Files
test2/source/blender/gpu/opengl/gl_vertex_array.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00

174 lines
5.6 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "gpu_shader_interface.hh"
#include "gpu_vertex_buffer_private.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_index_buffer.hh"
#include "gl_storage_buffer.hh"
#include "gl_vertex_buffer.hh"
#include "gl_vertex_array.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Vertex Array Bindings
* \{ */
/** Returns enabled vertex pointers as a bit-flag (one bit per attribute). */
static uint16_t vbo_bind(const ShaderInterface *interface,
const GPUVertFormat *format,
uint v_first,
uint v_len,
const bool use_instancing)
{
uint16_t enabled_attrib = 0;
const uint attr_len = format->attr_len;
uint stride = format->stride;
uint offset = 0;
GLuint divisor = (use_instancing) ? 1 : 0;
for (uint a_idx = 0; a_idx < attr_len; a_idx++) {
const GPUVertAttr *a = &format->attrs[a_idx];
if (format->deinterleaved) {
offset += ((a_idx == 0) ? 0 : format->attrs[a_idx - 1].size) * v_len;
stride = a->size;
}
else {
offset = a->offset;
}
/* This is in fact an offset in memory. */
const GLvoid *pointer = (const GLubyte *)intptr_t(offset + v_first * stride);
const GLenum type = to_gl(static_cast<GPUVertCompType>(a->comp_type));
for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
const ShaderInput *input = interface->attr_get(name);
if (input == nullptr || input->location == -1) {
continue;
}
enabled_attrib |= (1 << input->location);
if (ELEM(a->comp_len, 16, 12, 8)) {
BLI_assert(a->fetch_mode == GPU_FETCH_FLOAT);
BLI_assert(a->comp_type == GPU_COMP_F32);
for (int i = 0; i < a->comp_len / 4; i++) {
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, divisor);
glVertexAttribPointer(
input->location + i, 4, type, GL_FALSE, stride, (const GLubyte *)pointer + i * 16);
}
}
else {
glEnableVertexAttribArray(input->location);
glVertexAttribDivisor(input->location, divisor);
switch (a->fetch_mode) {
case GPU_FETCH_FLOAT:
case GPU_FETCH_INT_TO_FLOAT:
glVertexAttribPointer(input->location, a->comp_len, type, GL_FALSE, stride, pointer);
break;
case GPU_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(input->location, a->comp_len, type, GL_TRUE, stride, pointer);
break;
case GPU_FETCH_INT:
glVertexAttribIPointer(input->location, a->comp_len, type, stride, pointer);
break;
}
}
}
}
return enabled_attrib;
}
void GLVertArray::update_bindings(const GLuint vao,
const GPUBatch *batch_, /* Should be GLBatch. */
const ShaderInterface *interface,
const int base_instance)
{
const GLBatch *batch = static_cast<const GLBatch *>(batch_);
uint16_t attr_mask = interface->enabled_attr_mask_;
glBindVertexArray(vao);
/* Reverse order so first VBO'S have more prevalence (in term of attribute override). */
for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) {
GLVertBuf *vbo = batch->verts_(v);
if (vbo) {
vbo->bind();
attr_mask &= ~vbo_bind(interface, &vbo->format, 0, vbo->vertex_len, false);
}
}
for (int v = GPU_BATCH_INST_VBO_MAX_LEN - 1; v > -1; v--) {
GLVertBuf *vbo = batch->inst_(v);
if (vbo) {
vbo->bind();
attr_mask &= ~vbo_bind(interface, &vbo->format, base_instance, vbo->vertex_len, true);
}
}
if (batch->resource_id_buf) {
const ShaderInput *input = interface->attr_get("drw_ResourceID");
int component_len = 1;
if (input == nullptr) {
/* Uses Custom IDs */
input = interface->attr_get("vertex_in_drw_ResourceID_");
component_len = 2;
}
if (input) {
dynamic_cast<GLStorageBuf *>(unwrap(batch->resource_id_buf))->bind_as(GL_ARRAY_BUFFER);
glEnableVertexAttribArray(input->location);
glVertexAttribDivisor(input->location, 1);
glVertexAttribIPointer(
input->location, component_len, to_gl(GPU_COMP_I32), 0, (GLvoid *)nullptr);
attr_mask &= ~(1 << input->location);
}
}
if (attr_mask != 0 && GLContext::vertex_attrib_binding_support) {
for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) {
if (attr_mask & mask) {
GLContext *ctx = GLContext::get();
/* This replaces glVertexAttrib4f(a, 0.0f, 0.0f, 0.0f, 1.0f); with a more modern style.
* Fix issues for some drivers (see #75069). */
glBindVertexBuffer(a, ctx->default_attr_vbo_, intptr_t(0), intptr_t(0));
glEnableVertexAttribArray(a);
glVertexAttribFormat(a, 4, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(a, a);
}
}
}
if (batch->elem) {
/* Binds the index buffer. This state is also saved in the VAO. */
static_cast<GLIndexBuf *>(unwrap(batch->elem))->bind();
}
}
void GLVertArray::update_bindings(const GLuint vao,
const uint v_first,
const GPUVertFormat *format,
const ShaderInterface *interface)
{
glBindVertexArray(vao);
vbo_bind(interface, format, v_first, 0, false);
}
/** \} */
} // namespace blender::gpu