Files
test/source/blender/draw/intern/DRW_gpu_wrapper.hh
Clément Foucault 65ad36f5fd DRWManager: New implementation.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.

This only ports features that are not considered deprecated or to be
removed.

The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.

The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.

Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.

In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
   sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
   by their parent pass) and not from draw manager pools. So passes "can"
   potentially be recorded once and submitted multiple time (but this is
   not really encouraged for now). The only implicit link is between resource
   lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
   state stack concept anymore. Ensure the correct render state is set before
   drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
   This is to remove any implicit dependency between `Pass` and `Manager`.
   This was a huge problem in old implementation since the manager did not
   know what to pull from the object. Now it is explicitly requested by the
   engine.
- The pases need to be submitted to a `draw::Manager` instance which can
   be retrieved using `DRW_manager_get()` (for now).

Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
   of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
   culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
   breakage.
- `draw::View` now contains culling data for all objects in the scene
   allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.

What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:45:14 +02:00

1000 lines
25 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
#pragma once
/** \file
* \ingroup draw
*
* Wrapper classes that make it easier to use GPU objects in C++.
*
* All Buffers need to be sent to GPU memory before being used. This is done by using the
* `push_update()`.
*
* A Storage[Array]Buffer can hold much more data than a Uniform[Array]Buffer
* which can only holds 16KB of data.
*
* All types are not copyable and Buffers are not Movable.
*
* `draw::UniformArrayBuffer<T, len>`
* Uniform buffer object containing an array of T with len elements.
* Data can be accessed using the [] operator.
*
* `draw::UniformBuffer<T>`
* A uniform buffer object class inheriting from T.
* Data can be accessed just like a normal T object.
*
* `draw::StorageArrayBuffer<T, len>`
* Storage buffer object containing an array of T with len elements.
* The item count can be changed after creation using `resize()`.
* However, this requires the invalidation of the whole buffer and
* discarding all data inside it.
* Data can be accessed using the [] operator.
*
* `draw::StorageBuffer<T>`
* A storage buffer object class inheriting from T.
* Data can be accessed just like a normal T object.
*
* `draw::Texture`
* A simple wrapper to #GPUTexture. A #draw::Texture can be created without allocation.
* The `ensure_[1d|2d|3d|cube][_array]()` method is here to make sure the underlying texture
* will meet the requirements and create (or recreate) the #GPUTexture if needed.
*
* `draw::TextureFromPool`
* A GPUTexture from the viewport texture pool. This texture can be shared with other engines
* and its content is undefined when acquiring it.
* A #draw::TextureFromPool is acquired for rendering using `acquire()` and released once the
* rendering is done using `release()`. The same texture can be acquired & released multiple
* time in one draw loop.
* The `sync()` method *MUST* be called once during the cache populate (aka: Sync) phase.
*
* `draw::Framebuffer`
* Simple wrapper to #GPUFramebuffer that can be moved.
*/
#include "DRW_render.h"
#include "MEM_guardedalloc.h"
#include "draw_manager.h"
#include "draw_texture_pool.h"
#include "BLI_math_vec_types.hh"
#include "BLI_span.hh"
#include "BLI_utildefines.h"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "GPU_framebuffer.h"
#include "GPU_storage_buffer.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
namespace blender::draw {
/* -------------------------------------------------------------------- */
/** \name Implementation Details
* \{ */
namespace detail {
template<
/** Type of the values stored in this uniform buffer. */
typename T,
/** The number of values that can be stored in this uniform buffer. */
int64_t len,
/** True if the buffer only resides on GPU memory and cannot be accessed. */
bool device_only>
class DataBuffer {
protected:
T *data_ = nullptr;
int64_t len_ = len;
BLI_STATIC_ASSERT(((sizeof(T) * len) % 16) == 0,
"Buffer size need to be aligned to size of float4.");
public:
/**
* Get the value at the given index. This invokes undefined behavior when the
* index is out of bounds.
*/
const T &operator[](int64_t index) const
{
BLI_STATIC_ASSERT(!device_only, "");
BLI_assert(index >= 0);
BLI_assert(index < len_);
return data_[index];
}
T &operator[](int64_t index)
{
BLI_STATIC_ASSERT(!device_only, "");
BLI_assert(index >= 0);
BLI_assert(index < len_);
return data_[index];
}
/**
* Get a pointer to the beginning of the array.
*/
const T *data() const
{
BLI_STATIC_ASSERT(!device_only, "");
return data_;
}
T *data()
{
BLI_STATIC_ASSERT(!device_only, "");
return data_;
}
/**
* Iterator
*/
const T *begin() const
{
BLI_STATIC_ASSERT(!device_only, "");
return data_;
}
const T *end() const
{
BLI_STATIC_ASSERT(!device_only, "");
return data_ + len_;
}
T *begin()
{
BLI_STATIC_ASSERT(!device_only, "");
return data_;
}
T *end()
{
BLI_STATIC_ASSERT(!device_only, "");
return data_ + len_;
}
operator Span<T>() const
{
BLI_STATIC_ASSERT(!device_only, "");
return Span<T>(data_, len_);
}
};
template<typename T, int64_t len, bool device_only>
class UniformCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable {
protected:
GPUUniformBuf *ubo_;
#ifdef DEBUG
const char *name_ = typeid(T).name();
#else
const char *name_ = "UniformBuffer";
#endif
public:
UniformCommon()
{
ubo_ = GPU_uniformbuf_create_ex(sizeof(T) * len, nullptr, name_);
}
~UniformCommon()
{
GPU_uniformbuf_free(ubo_);
}
void push_update()
{
GPU_uniformbuf_update(ubo_, this->data_);
}
/* To be able to use it with DRW_shgroup_*_ref(). */
operator GPUUniformBuf *() const
{
return ubo_;
}
/* To be able to use it with DRW_shgroup_*_ref(). */
GPUUniformBuf **operator&()
{
return &ubo_;
}
};
template<typename T, int64_t len, bool device_only>
class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable {
protected:
GPUStorageBuf *ssbo_;
#ifdef DEBUG
const char *name_ = typeid(T).name();
#else
const char *name_ = "StorageBuffer";
#endif
public:
StorageCommon(const char *name = nullptr)
{
if (name) {
name_ = name;
}
this->len_ = len;
constexpr GPUUsageType usage = device_only ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_DYNAMIC;
ssbo_ = GPU_storagebuf_create_ex(sizeof(T) * this->len_, nullptr, usage, this->name_);
}
~StorageCommon()
{
GPU_storagebuf_free(ssbo_);
}
void push_update()
{
BLI_assert(device_only == false);
GPU_storagebuf_update(ssbo_, this->data_);
}
void clear_to_zero()
{
GPU_storagebuf_clear_to_zero(ssbo_);
}
void read()
{
GPU_storagebuf_read(ssbo_, this->data_);
}
operator GPUStorageBuf *() const
{
return ssbo_;
}
/* To be able to use it with DRW_shgroup_*_ref(). */
GPUStorageBuf **operator&()
{
return &ssbo_;
}
};
} // namespace detail
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform Buffers
* \{ */
template<
/** Type of the values stored in this uniform buffer. */
typename T,
/** The number of values that can be stored in this uniform buffer. */
int64_t len
/** True if the buffer only resides on GPU memory and cannot be accessed. */
/* TODO(@fclem): Currently unsupported. */
/* bool device_only = false */>
class UniformArrayBuffer : public detail::UniformCommon<T, len, false> {
public:
UniformArrayBuffer()
{
/* TODO(@fclem): We should map memory instead. */
this->data_ = (T *)MEM_mallocN_aligned(len * sizeof(T), 16, this->name_);
}
~UniformArrayBuffer()
{
MEM_freeN(this->data_);
}
};
template<
/** Type of the values stored in this uniform buffer. */
typename T
/** True if the buffer only resides on GPU memory and cannot be accessed. */
/* TODO(@fclem): Currently unsupported. */
/* bool device_only = false */>
class UniformBuffer : public T, public detail::UniformCommon<T, 1, false> {
public:
UniformBuffer()
{
/* TODO(@fclem): How could we map this? */
this->data_ = static_cast<T *>(this);
}
UniformBuffer<T> &operator=(const T &other)
{
*static_cast<T *>(this) = other;
return *this;
}
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Storage Buffer
* \{ */
template<
/** Type of the values stored in this uniform buffer. */
typename T,
/** The number of values that can be stored in this uniform buffer. */
int64_t len,
/** True if created on device and no memory host memory is allocated. */
bool device_only = false>
class StorageArrayBuffer : public detail::StorageCommon<T, len, device_only> {
public:
StorageArrayBuffer(const char *name = nullptr) : detail::StorageCommon<T, len, device_only>(name)
{
/* TODO(@fclem): We should map memory instead. */
this->data_ = (T *)MEM_mallocN_aligned(len * sizeof(T), 16, this->name_);
}
~StorageArrayBuffer()
{
MEM_freeN(this->data_);
}
/* Resize to \a new_size elements. */
void resize(int64_t new_size)
{
BLI_assert(new_size > 0);
if (new_size != this->len_) {
/* Manual realloc since MEM_reallocN_aligned does not exists. */
T *new_data_ = (T *)MEM_mallocN_aligned(new_size * sizeof(T), 16, this->name_);
memcpy(new_data_, this->data_, min_uu(this->len_, new_size) * sizeof(T));
MEM_freeN(this->data_);
this->data_ = new_data_;
GPU_storagebuf_free(this->ssbo_);
this->len_ = new_size;
constexpr GPUUsageType usage = device_only ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_DYNAMIC;
this->ssbo_ = GPU_storagebuf_create_ex(sizeof(T) * this->len_, nullptr, usage, this->name_);
}
}
/* Resize on access. */
T &get_or_resize(int64_t index)
{
BLI_assert(index >= 0);
if (index >= this->len_) {
size_t size = power_of_2_max_u(index + 1);
this->resize(size);
}
return this->data_[index];
}
};
template<
/** Type of the values stored in this uniform buffer. */
typename T,
/** True if created on device and no memory host memory is allocated. */
bool device_only = false>
class StorageBuffer : public T, public detail::StorageCommon<T, 1, device_only> {
public:
StorageBuffer(const char *name = nullptr) : detail::StorageCommon<T, 1, device_only>(name)
{
/* TODO(@fclem): How could we map this? */
this->data_ = static_cast<T *>(this);
}
StorageBuffer<T> &operator=(const T &other)
{
*static_cast<T *>(this) = other;
return *this;
}
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture
* \{ */
class Texture : NonCopyable {
protected:
GPUTexture *tx_ = nullptr;
GPUTexture *stencil_view_ = nullptr;
Vector<GPUTexture *, 0> mip_views_;
Vector<GPUTexture *, 0> layer_views_;
const char *name_;
public:
Texture(const char *name = "gpu::Texture") : name_(name)
{
}
Texture(const char *name,
eGPUTextureFormat format,
int extent,
float *data = nullptr,
bool cubemap = false,
int mip_len = 1)
: name_(name)
{
tx_ = create(extent, 0, 0, mip_len, format, data, false, cubemap);
}
Texture(const char *name,
eGPUTextureFormat format,
int extent,
int layers,
float *data = nullptr,
bool cubemap = false,
int mip_len = 1)
: name_(name)
{
tx_ = create(extent, layers, 0, mip_len, format, data, true, cubemap);
}
Texture(const char *name,
eGPUTextureFormat format,
int2 extent,
float *data = nullptr,
int mip_len = 1)
: name_(name)
{
tx_ = create(UNPACK2(extent), 0, mip_len, format, data, false, false);
}
Texture(const char *name,
eGPUTextureFormat format,
int2 extent,
int layers,
float *data = nullptr,
int mip_len = 1)
: name_(name)
{
tx_ = create(UNPACK2(extent), layers, mip_len, format, data, true, false);
}
Texture(const char *name,
eGPUTextureFormat format,
int3 extent,
float *data = nullptr,
int mip_len = 1)
: name_(name)
{
tx_ = create(UNPACK3(extent), mip_len, format, data, false, false);
}
~Texture()
{
free();
}
/* To be able to use it with DRW_shgroup_uniform_texture(). */
operator GPUTexture *() const
{
BLI_assert(tx_ != nullptr);
return tx_;
}
/* To be able to use it with DRW_shgroup_uniform_texture_ref(). */
GPUTexture **operator&()
{
return &tx_;
}
Texture &operator=(Texture &&a)
{
if (*this != a) {
this->tx_ = a.tx_;
this->name_ = a.name_;
a.tx_ = nullptr;
}
return *this;
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_1d(eGPUTextureFormat format, int extent, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(extent, 0, 0, mip_len, format, data, false, false);
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_1d_array(
eGPUTextureFormat format, int extent, int layers, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(extent, layers, 0, mip_len, format, data, true, false);
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_2d(eGPUTextureFormat format, int2 extent, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(UNPACK2(extent), 0, mip_len, format, data, false, false);
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_2d_array(
eGPUTextureFormat format, int2 extent, int layers, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(UNPACK2(extent), layers, mip_len, format, data, true, false);
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_3d(eGPUTextureFormat format, int3 extent, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(UNPACK3(extent), mip_len, format, data, false, false);
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_cube(eGPUTextureFormat format, int extent, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(extent, extent, 0, mip_len, format, data, false, true);
}
/**
* Ensure the texture has the correct properties. Recreating it if needed.
* Return true if a texture has been created.
*/
bool ensure_cube_array(
eGPUTextureFormat format, int extent, int layers, float *data = nullptr, int mip_len = 1)
{
return ensure_impl(extent, extent, layers, mip_len, format, data, false, true);
}
/**
* Ensure the availability of mipmap views.
* MIP view covers all layers of array textures.
*/
bool ensure_mip_views(bool cube_as_array = false)
{
int mip_len = GPU_texture_mip_count(tx_);
if (mip_views_.size() != mip_len) {
for (GPUTexture *&view : mip_views_) {
GPU_TEXTURE_FREE_SAFE(view);
}
eGPUTextureFormat format = GPU_texture_format(tx_);
for (auto i : IndexRange(mip_len)) {
mip_views_.append(
GPU_texture_create_view(name_, tx_, format, i, 1, 0, 9999, cube_as_array));
}
return true;
}
return false;
}
GPUTexture *mip_view(int miplvl)
{
return mip_views_[miplvl];
}
int mip_count() const
{
return GPU_texture_mip_count(tx_);
}
/**
* Ensure the availability of mipmap views.
* Layer views covers all layers of array textures.
* Returns true if the views were (re)created.
*/
bool ensure_layer_views(bool cube_as_array = false)
{
int layer_len = GPU_texture_layer_count(tx_);
if (layer_views_.size() != layer_len) {
for (GPUTexture *&view : layer_views_) {
GPU_TEXTURE_FREE_SAFE(view);
}
eGPUTextureFormat format = GPU_texture_format(tx_);
for (auto i : IndexRange(layer_len)) {
layer_views_.append(
GPU_texture_create_view(name_, tx_, format, 0, 9999, i, 1, cube_as_array));
}
return true;
}
return false;
}
GPUTexture *layer_view(int layer)
{
return layer_views_[layer];
}
GPUTexture *stencil_view(bool cube_as_array = false)
{
if (stencil_view_ == nullptr) {
eGPUTextureFormat format = GPU_texture_format(tx_);
stencil_view_ = GPU_texture_create_view(name_, tx_, format, 0, 9999, 0, 9999, cube_as_array);
GPU_texture_stencil_texture_mode_set(stencil_view_, true);
}
return stencil_view_;
}
/**
* Returns true if the texture has been allocated or acquired from the pool.
*/
bool is_valid() const
{
return tx_ != nullptr;
}
int width() const
{
return GPU_texture_width(tx_);
}
int height() const
{
return GPU_texture_height(tx_);
}
int pixel_count() const
{
return GPU_texture_width(tx_) * GPU_texture_height(tx_);
}
bool depth() const
{
return GPU_texture_depth(tx_);
}
bool is_stencil() const
{
return GPU_texture_stencil(tx_);
}
bool is_integer() const
{
return GPU_texture_integer(tx_);
}
bool is_cube() const
{
return GPU_texture_cube(tx_);
}
bool is_array() const
{
return GPU_texture_array(tx_);
}
int3 size(int miplvl = 0) const
{
int3 size(0);
GPU_texture_get_mipmap_size(tx_, miplvl, size);
return size;
}
/**
* Clear the entirety of the texture using one pixel worth of data.
*/
void clear(float4 values)
{
GPU_texture_clear(tx_, GPU_DATA_FLOAT, &values[0]);
}
/**
* Clear the entirety of the texture using one pixel worth of data.
*/
void clear(uint4 values)
{
GPU_texture_clear(tx_, GPU_DATA_UINT, &values[0]);
}
/**
* Clear the entirety of the texture using one pixel worth of data.
*/
void clear(int4 values)
{
GPU_texture_clear(tx_, GPU_DATA_INT, &values[0]);
}
/**
* Returns a buffer containing the texture data for the specified miplvl.
* The memory block needs to be manually freed by MEM_freeN().
*/
template<typename T> T *read(eGPUDataFormat format, int miplvl = 0)
{
return reinterpret_cast<T *>(GPU_texture_read(tx_, format, miplvl));
}
void filter_mode(bool do_filter)
{
GPU_texture_filter_mode(tx_, do_filter);
}
/**
* Free the internal texture but not the #draw::Texture itself.
*/
void free()
{
GPU_TEXTURE_FREE_SAFE(tx_);
for (GPUTexture *&view : mip_views_) {
GPU_TEXTURE_FREE_SAFE(view);
}
for (GPUTexture *&view : layer_views_) {
GPU_TEXTURE_FREE_SAFE(view);
}
GPU_TEXTURE_FREE_SAFE(stencil_view_);
mip_views_.clear();
}
/**
* Swap the content of the two textures.
*/
static void swap(Texture &a, Texture &b)
{
SWAP(GPUTexture *, a.tx_, b.tx_);
SWAP(const char *, a.name_, b.name_);
}
private:
bool ensure_impl(int w,
int h = 0,
int d = 0,
int mip_len = 1,
eGPUTextureFormat format = GPU_RGBA8,
float *data = nullptr,
bool layered = false,
bool cubemap = false)
{
/* TODO(@fclem): In the future, we need to check if mip_count did not change.
* For now it's ok as we always define all MIP level. */
if (tx_) {
int3 size = this->size();
if (size != int3(w, h, d) || GPU_texture_format(tx_) != format ||
GPU_texture_cube(tx_) != cubemap || GPU_texture_array(tx_) != layered) {
free();
}
}
if (tx_ == nullptr) {
tx_ = create(w, h, d, mip_len, format, data, layered, cubemap);
return true;
}
return false;
}
GPUTexture *create(int w,
int h,
int d,
int mip_len,
eGPUTextureFormat format,
float *data,
bool layered,
bool cubemap)
{
if (h == 0) {
return GPU_texture_create_1d(name_, w, mip_len, format, data);
}
else if (cubemap) {
if (layered) {
return GPU_texture_create_cube_array(name_, w, d, mip_len, format, data);
}
else {
return GPU_texture_create_cube(name_, w, mip_len, format, data);
}
}
else if (d == 0) {
if (layered) {
return GPU_texture_create_1d_array(name_, w, h, mip_len, format, data);
}
else {
return GPU_texture_create_2d(name_, w, h, mip_len, format, data);
}
}
else {
if (layered) {
return GPU_texture_create_2d_array(name_, w, h, d, mip_len, format, data);
}
else {
return GPU_texture_create_3d(name_, w, h, d, mip_len, format, GPU_DATA_FLOAT, data);
}
}
}
};
class TextureFromPool : public Texture, NonMovable {
public:
TextureFromPool(const char *name = "gpu::Texture") : Texture(name){};
/* Always use `release()` after rendering. */
void acquire(int2 extent, eGPUTextureFormat format)
{
BLI_assert(this->tx_ == nullptr);
this->tx_ = DRW_texture_pool_texture_acquire(
DST.vmempool->texture_pool, UNPACK2(extent), format);
}
void release()
{
/* Allows multiple release. */
if (this->tx_ == nullptr) {
return;
}
DRW_texture_pool_texture_release(DST.vmempool->texture_pool, this->tx_);
this->tx_ = nullptr;
}
/**
* Swap the content of the two textures.
* Also change ownership accordingly if needed.
*/
static void swap(TextureFromPool &a, Texture &b)
{
Texture::swap(a, b);
DRW_texture_pool_give_texture_ownership(DST.vmempool->texture_pool, a);
DRW_texture_pool_take_texture_ownership(DST.vmempool->texture_pool, b);
}
static void swap(Texture &a, TextureFromPool &b)
{
swap(b, a);
}
static void swap(TextureFromPool &a, TextureFromPool &b)
{
Texture::swap(a, b);
}
/** Remove methods that are forbidden with this type of textures. */
bool ensure_1d(int, int, eGPUTextureFormat, float *) = delete;
bool ensure_1d_array(int, int, int, eGPUTextureFormat, float *) = delete;
bool ensure_2d(int, int, int, eGPUTextureFormat, float *) = delete;
bool ensure_2d_array(int, int, int, int, eGPUTextureFormat, float *) = delete;
bool ensure_3d(int, int, int, int, eGPUTextureFormat, float *) = delete;
bool ensure_cube(int, int, eGPUTextureFormat, float *) = delete;
bool ensure_cube_array(int, int, int, eGPUTextureFormat, float *) = delete;
void filter_mode(bool) = delete;
void free() = delete;
GPUTexture *mip_view(int) = delete;
GPUTexture *layer_view(int) = delete;
GPUTexture *stencil_view() = delete;
};
/**
* Dummy type to bind texture as image.
* It is just a GPUTexture in disguise.
*/
class Image {};
static inline Image *as_image(GPUTexture *tex)
{
return reinterpret_cast<Image *>(tex);
}
static inline Image **as_image(GPUTexture **tex)
{
return reinterpret_cast<Image **>(tex);
}
static inline GPUTexture *as_texture(Image *img)
{
return reinterpret_cast<GPUTexture *>(img);
}
static inline GPUTexture **as_texture(Image **img)
{
return reinterpret_cast<GPUTexture **>(img);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Framebuffer
* \{ */
class Framebuffer : NonCopyable {
private:
GPUFrameBuffer *fb_ = nullptr;
const char *name_;
public:
Framebuffer() : name_(""){};
Framebuffer(const char *name) : name_(name){};
~Framebuffer()
{
GPU_FRAMEBUFFER_FREE_SAFE(fb_);
}
void ensure(GPUAttachment depth = GPU_ATTACHMENT_NONE,
GPUAttachment color1 = GPU_ATTACHMENT_NONE,
GPUAttachment color2 = GPU_ATTACHMENT_NONE,
GPUAttachment color3 = GPU_ATTACHMENT_NONE,
GPUAttachment color4 = GPU_ATTACHMENT_NONE,
GPUAttachment color5 = GPU_ATTACHMENT_NONE,
GPUAttachment color6 = GPU_ATTACHMENT_NONE,
GPUAttachment color7 = GPU_ATTACHMENT_NONE,
GPUAttachment color8 = GPU_ATTACHMENT_NONE)
{
GPU_framebuffer_ensure_config(
&fb_, {depth, color1, color2, color3, color4, color5, color6, color7, color8});
}
Framebuffer &operator=(Framebuffer &&a)
{
if (*this != a) {
this->fb_ = a.fb_;
this->name_ = a.name_;
a.fb_ = nullptr;
}
return *this;
}
operator GPUFrameBuffer *() const
{
return fb_;
}
/**
* Swap the content of the two framebuffer.
*/
static void swap(Framebuffer &a, Framebuffer &b)
{
SWAP(GPUFrameBuffer *, a.fb_, b.fb_);
SWAP(const char *, a.name_, b.name_);
}
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Double & Triple buffering util
*
* This is not strictly related to a GPU type and could be moved elsewhere.
* \{ */
template<typename T, int64_t len> class SwapChain {
private:
BLI_STATIC_ASSERT(len > 1, "A swap-chain needs more than 1 unit in length.");
std::array<T, len> chain_;
public:
void swap()
{
for (auto i : IndexRange(len - 1)) {
T::swap(chain_[i], chain_[(i + 1) % len]);
}
}
T &current()
{
return chain_[0];
}
T &previous()
{
/* Avoid modulo operation with negative numbers. */
return chain_[(0 + len - 1) % len];
}
T &next()
{
return chain_[(0 + 1) % len];
}
const T &current() const
{
return chain_[0];
}
const T &previous() const
{
/* Avoid modulo operation with negative numbers. */
return chain_[(0 + len - 1) % len];
}
const T &next() const
{
return chain_[(0 + 1) % len];
}
};
/** \} */
} // namespace blender::draw