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
214 lines
8.0 KiB
C++
214 lines
8.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#include "draw_defines.h"
|
|
#include "gpu_shader_create_info.hh"
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Resource ID
|
|
*
|
|
* This is used to fetch per object data in drw_matrices and other object indexed
|
|
* buffers. There is multiple possibilities depending on how we are drawing the object.
|
|
*
|
|
* \{ */
|
|
|
|
/* Standard way. Use gpu_InstanceIndex to index the object data. */
|
|
GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID");
|
|
|
|
/**
|
|
* Used if the resource index needs to be passed to the fragment shader.
|
|
* IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
|
|
*/
|
|
GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface")
|
|
.flat(Type::INT, "resource_index");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
|
|
.vertex_out(draw_resource_id_iface)
|
|
.geometry_out(draw_resource_id_iface); /* Used if needed. */
|
|
|
|
/* Variation used when drawing multiple instances for one object. */
|
|
GPU_SHADER_CREATE_INFO(draw_resource_id_uniform)
|
|
.define("UNIFORM_RESOURCE_ID")
|
|
.push_constant(Type::INT, "drw_ResourceID");
|
|
|
|
/**
|
|
* Declare a resource handle that identify a unique object.
|
|
* Requires draw_resource_id[_uniform].
|
|
*/
|
|
GPU_SHADER_CREATE_INFO(draw_resource_handle)
|
|
.define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
|
|
.push_constant(Type::INT, "drw_resourceChunk");
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw View
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_view)
|
|
.uniform_buf(DRW_VIEW_UBO_SLOT, "ViewInfos", "drw_view", Frequency::PASS)
|
|
.typedef_source("draw_shader_shared.h");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_modelmat)
|
|
.uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
|
|
.define("ModelMatrix", "(drw_matrices[resource_id].model)")
|
|
.define("ModelMatrixInverse", "(drw_matrices[resource_id].model_inverse)")
|
|
.additional_info("draw_view");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
|
|
.define("DRW_LEGACY_MODEL_MATRIX")
|
|
.push_constant(Type::MAT4, "ModelMatrix")
|
|
.push_constant(Type::MAT4, "ModelMatrixInverse")
|
|
.additional_info("draw_view");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
|
|
.push_constant(Type::MAT4, "ModelMatrix")
|
|
.push_constant(Type::MAT4, "ModelMatrixInverse")
|
|
.additional_info("draw_view");
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw View
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES");
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Globals
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_globals)
|
|
.typedef_source("draw_common_shader_shared.h")
|
|
.uniform_buf(7, "GlobalsUboStorage", "globalsBlock", Frequency::PASS);
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Geometry Type
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_mesh).additional_info("draw_modelmat", "draw_resource_id");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_hair)
|
|
.sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
|
|
/* TODO(@fclem): Pack these into one UBO. */
|
|
.push_constant(Type::INT, "hairStrandsRes")
|
|
.push_constant(Type::INT, "hairThicknessRes")
|
|
.push_constant(Type::FLOAT, "hairRadRoot")
|
|
.push_constant(Type::FLOAT, "hairRadTip")
|
|
.push_constant(Type::FLOAT, "hairRadShape")
|
|
.push_constant(Type::BOOL, "hairCloseTip")
|
|
.push_constant(Type::INT, "hairStrandOffset")
|
|
.push_constant(Type::MAT4, "hairDupliMatrix")
|
|
.additional_info("draw_modelmat", "draw_resource_id");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_pointcloud)
|
|
.vertex_in(0, Type::VEC4, "pos")
|
|
.vertex_in(1, Type::VEC3, "pos_inst")
|
|
.vertex_in(2, Type::VEC3, "nor")
|
|
.additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_gpencil)
|
|
.typedef_source("gpencil_shader_shared.h")
|
|
.define("DRW_GPENCIL_INFO")
|
|
.vertex_in(0, Type::IVEC4, "ma")
|
|
.vertex_in(1, Type::IVEC4, "ma1")
|
|
.vertex_in(2, Type::IVEC4, "ma2")
|
|
.vertex_in(3, Type::IVEC4, "ma3")
|
|
.vertex_in(4, Type::VEC4, "pos")
|
|
.vertex_in(5, Type::VEC4, "pos1")
|
|
.vertex_in(6, Type::VEC4, "pos2")
|
|
.vertex_in(7, Type::VEC4, "pos3")
|
|
.vertex_in(8, Type::VEC4, "uv1")
|
|
.vertex_in(9, Type::VEC4, "uv2")
|
|
.vertex_in(10, Type::VEC4, "col1")
|
|
.vertex_in(11, Type::VEC4, "col2")
|
|
.vertex_in(12, Type::VEC4, "fcol1")
|
|
/* Per Object */
|
|
.push_constant(Type::FLOAT, "gpThicknessScale") /* TODO(fclem): Replace with object info. */
|
|
.push_constant(Type::FLOAT, "gpThicknessWorldScale") /* TODO(fclem): Same as above. */
|
|
.define("gpThicknessIsScreenSpace", "(gpThicknessWorldScale < 0.0)")
|
|
/* Per Layer */
|
|
.push_constant(Type::FLOAT, "gpThicknessOffset")
|
|
.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_object_infos");
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Internal Draw Manager usage
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_resource_finalize)
|
|
.do_static_compilation(true)
|
|
.typedef_source("draw_shader_shared.h")
|
|
.define("DRAW_FINALIZE_SHADER")
|
|
.local_group_size(DRW_FINALIZE_GROUP_SIZE)
|
|
.storage_buf(0, Qualifier::READ, "ObjectMatrices", "matrix_buf[]")
|
|
.storage_buf(1, Qualifier::READ_WRITE, "ObjectBounds", "bounds_buf[]")
|
|
.storage_buf(2, Qualifier::READ_WRITE, "ObjectInfos", "infos_buf[]")
|
|
.push_constant(Type::INT, "resource_len")
|
|
.compute_source("draw_resource_finalize_comp.glsl");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_visibility_compute)
|
|
.do_static_compilation(true)
|
|
.local_group_size(DRW_VISIBILITY_GROUP_SIZE)
|
|
.storage_buf(0, Qualifier::READ, "ObjectBounds", "bounds_buf[]")
|
|
.storage_buf(1, Qualifier::READ_WRITE, "uint", "visibility_buf[]")
|
|
.push_constant(Type::INT, "resource_len")
|
|
.compute_source("draw_visibility_comp.glsl")
|
|
.additional_info("draw_view");
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_command_generate)
|
|
.do_static_compilation(true)
|
|
.typedef_source("draw_shader_shared.h")
|
|
.typedef_source("draw_command_shared.hh")
|
|
.local_group_size(DRW_COMMAND_GROUP_SIZE)
|
|
.storage_buf(0, Qualifier::READ_WRITE, "DrawGroup", "group_buf[]")
|
|
.storage_buf(1, Qualifier::READ, "uint", "visibility_buf[]")
|
|
.storage_buf(2, Qualifier::READ, "DrawPrototype", "prototype_buf[]")
|
|
.storage_buf(3, Qualifier::WRITE, "DrawCommand", "command_buf[]")
|
|
.storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::WRITE, "uint", "resource_id_buf[]")
|
|
.push_constant(Type::INT, "prototype_len")
|
|
.compute_source("draw_command_generate_comp.glsl");
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Resource ID
|
|
* New implementation using gl_BaseInstance and storage buffers.
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_resource_id_new)
|
|
.define("UNIFORM_RESOURCE_ID_NEW")
|
|
.storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::READ, "int", "resource_id_buf[]")
|
|
.define("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]");
|
|
|
|
/**
|
|
* Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
|
|
*/
|
|
GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
|
|
.define("UNIFORM_RESOURCE_ID_NEW")
|
|
.vertex_in(15, Type::INT, "drw_ResourceID");
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Draw Object Resources
|
|
* \{ */
|
|
|
|
GPU_SHADER_CREATE_INFO(draw_modelmat_new)
|
|
.typedef_source("draw_shader_shared.h")
|
|
.storage_buf(DRW_OBJ_MAT_SLOT, Qualifier::READ, "ObjectMatrices", "drw_matrix_buf[]")
|
|
.define("drw_ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
|
|
.define("drw_ModelMatrix", "drw_matrix_buf[resource_id].model")
|
|
/* TODO For compatibility with old shaders. To be removed. */
|
|
.define("ModelMatrixInverse", "drw_ModelMatrixInverse")
|
|
.define("ModelMatrix", "drw_ModelMatrix")
|
|
.additional_info("draw_resource_id_new");
|
|
|
|
/** \} */
|