Files
test2/source/blender/gpu/opengl/gl_immediate.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

169 lines
4.9 KiB
C++

/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Mimics old style opengl immediate mode drawing.
*/
#include "gpu_context_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_vertex_format_private.h"
#include "gl_context.hh"
#include "gl_debug.hh"
#include "gl_primitive.hh"
#include "gl_vertex_array.hh"
#include "gl_immediate.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
GLImmediate::GLImmediate()
{
glGenVertexArrays(1, &vao_id_);
glBindVertexArray(vao_id_); /* Necessary for glObjectLabel. */
buffer.buffer_size = DEFAULT_INTERNAL_BUFFER_SIZE;
glGenBuffers(1, &buffer.vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, buffer.vbo_id);
glBufferData(GL_ARRAY_BUFFER, buffer.buffer_size, nullptr, GL_DYNAMIC_DRAW);
buffer_strict.buffer_size = DEFAULT_INTERNAL_BUFFER_SIZE;
glGenBuffers(1, &buffer_strict.vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, buffer_strict.vbo_id);
glBufferData(GL_ARRAY_BUFFER, buffer_strict.buffer_size, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
debug::object_label(GL_VERTEX_ARRAY, vao_id_, "Immediate");
debug::object_label(GL_BUFFER, buffer.vbo_id, "ImmediateVbo");
debug::object_label(GL_BUFFER, buffer_strict.vbo_id, "ImmediateVboStrict");
}
GLImmediate::~GLImmediate()
{
glDeleteVertexArrays(1, &vao_id_);
glDeleteBuffers(1, &buffer.vbo_id);
glDeleteBuffers(1, &buffer_strict.vbo_id);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Buffer management
* \{ */
uchar *GLImmediate::begin()
{
/* How many bytes do we need for this draw call? */
const size_t bytes_needed = vertex_buffer_size(&vertex_format, vertex_len);
/* Does the current buffer have enough room? */
const size_t available_bytes = buffer_size() - buffer_offset();
GL_CHECK_RESOURCES("Immediate");
glBindBuffer(GL_ARRAY_BUFFER, vbo_id());
bool recreate_buffer = false;
if (bytes_needed > buffer_size()) {
/* expand the internal buffer */
buffer_size() = bytes_needed;
recreate_buffer = true;
}
else if (bytes_needed < DEFAULT_INTERNAL_BUFFER_SIZE &&
buffer_size() > DEFAULT_INTERNAL_BUFFER_SIZE)
{
/* shrink the internal buffer */
buffer_size() = DEFAULT_INTERNAL_BUFFER_SIZE;
recreate_buffer = true;
}
/* ensure vertex data is aligned */
/* Might waste a little space, but it's safe. */
const uint pre_padding = padding(buffer_offset(), vertex_format.stride);
if (!recreate_buffer && ((bytes_needed + pre_padding) <= available_bytes)) {
buffer_offset() += pre_padding;
}
else {
/* orphan this buffer & start with a fresh one */
glBufferData(GL_ARRAY_BUFFER, buffer_size(), nullptr, GL_DYNAMIC_DRAW);
buffer_offset() = 0;
}
#ifndef NDEBUG
{
GLint bufsize;
glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufsize);
BLI_assert(buffer_offset() + bytes_needed <= bufsize);
}
#endif
GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
if (!strict_vertex_len) {
access |= GL_MAP_FLUSH_EXPLICIT_BIT;
}
void *data = glMapBufferRange(GL_ARRAY_BUFFER, buffer_offset(), bytes_needed, access);
BLI_assert(data != nullptr);
bytes_mapped_ = bytes_needed;
return (uchar *)data;
}
void GLImmediate::end()
{
BLI_assert(prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
uint buffer_bytes_used = bytes_mapped_;
if (!strict_vertex_len) {
if (vertex_idx != vertex_len) {
vertex_len = vertex_idx;
buffer_bytes_used = vertex_buffer_size(&vertex_format, vertex_len);
/* unused buffer bytes are available to the next immBegin */
}
/* tell OpenGL what range was modified so it doesn't copy the whole mapped range */
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
if (vertex_len > 0) {
GLContext::get()->state_manager->apply_state();
/* We convert the offset in vertex offset from the buffer's start.
* This works because we added some padding to align the first vertex. */
uint v_first = buffer_offset() / vertex_format.stride;
GLVertArray::update_bindings(
vao_id_, v_first, &vertex_format, reinterpret_cast<Shader *>(shader)->interface);
/* Update matrices. */
GPU_shader_bind(shader);
#ifdef __APPLE__
glDisable(GL_PRIMITIVE_RESTART);
#endif
glDrawArrays(to_gl(prim_type), 0, vertex_len);
#ifdef __APPLE__
glEnable(GL_PRIMITIVE_RESTART);
#endif
/* These lines are causing crash on startup on some old GPU + drivers.
* They are not required so just comment them. (#55722) */
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindVertexArray(0);
}
buffer_offset() += buffer_bytes_used;
}
/** \} */
} // namespace blender::gpu