GPUBatch: Move allocator to backend

This commit is contained in:
Clément Foucault 2020-08-10 11:41:22 +02:00
parent 9443da6166
commit 47bfb0f7ad
10 changed files with 176 additions and 8 deletions

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@ -48,7 +48,7 @@ BLI_INLINE GPUBatch *DRW_batch_request(GPUBatch **batch)
{
/* XXX TODO(fclem): We are writing to batch cache here. Need to make this thread safe. */
if (*batch == NULL) {
*batch = GPU_batch_calloc(1);
*batch = GPU_batch_calloc();
}
return *batch;
}

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@ -148,7 +148,7 @@ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist,
DRWTempInstancingHandle *handle = BLI_memblock_alloc(idatalist->pool_instancing);
if (handle->batch == NULL) {
handle->batch = GPU_batch_calloc(1);
handle->batch = GPU_batch_calloc();
}
GPUBatch *batch = handle->batch;
@ -182,7 +182,7 @@ GPUBatch *DRW_temp_batch_request(DRWInstanceDataList *idatalist,
{
GPUBatch **batch_ptr = BLI_memblock_alloc(idatalist->pool_batching);
if (*batch_ptr == NULL) {
*batch_ptr = GPU_batch_calloc(1);
*batch_ptr = GPU_batch_calloc();
}
GPUBatch *batch = *batch_ptr;

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@ -89,6 +89,7 @@ set(SRC
intern/gpu_vertex_format.cc
intern/gpu_viewport.c
opengl/gl_batch.cc
opengl/gl_context.cc
opengl/gl_drawlist.cc
@ -139,6 +140,7 @@ set(SRC
intern/gpu_vertex_format_private.h
opengl/gl_backend.hh
opengl/gl_batch.hh
opengl/gl_context.hh
opengl/gl_drawlist.hh
)

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@ -118,7 +118,7 @@ typedef struct GPUBatch {
};
} GPUBatch;
GPUBatch *GPU_batch_calloc(uint count);
GPUBatch *GPU_batch_calloc(void);
GPUBatch *GPU_batch_create_ex(GPUPrimType prim,
GPUVertBuf *vert,
GPUIndexBuf *elem,

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@ -27,6 +27,7 @@
#include "gpu_context_private.hh"
#include "gpu_drawlist_private.hh"
#include "gpu_batch_private.hh"
namespace blender {
namespace gpu {
@ -38,7 +39,12 @@ class GPUBackend {
static GPUBackend *get(void);
virtual GPUContext *context_alloc(void *ghost_window) = 0;
virtual Batch *batch_alloc(void) = 0;
virtual DrawList *drawlist_alloc(int list_length) = 0;
// virtual FrameBuffer *framebuffer_alloc(void) = 0;
// virtual Shader *shader_alloc(void) = 0;
// virtual Texture *texture_alloc(void) = 0;
};
} // namespace gpu

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@ -33,6 +33,7 @@
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "gpu_backend.hh"
#include "gpu_batch_private.hh"
#include "gpu_context_private.hh"
#include "gpu_primitive_private.h"
@ -43,6 +44,8 @@
#include <stdlib.h>
#include <string.h>
using namespace blender::gpu;
static GLuint g_default_attr_vbo = 0;
static void gpu_batch_bind(GPUBatch *batch);
@ -86,9 +89,11 @@ void GPU_batch_vao_cache_clear(GPUBatch *batch)
batch->context = NULL;
}
GPUBatch *GPU_batch_calloc(uint count)
GPUBatch *GPU_batch_calloc(void)
{
return (GPUBatch *)MEM_callocN(sizeof(GPUBatch) * count, "GPUBatch");
GPUBatch *batch = GPUBackend::get()->batch_alloc();
memset(batch, 0, sizeof(*batch));
return batch;
}
GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
@ -96,7 +101,7 @@ GPUBatch *GPU_batch_create_ex(GPUPrimType prim_type,
GPUIndexBuf *elem,
eGPUBatchFlag owns_flag)
{
GPUBatch *batch = GPU_batch_calloc(1);
GPUBatch *batch = GPU_batch_calloc();
GPU_batch_init_ex(batch, prim_type, verts, elem, owns_flag);
return batch;
}
@ -163,7 +168,8 @@ void GPU_batch_clear(GPUBatch *batch)
void GPU_batch_discard(GPUBatch *batch)
{
GPU_batch_clear(batch);
MEM_freeN(batch);
delete static_cast<Batch *>(batch);
}
/* NOTE: Override ONLY the first instance vbo (and free them if owned). */

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@ -30,4 +30,18 @@
#include "GPU_context.h"
#include "GPU_shader_interface.h"
namespace blender {
namespace gpu {
class Batch : public GPUBatch {
public:
Batch(){};
virtual ~Batch(){};
virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0;
};
} // namespace gpu
} // namespace blender
void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface);

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@ -27,6 +27,7 @@
#include "BLI_vector.hh"
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_drawlist.hh"
@ -43,6 +44,11 @@ class GLBackend : public GPUBackend {
return new GLContext(ghost_window, shared_orphan_list_);
};
Batch *batch_alloc(void)
{
return new GLBatch();
};
DrawList *drawlist_alloc(int list_length)
{
return new GLDrawList(list_length);

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@ -0,0 +1,50 @@
/*
* 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) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GL implementation of GPUBatch.
* The only specificity of GL here is that it caches a list of
* Vertex Array Objects based on the bound shader interface.
*/
#include "BLI_assert.h"
#include "glew-mx.h"
#include "gpu_batch_private.hh"
#include "gpu_primitive_private.h"
#include "gl_batch.hh"
using namespace blender::gpu;
GLBatch::GLBatch(void)
{
}
GLBatch::~GLBatch()
{
}
void GLBatch::draw(int v_first, int v_count, int i_first, int i_count)
{
UNUSED_VARS(v_first, v_count, i_first, i_count);
}

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@ -0,0 +1,84 @@
/*
* 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.
*
* Copyright 2020, Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU geometry batch
* Contains VAOs + VBOs + Shader representing a drawable entity.
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "gpu_batch_private.hh"
#include "glew-mx.h"
#include "GPU_shader_interface.h"
namespace blender {
namespace gpu {
#define GPU_BATCH_VAO_STATIC_LEN 3
class GLVaoCache {
/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer)
* for each shader interface. Start with a static number of vaos and fallback to dynamic count
* if necessary. Once a batch goes dynamic it does not go back. */
bool is_dynamic_vao_count = false;
union {
/** Static handle count */
struct {
const GPUShaderInterface *interfaces[GPU_BATCH_VAO_STATIC_LEN];
GLuint vao_ids[GPU_BATCH_VAO_STATIC_LEN];
} static_vaos;
/** Dynamic handle count */
struct {
uint count;
const GPUShaderInterface **interfaces;
GLuint *vao_ids;
} dynamic_vaos;
};
GLuint search(const GPUShaderInterface *interface);
void insert(GLuint vao_id, const GPUShaderInterface *interface);
void clear(void);
void interface_remove(const GPUShaderInterface *interface);
};
class GLBatch : public Batch {
private:
/** Cached values (avoid dereferencing later). */
GLuint vao_id;
/** All vaos corresponding to all the GPUShaderInterface this batch was drawn with. */
GLVaoCache vaos;
public:
GLBatch();
~GLBatch();
void draw(int v_first, int v_count, int i_first, int i_count) override;
MEM_CXX_CLASS_ALLOC_FUNCS("GLBatch");
};
} // namespace gpu
} // namespace blender