Files
test/source/blender/draw/intern/draw_manager.h
Clément Foucault 1d92888ee8 DRW: Batch Cache: Add batch request system
This makes it possible for engines to ask for batches and only fill their
data after all engine populate functions have run.
This means that, when creating the batches data we already know all the
batches that are needed for this redraw and the needed data.

This allows for less redundant data preparation and better attrib masking.
Ideally, we should run all viewports populate function before executing
the batch construction but this is not the scope of this patch.

Conversion from the old request method will be progressive and both can
coexist (see uses of mesh_create_pos_and_nor()).
2018-12-10 19:02:17 +01:00

426 lines
11 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file draw_manager.h
* \ingroup draw
*/
/* Private functions / structs of the draw manager */
#ifndef __DRAW_MANAGER_H__
#define __DRAW_MANAGER_H__
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BLI_linklist.h"
#include "BLI_threads.h"
#include "GPU_batch.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_uniformbuffer.h"
#include "GPU_viewport.h"
#include "draw_instance_data.h"
/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
#define USE_GPU_SELECT
/* ------------ Profiling --------------- */
#define USE_PROFILE
#ifdef USE_PROFILE
# include "PIL_time.h"
# define PROFILE_TIMER_FALLOFF 0.04
# define PROFILE_START(time_start) \
double time_start = PIL_check_seconds_timer();
# define PROFILE_END_ACCUM(time_accum, time_start) { \
time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
} ((void)0)
/* exp average */
# define PROFILE_END_UPDATE(time_update, time_start) { \
double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
(_time_delta * PROFILE_TIMER_FALLOFF); \
} ((void)0)
#else /* USE_PROFILE */
# define PROFILE_START(time_start) ((void)0)
# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
#endif /* USE_PROFILE */
/* ------------ Data Structure --------------- */
/**
* Data structure containing all drawcalls organized by passes and materials.
* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
* > DRWUniform
**/
/* Used by DRWCallState.flag */
enum {
DRW_CALL_CULLED = (1 << 0),
DRW_CALL_NEGSCALE = (1 << 1),
DRW_CALL_BYPASS_CULLING = (1 << 2),
};
/* Used by DRWCallState.matflag */
enum {
DRW_CALL_MODELINVERSE = (1 << 0),
DRW_CALL_MODELVIEW = (1 << 1),
DRW_CALL_MODELVIEWINVERSE = (1 << 2),
DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
DRW_CALL_NORMALVIEW = (1 << 4),
DRW_CALL_NORMALWORLD = (1 << 5),
DRW_CALL_ORCOTEXFAC = (1 << 6),
DRW_CALL_EYEVEC = (1 << 7),
DRW_CALL_OBJECTINFO = (1 << 8),
};
typedef struct DRWCallState {
DRWCallVisibilityFn *visibility_cb;
void *user_data;
uchar flag;
uchar cache_id; /* Compared with DST.state_cache_id to see if matrices are still valid. */
uint16_t matflag; /* Which matrices to compute. */
/* Culling: Using Bounding Sphere for now for faster culling.
* Not ideal for planes. */
BoundSphere bsphere;
/* Matrices */
float model[4][4];
float modelinverse[4][4];
float modelview[4][4];
float modelviewinverse[4][4];
float modelviewprojection[4][4];
float normalview[3][3];
float normalworld[3][3]; /* Not view dependent */
float orcotexfac[2][3]; /* Not view dependent */
float objectinfo[2];
float eyevec[3];
} DRWCallState;
typedef enum {
DRW_CALL_SINGLE, /* A single batch */
DRW_CALL_RANGE, /* Like single but only draw a range of vertices/indices. */
DRW_CALL_INSTANCES, /* Draw instances without any instancing attribs. */
DRW_CALL_GENERATE, /* Uses a callback to draw with any number of batches. */
DRW_CALL_PROCEDURAL, /* Generate a drawcall without any GPUBatch. */
} DRWCallType;
typedef struct DRWCall {
struct DRWCall *next;
DRWCallState *state;
union {
struct { /* type == DRW_CALL_SINGLE */
GPUBatch *geometry;
short ma_index;
} single;
struct { /* type == DRW_CALL_RANGE */
GPUBatch *geometry;
uint start, count;
} range;
struct { /* type == DRW_CALL_INSTANCES */
GPUBatch *geometry;
/* Count can be adjusted between redraw. If needed, we can add fixed count. */
uint *count;
} instances;
struct { /* type == DRW_CALL_GENERATE */
DRWCallGenerateFn *geometry_fn;
void *user_data;
} generate;
struct { /* type == DRW_CALL_PROCEDURAL */
uint vert_count;
GPUPrimType prim_type;
} procedural;
};
DRWCallType type;
#ifdef USE_GPU_SELECT
int select_id;
#endif
} DRWCall;
/* Used by DRWUniform.type */
typedef enum {
DRW_UNIFORM_BOOL,
DRW_UNIFORM_BOOL_COPY,
DRW_UNIFORM_SHORT_TO_INT,
DRW_UNIFORM_SHORT_TO_FLOAT,
DRW_UNIFORM_INT,
DRW_UNIFORM_INT_COPY,
DRW_UNIFORM_FLOAT,
DRW_UNIFORM_FLOAT_COPY,
DRW_UNIFORM_TEXTURE,
DRW_UNIFORM_TEXTURE_PERSIST,
DRW_UNIFORM_TEXTURE_REF,
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_PERSIST
} DRWUniformType;
#define MAX_UNIFORM_NAME 13
struct DRWUniform {
DRWUniform *next; /* single-linked list */
union {
/* For reference or array/vector types. */
const void *pvalue;
/* Single values. */
float fvalue;
int ivalue;
};
int location;
char type; /* DRWUniformType */
char length; /* cannot be more than 16 */
char arraysize; /* cannot be more than 16 too */
#ifndef NDEBUG
char name[MAX_UNIFORM_NAME];
#endif
};
typedef enum {
DRW_SHG_NORMAL,
DRW_SHG_POINT_BATCH,
DRW_SHG_LINE_BATCH,
DRW_SHG_TRIANGLE_BATCH,
DRW_SHG_INSTANCE,
DRW_SHG_INSTANCE_EXTERNAL,
DRW_SHG_FEEDBACK_TRANSFORM,
} DRWShadingGroupType;
struct DRWShadingGroup {
DRWShadingGroup *next;
GPUShader *shader; /* Shader to bind */
DRWUniform *uniforms; /* Uniforms pointers */
/* Watch this! Can be nasty for debugging. */
union {
struct { /* DRW_SHG_NORMAL */
DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
} calls;
struct { /* DRW_SHG_FEEDBACK_TRANSFORM */
DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
struct GPUVertBuf *tfeedback_target; /* Transform Feedback target. */
};
struct { /* DRW_SHG_***_BATCH */
struct GPUBatch *batch_geom; /* Result of call batching */
struct GPUVertBuf *batch_vbo;
uint primitive_count;
};
struct { /* DRW_SHG_INSTANCE[_EXTERNAL] */
struct GPUBatch *instance_geom;
struct GPUVertBuf *instance_vbo;
uint instance_count;
float instance_orcofac[2][3]; /* TODO find a better place. */
};
};
DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
uint stencil_mask; /* Stencil mask to use for stencil test / write operations */
DRWShadingGroupType type;
/* Builtin matrices locations */
int model;
int modelinverse;
int modelview;
int modelviewinverse;
int modelviewprojection;
int normalview;
int normalworld;
int orcotexfac;
int eye;
int callid;
int objectinfo;
uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
DRWPass *pass_parent; /* backlink to pass we're in */
#ifndef NDEBUG
char attribs_count;
#endif
#ifdef USE_GPU_SELECT
GPUVertBuf *inst_selectid;
int override_selectid; /* Override for single object instances. */
#endif
};
#define MAX_PASS_NAME 32
struct DRWPass {
/* Linked list */
struct {
DRWShadingGroup *first;
DRWShadingGroup *last;
} shgroups;
DRWState state;
char name[MAX_PASS_NAME];
};
typedef struct ViewUboStorage {
DRWMatrixState matstate;
float viewcamtexcofac[4];
float clipplanes[2][4];
} ViewUboStorage;
/* ------------- DRAW DEBUG ------------ */
typedef struct DRWDebugLine {
struct DRWDebugLine *next; /* linked list */
float pos[2][3];
float color[4];
} DRWDebugLine;
typedef struct DRWDebugSphere {
struct DRWDebugSphere *next; /* linked list */
float mat[4][4];
float color[4];
} DRWDebugSphere;
/* ------------- DRAW MANAGER ------------ */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
typedef struct DRWManager {
/* TODO clean up this struct a bit */
/* Cache generation */
ViewportMemoryPool *vmempool;
DRWInstanceDataList *idatalist;
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* State of the object being evaluated if already allocated. */
DRWCallState *ob_state;
uchar state_cache_id; /* Could be larger but 254 view changes is already a lot! */
struct DupliObject *dupli_source;
struct Object *dupli_parent;
/* Rendering state */
GPUShader *shader;
/* Managed by `DRW_state_set`, `DRW_state_reset` */
DRWState state;
DRWState state_lock;
uint stencil_mask;
/* Per viewport */
GPUViewport *viewport;
struct GPUFrameBuffer *default_framebuffer;
float size[2];
float inv_size[2];
float screenvecs[2][3];
float pixsize;
GLenum backface, frontface;
struct {
uint is_select : 1;
uint is_depth : 1;
uint is_image_render : 1;
uint is_scene_render : 1;
uint draw_background : 1;
uint draw_text : 1;
} options;
/* Current rendering context */
DRWContextState draw_ctx;
/* Convenience pointer to text_store owned by the viewport */
struct DRWTextStore **text_store_p;
ListBase enabled_engines; /* RenderEngineType */
bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
/* View dependent uniforms. */
DRWMatrixState original_mat; /* Original rv3d matrices. */
int override_mat; /* Bitflag of which matrices are overridden. */
int num_clip_planes; /* Number of active clipplanes. */
bool dirty_mat;
/* keep in sync with viewBlock */
ViewUboStorage view_data;
struct {
float frustum_planes[6][4];
BoundBox frustum_corners;
BoundSphere frustum_bsphere;
bool updated;
} clipping;
#ifdef USE_GPU_SELECT
uint select_id;
#endif
/* ---------- Nothing after this point is cleared after use ----------- */
/* gl_context serves as the offset for clearing only
* the top portion of the struct so DO NOT MOVE IT! */
void *gl_context; /* Unique ghost context used by the draw manager. */
GPUContext *gpu_context;
TicketMutex *gl_context_mutex; /* Mutex to lock the drw manager and avoid concurrent context usage. */
/** GPU Resource State: Memory storage between drawing. */
struct {
GPUTexture **bound_texs;
char *bound_tex_slots;
int bind_tex_inc;
GPUUniformBuffer **bound_ubos;
char *bound_ubo_slots;
int bind_ubo_inc;
} RST;
struct {
/* TODO(fclem) optimize: use chunks. */
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;
} DRWManager;
extern DRWManager DST; /* TODO : get rid of this and allow multithreaded rendering */
/* --------------- FUNCTIONS ------------- */
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
void drw_texture_get_format(
GPUTextureFormat format, bool is_framebuffer,
GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth);
void *drw_viewport_engine_data_ensure(void *engine_type);
void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
void drw_batch_cache_generate_requested(struct Object *ob);
#endif /* __DRAW_MANAGER_H__ */