A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
122 lines
3.0 KiB
C++
122 lines
3.0 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* GPU geometry batch
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* Contains VAOs + VBOs + Shader representing a drawable entity.
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*/
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "gpu_batch_private.hh"
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#include "gl_index_buffer.hh"
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#include "gl_vertex_buffer.hh"
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namespace blender {
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namespace gpu {
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class GLContext;
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class GLShaderInterface;
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#define GPU_VAO_STATIC_LEN 3
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/**
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* VAO management: remembers all geometry state (vertex attribute bindings & element buffer)
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* for each shader interface. Start with a static number of VAO's and fallback to dynamic count
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* if necessary. Once a batch goes dynamic it does not go back.
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*/
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class GLVaoCache {
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private:
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/** Context for which the vao_cache_ was generated. */
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GLContext *context_ = nullptr;
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/** Last interface this batch was drawn with. */
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GLShaderInterface *interface_ = nullptr;
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/** Cached VAO for the last interface. */
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GLuint vao_id_ = 0;
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/** Used when arb_base_instance is not supported. */
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GLuint vao_base_instance_ = 0;
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int base_instance_ = 0;
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bool is_dynamic_vao_count = false;
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union {
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/** Static handle count */
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struct {
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const GLShaderInterface *interfaces[GPU_VAO_STATIC_LEN];
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GLuint vao_ids[GPU_VAO_STATIC_LEN];
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} static_vaos;
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/** Dynamic handle count */
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struct {
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uint count;
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const GLShaderInterface **interfaces;
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GLuint *vao_ids;
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} dynamic_vaos;
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};
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public:
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GLVaoCache();
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~GLVaoCache();
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GLuint vao_get(GPUBatch *batch);
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GLuint base_instance_vao_get(GPUBatch *batch, int i_first);
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/**
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* Return 0 on cache miss (invalid VAO).
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*/
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GLuint lookup(const GLShaderInterface *interface);
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/**
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* Create a new VAO object and store it in the cache.
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*/
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void insert(const GLShaderInterface *interface, GLuint vao_id);
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void remove(const GLShaderInterface *interface);
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void clear();
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private:
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void init();
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/**
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* The #GLVaoCache object is only valid for one #GLContext.
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* Reset the cache if trying to draw in another context;.
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*/
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void context_check();
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};
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class GLBatch : public Batch {
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public:
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/** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
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GLVaoCache vao_cache_;
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public:
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void draw(int v_first, int v_count, int i_first, int i_count) override;
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void draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset) override;
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void multi_draw_indirect(GPUStorageBuf *indirect_buf,
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int count,
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intptr_t offset,
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intptr_t stride) override;
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void bind(int i_first);
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/* Convenience getters. */
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GLIndexBuf *elem_() const
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{
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return static_cast<GLIndexBuf *>(unwrap(elem));
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}
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GLVertBuf *verts_(const int index) const
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{
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return static_cast<GLVertBuf *>(unwrap(verts[index]));
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}
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GLVertBuf *inst_(const int index) const
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{
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return static_cast<GLVertBuf *>(unwrap(inst[index]));
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}
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MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch");
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};
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} // namespace gpu
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} // namespace blender
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