base_instance_ = 0;
int base_instance_ = 0;
bool is_dynamic_vao_count = false;
union {
/** Static handle count */
struct {
const GLShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
GLuint vao_ids[GPU_VAO_STATIC_LEN];
} static_vaos;
/** Dynamic handle count */
struct {
uint count;
const GLShaderInterface **interfaces;
GLuint *vao_ids;
} dynamic_vaos;
};
public:
GLVaoCache();
~GLVaoCache();
GLuint vao_get(Batch *batch);
/**
* Return 0 on cache miss (invalid VAO).
*/
GLuint lookup(const GLShaderInterface *interface);
/**
* Create a new VAO object and store it in the cache.
*/
void insert(const GLShaderInterface *interface, GLuint vao_id);
void remove(const GLShaderInterface *interface);
void clear();
private:
void init();
/**
* The #GLVaoCache object is only valid for one #GLContext.
* Reset the cache if trying to draw in another context;.
*/
void context_check();
};
class GLBatch : public Batch {
public:
/** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
GLVaoCache vao_cache_;
public:
void draw(int v_first, int v_count, int i_first, int i_count) override;
void draw_indirect(StorageBuf *indirect_buf, intptr_t offset) override;
void multi_draw_indirect(StorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride) override;
void bind();
/* Convenience getters. */
GLIndexBuf *elem_() const
{
return static_cast<GLIndexBuf *>(elem);
}
GLVertBuf *verts_(const int index) const
{
return static_cast<GLVertBuf *>(verts[index]);
}
MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch");
};
} // namespace gpu
} // namespace blender