GPUBatch: Move allocator to backend
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9443da6166
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@ -48,7 +48,7 @@ BLI_INLINE GPUBatch *DRW_batch_request(GPUBatch **batch)
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{
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/* XXX TODO(fclem): We are writing to batch cache here. Need to make this thread safe. */
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if (*batch == NULL) {
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*batch = GPU_batch_calloc(1);
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*batch = GPU_batch_calloc();
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}
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return *batch;
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}
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@ -148,7 +148,7 @@ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist,
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DRWTempInstancingHandle *handle = BLI_memblock_alloc(idatalist->pool_instancing);
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if (handle->batch == NULL) {
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handle->batch = GPU_batch_calloc(1);
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handle->batch = GPU_batch_calloc();
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}
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GPUBatch *batch = handle->batch;
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@ -182,7 +182,7 @@ GPUBatch *DRW_temp_batch_request(DRWInstanceDataList *idatalist,
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{
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GPUBatch **batch_ptr = BLI_memblock_alloc(idatalist->pool_batching);
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if (*batch_ptr == NULL) {
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*batch_ptr = GPU_batch_calloc(1);
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*batch_ptr = GPU_batch_calloc();
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}
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GPUBatch *batch = *batch_ptr;
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@ -89,6 +89,7 @@ set(SRC
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intern/gpu_vertex_format.cc
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intern/gpu_viewport.c
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opengl/gl_batch.cc
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opengl/gl_context.cc
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opengl/gl_drawlist.cc
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@ -139,6 +140,7 @@ set(SRC
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intern/gpu_vertex_format_private.h
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opengl/gl_backend.hh
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opengl/gl_batch.hh
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opengl/gl_context.hh
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opengl/gl_drawlist.hh
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)
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@ -118,7 +118,7 @@ typedef struct GPUBatch {
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};
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} GPUBatch;
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GPUBatch *GPU_batch_calloc(uint count);
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GPUBatch *GPU_batch_calloc(void);
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GPUBatch *GPU_batch_create_ex(GPUPrimType prim,
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GPUVertBuf *vert,
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GPUIndexBuf *elem,
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@ -27,6 +27,7 @@
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#include "gpu_context_private.hh"
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#include "gpu_drawlist_private.hh"
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#include "gpu_batch_private.hh"
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namespace blender {
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namespace gpu {
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@ -38,7 +39,12 @@ class GPUBackend {
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static GPUBackend *get(void);
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virtual GPUContext *context_alloc(void *ghost_window) = 0;
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virtual Batch *batch_alloc(void) = 0;
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virtual DrawList *drawlist_alloc(int list_length) = 0;
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// virtual FrameBuffer *framebuffer_alloc(void) = 0;
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// virtual Shader *shader_alloc(void) = 0;
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// virtual Texture *texture_alloc(void) = 0;
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};
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} // namespace gpu
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@ -33,6 +33,7 @@
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#include "GPU_platform.h"
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#include "GPU_shader.h"
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#include "gpu_backend.hh"
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#include "gpu_batch_private.hh"
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#include "gpu_context_private.hh"
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#include "gpu_primitive_private.h"
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@ -43,6 +44,8 @@
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#include <stdlib.h>
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#include <string.h>
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using namespace blender::gpu;
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static GLuint g_default_attr_vbo = 0;
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static void gpu_batch_bind(GPUBatch *batch);
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@ -86,9 +89,11 @@ void GPU_batch_vao_cache_clear(GPUBatch *batch)
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batch->context = NULL;
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}
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GPUBatch *GPU_batch_calloc(uint count)
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GPUBatch *GPU_batch_calloc(void)
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{
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return (GPUBatch *)MEM_callocN(sizeof(GPUBatch) * count, "GPUBatch");
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GPUBatch *batch = GPUBackend::get()->batch_alloc();
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memset(batch, 0, sizeof(*batch));
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return batch;
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}
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GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
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@ -96,7 +101,7 @@ GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
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GPUIndexBuf *elem,
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eGPUBatchFlag owns_flag)
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{
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GPUBatch *batch = GPU_batch_calloc(1);
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GPUBatch *batch = GPU_batch_calloc();
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GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
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return batch;
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}
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@ -163,7 +168,8 @@ void GPU_batch_clear(GPUBatch *batch)
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void GPU_batch_discard(GPUBatch *batch)
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{
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GPU_batch_clear(batch);
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MEM_freeN(batch);
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delete static_cast<Batch *>(batch);
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}
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/* NOTE: Override ONLY the first instance vbo (and free them if owned). */
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@ -30,4 +30,18 @@
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#include "GPU_context.h"
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#include "GPU_shader_interface.h"
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namespace blender {
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namespace gpu {
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class Batch : public GPUBatch {
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public:
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Batch(){};
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virtual ~Batch(){};
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virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0;
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};
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} // namespace gpu
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} // namespace blender
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void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface);
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@ -27,6 +27,7 @@
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#include "BLI_vector.hh"
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#include "gl_batch.hh"
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#include "gl_context.hh"
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#include "gl_drawlist.hh"
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@ -43,6 +44,11 @@ class GLBackend : public GPUBackend {
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return new GLContext(ghost_window, shared_orphan_list_);
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};
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Batch *batch_alloc(void)
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{
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return new GLBatch();
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};
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DrawList *drawlist_alloc(int list_length)
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{
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return new GLDrawList(list_length);
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@ -0,0 +1,50 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 by Mike Erwin.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*
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* GL implementation of GPUBatch.
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* The only specificity of GL here is that it caches a list of
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* Vertex Array Objects based on the bound shader interface.
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*/
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#include "BLI_assert.h"
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#include "glew-mx.h"
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#include "gpu_batch_private.hh"
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#include "gpu_primitive_private.h"
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#include "gl_batch.hh"
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using namespace blender::gpu;
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GLBatch::GLBatch(void)
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{
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}
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GLBatch::~GLBatch()
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{
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}
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void GLBatch::draw(int v_first, int v_count, int i_first, int i_count)
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{
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UNUSED_VARS(v_first, v_count, i_first, i_count);
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}
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@ -0,0 +1,84 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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* All rights reserved.
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*/
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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 "glew-mx.h"
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#include "GPU_shader_interface.h"
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namespace blender {
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namespace gpu {
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#define GPU_BATCH_VAO_STATIC_LEN 3
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class GLVaoCache {
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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 vaos 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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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 GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN];
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GLuint vao_ids[GPU_BATCH_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 GPUShaderInterface **interfaces;
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GLuint *vao_ids;
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} dynamic_vaos;
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};
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GLuint search(const GPUShaderInterface *interface);
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void insert(GLuint vao_id, const GPUShaderInterface *interface);
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void clear(void);
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void interface_remove(const GPUShaderInterface *interface);
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};
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class GLBatch : public Batch {
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private:
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/** Cached values (avoid dereferencing later). */
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GLuint vao_id;
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/** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
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GLVaoCache vaos;
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public:
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GLBatch();
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~GLBatch();
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void draw(int v_first, int v_count, int i_first, int i_count) override;
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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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