Files
test/source/blender/gpu/opengl/gl_batch.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

373 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* GL implementation of GPUBatch.
* The only specificity of GL here is that it caches a list of
* Vertex Array Objects based on the bound shader interface.
*/
#include "BLI_assert.h"
#include "gpu_batch_private.hh"
#include "gpu_shader_private.hh"
#include "gl_context.hh"
#include "gl_debug.hh"
#include "gl_index_buffer.hh"
#include "gl_primitive.hh"
#include "gl_storage_buffer.hh"
#include "gl_vertex_array.hh"
#include "gl_batch.hh"
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name VAO Cache
*
* Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration.
* TODO(fclem): Could be revisited to avoid so much cross references.
* \{ */
GLVaoCache::GLVaoCache()
{
init();
}
GLVaoCache::~GLVaoCache()
{
this->clear();
}
void GLVaoCache::init()
{
context_ = nullptr;
interface_ = nullptr;
is_dynamic_vao_count = false;
for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) {
static_vaos.interfaces[i] = nullptr;
static_vaos.vao_ids[i] = 0;
}
vao_base_instance_ = 0;
base_instance_ = 0;
vao_id_ = 0;
}
void GLVaoCache::insert(const GLShaderInterface *interface, GLuint vao)
{
/* Now insert the cache. */
if (!is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < GPU_VAO_STATIC_LEN; i++) {
if (static_vaos.vao_ids[i] == 0) {
break;
}
}
if (i < GPU_VAO_STATIC_LEN) {
static_vaos.interfaces[i] = interface;
static_vaos.vao_ids[i] = vao;
}
else {
/* Erase previous entries, they will be added back if drawn again. */
for (int i = 0; i < GPU_VAO_STATIC_LEN; i++) {
if (static_vaos.interfaces[i] != nullptr) {
const_cast<GLShaderInterface *>(static_vaos.interfaces[i])->ref_remove(this);
context_->vao_free(static_vaos.vao_ids[i]);
}
}
/* Not enough place switch to dynamic. */
is_dynamic_vao_count = true;
/* Init dynamic arrays and let the branch below set the values. */
dynamic_vaos.count = GPU_BATCH_VAO_DYN_ALLOC_COUNT;
dynamic_vaos.interfaces = (const GLShaderInterface **)MEM_callocN(
dynamic_vaos.count * sizeof(GLShaderInterface *), "dyn vaos interfaces");
dynamic_vaos.vao_ids = (GLuint *)MEM_callocN(dynamic_vaos.count * sizeof(GLuint),
"dyn vaos ids");
}
}
if (is_dynamic_vao_count) {
int i; /* find first unused slot */
for (i = 0; i < dynamic_vaos.count; i++) {
if (dynamic_vaos.vao_ids[i] == 0) {
break;
}
}
if (i == dynamic_vaos.count) {
/* Not enough place, realloc the array. */
i = dynamic_vaos.count;
dynamic_vaos.count += GPU_BATCH_VAO_DYN_ALLOC_COUNT;
dynamic_vaos.interfaces = (const GLShaderInterface **)MEM_recallocN(
(void *)dynamic_vaos.interfaces, sizeof(GLShaderInterface *) * dynamic_vaos.count);
dynamic_vaos.vao_ids = (GLuint *)MEM_recallocN(dynamic_vaos.vao_ids,
sizeof(GLuint) * dynamic_vaos.count);
}
dynamic_vaos.interfaces[i] = interface;
dynamic_vaos.vao_ids[i] = vao;
}
const_cast<GLShaderInterface *>(interface)->ref_add(this);
}
void GLVaoCache::remove(const GLShaderInterface *interface)
{
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
for (int i = 0; i < count; i++) {
if (interfaces[i] == interface) {
context_->vao_free(vaos[i]);
vaos[i] = 0;
interfaces[i] = nullptr;
break; /* cannot have duplicates */
}
}
if (interface_ == interface) {
interface_ = nullptr;
vao_id_ = 0;
}
}
void GLVaoCache::clear()
{
GLContext *ctx = GLContext::get();
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
GLuint *vaos = (is_dynamic_vao_count) ? dynamic_vaos.vao_ids : static_vaos.vao_ids;
const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
/* Early out, nothing to free. */
if (context_ == nullptr) {
return;
}
if (context_ == ctx) {
glDeleteVertexArrays(count, vaos);
glDeleteVertexArrays(1, &vao_base_instance_);
}
else {
/* TODO(fclem): Slow way. Could avoid multiple mutex lock here */
for (int i = 0; i < count; i++) {
context_->vao_free(vaos[i]);
}
context_->vao_free(vao_base_instance_);
}
for (int i = 0; i < count; i++) {
if (interfaces[i] != nullptr) {
const_cast<GLShaderInterface *>(interfaces[i])->ref_remove(this);
}
}
if (is_dynamic_vao_count) {
MEM_freeN((void *)dynamic_vaos.interfaces);
MEM_freeN(dynamic_vaos.vao_ids);
}
if (context_) {
context_->vao_cache_unregister(this);
}
/* Reinit. */
this->init();
}
GLuint GLVaoCache::lookup(const GLShaderInterface *interface)
{
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
const GLShaderInterface **interfaces = (is_dynamic_vao_count) ? dynamic_vaos.interfaces :
static_vaos.interfaces;
for (int i = 0; i < count; i++) {
if (interfaces[i] == interface) {
return (is_dynamic_vao_count) ? dynamic_vaos.vao_ids[i] : static_vaos.vao_ids[i];
}
}
return 0;
}
void GLVaoCache::context_check()
{
GLContext *ctx = GLContext::get();
BLI_assert(ctx);
if (context_ != ctx) {
if (context_ != nullptr) {
/* IMPORTANT: Trying to draw a batch in multiple different context will trash the VAO cache.
* This has major performance impact and should be avoided in most cases. */
context_->vao_cache_unregister(this);
}
this->clear();
context_ = ctx;
context_->vao_cache_register(this);
}
}
GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first)
{
this->context_check();
/* Make sure the interface is up to date. */
Shader *shader = GLContext::get()->shader;
GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
if (interface_ != interface) {
vao_get(batch);
/* Trigger update. */
base_instance_ = 0;
}
if (vao_base_instance_ == 0) {
glGenVertexArrays(1, &vao_base_instance_);
}
if (base_instance_ != i_first) {
base_instance_ = i_first;
GLVertArray::update_bindings(vao_base_instance_, batch, interface_, i_first);
}
return vao_base_instance_;
}
GLuint GLVaoCache::vao_get(GPUBatch *batch)
{
this->context_check();
Shader *shader = GLContext::get()->shader;
GLShaderInterface *interface = static_cast<GLShaderInterface *>(shader->interface);
if (interface_ != interface) {
interface_ = interface;
vao_id_ = this->lookup(interface_);
if (vao_id_ == 0) {
/* Cache miss, create a new VAO. */
glGenVertexArrays(1, &vao_id_);
this->insert(interface_, vao_id_);
GLVertArray::update_bindings(vao_id_, batch, interface_, 0);
}
}
return vao_id_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Drawing
* \{ */
void GLBatch::bind(int i_first)
{
GLContext::get()->state_manager->apply_state();
if (flag & GPU_BATCH_DIRTY) {
flag &= ~GPU_BATCH_DIRTY;
vao_cache_.clear();
}
#if GPU_TRACK_INDEX_RANGE
/* Can be removed if GL 4.3 is required. */
if (!GLContext::fixed_restart_index_support) {
glPrimitiveRestartIndex((elem != nullptr) ? this->elem_()->restart_index() : 0xFFFFFFFFu);
}
#endif
/* Can be removed if GL 4.2 is required. */
if (!GLContext::base_instance_support && (i_first > 0)) {
glBindVertexArray(vao_cache_.base_instance_vao_get(this, i_first));
}
else {
glBindVertexArray(vao_cache_.vao_get(this));
}
}
void GLBatch::draw(int v_first, int v_count, int i_first, int i_count)
{
GL_CHECK_RESOURCES("Batch");
this->bind(i_first);
BLI_assert(v_count > 0 && i_count > 0);
GLenum gl_type = to_gl(prim_type);
if (elem) {
const GLIndexBuf *el = this->elem_();
GLenum index_type = to_gl(el->index_type_);
GLint base_index = el->index_base_;
void *v_first_ofs = el->offset_ptr(v_first);
if (GLContext::base_instance_support) {
glDrawElementsInstancedBaseVertexBaseInstance(
gl_type, v_count, index_type, v_first_ofs, i_count, base_index, i_first);
}
else {
glDrawElementsInstancedBaseVertex(
gl_type, v_count, index_type, v_first_ofs, i_count, base_index);
}
}
else {
if (GLContext::base_instance_support) {
glDrawArraysInstancedBaseInstance(gl_type, v_first, v_count, i_count, i_first);
}
else {
glDrawArraysInstanced(gl_type, v_first, v_count, i_count);
}
}
}
void GLBatch::draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset)
{
GL_CHECK_RESOURCES("Batch");
this->bind(0);
/* TODO(fclem): Make the barrier and binding optional if consecutive draws are issued. */
dynamic_cast<GLStorageBuf *>(unwrap(indirect_buf))->bind_as(GL_DRAW_INDIRECT_BUFFER);
/* This barrier needs to be here as it only work on the currently bound indirect buffer. */
glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
GLenum gl_type = to_gl(prim_type);
if (elem) {
const GLIndexBuf *el = this->elem_();
GLenum index_type = to_gl(el->index_type_);
glDrawElementsIndirect(gl_type, index_type, (GLvoid *)offset);
}
else {
glDrawArraysIndirect(gl_type, (GLvoid *)offset);
}
/* Unbind. */
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
}
void GLBatch::multi_draw_indirect(GPUStorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride)
{
GL_CHECK_RESOURCES("Batch");
this->bind(0);
/* TODO(fclem): Make the barrier and binding optional if consecutive draws are issued. */
dynamic_cast<GLStorageBuf *>(unwrap(indirect_buf))->bind_as(GL_DRAW_INDIRECT_BUFFER);
/* This barrier needs to be here as it only work on the currently bound indirect buffer. */
glMemoryBarrier(GL_COMMAND_BARRIER_BIT);
GLenum gl_type = to_gl(prim_type);
if (elem) {
const GLIndexBuf *el = this->elem_();
GLenum index_type = to_gl(el->index_type_);
glMultiDrawElementsIndirect(gl_type, index_type, (GLvoid *)offset, count, stride);
}
else {
glMultiDrawArraysIndirect(gl_type, (GLvoid *)offset, count, stride);
}
/* Unbind. */
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
}
/** \} */