With the shift to GPU-driven rendering pipeline, the SSBO vertex fetch paradigm used to implement workbench shadows on Metal instead of utilising the geometry shader path no longer worked correctly. This is because the draw submission required vertex amplification up-front, based on the expected output geometry amount for a given input geometry. This patch aims to resolve this issue through addition of API to enable the features within the GPU driven pipeline. Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com> Pull Request: https://projects.blender.org/blender/blender/pulls/113498
95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup draw
|
|
*/
|
|
|
|
#ifndef GPU_SHADER
|
|
# include "BLI_span.hh"
|
|
# include "GPU_shader_shared_utils.h"
|
|
|
|
namespace blender::draw::command {
|
|
|
|
#endif
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Multi Draw
|
|
* \{ */
|
|
|
|
/**
|
|
* A DrawGroup allow to split the command stream into batch-able chunks of commands with
|
|
* the same render state.
|
|
*/
|
|
struct DrawGroup {
|
|
/** Index of next #DrawGroup from the same header. */
|
|
uint next;
|
|
|
|
/** Index of the first instances after sorting. */
|
|
uint start;
|
|
/** Total number of instances (including inverted facing). Needed to issue the draw call. */
|
|
uint len;
|
|
/** Number of non inverted scaling instances in this Group. */
|
|
uint front_facing_len;
|
|
|
|
/** #GPUBatch values to be copied to #DrawCommand after sorting (if not overridden). */
|
|
int vertex_len;
|
|
int vertex_first;
|
|
int base_index;
|
|
|
|
/** Atomic counters used during command sorting. */
|
|
uint total_counter;
|
|
|
|
#ifndef GPU_SHADER
|
|
|
|
/* NOTE: Union just to make sure the struct has always the same size on all platform. */
|
|
union {
|
|
struct {
|
|
/** For debug printing only. */
|
|
uint front_proto_len;
|
|
uint back_proto_len;
|
|
/** Needed to create the correct draw call. */
|
|
GPUBatch *gpu_batch;
|
|
# ifdef WITH_METAL_BACKEND
|
|
GPUShader *gpu_shader;
|
|
# endif
|
|
};
|
|
struct {
|
|
#endif
|
|
uint front_facing_counter;
|
|
uint back_facing_counter;
|
|
uint _pad0, _pad1;
|
|
#if defined(WITH_METAL_BACKEND) || defined(GPU_METAL)
|
|
uint _pad2, _pad3, _pad4, _pad5;
|
|
#endif
|
|
#ifndef GPU_SHADER
|
|
};
|
|
};
|
|
#endif
|
|
};
|
|
BLI_STATIC_ASSERT_ALIGN(DrawGroup, 16)
|
|
|
|
/**
|
|
* Representation of a future draw call inside a DrawGroup. This #DrawPrototype is then
|
|
* converted into #DrawCommand on GPU after visibility and compaction. Multiple
|
|
* #DrawPrototype might get merged into the same final #DrawCommand.
|
|
*/
|
|
struct DrawPrototype {
|
|
/* Reference to parent DrawGroup to get the GPUBatch vertex / instance count. */
|
|
uint group_id;
|
|
/* Resource handle associated with this call. Also reference visibility. */
|
|
uint resource_handle;
|
|
/* Custom extra value to be used by the engines. */
|
|
uint custom_id;
|
|
/* Number of instances. */
|
|
uint instance_len;
|
|
};
|
|
BLI_STATIC_ASSERT_ALIGN(DrawPrototype, 16)
|
|
|
|
/** \} */
|
|
|
|
#ifndef GPU_SHADER
|
|
}; // namespace blender::draw::command
|
|
#endif
|