Files
test/source/blender/gpu/opengl/gl_immediate.cc
Clément Foucault 7f7e1ab088 GL: Remove Apple platform specific workarounds
We don't ship with OpenGL anymore on Mac platform.
The build option is not even available anymore.

This removes any reference to Apple or Mac in the
Opengl module.

Note that I left the depth_blitting_workaround
even if it originaly meant for Mac because it
might be still useful for other hardware.

Pull Request: https://projects.blender.org/blender/blender/pulls/113126
2023-10-02 10:29:57 +02:00

164 lines
4.7 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Mimics old style opengl immediate mode drawing.
*/
#include "gpu_context_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_vertex_format_private.h"
#include "gl_context.hh"
#include "gl_debug.hh"
#include "gl_primitive.hh"
#include "gl_vertex_array.hh"
#include "gl_immediate.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLImmediate::GLImmediate()
{
glGenVertexArrays(1, &vao_id_);
glBindVertexArray(vao_id_); /* Necessary for glObjectLabel. */
buffer.buffer_size = DEFAULT_INTERNAL_BUFFER_SIZE;
glGenBuffers(1, &buffer.vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo_id);
glBufferData(GL_ARRAY_BUFFER, buffer.buffer_size, nullptr, GL_DYNAMIC_DRAW);
buffer_strict.buffer_size = DEFAULT_INTERNAL_BUFFER_SIZE;
glGenBuffers(1, &buffer_strict.vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, buffer_strict.vbo_id);
glBufferData(GL_ARRAY_BUFFER, buffer_strict.buffer_size, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
debug::object_label(GL_VERTEX_ARRAY, vao_id_, "Immediate");
debug::object_label(GL_BUFFER, buffer.vbo_id, "ImmediateVbo");
debug::object_label(GL_BUFFER, buffer_strict.vbo_id, "ImmediateVboStrict");
}
GLImmediate::~GLImmediate()
{
glDeleteVertexArrays(1, &vao_id_);
glDeleteBuffers(1, &buffer.vbo_id);
glDeleteBuffers(1, &buffer_strict.vbo_id);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Buffer management
* \{ */
uchar *GLImmediate::begin()
{
/* How many bytes do we need for this draw call? */
const size_t bytes_needed = vertex_buffer_size(&vertex_format, vertex_len);
/* Does the current buffer have enough room? */
const size_t available_bytes = buffer_size() - buffer_offset();
GL_CHECK_RESOURCES("Immediate");
glBindBuffer(GL_ARRAY_BUFFER, vbo_id());
bool recreate_buffer = false;
if (bytes_needed > buffer_size()) {
/* expand the internal buffer */
buffer_size() = bytes_needed;
recreate_buffer = true;
}
else if (bytes_needed < DEFAULT_INTERNAL_BUFFER_SIZE &&
buffer_size() > DEFAULT_INTERNAL_BUFFER_SIZE)
{
/* shrink the internal buffer */
buffer_size() = DEFAULT_INTERNAL_BUFFER_SIZE;
recreate_buffer = true;
}
/* ensure vertex data is aligned */
/* Might waste a little space, but it's safe. */
const uint pre_padding = padding(buffer_offset(), vertex_format.stride);
if (!recreate_buffer && ((bytes_needed + pre_padding) <= available_bytes)) {
buffer_offset() += pre_padding;
}
else {
/* orphan this buffer & start with a fresh one */
glBufferData(GL_ARRAY_BUFFER, buffer_size(), nullptr, GL_DYNAMIC_DRAW);
buffer_offset() = 0;
}
#ifndef NDEBUG
{
GLint bufsize;
glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufsize);
BLI_assert(buffer_offset() + bytes_needed <= bufsize);
}
#endif
GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
if (!strict_vertex_len) {
access |= GL_MAP_FLUSH_EXPLICIT_BIT;
}
void *data = glMapBufferRange(GL_ARRAY_BUFFER, buffer_offset(), bytes_needed, access);
BLI_assert(data != nullptr);
bytes_mapped_ = bytes_needed;
return (uchar *)data;
}
void GLImmediate::end()
{
BLI_assert(prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
uint buffer_bytes_used = bytes_mapped_;
if (!strict_vertex_len) {
if (vertex_idx != vertex_len) {
vertex_len = vertex_idx;
buffer_bytes_used = vertex_buffer_size(&vertex_format, vertex_len);
/* unused buffer bytes are available to the next immBegin */
}
/* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
if (vertex_len > 0) {
GLContext::get()->state_manager->apply_state();
/* We convert the offset in vertex offset from the buffer's start.
* This works because we added some padding to align the first vertex. */
uint v_first = buffer_offset() / vertex_format.stride;
GLVertArray::update_bindings(
vao_id_, v_first, &vertex_format, reinterpret_cast<Shader *>(shader)->interface);
/* Update matrices. */
GPU_shader_bind(shader);
glDrawArrays(to_gl(prim_type), 0, vertex_len);
/* These lines are causing crash on startup on some old GPU + drivers.
* They are not required so just comment them. (#55722) */
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindVertexArray(0);
}
buffer_offset() += buffer_bytes_used;
}
/** \} */
} // namespace blender::gpu