Files
test2/source/blender/gpu/intern/gpu_viewport.c
Brecht Van Lommel e01cadd657 WM: new offscreen window draw method to replace all existing methods.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.

Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:

* Poor 3D view performance when using Region Overlap should be solved now,
  since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
  by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
  can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
  window and save memory, though at the moment there are still some tools
  using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
  drawing in the 3D viewport.

Differential Revision: https://developer.blender.org/D3061
2018-04-27 12:14:14 +02:00

644 lines
18 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_viewport.c
* \ingroup gpu
*
* System that manages viewport drawing.
*/
#include <string.h>
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_mempool.h"
#include "BIF_gl.h"
#include "DNA_vec_types.h"
#include "DNA_userdef_types.h"
#include "BKE_global.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "GPU_draw.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
static const int default_fbl_len = (sizeof(DefaultFramebufferList)) / sizeof(void *);
static const int default_txl_len = (sizeof(DefaultTextureList)) / sizeof(void *);
/* Maximum number of simultaneous engine enabled at the same time.
* Setting it lower than the real number will do lead to
* higher VRAM usage due to sub-efficient buffer reuse. */
#define MAX_ENGINE_BUFFER_SHARING 5
typedef struct ViewportTempTexture {
struct ViewportTempTexture *next, *prev;
void *user[MAX_ENGINE_BUFFER_SHARING];
GPUTexture *texture;
} ViewportTempTexture;
struct GPUViewport {
int size[2];
int samples;
int flag;
ListBase data; /* ViewportEngineData wrapped in LinkData */
unsigned int data_hash; /* If hash mismatch we free all ViewportEngineData in this viewport */
DefaultFramebufferList *fbl;
DefaultTextureList *txl;
ViewportMemoryPool vmempool; /* Used for rendering data structure. */
struct DRWInstanceDataList *idatalist; /* Used for rendering data structure. */
ListBase tex_pool; /* ViewportTempTexture list : Temporary textures shared across draw engines */
/* Profiling data */
double cache_time;
};
enum {
DO_UPDATE = (1 << 0),
};
static void gpu_viewport_buffers_free(FramebufferList *fbl, int fbl_len, TextureList *txl, int txl_len);
static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
static void gpu_viewport_passes_free(PassList *psl, int psl_len);
static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
static void gpu_viewport_default_fb_create(GPUViewport *viewport);
void GPU_viewport_tag_update(GPUViewport *viewport)
{
viewport->flag |= DO_UPDATE;
}
bool GPU_viewport_do_update(GPUViewport *viewport)
{
bool ret = (viewport->flag & DO_UPDATE);
viewport->flag &= ~DO_UPDATE;
return ret;
}
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList");
viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList");
viewport->idatalist = DRW_instance_data_list_create();
viewport->size[0] = viewport->size[1] = -1;
return viewport;
}
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
{
GPUViewport *viewport = GPU_viewport_create();
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
if (GPU_texture_samples(color)) {
viewport->txl->multisample_color = color;
viewport->txl->multisample_depth = depth;
viewport->fbl->multisample_fb = fb;
gpu_viewport_default_fb_create(viewport);
}
else {
viewport->fbl->default_fb = fb;
viewport->txl->color = color;
viewport->txl->depth = depth;
GPU_framebuffer_ensure_config(&viewport->fbl->color_only_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(viewport->txl->color)
});
GPU_framebuffer_ensure_config(&viewport->fbl->depth_only_fb, {
GPU_ATTACHMENT_TEXTURE(viewport->txl->depth),
GPU_ATTACHMENT_NONE
});
}
return viewport;
}
/**
* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
*/
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
if (dfbl->multisample_fb) {
/* GPUViewport expect the final result to be in default_fb but
* GPUOffscreen wants it in its multisample_fb, so we sync it back. */
GPU_framebuffer_blit(dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT);
dfbl->multisample_fb = NULL;
dtxl->multisample_color = NULL;
dtxl->multisample_depth = NULL;
}
else {
viewport->fbl->default_fb = NULL;
dtxl->color = NULL;
dtxl->depth = NULL;
}
}
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
{
LinkData *ld = MEM_callocN(sizeof(LinkData), "LinkData");
ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData");
int fbl_len, txl_len, psl_len, stl_len;
DRW_engine_viewport_data_size_get(engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
data->engine_type = engine_type;
data->fbl = MEM_callocN((sizeof(void *) * fbl_len) + sizeof(FramebufferList), "FramebufferList");
data->txl = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList), "TextureList");
data->psl = MEM_callocN((sizeof(void *) * psl_len) + sizeof(PassList), "PassList");
data->stl = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList), "StorageList");
ld->data = data;
BLI_addtail(&viewport->data, ld);
return data;
}
static void gpu_viewport_engines_data_free(GPUViewport *viewport)
{
int fbl_len, txl_len, psl_len, stl_len;
LinkData *next;
for (LinkData *link = viewport->data.first; link; link = next) {
next = link->next;
ViewportEngineData *data = link->data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
gpu_viewport_passes_free(data->psl, psl_len);
gpu_viewport_storage_free(data->stl, stl_len);
MEM_freeN(data->fbl);
MEM_freeN(data->txl);
MEM_freeN(data->psl);
MEM_freeN(data->stl);
/* We could handle this in the DRW module */
if (data->text_draw_cache) {
extern void DRW_text_cache_destroy(struct DRWTextStore *dt);
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = NULL;
}
MEM_freeN(data);
BLI_remlink(&viewport->data, link);
MEM_freeN(link);
}
gpu_viewport_texture_pool_free(viewport);
}
void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type)
{
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *vdata = link->data;
if (vdata->engine_type == engine_type) {
return vdata;
}
}
return NULL;
}
ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport)
{
return &viewport->vmempool;
}
struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport)
{
return viewport->idatalist;
}
void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport)
{
return viewport->fbl;
}
void *GPU_viewport_texture_list_get(GPUViewport *viewport)
{
return viewport->txl;
}
void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
{
size[0] = viewport->size[0];
size[1] = viewport->size[1];
}
/**
* Special case, this is needed for when we have a viewport without a frame-buffer output
* (occlusion queries for eg) but still need to set the size since it may be used for other calculations.
*/
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
{
viewport->size[0] = size[0];
viewport->size[1] = size[1];
}
double *GPU_viewport_cache_time_get(GPUViewport *viewport)
{
return &viewport->cache_time;
}
/**
* Try to find a texture coresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
*/
GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int channels, int format)
{
GPUTexture *tex;
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
if ((GPU_texture_format(tmp_tex->texture) == format) &&
(GPU_texture_width(tmp_tex->texture) == width) &&
(GPU_texture_height(tmp_tex->texture) == height))
{
/* Search if the engine is not already using this texture */
for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
if (tmp_tex->user[i] == engine) {
break;
}
if (tmp_tex->user[i] == NULL) {
tmp_tex->user[i] = engine;
return tmp_tex->texture;
}
}
}
}
tex = GPU_texture_create_2D_custom(width, height, channels, format, NULL, NULL);
GPU_texture_bind(tex, 0);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex);
GPU_texture_filter_mode(tex, do_filter);
GPU_texture_unbind(tex);
ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture");
tmp_tex->texture = tex;
tmp_tex->user[0] = engine;
BLI_addtail(&viewport->tex_pool, tmp_tex);
return tex;
}
static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport)
{
ViewportTempTexture *tmp_tex_next;
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) {
tmp_tex_next = tmp_tex->next;
bool no_user = true;
for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
if (tmp_tex->user[i] != NULL) {
tmp_tex->user[i] = NULL;
no_user = false;
}
}
if (no_user) {
GPU_texture_free(tmp_tex->texture);
BLI_freelinkN(&viewport->tex_pool, tmp_tex);
}
}
}
static void gpu_viewport_texture_pool_free(GPUViewport *viewport)
{
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
GPU_texture_free(tmp_tex->texture);
}
BLI_freelistN(&viewport->tex_pool);
}
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, unsigned int hash)
{
bool dirty = false;
if (viewport->data_hash != hash) {
gpu_viewport_engines_data_free(viewport);
dirty = true;
}
viewport->data_hash = hash;
return dirty;
}
void GPU_viewport_cache_release(GPUViewport *viewport)
{
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *data = link->data;
int psl_len;
DRW_engine_viewport_data_size_get(data->engine_type, NULL, NULL, &psl_len, NULL);
gpu_viewport_passes_free(data->psl, psl_len);
}
}
static void gpu_viewport_default_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
bool ok = true;
dtxl->color = GPU_texture_create_2D(size[0], size[1], NULL, NULL);
dtxl->depth = GPU_texture_create_depth_with_stencil(size[0], size[1], NULL);
if (!(dtxl->depth && dtxl->color)) {
ok = false;
goto cleanup;
}
GPU_framebuffer_ensure_config(&dfbl->default_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color)
});
GPU_framebuffer_ensure_config(&dfbl->depth_only_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_NONE
});
GPU_framebuffer_ensure_config(&dfbl->color_only_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color)
});
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
int samples = viewport->samples;
bool ok = true;
dtxl->multisample_color = GPU_texture_create_2D_multisample(size[0], size[1], NULL, samples, NULL);
dtxl->multisample_depth = GPU_texture_create_depth_with_stencil_multisample(size[0], size[1], samples, NULL);
if (!(dtxl->multisample_depth && dtxl->multisample_color)) {
ok = false;
goto cleanup;
}
GPU_framebuffer_ensure_config(&dfbl->multisample_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_depth),
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_color)
});
ok = ok && GPU_framebuffer_check_valid(dfbl->multisample_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
int fbl_len, txl_len;
/* add one pixel because of scissor test */
int rect_w = BLI_rcti_size_x(rect) + 1;
int rect_h = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (dfbl->default_fb) {
if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) {
gpu_viewport_buffers_free(
(FramebufferList *)viewport->fbl, default_fbl_len,
(TextureList *)viewport->txl, default_txl_len);
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *data = link->data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL);
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
}
gpu_viewport_texture_pool_free(viewport);
}
}
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
viewport->samples = U.ogl_multisamples;
gpu_viewport_texture_pool_clear_users(viewport);
/* Multisample Buffer */
if (viewport->samples > 0) {
if (!dfbl->default_fb) {
gpu_viewport_default_multisample_fb_create(viewport);
}
}
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport);
}
}
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb == NULL)
return;
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
BLI_assert(w == BLI_rcti_size_x(rect) + 1);
BLI_assert(h == BLI_rcti_size_y(rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
float x1 = rect->xmin;
float x2 = rect->xmin + w;
float y1 = rect->ymin;
float y2 = rect->ymin + h;
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
GPU_texture_bind(color, 0);
glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4);
GPU_texture_unbind(color);
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
DRW_opengl_context_disable();
}
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb) {
DefaultTextureList *dtxl = viewport->txl;
return dtxl->color;
}
return NULL;
}
static void gpu_viewport_buffers_free(
FramebufferList *fbl, int fbl_len,
TextureList *txl, int txl_len)
{
for (int i = 0; i < fbl_len; i++) {
GPUFrameBuffer *fb = fbl->framebuffers[i];
if (fb) {
GPU_framebuffer_free(fb);
fbl->framebuffers[i] = NULL;
}
}
for (int i = 0; i < txl_len; i++) {
GPUTexture *tex = txl->textures[i];
if (tex) {
GPU_texture_free(tex);
txl->textures[i] = NULL;
}
}
}
static void gpu_viewport_storage_free(StorageList *stl, int stl_len)
{
for (int i = 0; i < stl_len; i++) {
void *storage = stl->storage[i];
if (storage) {
MEM_freeN(storage);
stl->storage[i] = NULL;
}
}
}
static void gpu_viewport_passes_free(PassList *psl, int psl_len)
{
for (int i = 0; i < psl_len; i++) {
struct DRWPass *pass = psl->passes[i];
if (pass) {
DRW_pass_free(pass);
psl->passes[i] = NULL;
}
}
}
/* Must be executed inside Drawmanager Opengl Context. */
void GPU_viewport_free(GPUViewport *viewport)
{
gpu_viewport_engines_data_free(viewport);
gpu_viewport_buffers_free(
(FramebufferList *)viewport->fbl, default_fbl_len,
(TextureList *)viewport->txl, default_txl_len);
gpu_viewport_texture_pool_free(viewport);
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
if (viewport->vmempool.calls != NULL) {
BLI_mempool_destroy(viewport->vmempool.calls);
}
if (viewport->vmempool.states != NULL) {
BLI_mempool_destroy(viewport->vmempool.states);
}
if (viewport->vmempool.shgroups != NULL) {
BLI_mempool_destroy(viewport->vmempool.shgroups);
}
if (viewport->vmempool.uniforms != NULL) {
BLI_mempool_destroy(viewport->vmempool.uniforms);
}
if (viewport->vmempool.passes != NULL) {
BLI_mempool_destroy(viewport->vmempool.passes);
}
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);
MEM_freeN(viewport);
}