Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
308 lines
10 KiB
C++
308 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#pragma once
|
|
|
|
/** \file
|
|
* \ingroup draw
|
|
*
|
|
* `draw::Manager` is the interface between scene data and viewport engines.
|
|
*
|
|
* It holds per component data (`ObjectInfo`, `ObjectMatrices`, ...) indexed per `ResourceHandle`.
|
|
*
|
|
* \note It is currently work in progress and should replace the old global draw manager.
|
|
*/
|
|
|
|
#include "BLI_listbase_wrapper.hh"
|
|
#include "BLI_sys_types.h"
|
|
#include "GPU_material.h"
|
|
|
|
#include "draw_resource.hh"
|
|
#include "draw_view.hh"
|
|
|
|
#include <string>
|
|
|
|
namespace blender::draw {
|
|
|
|
/* Forward declarations. */
|
|
|
|
namespace detail {
|
|
template<typename T> class Pass;
|
|
} // namespace detail
|
|
|
|
namespace command {
|
|
class DrawCommandBuf;
|
|
class DrawMultiBuf;
|
|
} // namespace command
|
|
|
|
using PassSimple = detail::Pass<command::DrawCommandBuf>;
|
|
using PassMain = detail::Pass<command::DrawMultiBuf>;
|
|
class PassSortable;
|
|
|
|
class Manager {
|
|
using ObjectMatricesBuf = StorageArrayBuffer<ObjectMatrices, 128>;
|
|
using ObjectBoundsBuf = StorageArrayBuffer<ObjectBounds, 128>;
|
|
using ObjectInfosBuf = StorageArrayBuffer<ObjectInfos, 128>;
|
|
using ObjectAttributeBuf = StorageArrayBuffer<ObjectAttribute, 128>;
|
|
using LayerAttributeBuf = UniformArrayBuffer<LayerAttribute, 512>;
|
|
/**
|
|
* TODO(@fclem): Remove once we get rid of old EEVEE code-base.
|
|
* `DRW_RESOURCE_CHUNK_LEN = 512`.
|
|
*/
|
|
using ObjectAttributeLegacyBuf = UniformArrayBuffer<float4, 8 * 512>;
|
|
|
|
public:
|
|
struct SubmitDebugOutput {
|
|
/** Indexed by resource id. */
|
|
Span<uint32_t> visibility;
|
|
/** Indexed by drawn instance. */
|
|
Span<uint32_t> resource_id;
|
|
};
|
|
|
|
struct DataDebugOutput {
|
|
/** Indexed by resource id. */
|
|
Span<ObjectMatrices> matrices;
|
|
/** Indexed by resource id. */
|
|
Span<ObjectBounds> bounds;
|
|
/** Indexed by resource id. */
|
|
Span<ObjectInfos> infos;
|
|
};
|
|
|
|
/**
|
|
* Buffers containing all object data. Referenced by resource index.
|
|
* Exposed as public members for shader access after sync.
|
|
*/
|
|
SwapChain<ObjectMatricesBuf, 2> matrix_buf;
|
|
SwapChain<ObjectBoundsBuf, 2> bounds_buf;
|
|
SwapChain<ObjectInfosBuf, 2> infos_buf;
|
|
|
|
/**
|
|
* Object Attributes are reference by indirection data inside ObjectInfos.
|
|
* This is because attribute list is arbitrary.
|
|
*/
|
|
ObjectAttributeBuf attributes_buf;
|
|
/**
|
|
* TODO(@fclem): Remove once we get rid of old EEVEE code-base.
|
|
* Only here to satisfy bindings.
|
|
*/
|
|
ObjectAttributeLegacyBuf attributes_buf_legacy;
|
|
|
|
/**
|
|
* Table of all View Layer attributes required by shaders, used to populate the buffer below.
|
|
*/
|
|
Map<uint32_t, GPULayerAttr> layer_attributes;
|
|
|
|
/**
|
|
* Buffer of layer attribute values, indexed and sorted by the hash.
|
|
*/
|
|
LayerAttributeBuf layer_attributes_buf;
|
|
|
|
/**
|
|
* List of textures coming from Image data-blocks.
|
|
* They need to be reference-counted in order to avoid being freed in another thread.
|
|
*/
|
|
Vector<GPUTexture *> acquired_textures;
|
|
|
|
private:
|
|
/** Number of resource handle recorded. */
|
|
uint resource_len_ = 0;
|
|
/** Number of object attribute recorded. */
|
|
uint attribute_len_ = 0;
|
|
|
|
Object *object_active = nullptr;
|
|
|
|
public:
|
|
Manager(){};
|
|
~Manager();
|
|
|
|
/**
|
|
* Create a new resource handle for the given object.
|
|
*/
|
|
ResourceHandle resource_handle(const ObjectRef ref);
|
|
/**
|
|
* Create a new resource handle for the given object, but optionally override model matrix and
|
|
* bounds.
|
|
*/
|
|
ResourceHandle resource_handle(const ObjectRef ref,
|
|
const float4x4 *model_matrix,
|
|
const float3 *bounds_center,
|
|
const float3 *bounds_half_extent);
|
|
/**
|
|
* Get resource id for a loose matrix. The draw-calls for this resource handle won't be culled
|
|
* and there won't be any associated object info / bounds. Assumes correct handedness / winding.
|
|
*/
|
|
ResourceHandle resource_handle(const float4x4 &model_matrix);
|
|
/**
|
|
* Get resource id for a loose matrix with bounds. The draw-calls for this resource handle will
|
|
* be culled but there won't be any associated object info / bounds.
|
|
* Assumes correct handedness / winding.
|
|
*/
|
|
ResourceHandle resource_handle(const float4x4 &model_matrix,
|
|
const float3 &bounds_center,
|
|
const float3 &bounds_half_extent);
|
|
|
|
/**
|
|
* Populate additional per resource data on demand.
|
|
*/
|
|
void extract_object_attributes(ResourceHandle handle,
|
|
const ObjectRef &ref,
|
|
Span<GPUMaterial *> materials);
|
|
|
|
/**
|
|
* Collect necessary View Layer attributes.
|
|
*/
|
|
void register_layer_attributes(GPUMaterial *material);
|
|
|
|
/**
|
|
* Submit a pass for drawing. All resource reference will be dereferenced and commands will be
|
|
* sent to GPU.
|
|
*/
|
|
void submit(PassSimple &pass, View &view);
|
|
void submit(PassMain &pass, View &view);
|
|
void submit(PassSortable &pass, View &view);
|
|
/**
|
|
* Variant without any view. Must not contain any shader using `draw_view` create info.
|
|
*/
|
|
void submit(PassSimple &pass);
|
|
|
|
/**
|
|
* Submit a pass for drawing but read back all data buffers for inspection.
|
|
*/
|
|
SubmitDebugOutput submit_debug(PassSimple &pass, View &view);
|
|
SubmitDebugOutput submit_debug(PassMain &pass, View &view);
|
|
|
|
/**
|
|
* Check data buffers of the draw manager. Only to be used after end_sync().
|
|
*/
|
|
DataDebugOutput data_debug();
|
|
|
|
/**
|
|
* Will acquire the texture using ref counting and release it after drawing. To be used for
|
|
* texture coming from blender Image.
|
|
*/
|
|
void acquire_texture(GPUTexture *texture)
|
|
{
|
|
GPU_texture_ref(texture);
|
|
acquired_textures.append(texture);
|
|
}
|
|
|
|
/**
|
|
* Return the number of resource handles allocated.
|
|
*/
|
|
uint resource_handle_count() const
|
|
{
|
|
return resource_len_;
|
|
}
|
|
|
|
/** TODO(fclem): The following should become private at some point. */
|
|
void begin_sync();
|
|
void end_sync();
|
|
|
|
void debug_bind();
|
|
void resource_bind();
|
|
|
|
private:
|
|
void sync_layer_attributes();
|
|
};
|
|
|
|
inline ResourceHandle Manager::resource_handle(const ObjectRef ref)
|
|
{
|
|
bool is_active_object = (ref.dupli_object ? ref.dupli_parent : ref.object) == object_active;
|
|
matrix_buf.current().get_or_resize(resource_len_).sync(*ref.object);
|
|
bounds_buf.current().get_or_resize(resource_len_).sync(*ref.object);
|
|
infos_buf.current().get_or_resize(resource_len_).sync(ref, is_active_object);
|
|
return ResourceHandle(resource_len_++, (ref.object->transflag & OB_NEG_SCALE) != 0);
|
|
}
|
|
|
|
inline ResourceHandle Manager::resource_handle(const ObjectRef ref,
|
|
const float4x4 *model_matrix,
|
|
const float3 *bounds_center,
|
|
const float3 *bounds_half_extent)
|
|
{
|
|
bool is_active_object = (ref.dupli_object ? ref.dupli_parent : ref.object) == object_active;
|
|
if (model_matrix) {
|
|
matrix_buf.current().get_or_resize(resource_len_).sync(*model_matrix);
|
|
}
|
|
else {
|
|
matrix_buf.current().get_or_resize(resource_len_).sync(*ref.object);
|
|
}
|
|
if (bounds_center && bounds_half_extent) {
|
|
bounds_buf.current().get_or_resize(resource_len_).sync(*bounds_center, *bounds_half_extent);
|
|
}
|
|
else {
|
|
bounds_buf.current().get_or_resize(resource_len_).sync(*ref.object);
|
|
}
|
|
infos_buf.current().get_or_resize(resource_len_).sync(ref, is_active_object);
|
|
return ResourceHandle(resource_len_++, (ref.object->transflag & OB_NEG_SCALE) != 0);
|
|
}
|
|
|
|
inline ResourceHandle Manager::resource_handle(const float4x4 &model_matrix)
|
|
{
|
|
matrix_buf.current().get_or_resize(resource_len_).sync(model_matrix);
|
|
bounds_buf.current().get_or_resize(resource_len_).sync();
|
|
infos_buf.current().get_or_resize(resource_len_).sync();
|
|
return ResourceHandle(resource_len_++, false);
|
|
}
|
|
|
|
inline ResourceHandle Manager::resource_handle(const float4x4 &model_matrix,
|
|
const float3 &bounds_center,
|
|
const float3 &bounds_half_extent)
|
|
{
|
|
matrix_buf.current().get_or_resize(resource_len_).sync(model_matrix);
|
|
bounds_buf.current().get_or_resize(resource_len_).sync(bounds_center, bounds_half_extent);
|
|
infos_buf.current().get_or_resize(resource_len_).sync();
|
|
return ResourceHandle(resource_len_++, false);
|
|
}
|
|
|
|
inline void Manager::extract_object_attributes(ResourceHandle handle,
|
|
const ObjectRef &ref,
|
|
Span<GPUMaterial *> materials)
|
|
{
|
|
ObjectInfos &infos = infos_buf.current().get_or_resize(handle.resource_index());
|
|
infos.object_attrs_offset = attribute_len_;
|
|
|
|
/* Simple cache solution to avoid duplicates. */
|
|
Vector<uint32_t, 4> hash_cache;
|
|
|
|
for (const GPUMaterial *mat : materials) {
|
|
const GPUUniformAttrList *attr_list = GPU_material_uniform_attributes(mat);
|
|
if (attr_list == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
LISTBASE_FOREACH (const GPUUniformAttr *, attr, &attr_list->list) {
|
|
/** WATCH: Linear Search. Avoid duplicate attributes across materials. */
|
|
if ((mat != materials.first()) && (hash_cache.first_index_of_try(attr->hash_code) != -1)) {
|
|
/* Attribute has already been added to the attribute buffer by another material. */
|
|
continue;
|
|
}
|
|
hash_cache.append(attr->hash_code);
|
|
if (attributes_buf.get_or_resize(attribute_len_).sync(ref, *attr)) {
|
|
infos.object_attrs_len++;
|
|
attribute_len_++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void Manager::register_layer_attributes(GPUMaterial *material)
|
|
{
|
|
const ListBase *attr_list = GPU_material_layer_attributes(material);
|
|
|
|
if (attr_list != nullptr) {
|
|
LISTBASE_FOREACH (const GPULayerAttr *, attr, attr_list) {
|
|
/** Since layer attributes are global to the whole render pass,
|
|
* this only collects a table of their names. */
|
|
layer_attributes.add(attr->hash_code, *attr);
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace blender::draw
|
|
|
|
/* TODO(@fclem): This is for testing. The manager should be passed to the engine through the
|
|
* callbacks. */
|
|
blender::draw::Manager *DRW_manager_get();
|
|
blender::draw::ObjectRef DRW_object_ref_get(Object *object);
|