Files
test/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00

143 lines
4.5 KiB
GLSL

/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Convert DrawPrototype into draw commands.
*/
#include "draw_view_infos.hh"
COMPUTE_SHADER_CREATE_INFO(draw_command_generate)
#define atomicAddAndGet(dst, val) (atomicAdd(dst, val) + val)
/* This is only called by the last thread executed over the group's prototype draws. */
void write_draw_call(DrawGroup group, uint group_id)
{
DrawCommand cmd;
cmd.vertex_len = group.vertex_len;
cmd.vertex_first = group.vertex_first;
bool indexed_draw = group.base_index != -1;
/* Back-facing command. */
uint back_facing_start = group.start * view_len;
if (indexed_draw) {
cmd.base_index = group.base_index;
cmd.instance_first_indexed = back_facing_start;
}
else {
cmd._instance_first_array = back_facing_start;
}
cmd.instance_len = group_buf[group_id].back_facing_counter;
command_buf[group_id * 2 + 0] = cmd;
/* Front-facing command. */
uint front_facing_start = (group.start + (group.len - group.front_facing_len)) * view_len;
if (indexed_draw) {
cmd.instance_first_indexed = front_facing_start;
}
else {
cmd._instance_first_array = front_facing_start;
}
cmd.instance_len = group_buf[group_id].front_facing_counter;
command_buf[group_id * 2 + 1] = cmd;
/* Reset the counters for a next command gen dispatch. Avoids re-sending the whole data just
* for this purpose. Only the last thread will execute this so it is thread-safe. */
group_buf[group_id].front_facing_counter = 0u;
group_buf[group_id].back_facing_counter = 0u;
group_buf[group_id].total_counter = 0u;
}
void main()
{
int proto_id = int(gl_GlobalInvocationID.x);
if (proto_id >= prototype_len) {
return;
}
DrawPrototype proto = prototype_buf[proto_id];
uint group_id = proto.group_id;
bool is_inverted = (proto.res_index & 0x80000000u) != 0;
uint resource_index = (proto.res_index & 0x7FFFFFFFu);
/* Visibility test result. */
uint visible_instance_len = 0;
if (visibility_word_per_draw > 0) {
uint visibility_word = resource_index * visibility_word_per_draw;
for (int i = 0; i < visibility_word_per_draw; i++, visibility_word++) {
/* NOTE: This assumes `proto.instance_len` is 1. */
/* TODO: Assert. */
visible_instance_len += bitCount(visibility_buf[visibility_word]);
}
}
else {
if ((visibility_buf[resource_index / 32u] & (1u << (resource_index % 32u))) != 0) {
visible_instance_len = proto.instance_len;
}
}
bool is_visible = visible_instance_len > 0;
DrawGroup group = group_buf[group_id];
if (!is_visible) {
/* Skip the draw but still count towards the completion. */
if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
write_draw_call(group, group_id);
}
return;
}
uint back_facing_len = (group.len - group.front_facing_len) * view_len;
uint dst_index = group.start * view_len;
if (is_inverted) {
uint offset = atomicAdd(group_buf[group_id].back_facing_counter, visible_instance_len);
dst_index += offset;
if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
write_draw_call(group, group_id);
}
}
else {
uint offset = atomicAdd(group_buf[group_id].front_facing_counter, visible_instance_len);
dst_index += back_facing_len + offset;
if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
write_draw_call(group, group_id);
}
}
/* Fill resource_id buffer for each instance of this draw. */
if (visibility_word_per_draw > 0) {
uint visibility_word = resource_index * visibility_word_per_draw;
for (int i = 0; i < visibility_word_per_draw; i++, visibility_word++) {
uint word = visibility_buf[visibility_word];
uint view_index = i * 32u;
while (word != 0u) {
if ((word & 1u) != 0u) {
if (use_custom_ids) {
resource_id_buf[dst_index * 2] = view_index | (resource_index << view_shift);
resource_id_buf[dst_index * 2 + 1] = proto.custom_id;
}
else {
resource_id_buf[dst_index] = view_index | (resource_index << view_shift);
}
dst_index++;
}
view_index++;
word >>= 1u;
}
}
}
else {
for (uint i = dst_index; i < dst_index + visible_instance_len; i++) {
if (use_custom_ids) {
resource_id_buf[i * 2] = resource_index;
resource_id_buf[i * 2 + 1] = proto.custom_id;
}
else {
resource_id_buf[i] = resource_index;
}
}
}
}