Revert "DRW: Refactor to support draw call batching"

This reverts commit ce34a6b0d7.
This commit is contained in:
Clément Foucault 2019-09-13 23:02:45 +02:00
parent c80564ef9f
commit fd5c1972cd
57 changed files with 1264 additions and 2286 deletions

View File

@ -30,20 +30,16 @@ extern "C" {
#include "BLI_compiler_attrs.h"
#define BLI_MEM_BLOCK_CHUNK_SIZE (1 << 15) /* 32KiB */
struct BLI_memblock;
typedef struct BLI_memblock BLI_memblock;
typedef void (*MemblockValFreeFP)(void *val);
BLI_memblock *BLI_memblock_create_ex(uint elem_size, uint chunk_size) ATTR_WARN_UNUSED_RESULT;
void *BLI_memblock_alloc(BLI_memblock *mblk) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
BLI_memblock *BLI_memblock_create(uint elem_size) ATTR_MALLOC ATTR_WARN_UNUSED_RESULT;
void *BLI_memblock_alloc(BLI_memblock *mblk) ATTR_MALLOC ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
void BLI_memblock_clear(BLI_memblock *mblk, MemblockValFreeFP valfreefp) ATTR_NONNULL(1);
void BLI_memblock_destroy(BLI_memblock *mblk, MemblockValFreeFP free_callback) ATTR_NONNULL(1);
#define BLI_memblock_create(elem_size) BLI_memblock_create_ex(elem_size, BLI_MEM_BLOCK_CHUNK_SIZE)
typedef struct BLI_memblock_iter {
void **chunk_list;
int cur_index;
@ -57,9 +53,6 @@ typedef struct BLI_memblock_iter {
void BLI_memblock_iternew(BLI_memblock *pool, BLI_memblock_iter *iter) ATTR_NONNULL();
void *BLI_memblock_iterstep(BLI_memblock_iter *iter) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
void *BLI_memblock_elem_get(BLI_memblock *mblk, int chunk, int elem) ATTR_WARN_UNUSED_RESULT
ATTR_NONNULL();
#ifdef __cplusplus
}
#endif

View File

@ -37,6 +37,7 @@
#include "BLI_strict_flags.h" /* keep last */
#define BLI_MEM_BLOCK_CHUNK_SIZE (1 << 15) /* 32KiB */
#define CHUNK_LIST_SIZE 16
struct BLI_memblock {
@ -60,19 +61,18 @@ struct BLI_memblock {
int chunk_len;
};
BLI_memblock *BLI_memblock_create_ex(uint elem_size, uint chunk_size)
BLI_memblock *BLI_memblock_create(uint elem_size)
{
BLI_assert(elem_size < chunk_size);
BLI_assert(elem_size < BLI_MEM_BLOCK_CHUNK_SIZE);
BLI_memblock *mblk = MEM_mallocN(sizeof(BLI_memblock), "BLI_memblock");
mblk->elem_size = (int)elem_size;
mblk->elem_next = 0;
mblk->elem_last = -1;
mblk->chunk_size = (int)chunk_size;
mblk->chunk_size = BLI_MEM_BLOCK_CHUNK_SIZE;
mblk->chunk_len = CHUNK_LIST_SIZE;
mblk->chunk_list = MEM_callocN(sizeof(void *) * (uint)mblk->chunk_len, "chunk list");
mblk->chunk_list[0] = MEM_mallocN_aligned((uint)mblk->chunk_size, 32, "BLI_memblock chunk");
memset(mblk->chunk_list[0], 0x0, (uint)mblk->chunk_size);
mblk->chunk_list[0] = MEM_callocN((uint)mblk->chunk_size, "BLI_memblock chunk");
mblk->chunk_max_ofs = (mblk->chunk_size / mblk->elem_size) * mblk->elem_size;
mblk->elem_next_ofs = 0;
mblk->chunk_next = 0;
@ -143,9 +143,8 @@ void *BLI_memblock_alloc(BLI_memblock *mblk)
}
if (UNLIKELY(mblk->chunk_list[mblk->chunk_next] == NULL)) {
mblk->chunk_list[mblk->chunk_next] = MEM_mallocN_aligned(
(uint)mblk->chunk_size, 32, "BLI_memblock chunk");
memset(mblk->chunk_list[mblk->chunk_next], 0x0, (uint)mblk->chunk_size);
mblk->chunk_list[mblk->chunk_next] = MEM_callocN((uint)mblk->chunk_size,
"BLI_memblock chunk");
}
}
return ptr;
@ -181,11 +180,3 @@ void *BLI_memblock_iterstep(BLI_memblock_iter *iter)
}
return ptr;
}
/* Direct access. elem is element index inside the chosen chunk. */
void *BLI_memblock_elem_get(BLI_memblock *mblk, int chunk, int elem)
{
BLI_assert(chunk < mblk->chunk_len);
BLI_assert(elem < (mblk->chunk_size / mblk->elem_size));
return (char *)(mblk->chunk_list[chunk]) + mblk->elem_size * elem;
}

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@ -48,9 +48,6 @@ static struct {
char *frag_shader_lib;
char *vert_shader_str;
char *vert_shadow_shader_str;
char *vert_background_shader_str;
char *vert_volume_shader_str;
char *geom_volume_shader_str;
char *volume_shader_lib;
struct GPUShader *default_prepass_sh;
@ -568,15 +565,6 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
e_data.vert_shadow_shader_str = BLI_string_joinN(
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_background_vert_glsl);
e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_volumetric_vert_glsl);
e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_volumetric_geom_glsl);
e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
@ -649,7 +637,7 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
wo,
engine,
options,
e_data.vert_background_shader_str,
datatoc_background_vert_glsl,
NULL,
e_data.frag_shader_lib,
SHADER_DEFINES "#define PROBE_CAPTURE\n",
@ -669,7 +657,7 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
wo,
engine,
options,
e_data.vert_background_shader_str,
datatoc_background_vert_glsl,
NULL,
e_data.frag_shader_lib,
SHADER_DEFINES "#define WORLD_BACKGROUND\n",
@ -692,8 +680,8 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
wo,
engine,
options,
e_data.vert_volume_shader_str,
e_data.geom_volume_shader_str,
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
e_data.volume_shader_lib,
defines,
true);
@ -753,8 +741,8 @@ struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material
ma,
engine,
options,
e_data.vert_volume_shader_str,
e_data.geom_volume_shader_str,
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
e_data.volume_shader_lib,
defines,
true);
@ -1350,24 +1338,6 @@ static void material_transparent(Material *ma,
const float *spec_p = &ma->spec;
const float *rough_p = &ma->roughness;
const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKFACE) != 0);
DRWState cur_state;
DRWState all_state = (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
DRW_STATE_BLEND_CUSTOM);
/* Depth prepass */
if (use_prepass) {
*shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
DRW_shgroup_state_disable(*shgrp_depth, all_state);
DRW_shgroup_state_enable(*shgrp_depth, cur_state);
}
if (ma->use_nodes && ma->nodetree) {
static float error_col[3] = {1.0f, 0.0f, 1.0f};
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
@ -1424,13 +1394,30 @@ static void material_transparent(Material *ma,
DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
}
cur_state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKFACE) != 0);
DRWState all_state = (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
DRW_STATE_BLEND_CUSTOM);
DRWState cur_state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS_EQUAL;
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
/* Disable other blend modes and use the one we want. */
DRW_shgroup_state_disable(*shgrp, all_state);
DRW_shgroup_state_enable(*shgrp, cur_state);
/* Depth prepass */
if (use_prepass) {
*shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
DRW_shgroup_state_disable(*shgrp_depth, all_state);
DRW_shgroup_state_enable(*shgrp_depth, cur_state);
}
}
/* Return correct material or &defmaterial if slot is empty. */
@ -1747,9 +1734,6 @@ void EEVEE_materials_free(void)
MEM_SAFE_FREE(e_data.frag_shader_lib);
MEM_SAFE_FREE(e_data.vert_shader_str);
MEM_SAFE_FREE(e_data.vert_shadow_shader_str);
MEM_SAFE_FREE(e_data.vert_background_shader_str);
MEM_SAFE_FREE(e_data.vert_volume_shader_str);
MEM_SAFE_FREE(e_data.geom_volume_shader_str);
MEM_SAFE_FREE(e_data.volume_shader_lib);
DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_sh);
DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_clip_sh);

View File

@ -415,7 +415,6 @@ static DRWShadingGroup *gpencil_shgroup_fill_create(GPENCIL_Data *vedata,
DRWPass *pass,
GPUShader *shader,
Object *ob,
float (*obmat)[4],
bGPdata *gpd,
bGPDlayer *gpl,
MaterialGPencilStyle *gp_style,
@ -429,8 +428,6 @@ static DRWShadingGroup *gpencil_shgroup_fill_create(GPENCIL_Data *vedata,
/* e_data.gpencil_fill_sh */
DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
DRW_shgroup_uniform_mat4(grp, "gpModelMatrix", obmat);
DRW_shgroup_uniform_vec4(grp, "color2", gp_style->mix_rgba, 1);
/* set style type */
@ -564,7 +561,6 @@ DRWShadingGroup *gpencil_shgroup_stroke_create(GPENCIL_Data *vedata,
DRWPass *pass,
GPUShader *shader,
Object *ob,
float (*obmat)[4],
bGPdata *gpd,
bGPDlayer *gpl,
bGPDstroke *gps,
@ -586,8 +582,6 @@ DRWShadingGroup *gpencil_shgroup_stroke_create(GPENCIL_Data *vedata,
DRW_shgroup_uniform_float(grp, "pixsize", stl->storage->pixsize, 1);
DRW_shgroup_uniform_mat4(grp, "gpModelMatrix", obmat);
/* avoid wrong values */
if ((gpd) && (gpd->pixfactor == 0.0f)) {
gpd->pixfactor = GP_DEFAULT_PIX_FACTOR;
@ -730,7 +724,6 @@ static DRWShadingGroup *gpencil_shgroup_point_create(GPENCIL_Data *vedata,
DRWPass *pass,
GPUShader *shader,
Object *ob,
float (*obmat)[4],
bGPdata *gpd,
bGPDlayer *gpl,
bGPDstroke *gps,
@ -751,8 +744,6 @@ static DRWShadingGroup *gpencil_shgroup_point_create(GPENCIL_Data *vedata,
DRW_shgroup_uniform_vec2(grp, "Viewport", viewport_size, 1);
DRW_shgroup_uniform_float(grp, "pixsize", stl->storage->pixsize, 1);
DRW_shgroup_uniform_mat4(grp, "gpModelMatrix", obmat);
/* avoid wrong values */
if ((gpd) && (gpd->pixfactor == 0.0f)) {
gpd->pixfactor = GP_DEFAULT_PIX_FACTOR;
@ -1577,9 +1568,6 @@ void gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
copy_v2_v2(stl->storage->gradient_s, brush->gpencil_settings->gradient_s);
stl->storage->alignment_mode = (gp_style) ? gp_style->alignment_mode : GP_STYLE_FOLLOW_PATH;
float unit_mat[4][4];
unit_m4(unit_mat);
/* if only one point, don't need to draw buffer because the user has no time to see it */
if (gpd->runtime.sbuffer_used > 1) {
if ((gp_style) && (gp_style->mode == GP_STYLE_MODE_LINE)) {
@ -1588,7 +1576,6 @@ void gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
psl->drawing_pass,
e_data->gpencil_stroke_sh,
NULL,
unit_mat,
gpd,
NULL,
NULL,
@ -1613,7 +1600,6 @@ void gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
psl->drawing_pass,
e_data->gpencil_point_sh,
NULL,
unit_mat,
gpd,
NULL,
NULL,
@ -1800,7 +1786,6 @@ static void gpencil_shgroups_create(GPENCIL_e_data *e_data,
stroke_pass,
e_data->gpencil_stroke_sh,
ob,
obmat,
gpd,
gpl,
gps,
@ -1809,26 +1794,23 @@ static void gpencil_shgroups_create(GPENCIL_e_data *e_data,
elm->onion,
scale,
cache_ob->shading_type);
if ((do_onion) || (elm->onion == false)) {
DRW_shgroup_call_range_obmat(shgrp, cache->b_stroke.batch, obmat, start_stroke, len);
}
stl->storage->shgroup_id++;
start_stroke = elm->vertex_idx;
/* set stencil mask id */
if (gpencil_is_stencil_required(gp_style)) {
if (stencil_id == 1) {
/* Clear previous stencils. */
DRW_shgroup_clear_framebuffer(shgrp, GPU_STENCIL_BIT, 0, 0, 0, 0, 0.0f, 0x0);
}
DRW_shgroup_stencil_mask(shgrp, stencil_id);
stencil_id++;
}
else {
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* set stencil mask id as not used */
DRW_shgroup_stencil_mask(shgrp, 0x0);
}
if ((do_onion) || (elm->onion == false)) {
DRW_shgroup_call_range(shgrp, cache->b_stroke.batch, start_stroke, len);
}
stl->storage->shgroup_id++;
start_stroke = elm->vertex_idx;
break;
}
case eGpencilBatchGroupType_Point: {
@ -1838,7 +1820,6 @@ static void gpencil_shgroups_create(GPENCIL_e_data *e_data,
stroke_pass,
e_data->gpencil_point_sh,
ob,
obmat,
gpd,
gpl,
gps,
@ -1848,14 +1829,16 @@ static void gpencil_shgroups_create(GPENCIL_e_data *e_data,
scale,
cache_ob->shading_type);
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
if ((do_onion) || (elm->onion == false)) {
DRW_shgroup_call_range(shgrp, cache->b_point.batch, start_point, len);
DRW_shgroup_call_range_obmat(shgrp, cache->b_point.batch, obmat, start_point, len);
}
stl->storage->shgroup_id++;
start_point = elm->vertex_idx;
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* set stencil mask id as not used */
DRW_shgroup_stencil_mask(shgrp, 0x0);
break;
}
case eGpencilBatchGroupType_Fill: {
@ -1865,32 +1848,30 @@ static void gpencil_shgroups_create(GPENCIL_e_data *e_data,
stroke_pass,
e_data->gpencil_fill_sh,
ob,
obmat,
gpd,
gpl,
gp_style,
stl->storage->shgroup_id,
cache_ob->shading_type);
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
if ((do_onion) || (elm->onion == false)) {
DRW_shgroup_call_range(shgrp, cache->b_fill.batch, start_fill, len);
DRW_shgroup_call_range_obmat(shgrp, cache->b_fill.batch, obmat, start_fill, len);
}
stl->storage->shgroup_id++;
start_fill = elm->vertex_idx;
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* set stencil mask id as not used */
DRW_shgroup_stencil_mask(shgrp, 0x0);
break;
}
case eGpencilBatchGroupType_Edit: {
if (stl->g_data->shgrps_edit_point) {
const int len = elm->vertex_idx - start_edit;
shgrp = DRW_shgroup_create_sub(stl->g_data->shgrps_edit_point);
DRW_shgroup_uniform_mat4(shgrp, "gpModelMatrix", obmat);
/* use always the same group */
DRW_shgroup_call_range(
stl->g_data->shgrps_edit_point, cache->b_edit.batch, start_edit, len);
DRW_shgroup_call_range_obmat(
stl->g_data->shgrps_edit_point, cache->b_edit.batch, obmat, start_edit, len);
start_edit = elm->vertex_idx;
}
@ -1899,12 +1880,9 @@ static void gpencil_shgroups_create(GPENCIL_e_data *e_data,
case eGpencilBatchGroupType_Edlin: {
if (stl->g_data->shgrps_edit_line) {
const int len = elm->vertex_idx - start_edlin;
shgrp = DRW_shgroup_create_sub(stl->g_data->shgrps_edit_line);
DRW_shgroup_uniform_mat4(shgrp, "gpModelMatrix", obmat);
/* use always the same group */
DRW_shgroup_call_range(
stl->g_data->shgrps_edit_line, cache->b_edlin.batch, start_edlin, len);
DRW_shgroup_call_range_obmat(
stl->g_data->shgrps_edit_line, cache->b_edlin.batch, obmat, start_edlin, len);
start_edlin = elm->vertex_idx;
}

View File

@ -61,8 +61,6 @@ extern char datatoc_gpencil_edit_point_geom_glsl[];
extern char datatoc_gpencil_edit_point_frag_glsl[];
extern char datatoc_gpencil_blend_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_common_colormanagement_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
@ -223,12 +221,7 @@ static void GPENCIL_create_shaders(void)
/* used for edit lines for edit modes */
if (!e_data.gpencil_line_sh) {
e_data.gpencil_line_sh = DRW_shader_create_with_lib(
datatoc_gpencil_edit_point_vert_glsl,
NULL,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
e_data.gpencil_line_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
}
/* used to filling during drawing */
@ -286,7 +279,6 @@ static void GPENCIL_engine_free(void)
DRW_SHADER_FREE_SAFE(e_data.gpencil_stroke_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_point_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_edit_point_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_line_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_fullscreen_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_simple_fullscreen_sh);
DRW_SHADER_FREE_SAFE(e_data.gpencil_blend_fullscreen_sh);
@ -842,13 +834,76 @@ static void gpencil_draw_pass_range(GPENCIL_FramebufferList *fbl,
const bool do_antialiasing = ((!stl->storage->is_mat_preview) && (multi));
DRWShadingGroup *shgrp = init_shgrp;
DRWShadingGroup *from_shgrp = init_shgrp;
DRWShadingGroup *to_shgrp = init_shgrp;
int stencil_tot = 0;
bool do_last = true;
if (do_antialiasing) {
MULTISAMPLE_GP_SYNC_ENABLE(stl->storage->multisamples, fbl);
}
DRW_draw_pass_subset(GPENCIL_3D_DRAWMODE(ob, gpd) ? psl->stroke_pass_3d : psl->stroke_pass_2d,
init_shgrp,
end_shgrp);
/* Loop all shading groups to separate by stencil groups. */
while ((shgrp) && (shgrp != end_shgrp)) {
do_last = true;
/* Count number of groups using stencil. */
if (DRW_shgroup_stencil_mask_get(shgrp) != 0) {
stencil_tot++;
}
/* Draw stencil group and clear stencil bit. This is required because the number of
* shading groups can be greater than the limit of 255 stencil values.
* Only count as stencil if the shading group has an stencil value assigned. This reduces
* the number of clears because Dots, Fills and some Line strokes don't need stencil.
*/
if (stencil_tot == 255) {
DRW_draw_pass_subset(GPENCIL_3D_DRAWMODE(ob, gpd) ? psl->stroke_pass_3d :
psl->stroke_pass_2d,
from_shgrp,
to_shgrp);
/* Clear Stencil and prepare for next group. */
if (do_antialiasing) {
GPU_framebuffer_clear_stencil(fbl->multisample_fb, 0x0);
}
else {
GPU_framebuffer_clear_stencil(fb, 0x0);
}
/* Set new init group and reset. */
do_last = false;
shgrp = DRW_shgroup_get_next(shgrp);
if (shgrp) {
from_shgrp = to_shgrp = shgrp;
stencil_tot = 0;
if (shgrp != end_shgrp) {
continue;
}
else {
do_last = true;
break;
}
}
else {
/* No more groups. */
break;
}
}
/* Still below stencil group limit. */
shgrp = DRW_shgroup_get_next(shgrp);
if (shgrp) {
to_shgrp = shgrp;
}
}
/* Draw last pending groups. */
if (do_last) {
DRW_draw_pass_subset(GPENCIL_3D_DRAWMODE(ob, gpd) ? psl->stroke_pass_3d : psl->stroke_pass_2d,
from_shgrp,
to_shgrp);
}
if (do_antialiasing) {
MULTISAMPLE_GP_SYNC_DISABLE(stl->storage->multisamples, fbl, fb, txl);

View File

@ -390,7 +390,6 @@ struct DRWShadingGroup *gpencil_shgroup_stroke_create(struct GPENCIL_Data *vedat
struct DRWPass *pass,
struct GPUShader *shader,
struct Object *ob,
float (*obmat)[4],
struct bGPdata *gpd,
struct bGPDlayer *gpl,
struct bGPDstroke *gps,

View File

@ -308,9 +308,6 @@ void GPENCIL_render_to_image(void *vedata,
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, GPENCIL_render_cache);
GPENCIL_cache_finish(vedata);
DRW_render_instance_buffer_finish();
GPENCIL_draw_scene(vedata);
/* combined data */

View File

@ -1,6 +1,4 @@
uniform mat4 gpModelMatrix;
in vec3 pos;
in vec4 color;
in float size;
@ -10,7 +8,7 @@ out float finalThickness;
void main()
{
gl_Position = point_world_to_ndc((gpModelMatrix * vec4(pos, 1.0)).xyz);
gl_Position = point_object_to_ndc(pos);
finalColor = color;
finalThickness = size;
}

View File

@ -1,6 +1,4 @@
uniform mat4 gpModelMatrix;
in vec3 pos;
in vec4 color;
in vec2 texCoord;
@ -10,7 +8,7 @@ out vec2 texCoord_interp;
void main(void)
{
gl_Position = point_world_to_ndc((gpModelMatrix * vec4(pos, 1.0)).xyz);
gl_Position = point_object_to_ndc(pos);
finalColor = color;
texCoord_interp = texCoord;
}

View File

@ -6,7 +6,6 @@ uniform float pixfactor;
uniform int viewport_xray;
uniform int shading_type[2];
uniform vec4 wire_color;
uniform mat4 gpModelMatrix;
in vec3 pos;
in vec4 color;
@ -31,8 +30,8 @@ float defaultpixsize = pixsize * (1000.0 / pixfactor);
void main()
{
gl_Position = point_world_to_ndc((gpModelMatrix * vec4(pos, 1.0)).xyz);
finalprev_pos = point_world_to_ndc((gpModelMatrix * vec4(prev_pos, 1.0)).xyz);
gl_Position = point_object_to_ndc(pos);
finalprev_pos = point_object_to_ndc(prev_pos);
finalColor = color;
if (keep_size == TRUE) {

View File

@ -6,7 +6,6 @@ uniform float pixfactor;
uniform int viewport_xray;
uniform int shading_type[2];
uniform vec4 wire_color;
uniform mat4 gpModelMatrix;
in vec3 pos;
in vec4 color;
@ -29,7 +28,7 @@ float defaultpixsize = pixsize * (1000.0 / pixfactor);
void main(void)
{
gl_Position = point_world_to_ndc((gpModelMatrix * vec4(pos, 1.0)).xyz);
gl_Position = point_object_to_ndc(pos);
finalColor = color;
if (keep_size == TRUE) {

View File

@ -1,6 +1,5 @@
uniform int object_id = 0;
layout(location = 0) out uint objectId;
uniform float ImageTransparencyCutoff = 0.1;
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
@ -11,10 +10,11 @@ in vec2 uv_interp;
void main()
{
#ifdef V3D_SHADING_TEXTURE_COLOR
if (texture(image, uv_interp).a < ImageTransparencyCutoff) {
vec4 diffuse_color = texture(image, uv_interp);
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
#endif
objectId = uint(resource_id + 1) & 0xFFu;
objectId = uint(object_id);
}

View File

@ -8,7 +8,8 @@ uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
uniform vec4 materialColorAndMetal;
uniform vec3 materialDiffuseColor;
uniform vec3 materialSpecularColor;
uniform float materialRoughness;
uniform float shadowMultiplier = 0.5;
@ -41,17 +42,17 @@ layout(location = 1) out
void main()
{
vec4 base_color;
vec4 diffuse_color;
#if defined(V3D_SHADING_TEXTURE_COLOR)
base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
if (base_color.a < ImageTransparencyCutoff) {
diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
#elif defined(V3D_SHADING_VERTEX_COLOR)
base_color.rgb = vertexColor;
diffuse_color = vec4(vertexColor, 1.0);
#else
base_color.rgb = materialColorAndMetal.rgb;
diffuse_color = vec4(materialDiffuseColor, 1.0);
#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
@ -63,7 +64,7 @@ void main()
/* -------- SHADING --------- */
#ifdef V3D_LIGHTING_FLAT
vec3 shaded_color = base_color.rgb;
vec3 shaded_color = diffuse_color.rgb;
#elif defined(V3D_LIGHTING_MATCAP)
bool flipped = world_data.matcap_orientation != 0;
@ -74,20 +75,11 @@ void main()
# else
vec3 matcap_specular = vec3(0.0);
# endif
vec3 shaded_color = matcap_diffuse * base_color.rgb + matcap_specular;
vec3 shaded_color = matcap_diffuse * diffuse_color.rgb + matcap_specular;
#elif defined(V3D_LIGHTING_STUDIO)
# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
float metallic = materialColorAndMetal.a;
vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
# else
vec3 specular_color = vec3(0.0);
vec3 diffuse_color = base_color.rgb;
# endif
vec3 shaded_color = get_world_lighting(
world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs);
world_data, diffuse_color.rgb, materialSpecularColor, materialRoughness, nor, I_vs);
#endif
#ifdef V3D_SHADING_SHADOW

View File

@ -1,5 +1,7 @@
uniform int object_id = 0;
uniform vec4 materialColorAndMetal;
uniform vec3 materialDiffuseColor;
uniform float materialMetallic;
uniform float materialRoughness;
uniform sampler2D image;
@ -46,7 +48,7 @@ void main()
# elif defined(V3D_SHADING_VERTEX_COLOR)
color.rgb = vertexColor;
# else
color.rgb = materialColorAndMetal.rgb;
color.rgb = materialDiffuseColor;
# endif
# ifdef V3D_LIGHTING_MATCAP
@ -54,7 +56,7 @@ void main()
metallic = float(gl_FrontFacing);
roughness = 0.0;
# else
metallic = materialColorAndMetal.a;
metallic = materialMetallic;
roughness = materialRoughness;
# endif
@ -62,7 +64,7 @@ void main()
/* Add some variation to the hairs to avoid uniform look. */
float hair_variation = hair_rand * 0.1;
color = clamp(color - hair_variation, 0.0, 1.0);
metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0);
metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);
roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);
# endif
@ -71,7 +73,7 @@ void main()
#endif /* MATDATA_PASS_ENABLED */
#ifdef OBJECT_ID_PASS_ENABLED
objectId = uint(resource_id + 1) & 0xFFu;
objectId = uint(object_id);
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED

View File

@ -25,10 +25,6 @@ out vec2 uv_interp;
out vec3 vertexColor;
#endif
#ifdef OBJECT_ID_PASS_ENABLED
RESOURCE_ID_VARYING
#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
{
@ -95,18 +91,12 @@ void main()
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
# ifndef HAIR_SHADER
normal_viewport = normal_object_to_view(nor);
# ifndef HAIR_SHADER
normal_viewport = normalize(normal_viewport);
# else
normal_viewport = normal_world_to_view(nor);
# endif
#endif
#ifdef OBJECT_ID_PASS_ENABLED
PASS_RESOURCE_ID
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif

View File

@ -1,4 +1,6 @@
uniform vec3 OrcoTexCoFactors[2];
uniform sampler2D depthBuffer;
uniform sampler3D densityTexture;
@ -214,13 +216,13 @@ void main()
vs_ray_dir /= abs(vs_ray_dir.z);
/* TODO(fclem) Precompute the matrix/ */
vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1].xyz * 2.0;
vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
ls_ray_dir = mat3(ModelMatrixInverse) * ls_ray_dir;
vec3 ls_ray_ori = point_view_to_object(vs_ray_ori);
vec3 ls_ray_end = point_view_to_object(vs_ray_end);
ls_ray_ori = (OrcoTexCoFactors[0].xyz + ls_ray_ori * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
ls_ray_end = (OrcoTexCoFactors[0].xyz + ls_ray_end * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;
/* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */

View File

@ -1,11 +1,10 @@
uniform vec3 OrcoTexCoFactors[2];
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
in vec3 pos;
RESOURCE_ID_VARYING
#ifdef VOLUME_SLICE
in vec3 uvs;
@ -28,8 +27,6 @@ void main()
#else
vec3 final_pos = pos;
#endif
final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0].xyz) / OrcoTexCoFactors[1].xyz;
final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1];
gl_Position = point_object_to_ndc(final_pos);
PASS_RESOURCE_ID
}

View File

@ -83,6 +83,7 @@ static struct {
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
SceneDisplay display; /* world light direction for shadows */
int next_object_id;
struct GPUUniformBuffer *sampling_ubo;
struct GPUTexture *jitter_tx;
@ -146,7 +147,6 @@ static char *workbench_build_prepass_frag(void)
{
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
@ -330,6 +330,7 @@ static struct GPUTexture *create_jitter_texture(int num_samples)
static void workbench_init_object_data(DrawData *dd)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
data->shadow_bbox_dirty = true;
}
@ -378,10 +379,11 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
workbench_effect_info_init(stl->effects);
}
if (!e_data.shadow_pass_sh) {
if (!e_data.next_object_id) {
WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache));
memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache));
e_data.next_object_id = 1;
#ifdef DEBUG_SHADOW_VOLUME
const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
#else
@ -866,11 +868,18 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_workbench_solid,
sizeof(WORKBENCH_ObjectData),
&workbench_init_object_data,
NULL);
WORKBENCH_MaterialData material_template;
const bool is_ghost = (ob->dtx & OB_DRAWXRAY);
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
@ -890,7 +899,8 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
shader, (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass);
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, interp);
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp);
BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material);
}
return material;
@ -933,7 +943,8 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
(ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass,
shader);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, interp);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true, interp);
}
}
}

View File

@ -63,6 +63,8 @@ static struct {
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
int next_object_id;
} e_data = {{{{NULL}}}};
/* Shaders */
@ -96,18 +98,6 @@ static char *workbench_build_forward_vert(bool is_hair)
return str;
}
static char *workbench_build_forward_outline_frag(void)
{
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_depth_frag_glsl);
char *str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_forward_transparent_accum_frag(void)
{
DynStr *ds = BLI_dynstr_new();
@ -139,6 +129,12 @@ static char *workbench_build_forward_composite_frag(void)
return str;
}
static void workbench_init_object_data(DrawData *dd)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
}
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata,
Object *ob,
Material *mat,
@ -153,11 +149,18 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
&ob->id,
&draw_engine_workbench_solid,
sizeof(WORKBENCH_ObjectData),
&workbench_init_object_data,
NULL);
WORKBENCH_MaterialData material_template;
DRWShadingGroup *grp;
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
@ -202,7 +205,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
}
workbench_material_shgroup_uniform(wpd, grp, material, ob, false, interp);
workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp);
material->shgrp = grp;
/* Depth */
@ -216,6 +219,8 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_sh,
psl->object_outline_pass);
}
material->object_id = engine_object_data->object_id;
DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(material->shgrp_object_outline, DRW_STATE_CLIP_PLANES);
}
@ -287,30 +292,26 @@ void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUSh
char *defines_texture = workbench_material_build_defines(wpd, true, false, false);
char *defines_hair = workbench_material_build_defines(wpd, false, true, false);
char *forward_vert = workbench_build_forward_vert(false);
char *forward_frag = workbench_build_forward_outline_frag();
char *forward_hair_vert = workbench_build_forward_vert(true);
const char *define_id_pass = "#define OBJECT_ID_PASS_ENABLED\n";
sh_data->object_outline_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, forward_vert, NULL},
.frag = (const char *[]){forward_frag, NULL},
.defs = (const char *[]){sh_cfg_data->def, defines, define_id_pass, NULL},
.frag = (const char *[]){datatoc_workbench_forward_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, defines, NULL},
});
sh_data->object_outline_texture_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, forward_vert, NULL},
.frag = (const char *[]){forward_frag, NULL},
.defs = (const char *[]){sh_cfg_data->def, defines_texture, define_id_pass, NULL},
.frag = (const char *[]){datatoc_workbench_forward_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, defines_texture, NULL},
});
sh_data->object_outline_hair_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, forward_hair_vert, NULL},
.frag = (const char *[]){forward_frag, NULL},
.defs = (const char *[]){sh_cfg_data->def, defines_hair, define_id_pass, NULL},
.frag = (const char *[]){datatoc_workbench_forward_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, defines_hair, NULL},
});
MEM_freeN(forward_hair_vert);
MEM_freeN(forward_vert);
MEM_freeN(forward_frag);
MEM_freeN(defines);
MEM_freeN(defines_texture);
MEM_freeN(defines_hair);
@ -526,7 +527,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
ob, psys, md, psl->transparent_accum_pass, shader);
DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, interp);
workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, false, interp);
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
/* Hairs have lots of layer and can rapidly become the most prominent surface.
* So lower their alpha artificially. */
@ -550,6 +551,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
shgrp = DRW_shgroup_hair_create(
ob, psys, md, vedata->psl->object_outline_pass, sh_data->object_outline_hair_sh);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
}
}
}

View File

@ -44,15 +44,20 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
WORKBENCH_MaterialData *data,
int color_type)
{
copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f);
copy_v3_v3(data->base_color, data->diffuse_color);
copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */
data->metallic = 0.0f;
data->roughness = 0.632455532f; /* sqrtf(0.4f); */
data->alpha = wpd->shading.xray_alpha;
if (color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(data->base_color, wpd->shading.single_color);
copy_v3_v3(data->diffuse_color, wpd->shading.single_color);
copy_v3_v3(data->base_color, data->diffuse_color);
}
else if (color_type == V3D_SHADING_ERROR_COLOR) {
copy_v3_fl3(data->base_color, 0.8, 0.0, 0.8);
copy_v3_fl3(data->diffuse_color, 0.8, 0.0, 0.8);
copy_v3_v3(data->base_color, data->diffuse_color);
}
else if (color_type == V3D_SHADING_RANDOM_COLOR) {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
@ -62,24 +67,30 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
float hue = BLI_hash_int_01(hash);
float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
hsv_to_rgb_v(hsv, data->base_color);
hsv_to_rgb_v(hsv, data->diffuse_color);
copy_v3_v3(data->base_color, data->diffuse_color);
}
else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) {
copy_v3_v3(data->diffuse_color, ob->color);
copy_v3_v3(data->base_color, data->diffuse_color);
data->alpha *= ob->color[3];
copy_v3_v3(data->base_color, ob->color);
}
else {
/* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */
if (mat) {
data->alpha *= mat->a;
copy_v3_v3(data->base_color, &mat->r);
if (workbench_is_specular_highlight_enabled(wpd)) {
copy_v3_v3(data->base_color, &mat->r);
mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic);
mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic);
add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic));
data->metallic = mat->metallic;
data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
}
}
else {
copy_v3_fl(data->base_color, 0.8f);
else {
copy_v3_v3(data->base_color, &mat->r);
copy_v3_v3(data->diffuse_color, &mat->r);
}
}
}
}
@ -149,40 +160,34 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
return str;
}
uint workbench_material_get_hash(WORKBENCH_MaterialData *mat, bool is_ghost)
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost)
{
union {
struct {
/* WHATCH: Keep in sync with View3DShading.color_type max value. */
uchar color_type;
uchar diff_r;
uchar diff_g;
uchar diff_b;
uint input[4];
uint result;
float *color = material_template->diffuse_color;
input[0] = (uint)(color[0] * 512);
input[1] = (uint)(color[1] * 512);
input[2] = (uint)(color[2] * 512);
input[3] = material_template->object_id;
result = BLI_ghashutil_uinthash_v4_murmur(input);
uchar alpha;
uchar ghost;
uchar metal;
uchar roughness;
color = material_template->specular_color;
input[0] = (uint)(color[0] * 512);
input[1] = (uint)(color[1] * 512);
input[2] = (uint)(color[2] * 512);
input[3] = (uint)(material_template->roughness * 512);
result += BLI_ghashutil_uinthash_v4_murmur(input);
void *ima;
};
/* HACK to ensure input is 4 uint long. */
uint a[4];
} input = {.color_type = (uchar)(mat->color_type),
.diff_r = (uchar)(mat->base_color[0] * 0xFF),
.diff_g = (uchar)(mat->base_color[1] * 0xFF),
.diff_b = (uchar)(mat->base_color[2] * 0xFF),
result += BLI_ghashutil_uinthash((uint)(material_template->alpha * 512));
result += BLI_ghashutil_uinthash((uint)is_ghost);
result += BLI_ghashutil_uinthash(material_template->color_type);
.alpha = (uint)(mat->alpha * 0xFF),
.ghost = (uchar)is_ghost,
.metal = (uchar)(mat->metallic * 0xFF),
.roughness = (uchar)(mat->roughness * 0xFF),
/* add texture reference */
if (material_template->ima) {
result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
}
.ima = mat->ima};
BLI_assert(sizeof(input) == sizeof(uint) * 4);
return BLI_ghashutil_uinthash_v4((uint *)&input);
return result;
}
int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
@ -310,28 +315,35 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
WORKBENCH_MaterialData *material,
Object *ob,
const bool use_metallic,
const bool deferred,
const int interp)
{
if (!(!deferred || workbench_is_matdata_pass_enabled(wpd))) {
return;
}
if (!deferred || workbench_is_matdata_pass_enabled(wpd)) {
if (workbench_material_determine_color_type(wpd, material->ima, ob, false) ==
V3D_SHADING_TEXTURE_COLOR) {
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(
grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
}
else {
DRW_shgroup_uniform_vec3(grp,
"materialDiffuseColor",
(use_metallic) ? material->base_color : material->diffuse_color,
1);
}
const bool use_highlight = workbench_is_specular_highlight_enabled(wpd);
const bool use_texture = (V3D_SHADING_TEXTURE_COLOR == workbench_material_determine_color_type(
wpd, material->ima, ob, false));
if (use_texture) {
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(
grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
}
DRW_shgroup_uniform_vec4(grp, "materialColorAndMetal", material->base_color, 1);
if (use_highlight) {
DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
if (workbench_is_specular_highlight_enabled(wpd)) {
if (use_metallic) {
DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1);
}
else {
DRW_shgroup_uniform_vec3(grp, "materialSpecularColor", material->specular_color, 1);
}
DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
}
}
if (WORLD_CLIPPING_ENABLED(wpd)) {
@ -342,7 +354,10 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
const WORKBENCH_MaterialData *source_material)
{
dest_material->object_id = source_material->object_id;
copy_v3_v3(dest_material->base_color, source_material->base_color);
copy_v3_v3(dest_material->diffuse_color, source_material->diffuse_color);
copy_v3_v3(dest_material->specular_color, source_material->specular_color);
dest_material->metallic = source_material->metallic;
dest_material->roughness = source_material->roughness;
dest_material->ima = source_material->ima;

View File

@ -281,8 +281,13 @@ typedef struct WORKBENCH_EffectInfo {
} WORKBENCH_EffectInfo;
typedef struct WORKBENCH_MaterialData {
float base_color[3], metallic;
float roughness, alpha;
float base_color[3];
float diffuse_color[3];
float specular_color[3];
float alpha;
float metallic;
float roughness;
int object_id;
int color_type;
int interp;
Image *ima;
@ -303,6 +308,8 @@ typedef struct WORKBENCH_ObjectData {
float shadow_min[3], shadow_max[3];
BoundBox shadow_bbox;
bool shadow_bbox_dirty;
int object_id;
} WORKBENCH_ObjectData;
/* inline helper functions */
@ -493,6 +500,7 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
WORKBENCH_MaterialData *material,
Object *ob,
const bool use_metallic,
const bool deferred,
const int interp);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material,

View File

@ -27,7 +27,6 @@
#include "BLI_rand.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
@ -55,7 +54,6 @@ static struct {
extern char datatoc_workbench_volume_vert_glsl[];
extern char datatoc_workbench_volume_frag_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic)
{
@ -80,16 +78,12 @@ static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic)
char *defines = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
char *libs = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_gpu_shader_common_obinfos_lib_glsl);
e_data.volume_sh[id] = DRW_shader_create_with_lib(datatoc_workbench_volume_vert_glsl,
NULL,
datatoc_workbench_volume_frag_glsl,
libs,
datatoc_common_view_lib_glsl,
defines);
MEM_freeN(libs);
MEM_freeN(defines);
}

View File

@ -80,6 +80,8 @@ typedef struct DRWPass DRWPass;
typedef struct DRWShadingGroup DRWShadingGroup;
typedef struct DRWUniform DRWUniform;
typedef struct DRWView DRWView;
/* Opaque type to avoid usage as a DRWCall but it is exactly the same thing. */
typedef struct DRWCallBuffer DRWCallBuffer;
/* TODO Put it somewhere else? */
@ -402,29 +404,35 @@ void DRW_shgroup_call_ex(DRWShadingGroup *shgroup,
Object *ob,
float (*obmat)[4],
struct GPUBatch *geom,
uint v_sta,
uint v_ct,
bool bypass_culling,
void *user_data);
/* If ob is NULL, unit modelmatrix is assumed and culling is bypassed. */
#define DRW_shgroup_call(shgrp, geom, ob) DRW_shgroup_call_ex(shgrp, ob, NULL, geom, false, NULL)
#define DRW_shgroup_call(shgrp, geom, ob) \
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, 0, 0, false, NULL)
/* Same as DRW_shgroup_call but override the obmat. Not culled. */
#define DRW_shgroup_call_obmat(shgrp, geom, obmat) \
DRW_shgroup_call_ex(shgrp, NULL, obmat, geom, false, NULL)
DRW_shgroup_call_ex(shgrp, NULL, obmat, geom, 0, 0, false, NULL)
/* TODO(fclem) remove this when we have DRWView */
/* user_data is used by DRWCallVisibilityFn defined in DRWView. */
#define DRW_shgroup_call_with_callback(shgrp, geom, ob, user_data) \
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, false, user_data)
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, 0, 0, false, user_data)
/* Same as DRW_shgroup_call but bypass culling even if ob is not NULL. */
#define DRW_shgroup_call_no_cull(shgrp, geom, ob) \
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, true, NULL)
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, 0, 0, true, NULL)
void DRW_shgroup_call_range(DRWShadingGroup *shgroup,
struct GPUBatch *geom,
uint v_sta,
uint v_ct);
/* Only draw a certain range of geom. */
#define DRW_shgroup_call_range(shgrp, geom, ob, v_sta, v_ct) \
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, v_sta, v_ct, false, NULL)
/* Same as DRW_shgroup_call_range but override the obmat. Special for gpencil. */
#define DRW_shgroup_call_range_obmat(shgrp, geom, obmat, v_sta, v_ct) \
DRW_shgroup_call_ex(shgrp, NULL, obmat, geom, v_sta, v_ct, false, NULL)
void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_ct);
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_ct);
@ -461,16 +469,6 @@ void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);
/* Issue a clear command. */
void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup,
eGPUFrameBufferBits channels,
uchar r,
uchar g,
uchar b,
uchar a,
float depth,
uchar stencil);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup,
const char *name,
const struct GPUTexture *tex);
@ -527,17 +525,17 @@ void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
/* Store value instead of referencing it. */
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
void DRW_shgroup_uniform_ivec2_copy(DRWShadingGroup *shgrp, const char *name, const int *value);
void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgrp, const char *name, const int *value);
void DRW_shgroup_uniform_ivec4_copy(DRWShadingGroup *shgrp, const char *name, const int *value);
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
/* TODO: workaround functions waiting for the clearing operation to be available inside the
* shgroups. */
DRWShadingGroup *DRW_shgroup_get_next(DRWShadingGroup *shgroup);
uint DRW_shgroup_stencil_mask_get(DRWShadingGroup *shgroup);
/* Passes */
DRWPass *DRW_pass_create(const char *name, DRWState state);
/* TODO Replace with passes inheritance. */

View File

@ -215,7 +215,7 @@ static void MPATH_cache_motion_path(MPATH_PassList *psl,
DRW_shgroup_uniform_vec3(shgrp, "customColor", mpath->color, 1);
}
/* Only draw the required range. */
DRW_shgroup_call_range(shgrp, mpath_batch_line_get(mpath), start_index, len);
DRW_shgroup_call_range(shgrp, mpath_batch_line_get(mpath), NULL, start_index, len);
}
/* Draw points. */
@ -231,7 +231,7 @@ static void MPATH_cache_motion_path(MPATH_PassList *psl,
DRW_shgroup_uniform_vec3(shgrp, "customColor", mpath->color, 1);
}
/* Only draw the required range. */
DRW_shgroup_call_range(shgrp, mpath_batch_points_get(mpath), start_index, len);
DRW_shgroup_call_range(shgrp, mpath_batch_points_get(mpath), NULL, start_index, len);
/* Draw frame numbers at each framestep value */
bool show_kf_no = (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) != 0;

View File

@ -1095,7 +1095,7 @@ struct GPUShader *volume_velocity_shader_get(bool use_needle)
NULL,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_common_view_lib_glsl,
"#define USE_NEEDLE\n");
"#define USE_NEEDLE");
}
return sh_data->volume_velocity_needle_sh;
}

View File

@ -201,33 +201,30 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
/* Transform Feedback subdiv. */
if (need_ft_update) {
int final_points_len = hair_cache->final[subdiv].strands_res * hair_cache->strands_len;
if (final_points_len) {
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
#ifdef USE_TRANSFORM_FEEDBACK
DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
tf_shader, g_tf_pass, hair_cache->final[subdiv].proc_buf);
DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
tf_shader, g_tf_pass, hair_cache->final[subdiv].proc_buf);
#else
DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
pr_call->next = g_tf_calls;
pr_call->vbo = hair_cache->final[subdiv].proc_buf;
pr_call->shgrp = tf_shgrp;
pr_call->vert_len = final_points_len;
g_tf_calls = pr_call;
DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
pr_call->next = g_tf_calls;
pr_call->vbo = hair_cache->final[subdiv].proc_buf;
pr_call->shgrp = tf_shgrp;
pr_call->vert_len = final_points_len;
g_tf_calls = pr_call;
DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
#endif
DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", hair_cache->strand_seg_tex);
DRW_shgroup_uniform_int(
tf_shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
}
DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", hair_cache->strand_seg_tex);
DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
}
return shgrp;

View File

@ -64,7 +64,7 @@ typedef struct DRWTempBufferHandle {
/** Format pointer for reuse. */
GPUVertFormat *format;
/** Touched vertex length for resize. */
int *vert_len;
uint *vert_len;
} DRWTempBufferHandle;
static ListBase g_idatalists = {NULL, NULL};
@ -112,7 +112,7 @@ static void instance_batch_free(GPUBatch *geom, void *UNUSED(user_data))
*/
GPUVertBuf *DRW_temp_buffer_request(DRWInstanceDataList *idatalist,
GPUVertFormat *format,
int *vert_len)
uint *vert_len)
{
BLI_assert(format != NULL);
BLI_assert(vert_len != NULL);

View File

@ -40,7 +40,7 @@ DRWInstanceData *DRW_instance_data_request(DRWInstanceDataList *idatalist, uint
GPUVertBuf *DRW_temp_buffer_request(DRWInstanceDataList *idatalist,
GPUVertFormat *format,
int *vert_len);
uint *vert_len);
GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist,
GPUVertBuf *buf,
GPUBatch *geom);

View File

@ -537,11 +537,8 @@ static void drw_viewport_cache_resize(void)
GPU_texture_free(*tex);
}
BLI_memblock_clear(DST.vmempool->commands, NULL);
BLI_memblock_clear(DST.vmempool->commands_small, NULL);
BLI_memblock_clear(DST.vmempool->callbuffers, NULL);
BLI_memblock_clear(DST.vmempool->obmats, NULL);
BLI_memblock_clear(DST.vmempool->obinfos, NULL);
BLI_memblock_clear(DST.vmempool->calls, NULL);
BLI_memblock_clear(DST.vmempool->states, NULL);
BLI_memblock_clear(DST.vmempool->cullstates, NULL);
BLI_memblock_clear(DST.vmempool->shgroups, NULL);
BLI_memblock_clear(DST.vmempool->uniforms, NULL);
@ -589,28 +586,28 @@ static void drw_context_state_init(void)
}
}
static void draw_unit_state_create(void)
static DRWCallState *draw_unit_state_create(void)
{
DRWObjectInfos *infos = BLI_memblock_alloc(DST.vmempool->obinfos);
DRWObjectMatrix *mats = BLI_memblock_alloc(DST.vmempool->obmats);
DRWCullingState *culling = BLI_memblock_alloc(DST.vmempool->cullstates);
DRWCallState *state = BLI_memblock_alloc(DST.vmempool->states);
state->flag = 0;
state->matflag = 0;
unit_m4(mats->model);
unit_m4(mats->modelinverse);
unit_m4(state->model);
unit_m4(state->modelinverse);
copy_v3_fl(infos->orcotexfac[0], 0.0f);
copy_v3_fl(infos->orcotexfac[1], 1.0f);
copy_v3_fl(state->orcotexfac[0], 0.0f);
copy_v3_fl(state->orcotexfac[1], 1.0f);
infos->ob_index = 0;
infos->ob_random = 0.0f;
infos->ob_neg_scale = 1.0f;
copy_v3_fl(infos->ob_color, 1.0f);
state->ob_index = 0;
state->ob_random = 0.0f;
copy_v3_fl(state->ob_color, 1.0f);
/* TODO(fclem) get rid of this. */
culling->bsphere.radius = -1.0f;
culling->user_data = NULL;
state->culling = BLI_memblock_alloc(DST.vmempool->cullstates);
state->culling->bsphere.radius = -1.0f;
state->culling->user_data = NULL;
DRW_handle_increment(&DST.resource_handle);
return state;
}
/* It also stores viewport variable to an immutable place: DST
@ -635,48 +632,33 @@ static void drw_viewport_var_init(void)
DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
if (DST.vmempool->commands == NULL) {
DST.vmempool->commands = BLI_memblock_create(sizeof(DRWCommandChunk));
if (DST.vmempool->calls == NULL) {
DST.vmempool->calls = BLI_memblock_create(sizeof(DRWCall));
}
if (DST.vmempool->commands_small == NULL) {
DST.vmempool->commands_small = BLI_memblock_create(sizeof(DRWCommandSmallChunk));
}
if (DST.vmempool->callbuffers == NULL) {
DST.vmempool->callbuffers = BLI_memblock_create(sizeof(DRWCallBuffer));
}
if (DST.vmempool->obmats == NULL) {
uint chunk_len = sizeof(DRWObjectMatrix) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->obmats = BLI_memblock_create_ex(sizeof(DRWObjectMatrix), chunk_len);
}
if (DST.vmempool->obinfos == NULL) {
uint chunk_len = sizeof(DRWObjectInfos) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->obinfos = BLI_memblock_create_ex(sizeof(DRWObjectInfos), chunk_len);
if (DST.vmempool->states == NULL) {
DST.vmempool->states = BLI_memblock_create(sizeof(DRWCallState));
}
if (DST.vmempool->cullstates == NULL) {
uint chunk_len = sizeof(DRWCullingState) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->cullstates = BLI_memblock_create_ex(sizeof(DRWCullingState), chunk_len);
DST.vmempool->cullstates = BLI_memblock_create(sizeof(DRWCullingState));
}
if (DST.vmempool->shgroups == NULL) {
DST.vmempool->shgroups = BLI_memblock_create(sizeof(DRWShadingGroup));
}
if (DST.vmempool->uniforms == NULL) {
DST.vmempool->uniforms = BLI_memblock_create(sizeof(DRWUniformChunk));
DST.vmempool->uniforms = BLI_memblock_create(sizeof(DRWUniform));
}
if (DST.vmempool->views == NULL) {
DST.vmempool->views = BLI_memblock_create(sizeof(DRWView));
}
if (DST.vmempool->passes == NULL) {
uint chunk_len = sizeof(DRWPass) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->passes = BLI_memblock_create_ex(sizeof(DRWPass), chunk_len);
DST.vmempool->passes = BLI_memblock_create(sizeof(DRWPass));
}
if (DST.vmempool->images == NULL) {
DST.vmempool->images = BLI_memblock_create(sizeof(GPUTexture *));
}
DST.resource_handle = 0;
DST.pass_handle = 0;
draw_unit_state_create();
/* Alloc default unit state */
DST.unit_state = draw_unit_state_create();
DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
DRW_instance_data_list_reset(DST.idatalist);
@ -690,6 +672,8 @@ static void drw_viewport_var_init(void)
DST.default_framebuffer = NULL;
DST.vmempool = NULL;
DST.unit_state = NULL;
}
DST.primary_view_ct = 0;
@ -732,10 +716,6 @@ static void drw_viewport_var_init(void)
G_draw.view_ubo = DRW_uniformbuffer_create(sizeof(DRWViewUboStorage), NULL);
}
if (DST.draw_list == NULL) {
DST.draw_list = GPU_draw_list_create(DRW_DRAWLIST_LEN);
}
memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
}
@ -1119,7 +1099,7 @@ static void drw_engines_world_update(Scene *scene)
static void drw_engines_cache_populate(Object *ob)
{
DST.ob_handle = 0;
DST.ob_state = NULL;
/* HACK: DrawData is copied by COW from the duplicated object.
* This is valid for IDs that cannot be instantiated but this
@ -1937,8 +1917,6 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph
RenderResult *render_result = RE_engine_get_result(engine);
RenderLayer *render_layer = RE_GetRenderLayer(render_result, view_layer->name);
DST.buffer_finish_called = false;
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
/* Force cache to reset. */
@ -2049,15 +2027,13 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
RE_SetActiveRenderView(render, render_view->name);
drw_view_reset();
engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
DST.buffer_finish_called = false;
/* grease pencil: render result is merged in the previous render result. */
if (DRW_render_check_grease_pencil(depsgraph)) {
DRW_state_reset();
drw_view_reset();
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
DST.buffer_finish_called = false;
}
DST.buffer_finish_called = false;
}
RE_engine_end_result(engine, render_result, false, false, false);
@ -2103,7 +2079,7 @@ void DRW_render_object_iter(
if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
DST.ob_handle = 0;
DST.ob_state = NULL;
drw_duplidata_load(DST.dupli_source);
if (!DST.dupli_source) {
@ -2210,7 +2186,6 @@ void DRW_render_instance_buffer_finish(void)
BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
DST.buffer_finish_called = true;
DRW_instance_buffer_finish(DST.idatalist);
drw_resource_buffer_finish(DST.vmempool);
}
/**
@ -2234,7 +2209,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
Object *obact = OBACT(view_layer);
Object *obedit = OBEDIT_FROM_OBACT(obact);
#ifndef USE_GPU_SELECT
UNUSED_VARS(scene, view_layer, v3d, ar, rect);
UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
#else
RegionView3D *rv3d = ar->regiondata;
@ -2959,10 +2934,6 @@ void DRW_engines_free(void)
MEM_SAFE_FREE(DST.uniform_names.buffer);
if (DST.draw_list) {
GPU_draw_list_discard(DST.draw_list);
}
DRW_opengl_context_disable();
}

View File

@ -28,10 +28,8 @@
#include "DRW_engine.h"
#include "DRW_render.h"
#include "BLI_assert.h"
#include "BLI_linklist.h"
#include "BLI_threads.h"
#include "BLI_memblock.h"
#include "GPU_batch.h"
#include "GPU_context.h"
@ -45,9 +43,6 @@
/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
#define USE_GPU_SELECT
/* Use drawcall batching using instanced rendering. */
#define USE_BATCHING 1
// #define DRW_DEBUG_CULLING
#define DRW_DEBUG_USE_UNIFORM_NAME 0
#define DRW_UNIFORM_BUFFER_NAME 64
@ -95,6 +90,20 @@
* > DRWUniform
*/
/* Used by DRWCallState.flag */
enum {
DRW_CALL_NEGSCALE = (1 << 1),
};
/* Used by DRWCallState.matflag */
enum {
DRW_CALL_MODELINVERSE = (1 << 0),
DRW_CALL_MODELVIEWPROJECTION = (1 << 1),
DRW_CALL_ORCOTEXFAC = (1 << 2),
DRW_CALL_OBJECTINFO = (1 << 3),
DRW_CALL_OBJECTCOLOR = (1 << 4),
};
typedef struct DRWCullingState {
uint32_t mask;
/* Culling: Using Bounding Sphere for now for faster culling.
@ -104,161 +113,38 @@ typedef struct DRWCullingState {
void *user_data;
} DRWCullingState;
/* Minimum max UBO size is 64KiB. We take the largest
* UBO struct and alloc the max number.
* ((1 << 16) / sizeof(DRWObjectMatrix)) = 512
* Keep in sync with common_view_lib.glsl */
#define DRW_RESOURCE_CHUNK_LEN 512
/**
* Identifier used to sort similar drawcalls together.
* Also used to reference elements inside memory blocks.
*
* From MSB to LSB
* 1 bit for negative scale.
* 22 bits for chunk id.
* 9 bits for resource id inside the chunk. (can go up to 511)
* |-|----------------------|---------|
*
* Use manual bitsift and mask instead of bitfields to avoid
* compiler dependant behavior that would mess the ordering of
* the members thus changing the sorting order.
*/
typedef uint32_t DRWResourceHandle;
BLI_INLINE uint32_t DRW_handle_negative_scale_get(const DRWResourceHandle *handle)
{
return (*handle & 0x80000000) != 0;
}
BLI_INLINE uint32_t DRW_handle_chunk_get(const DRWResourceHandle *handle)
{
return (*handle & 0x7FFFFFFF) >> 9;
}
BLI_INLINE uint32_t DRW_handle_id_get(const DRWResourceHandle *handle)
{
return (*handle & 0x000001FF);
}
BLI_INLINE void DRW_handle_increment(DRWResourceHandle *handle)
{
*handle += 1;
}
BLI_INLINE void DRW_handle_negative_scale_enable(DRWResourceHandle *handle)
{
*handle |= 0x80000000;
}
BLI_INLINE void *DRW_memblock_elem_from_handle(struct BLI_memblock *memblock,
const DRWResourceHandle *handle)
{
int elem = DRW_handle_id_get(handle);
int chunk = DRW_handle_chunk_get(handle);
return BLI_memblock_elem_get(memblock, chunk, elem);
}
typedef struct DRWObjectMatrix {
typedef struct DRWCallState {
DRWCullingState *culling;
uchar flag;
uchar matflag; /* Which matrices to compute. */
short ob_index;
/* Matrices */
float model[4][4];
float modelinverse[4][4];
} DRWObjectMatrix;
typedef struct DRWObjectInfos {
float orcotexfac[2][4];
float ob_color[4];
float ob_index;
float pad; /* UNUSED*/
float orcotexfac[2][3];
float ob_random;
float ob_neg_scale;
} DRWObjectInfos;
float ob_color[4];
} DRWCallState;
BLI_STATIC_ASSERT_ALIGN(DRWObjectMatrix, 16)
BLI_STATIC_ASSERT_ALIGN(DRWObjectInfos, 16)
typedef struct DRWCall {
struct DRWCall *next;
DRWCallState *state;
typedef enum {
/* Draw Commands */
DRW_CMD_DRAW = 0, /* Only sortable type. Must be 0. */
DRW_CMD_DRAW_RANGE = 1,
DRW_CMD_DRAW_INSTANCE = 2,
DRW_CMD_DRAW_PROCEDURAL = 3,
/* Other Commands */
DRW_CMD_CLEAR = 12,
DRW_CMD_DRWSTATE = 13,
DRW_CMD_STENCIL = 14,
DRW_CMD_SELECTID = 15,
/* Needs to fit in 4bits */
} eDRWCommandType;
#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_PROCEDURAL
typedef struct DRWCommandDraw {
GPUBatch *batch;
DRWResourceHandle handle;
} DRWCommandDraw;
/* Assume DRWResourceHandle to be 0. */
typedef struct DRWCommandDrawRange {
GPUBatch *batch;
uint vert_first;
uint vert_count;
} DRWCommandDrawRange;
typedef struct DRWCommandDrawInstance {
GPUBatch *batch;
DRWResourceHandle handle;
uint inst_count;
} DRWCommandDrawInstance;
typedef struct DRWCommandDrawProcedural {
GPUBatch *batch;
DRWResourceHandle handle;
uint vert_count;
} DRWCommandDrawProcedural;
typedef struct DRWCommandSetMutableState {
/** State changes (or'd or and'd with the pass's state) */
DRWState enable;
DRWState disable;
} DRWCommandSetMutableState;
typedef struct DRWCommandSetStencil {
uint mask;
} DRWCommandSetStencil;
typedef struct DRWCommandSetSelectID {
GPUVertBuf *select_buf;
uint select_id;
} DRWCommandSetSelectID;
typedef struct DRWCommandClear {
eGPUFrameBufferBits clear_channels;
uchar r, g, b, a; /* [0..1] for each channels. Normalized. */
float depth; /* [0..1] for depth. Normalized. */
uchar stencil; /* Stencil value [0..255] */
} DRWCommandClear;
typedef union DRWCommand {
DRWCommandDraw draw;
DRWCommandDrawRange range;
DRWCommandDrawInstance instance;
DRWCommandDrawProcedural procedural;
DRWCommandSetMutableState state;
DRWCommandSetStencil stencil;
DRWCommandSetSelectID select_id;
DRWCommandClear clear;
} DRWCommand;
/* Used for agregating calls into GPUVertBufs. */
struct DRWCallBuffer {
GPUVertBuf *buf;
GPUVertBuf *buf_select;
int count;
};
#ifdef USE_GPU_SELECT
/* TODO(fclem) remove once we have a dedicated selection engine. */
int select_id;
GPUVertBuf *inst_selectid;
#endif
} DRWCall;
/* Used by DRWUniform.type */
typedef enum {
DRW_UNIFORM_INT = 0,
DRW_UNIFORM_INT,
DRW_UNIFORM_INT_COPY,
DRW_UNIFORM_FLOAT,
DRW_UNIFORM_FLOAT_COPY,
@ -267,56 +153,55 @@ typedef enum {
DRW_UNIFORM_TEXTURE_REF,
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_PERSIST,
DRW_UNIFORM_TFEEDBACK_TARGET,
/** Per drawcall uniforms/UBO */
DRW_UNIFORM_BLOCK_OBMATS,
DRW_UNIFORM_BLOCK_OBINFOS,
DRW_UNIFORM_RESOURCE_CHUNK,
/** Legacy / Fallback */
DRW_UNIFORM_BASE_INSTANCE,
DRW_UNIFORM_MODEL_MATRIX,
DRW_UNIFORM_MODEL_MATRIX_INVERSE,
DRW_UNIFORM_MODELVIEWPROJECTION_MATRIX,
/* WARNING: set DRWUniform->type
* bit length accordingly. */
} DRWUniformType;
struct DRWUniform {
DRWUniform *next; /* single-linked list */
union {
/* For reference or array/vector types. */
const void *pvalue;
/* Single values. */
float fvalue[4];
int ivalue[4];
float fvalue[2];
int ivalue[2];
};
int name_ofs; /* name offset in name buffer. */
int location;
uint32_t type : 5; /* DRWUniformType */
uint32_t length : 5; /* cannot be more than 16 */
uint32_t arraysize : 5; /* cannot be more than 16 too */
uint32_t name_ofs : 17; /* name offset in name buffer. */
char type; /* DRWUniformType */
char length; /* cannot be more than 16 */
char arraysize; /* cannot be more than 16 too */
};
struct DRWShadingGroup {
DRWShadingGroup *next;
GPUShader *shader; /* Shader to bind */
struct DRWUniformChunk *uniforms; /* Uniforms pointers */
GPUShader *shader; /* Shader to bind */
DRWUniform *uniforms; /* Uniforms pointers */
struct {
/* Chunks of draw calls. */
struct DRWCommandChunk *first, *last;
} cmd;
DRWCall *first, *last; /* Linked list of DRWCall */
} calls;
union {
struct {
int objectinfo; /* Equal to 1 if the shader needs obinfos. */
DRWResourceHandle pass_handle; /* Memblock key to parent pass. */
};
struct {
float distance; /* Distance from camera. */
uint original_index; /* Original position inside the shgroup list. */
} z_sorting;
};
/** TODO Maybe remove from here */
struct GPUVertBuf *tfeedback_target;
/** State changes for this batch only (or'd with the pass's state) */
DRWState state_extra;
/** State changes for this batch only (and'd with the pass's state) */
DRWState state_extra_disable;
/** Stencil mask to use for stencil test / write operations */
uint stencil_mask;
/* Builtin matrices locations */
int model;
int modelinverse;
int modelviewprojection;
int orcotexfac;
int callid;
int objectinfo;
int objectcolor;
uchar matflag; /* Matrices needed, same as DRWCall.flag */
DRWPass *pass_parent; /* backlink to pass we're in */
};
#define MAX_PASS_NAME 32
@ -328,7 +213,6 @@ struct DRWPass {
DRWShadingGroup *last;
} shgroups;
DRWResourceHandle handle;
DRWState state;
char name[MAX_PASS_NAME];
};
@ -348,8 +232,6 @@ typedef struct DRWViewUboStorage {
float viewcamtexcofac[4];
} DRWViewUboStorage;
BLI_STATIC_ASSERT_ALIGN(DRWViewUboStorage, 16)
#define MAX_CULLED_VIEWS 32
struct DRWView {
@ -371,45 +253,13 @@ struct DRWView {
void *user_data;
};
/* ------------ Data Chunks --------------- */
/**
* In order to keep a cache friendly data structure,
* we alloc most of our little data into chunks of multiple item.
* Iteration, allocation and memory usage are better.
* We loose a bit of memory by allocating more than what we need
* but it's counterbalanced by not needing the linked-list pointers
* for each item.
**/
typedef struct DRWUniformChunk {
struct DRWUniformChunk *next; /* single-linked list */
uint32_t uniform_len;
uint32_t uniform_used;
DRWUniform uniforms[10];
} DRWUniformChunk;
typedef struct DRWCommandChunk {
struct DRWCommandChunk *next;
uint32_t command_len;
uint32_t command_used;
/* 4bits for each command. */
uint64_t command_type[6];
/* -- 64 bytes aligned -- */
DRWCommand commands[96];
/* -- 64 bytes aligned -- */
} DRWCommandChunk;
typedef struct DRWCommandSmallChunk {
struct DRWCommandChunk *next;
uint32_t command_len;
uint32_t command_used;
/* 4bits for each command. */
/* TODO reduce size of command_type. */
uint64_t command_type[6];
DRWCommand commands[6];
} DRWCommandSmallChunk;
BLI_STATIC_ASSERT_ALIGN(DRWCommandChunk, 16);
/* TODO(fclem): Future awaits */
#if 0
typedef struct ModelUboStorage {
float model[4][4];
float modelinverse[4][4];
} ModelUboStorage;
#endif
/* ------------- DRAW DEBUG ------------ */
@ -430,31 +280,21 @@ typedef struct DRWDebugSphere {
#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
#define DRW_DRAWLIST_LEN 256
typedef struct DRWManager {
/* TODO clean up this struct a bit */
/* Cache generation */
ViewportMemoryPool *vmempool;
DRWInstanceDataList *idatalist;
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* Default Unit model matrix state without culling. */
DRWCallState *unit_state;
/* State of the object being evaluated if already allocated. */
DRWResourceHandle ob_handle;
/** True if current DST.ob_state has its matching DRWObjectInfos init. */
bool ob_state_obinfo_init;
/** Handle of current object resource in object resource arrays (DRWObjectMatrices/Infos). */
DRWResourceHandle resource_handle;
/** Handle of next DRWPass to be allocated. */
DRWResourceHandle pass_handle;
/** Dupli state. NULL if not dupli. */
DRWCallState *ob_state;
struct DupliObject *dupli_source;
struct Object *dupli_parent;
struct Object *dupli_origin;
/** Ghash containing original objects. */
struct GHash *dupli_ghash;
/** TODO(fclem) try to remove usage of this. */
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* Array of dupli_data (one for each enabled engine) to handle duplis. */
void **dupli_datas;
void **dupli_datas; /* Array of dupli_data (one for each enabled engine) to handle duplis. */
/* Rendering state */
GPUShader *shader;
@ -517,8 +357,6 @@ typedef struct DRWManager {
/** Mutex to lock the drw manager and avoid concurrent context usage. */
TicketMutex *gl_context_mutex;
GPUDrawList *draw_list;
/** GPU Resource State: Memory storage between drawing. */
struct {
/* High end GPUs supports up to 32 binds per shader stage.
@ -559,13 +397,9 @@ void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
eDRWCommandType command_type_get(uint64_t *command_type_bits, int index);
void drw_batch_cache_validate(Object *ob);
void drw_batch_cache_generate_requested(struct Object *ob);
void drw_resource_buffer_finish(ViewportMemoryPool *vmempool);
/* Procedural Drawing */
GPUBatch *drw_cache_procedural_points_get(void);
GPUBatch *drw_cache_procedural_lines_get(void);

File diff suppressed because it is too large Load Diff

View File

@ -36,41 +36,16 @@
# include "GPU_select.h"
#endif
#ifdef USE_GPU_SELECT
void DRW_select_load_id(uint id)
{
#ifdef USE_GPU_SELECT
BLI_assert(G.f & G_FLAG_PICKSEL);
DST.select_id = id;
#endif
}
#endif
#define DEBUG_UBO_BINDING
typedef struct DRWCommandsState {
GPUBatch *batch;
int resource_chunk;
int base_inst;
int inst_count;
int v_first;
int v_count;
bool neg_scale;
/* Resource location. */
int obmats_loc;
int obinfos_loc;
int baseinst_loc;
int chunkid_loc;
/* Legacy matrix support. */
int obmat_loc;
int obinv_loc;
int mvp_loc;
/* Selection ID state. */
GPUVertBuf *select_buf;
uint select_id;
/* Drawing State */
DRWState drw_state_enabled;
DRWState drw_state_disabled;
} DRWCommandsState;
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
@ -432,10 +407,9 @@ void DRW_state_reset(void)
/** \name Culling (DRW_culling)
* \{ */
static bool draw_call_is_culled(const DRWResourceHandle *handle, DRWView *view)
static bool draw_call_is_culled(DRWCall *call, DRWView *view)
{
DRWCullingState *culling = DRW_memblock_elem_from_handle(DST.vmempool->cullstates, handle);
return (culling->mask & view->culling_mask) != 0;
return (call->state->culling->mask & view->culling_mask) != 0;
}
/* Set active view for rendering. */
@ -614,96 +588,66 @@ static void draw_compute_culling(DRWView *view)
/** \name Draw (DRW_draw)
* \{ */
BLI_INLINE void draw_legacy_matrix_update(DRWShadingGroup *shgroup,
DRWResourceHandle *handle,
float obmat_loc,
float obinv_loc,
float mvp_loc)
static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
{
/* Still supported for compatibility with gpu_shader_* but should be forbidden. */
DRWObjectMatrix *ob_mats = DRW_memblock_elem_from_handle(DST.vmempool->obmats, handle);
if (obmat_loc != -1) {
GPU_shader_uniform_vector(shgroup->shader, obmat_loc, 16, 1, (float *)ob_mats->model);
BLI_assert(call);
DRWCallState *state = call->state;
if (shgroup->model != -1) {
GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)state->model);
}
if (obinv_loc != -1) {
GPU_shader_uniform_vector(shgroup->shader, obinv_loc, 16, 1, (float *)ob_mats->modelinverse);
if (shgroup->modelinverse != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
}
if (shgroup->objectinfo != -1) {
float infos[4];
infos[0] = state->ob_index;
// infos[1]; /* UNUSED. */
infos[2] = state->ob_random;
infos[3] = (state->flag & DRW_CALL_NEGSCALE) ? -1.0f : 1.0f;
GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)infos);
}
if (shgroup->objectcolor != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->objectcolor, 4, 1, (float *)state->ob_color);
}
if (shgroup->orcotexfac != -1) {
GPU_shader_uniform_vector(
shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
}
/* Still supported for compatibility with gpu_shader_* but should be forbidden
* and is slow (since it does not cache the result). */
if (mvp_loc != -1) {
if (shgroup->modelviewprojection != -1) {
float mvp[4][4];
mul_m4_m4m4(mvp, DST.view_active->storage.persmat, ob_mats->model);
GPU_shader_uniform_vector(shgroup->shader, mvp_loc, 16, 1, (float *)mvp);
mul_m4_m4m4(mvp, DST.view_active->storage.persmat, state->model);
GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)mvp);
}
}
BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom)
{
/* XXX hacking #GPUBatch. we don't want to call glUseProgram! (huge performance loss) */
if (DST.batch) {
DST.batch->program_in_use = false;
}
DST.batch = geom;
GPU_batch_program_set_no_use(
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
geom->program_in_use = true; /* XXX hacking #GPUBatch */
GPU_batch_bind(geom);
}
BLI_INLINE void draw_geometry_execute(DRWShadingGroup *shgroup,
GPUBatch *geom,
int vert_first,
int vert_count,
int inst_first,
int inst_count,
int baseinst_loc)
uint vert_first,
uint vert_count,
uint inst_first,
uint inst_count)
{
/* inst_count can be -1. */
inst_count = max_ii(0, inst_count);
if (baseinst_loc != -1) {
/* Fallback when ARB_shader_draw_parameters is not supported. */
GPU_shader_uniform_vector_int(shgroup->shader, baseinst_loc, 1, 1, (int *)&inst_first);
/* Avoids VAO reconfiguration on older hardware. (see GPU_batch_draw_advanced) */
inst_first = 0;
}
/* bind vertex array */
if (DST.batch != geom) {
draw_geometry_bind(shgroup, geom);
DST.batch = geom;
GPU_batch_program_set_no_use(
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
GPU_batch_bind(geom);
}
/* XXX hacking #GPUBatch. we don't want to call glUseProgram! (huge performance loss) */
geom->program_in_use = true;
GPU_batch_draw_advanced(geom, vert_first, vert_count, inst_first, inst_count);
}
BLI_INLINE void draw_indirect_call(DRWShadingGroup *shgroup, DRWCommandsState *state)
{
if (state->inst_count == 0) {
return;
}
if (state->baseinst_loc == -1) {
/* bind vertex array */
if (DST.batch != state->batch) {
GPU_draw_list_submit(DST.draw_list);
draw_geometry_bind(shgroup, state->batch);
}
GPU_draw_list_command_add(
DST.draw_list, state->v_first, state->v_count, state->base_inst, state->inst_count);
}
/* Fallback when unsupported */
else {
draw_geometry_execute(shgroup,
state->batch,
state->v_first,
state->v_count,
state->base_inst,
state->inst_count,
state->baseinst_loc);
}
geom->program_in_use = false; /* XXX hacking #GPUBatch */
}
enum {
@ -775,9 +719,6 @@ static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
/* UBO isn't bound yet. Find an empty slot and bind it. */
idx = get_empty_slot_index(DST.RST.bound_ubo_slots);
/* [0..1] are reserved ubo slots. */
idx += 2;
if (idx < GPU_max_ubo_binds()) {
GPUUniformBuffer **gpu_ubo_slot = &DST.RST.bound_ubos[idx];
/* Unbind any previous UBO. */
@ -797,13 +738,10 @@ static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
}
}
else {
BLI_assert(idx < 64);
/* This UBO slot was released but the UBO is
* still bound here. Just flag the slot again. */
BLI_assert(DST.RST.bound_ubos[idx] == ubo);
}
/* Remove offset for flag bitfield. */
idx -= 2;
set_bound_flags(&DST.RST.bound_ubo_slots, &DST.RST.bound_ubo_slots_persist, idx, bind_type);
}
@ -847,12 +785,8 @@ static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
printf("Trying to draw with missing UBO binding.\n");
valid = false;
}
DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes,
&shgroup->pass_handle);
printf("Pass : %s, Shader : %s, Block : %s\n",
parent_pass->name,
shgroup->pass_parent->name,
shgroup->shader->name,
blockname);
}
@ -884,330 +818,119 @@ static void release_ubo_slots(bool with_persist)
}
}
static void draw_update_uniforms(DRWShadingGroup *shgroup,
DRWCommandsState *state,
bool *use_tfeedback)
static void draw_update_uniforms(DRWShadingGroup *shgroup)
{
for (DRWUniformChunk *unichunk = shgroup->uniforms; unichunk; unichunk = unichunk->next) {
DRWUniform *uni = unichunk->uniforms;
for (int i = 0; i < unichunk->uniform_used; i++, uni++) {
GPUTexture *tex;
GPUUniformBuffer *ubo;
if (uni->location == -2) {
uni->location = GPU_shader_get_uniform_ensure(shgroup->shader,
DST.uniform_names.buffer + uni->name_ofs);
if (uni->location == -1) {
continue;
}
}
const void *data = uni->pvalue;
if (ELEM(uni->type, DRW_UNIFORM_INT_COPY, DRW_UNIFORM_FLOAT_COPY)) {
data = uni->fvalue;
}
switch (uni->type) {
case DRW_UNIFORM_INT_COPY:
case DRW_UNIFORM_INT:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
break;
case DRW_UNIFORM_FLOAT_COPY:
case DRW_UNIFORM_FLOAT:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
break;
case DRW_UNIFORM_TEXTURE:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_PERSIST:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_PERSIST);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_REF:
tex = *((GPUTexture **)uni->pvalue);
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_BLOCK:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_TEMP);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_BLOCK_PERSIST:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_PERSIST);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_BLOCK_OBMATS:
state->obmats_loc = uni->location;
ubo = DST.vmempool->matrices_ubo[0];
GPU_uniformbuffer_bind(ubo, 0);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_BLOCK_OBINFOS:
state->obinfos_loc = uni->location;
ubo = DST.vmempool->obinfos_ubo[0];
GPU_uniformbuffer_bind(ubo, 1);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_RESOURCE_CHUNK:
state->chunkid_loc = uni->location;
GPU_shader_uniform_int(shgroup->shader, uni->location, 0);
break;
case DRW_UNIFORM_TFEEDBACK_TARGET:
BLI_assert(data && (*use_tfeedback == false));
*use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
((GPUVertBuf *)data)->vbo_id);
break;
/* Legacy/Fallback support. */
case DRW_UNIFORM_BASE_INSTANCE:
state->baseinst_loc = uni->location;
break;
case DRW_UNIFORM_MODEL_MATRIX:
state->obmat_loc = uni->location;
break;
case DRW_UNIFORM_MODEL_MATRIX_INVERSE:
state->obinv_loc = uni->location;
break;
case DRW_UNIFORM_MODELVIEWPROJECTION_MATRIX:
state->mvp_loc = uni->location;
break;
for (DRWUniform *uni = shgroup->uniforms; uni; uni = uni->next) {
GPUTexture *tex;
GPUUniformBuffer *ubo;
if (uni->location == -2) {
uni->location = GPU_shader_get_uniform_ensure(shgroup->shader,
DST.uniform_names.buffer + uni->name_ofs);
if (uni->location == -1) {
continue;
}
}
const void *data = uni->pvalue;
if (ELEM(uni->type, DRW_UNIFORM_INT_COPY, DRW_UNIFORM_FLOAT_COPY)) {
data = uni->fvalue;
}
switch (uni->type) {
case DRW_UNIFORM_INT_COPY:
case DRW_UNIFORM_INT:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
break;
case DRW_UNIFORM_FLOAT_COPY:
case DRW_UNIFORM_FLOAT:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, data);
break;
case DRW_UNIFORM_TEXTURE:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_PERSIST:
tex = (GPUTexture *)uni->pvalue;
BLI_assert(tex);
bind_texture(tex, BIND_PERSIST);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_TEXTURE_REF:
tex = *((GPUTexture **)uni->pvalue);
BLI_assert(tex);
bind_texture(tex, BIND_TEMP);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_BLOCK:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_TEMP);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
case DRW_UNIFORM_BLOCK_PERSIST:
ubo = (GPUUniformBuffer *)uni->pvalue;
bind_ubo(ubo, BIND_PERSIST);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
}
}
BLI_assert(ubo_bindings_validate(shgroup));
}
BLI_INLINE void draw_select_buffer(DRWShadingGroup *shgroup,
DRWCommandsState *state,
GPUBatch *batch,
const DRWResourceHandle *handle)
BLI_INLINE bool draw_select_do_call(DRWShadingGroup *shgroup, DRWCall *call)
{
const bool is_instancing = (batch->inst != NULL);
int start = 0;
int count = 1;
int tot = is_instancing ? batch->inst->vertex_len : batch->verts[0]->vertex_len;
/* Hack : get "vbo" data without actually drawing. */
int *select_id = (void *)state->select_buf->data;
/* Batching */
if (!is_instancing) {
/* FIXME: Meh a bit nasty. */
if (batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_TRIS)) {
count = 3;
}
else if (batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_LINES)) {
count = 2;
}
#ifdef USE_GPU_SELECT
if ((G.f & G_FLAG_PICKSEL) == 0) {
return false;
}
if (call->inst_selectid != NULL) {
const bool is_instancing = (call->inst_count != 0);
uint start = 0;
uint count = 1;
uint tot = is_instancing ? call->inst_count : call->vert_count;
/* Hack : get vbo data without actually drawing. */
GPUVertBufRaw raw;
GPU_vertbuf_attr_get_raw_data(call->inst_selectid, 0, &raw);
int *select_id = GPU_vertbuf_raw_step(&raw);
while (start < tot) {
GPU_select_load_id(select_id[start]);
if (is_instancing) {
draw_geometry_execute(shgroup, batch, 0, 0, start, count, state->baseinst_loc);
}
else {
draw_geometry_execute(
shgroup, batch, start, count, DRW_handle_id_get(handle), 0, state->baseinst_loc);
}
start += count;
}
}
typedef struct DRWCommandIterator {
int cmd_index;
DRWCommandChunk *curr_chunk;
} DRWCommandIterator;
static void draw_command_iter_begin(DRWCommandIterator *iter, DRWShadingGroup *shgroup)
{
iter->curr_chunk = shgroup->cmd.first;
iter->cmd_index = 0;
}
static DRWCommand *draw_command_iter_step(DRWCommandIterator *iter, eDRWCommandType *cmd_type)
{
if (iter->curr_chunk) {
if (iter->cmd_index == iter->curr_chunk->command_len) {
iter->curr_chunk = iter->curr_chunk->next;
iter->cmd_index = 0;
}
if (iter->curr_chunk) {
*cmd_type = command_type_get(iter->curr_chunk->command_type, iter->cmd_index);
if (iter->cmd_index < iter->curr_chunk->command_used) {
return iter->curr_chunk->commands + iter->cmd_index++;
/* Batching */
if (!is_instancing) {
/* FIXME: Meh a bit nasty. */
if (call->batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_TRIS)) {
count = 3;
}
else if (call->batch->gl_prim_type == convert_prim_type_to_gl(GPU_PRIM_LINES)) {
count = 2;
}
}
}
return NULL;
}
static void draw_call_resource_bind(DRWCommandsState *state, const DRWResourceHandle *handle)
{
/* Front face is not a resource but it is inside the resource handle. */
bool neg_scale = DRW_handle_negative_scale_get(handle);
if (neg_scale != state->neg_scale) {
glFrontFace((neg_scale) ? GL_CW : GL_CCW);
state->neg_scale = neg_scale;
}
int chunk = DRW_handle_chunk_get(handle);
if (state->resource_chunk != chunk) {
if (state->chunkid_loc != -1) {
GPU_shader_uniform_int(NULL, state->chunkid_loc, chunk);
while (start < tot) {
GPU_select_load_id(select_id[start]);
if (is_instancing) {
draw_geometry_execute(shgroup, call->batch, 0, 0, start, count);
}
else {
draw_geometry_execute(shgroup, call->batch, start, count, 0, 0);
}
start += count;
}
if (state->obmats_loc != -1) {
GPU_uniformbuffer_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
GPU_uniformbuffer_bind(DST.vmempool->matrices_ubo[chunk], 0);
}
if (state->obinfos_loc != -1) {
GPU_uniformbuffer_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]);
GPU_uniformbuffer_bind(DST.vmempool->obinfos_ubo[chunk], 1);
}
state->resource_chunk = chunk;
return true;
}
}
static void draw_call_batching_flush(DRWShadingGroup *shgroup, DRWCommandsState *state)
{
draw_indirect_call(shgroup, state);
GPU_draw_list_submit(DST.draw_list);
state->batch = NULL;
state->inst_count = 0;
state->base_inst = -1;
}
static void draw_call_single_do(DRWShadingGroup *shgroup,
DRWCommandsState *state,
GPUBatch *batch,
DRWResourceHandle handle,
int vert_first,
int vert_count,
int inst_count)
{
draw_call_batching_flush(shgroup, state);
draw_call_resource_bind(state, &handle);
/* TODO This is Legacy. Need to be removed. */
if (state->obmats_loc == -1 &&
(state->obmat_loc != -1 || state->obinv_loc != -1 || state->mvp_loc != -1)) {
draw_legacy_matrix_update(
shgroup, &handle, state->obmat_loc, state->obinv_loc, state->mvp_loc);
}
if (G.f & G_FLAG_PICKSEL) {
if (state->select_buf != NULL) {
draw_select_buffer(shgroup, state, batch, &handle);
return;
}
else {
GPU_select_load_id(state->select_id);
}
}
draw_geometry_execute(shgroup,
batch,
vert_first,
vert_count,
DRW_handle_id_get(&handle),
inst_count,
state->baseinst_loc);
}
static void draw_call_batching_start(DRWCommandsState *state)
{
state->neg_scale = false;
state->resource_chunk = 0;
state->base_inst = 0;
state->inst_count = 0;
state->v_first = 0;
state->v_count = 0;
state->batch = NULL;
state->select_id = -1;
state->select_buf = NULL;
}
static void draw_call_batching_do(DRWShadingGroup *shgroup,
DRWCommandsState *state,
DRWCommandDraw *call)
{
/* If any condition requires to interupt the merging. */
bool neg_scale = DRW_handle_negative_scale_get(&call->handle);
int chunk = DRW_handle_chunk_get(&call->handle);
int id = DRW_handle_id_get(&call->handle);
if ((state->neg_scale != neg_scale) || /* Need to change state. */
(state->resource_chunk != chunk) || /* Need to change UBOs. */
(state->batch != call->batch) /* Need to change VAO. */
) {
draw_call_batching_flush(shgroup, state);
state->batch = call->batch;
state->v_first = (call->batch->elem) ? call->batch->elem->index_start : 0;
state->v_count = (call->batch->elem) ? call->batch->elem->index_len :
call->batch->verts[0]->vertex_len;
state->inst_count = 1;
state->base_inst = id;
draw_call_resource_bind(state, &call->handle);
GPU_draw_list_init(DST.draw_list, state->batch);
}
/* Is the id consecutive? */
else if (id != state->base_inst + state->inst_count) {
/* We need to add a draw command for the pending instances. */
draw_indirect_call(shgroup, state);
state->inst_count = 1;
state->base_inst = id;
}
/* We avoid a drawcall by merging with the precedent
* drawcall using instancing. */
else {
state->inst_count++;
}
}
/* Flush remaining pending drawcalls. */
static void draw_call_batching_finish(DRWShadingGroup *shgroup, DRWCommandsState *state)
{
draw_call_batching_flush(shgroup, state);
/* Reset state */
if (state->neg_scale) {
glFrontFace(GL_CCW);
}
if (state->obmats_loc != -1) {
GPU_uniformbuffer_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
}
if (state->obinfos_loc != -1) {
GPU_uniformbuffer_unbind(DST.vmempool->obinfos_ubo[state->resource_chunk]);
GPU_select_load_id(call->select_id);
return false;
}
#else
return false;
#endif
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
{
BLI_assert(shgroup->shader);
DRWCommandsState state = {
.obmats_loc = -1,
.obinfos_loc = -1,
.baseinst_loc = -1,
.chunkid_loc = -1,
.obmat_loc = -1,
.obinv_loc = -1,
.mvp_loc = -1,
.drw_state_enabled = 0,
.drw_state_disabled = 0,
};
const bool shader_changed = (DST.shader != shgroup->shader);
bool use_tfeedback = false;
@ -1217,115 +940,56 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
}
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
/* XXX hacking gawain */
if (DST.batch) {
DST.batch->program_in_use = false;
}
DST.batch = NULL;
}
if (shgroup->tfeedback_target != NULL) {
use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
shgroup->tfeedback_target->vbo_id);
}
release_ubo_slots(shader_changed);
release_texture_slots(shader_changed);
draw_update_uniforms(shgroup, &state, &use_tfeedback);
drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
drw_stencil_set(shgroup->stencil_mask);
drw_state_set(pass_state);
draw_update_uniforms(shgroup);
/* Rendering Calls */
{
DRWCommandIterator iter;
DRWCommand *cmd;
eDRWCommandType cmd_type;
bool prev_neg_scale = false;
int callid = 0;
for (DRWCall *call = shgroup->calls.first; call; call = call->next) {
draw_command_iter_begin(&iter, shgroup);
draw_call_batching_start(&state);
while ((cmd = draw_command_iter_step(&iter, &cmd_type))) {
switch (cmd_type) {
case DRW_CMD_DRWSTATE:
case DRW_CMD_STENCIL:
draw_call_batching_flush(shgroup, &state);
break;
case DRW_CMD_DRAW:
case DRW_CMD_DRAW_PROCEDURAL:
case DRW_CMD_DRAW_INSTANCE:
if (draw_call_is_culled(&cmd->instance.handle, DST.view_active)) {
continue;
}
break;
default:
break;
if (draw_call_is_culled(call, DST.view_active)) {
continue;
}
switch (cmd_type) {
case DRW_CMD_CLEAR:
GPU_framebuffer_clear(
#ifndef NDEBUG
GPU_framebuffer_active_get(),
#else
NULL,
#endif
cmd->clear.clear_channels,
(float[4]){cmd->clear.r / 255.0f,
cmd->clear.g / 255.0f,
cmd->clear.b / 255.0f,
cmd->clear.a / 255.0f},
cmd->clear.depth,
cmd->clear.stencil);
break;
case DRW_CMD_DRWSTATE:
state.drw_state_enabled |= cmd->state.enable;
state.drw_state_disabled |= cmd->state.disable;
drw_state_set((pass_state & ~state.drw_state_disabled) | state.drw_state_enabled);
break;
case DRW_CMD_STENCIL:
drw_stencil_set(cmd->stencil.mask);
break;
case DRW_CMD_SELECTID:
state.select_id = cmd->select_id.select_id;
state.select_buf = cmd->select_id.select_buf;
break;
case DRW_CMD_DRAW:
if (!USE_BATCHING || state.obmats_loc == -1 || (G.f & G_FLAG_PICKSEL)) {
draw_call_single_do(shgroup, &state, cmd->draw.batch, cmd->draw.handle, 0, 0, 0);
}
else {
draw_call_batching_do(shgroup, &state, &cmd->draw);
}
break;
case DRW_CMD_DRAW_PROCEDURAL:
draw_call_single_do(shgroup,
&state,
cmd->procedural.batch,
cmd->procedural.handle,
0,
cmd->procedural.vert_count,
1);
break;
case DRW_CMD_DRAW_INSTANCE:
draw_call_single_do(shgroup,
&state,
cmd->instance.batch,
cmd->instance.handle,
0,
0,
cmd->instance.inst_count);
break;
case DRW_CMD_DRAW_RANGE:
draw_call_single_do(shgroup,
&state,
cmd->range.batch,
(DRWResourceHandle)0,
cmd->range.vert_first,
cmd->range.vert_count,
1);
break;
/* XXX small exception/optimisation for outline rendering. */
if (shgroup->callid != -1) {
GPU_shader_uniform_vector_int(shgroup->shader, shgroup->callid, 1, 1, &callid);
callid += 1;
}
/* Negative scale objects */
bool neg_scale = call->state->flag & DRW_CALL_NEGSCALE;
if (neg_scale != prev_neg_scale) {
glFrontFace((neg_scale) ? GL_CW : GL_CCW);
prev_neg_scale = neg_scale;
}
draw_geometry_prepare(shgroup, call);
if (draw_select_do_call(shgroup, call)) {
continue;
}
draw_geometry_execute(
shgroup, call->batch, call->vert_first, call->vert_count, 0, call->inst_count);
}
draw_call_batching_finish(shgroup, &state);
/* Reset state */
glFrontFace(GL_CCW);
}
if (use_tfeedback) {
@ -1401,11 +1065,6 @@ static void drw_draw_pass_ex(DRWPass *pass,
DST.shader = NULL;
}
if (DST.batch) {
DST.batch->program_in_use = false;
DST.batch = NULL;
}
/* HACK: Rasterized discard can affect clear commands which are not
* part of a DRWPass (as of now). So disable rasterized discard here
* if it has been enabled. */

View File

@ -126,7 +126,7 @@ static void EDIT_CURVE_engine_init(void *UNUSED(vedata))
datatoc_edit_curve_overlay_normals_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define IN_PLACE_INSTANCES\n", NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
}

View File

@ -286,10 +286,15 @@ typedef struct OBJECT_PrivateData {
DRWShadingGroup *outlines_transform;
/* Lightprobes */
DRWShadingGroup *probe_outlines_transform;
DRWShadingGroup *probe_outlines_select;
DRWShadingGroup *probe_outlines_select_dupli;
DRWShadingGroup *probe_outlines_active;
DRWCallBuffer *lightprobes_cube_select;
DRWCallBuffer *lightprobes_cube_select_dupli;
DRWCallBuffer *lightprobes_cube_active;
DRWCallBuffer *lightprobes_cube_transform;
DRWCallBuffer *lightprobes_planar_select;
DRWCallBuffer *lightprobes_planar_select_dupli;
DRWCallBuffer *lightprobes_planar_active;
DRWCallBuffer *lightprobes_planar_transform;
/* Objects Centers */
DRWCallBuffer *center_active;
@ -298,6 +303,17 @@ typedef struct OBJECT_PrivateData {
DRWCallBuffer *center_selected_lib;
DRWCallBuffer *center_deselected_lib;
/* Outlines id offset (accessed as an array) */
int id_ofs_active;
int id_ofs_select;
int id_ofs_select_dupli;
int id_ofs_transform;
int id_ofs_prb_active;
int id_ofs_prb_select;
int id_ofs_prb_select_dupli;
int id_ofs_prb_transform;
bool xray_enabled;
bool xray_enabled_and_not_wire;
} OBJECT_PrivateData; /* Transient data */
@ -401,10 +417,7 @@ static void OBJECT_engine_init(void *vedata)
if (!sh_data->outline_resolve) {
/* Outline */
sh_data->outline_prepass = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_object_outline_prepass_vert_glsl,
NULL},
.vert = (const char *[]){sh_cfg_data->lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
@ -418,7 +431,7 @@ static void OBJECT_engine_init(void *vedata)
datatoc_object_outline_prepass_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
sh_data->outline_resolve = DRW_shader_create_fullscreen(
@ -526,11 +539,10 @@ static void OBJECT_engine_init(void *vedata)
/* Lightprobes */
sh_data->lightprobe_grid = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
datatoc_common_globals_lib_glsl,
datatoc_object_lightprobe_grid_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_flat_id_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
@ -685,12 +697,12 @@ static void OBJECT_engine_free(void)
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass,
int outline_id,
const int *ofs,
GPUShader *sh,
eGPUShaderConfig sh_cfg)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id);
DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
@ -729,10 +741,107 @@ static DRWShadingGroup *shgroup_points(DRWPass *pass,
return grp;
}
static int *shgroup_theme_id_to_probe_outline_counter(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return &stl->g_data->id_ofs_prb_select_dupli;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_prb_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return &stl->g_data->id_ofs_prb_active;
case TH_SELECT:
return &stl->g_data->id_ofs_prb_select;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_prb_transform;
}
}
static int *shgroup_theme_id_to_outline_counter(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return &stl->g_data->id_ofs_select_dupli;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return &stl->g_data->id_ofs_active;
case TH_SELECT:
return &stl->g_data->id_ofs_select;
case TH_TRANSFORM:
default:
return &stl->g_data->id_ofs_transform;
}
}
static DRWCallBuffer *buffer_theme_id_to_probe_planar_outline_shgrp(OBJECT_StorageList *stl,
int theme_id)
{
/* does not increment counter */
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->lightprobes_planar_active;
case TH_SELECT:
return stl->g_data->lightprobes_planar_select;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_planar_transform;
}
}
static DRWCallBuffer *buffer_theme_id_to_probe_cube_outline_shgrp(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
/* does not increment counter */
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return stl->g_data->lightprobes_cube_select_dupli;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_cube_transform;
}
}
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->lightprobes_cube_active;
case TH_SELECT:
return stl->g_data->lightprobes_cube_select;
case TH_TRANSFORM:
default:
return stl->g_data->lightprobes_cube_transform;
}
}
static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id, base_flag);
*counter += 1;
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
@ -757,64 +866,6 @@ static DRWShadingGroup *shgroup_theme_id_to_outline_or_null(OBJECT_StorageList *
}
}
static DRWShadingGroup *shgroup_theme_id_to_probe_outline_or_null(OBJECT_StorageList *stl,
int theme_id,
const int base_flag)
{
if (UNLIKELY(DRW_state_is_select())) {
return stl->g_data->probe_outlines_select;
}
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return stl->g_data->probe_outlines_select_dupli;
case TH_TRANSFORM:
return stl->g_data->probe_outlines_transform;
default:
return NULL;
}
}
switch (theme_id) {
case TH_ACTIVE:
return stl->g_data->probe_outlines_active;
case TH_SELECT:
return stl->g_data->probe_outlines_select;
case TH_TRANSFORM:
return stl->g_data->probe_outlines_transform;
default:
return NULL;
}
}
static int shgroup_theme_id_to_outline_id(int theme_id, const int base_flag)
{
if (UNLIKELY(base_flag & BASE_FROM_DUPLI)) {
switch (theme_id) {
case TH_ACTIVE:
case TH_SELECT:
return 2;
case TH_TRANSFORM:
return 0;
default:
return -1;
}
}
switch (theme_id) {
case TH_ACTIVE:
return 3;
case TH_SELECT:
return 1;
case TH_TRANSFORM:
return 0;
default:
return -1;
}
}
static DRWShadingGroup *shgroup_theme_id_to_wire(OBJECT_ShadingGroupList *sgl,
int theme_id,
const short base_flag)
@ -1295,8 +1346,7 @@ static void OBJECT_cache_init(void *vedata)
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
OBJECT_PrivateData *g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
eGPUShaderConfig cfg = draw_ctx->sh_cfg;
OBJECT_Shaders *sh_data = &e_data.sh_data[cfg];
OBJECT_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const float outline_width = UI_GetThemeValuef(TH_OUTLINE_WIDTH);
const bool do_outline_expand = (U.pixelsize > 1.0) || (outline_width > 2.0f);
@ -1317,25 +1367,59 @@ static void OBJECT_cache_init(void *vedata)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->lightprobes = DRW_pass_create("Outlines Probe Pass", state);
psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
GPUShader *sh = sh_data->outline_prepass;
g_data->probe_outlines_transform = shgroup_outline(psl->lightprobes, 0, sh, cfg);
g_data->probe_outlines_select = shgroup_outline(psl->lightprobes, 1, sh, cfg);
g_data->probe_outlines_select_dupli = shgroup_outline(psl->lightprobes, 2, sh, cfg);
g_data->probe_outlines_active = shgroup_outline(psl->lightprobes, 3, sh, cfg);
psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
if (g_data->xray_enabled_and_not_wire) {
sh = sh_data->outline_prepass_wire;
}
g_data->outlines_transform = shgroup_outline(psl->outlines, 0, sh, cfg);
g_data->outlines_select = shgroup_outline(psl->outlines, 1, sh, cfg);
g_data->outlines_select_dupli = shgroup_outline(psl->outlines, 2, sh, cfg);
g_data->outlines_active = shgroup_outline(psl->outlines, 3, sh, cfg);
g_data->outlines_select = shgroup_outline(
psl->outlines, &g_data->id_ofs_select, sh, draw_ctx->sh_cfg);
g_data->outlines_select_dupli = shgroup_outline(
psl->outlines, &g_data->id_ofs_select_dupli, sh, draw_ctx->sh_cfg);
g_data->outlines_transform = shgroup_outline(
psl->outlines, &g_data->id_ofs_transform, sh, draw_ctx->sh_cfg);
g_data->outlines_active = shgroup_outline(
psl->outlines, &g_data->id_ofs_active, sh, draw_ctx->sh_cfg);
g_data->id_ofs_select = 0;
g_data->id_ofs_select_dupli = 0;
g_data->id_ofs_active = 0;
g_data->id_ofs_transform = 0;
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
struct GPUBatch *sphere = DRW_cache_sphere_get();
struct GPUBatch *quad = DRW_cache_quad_get();
/* Cubemap */
g_data->lightprobes_cube_select = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_select, draw_ctx->sh_cfg);
g_data->lightprobes_cube_select_dupli = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_select_dupli, draw_ctx->sh_cfg);
g_data->lightprobes_cube_active = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_active, draw_ctx->sh_cfg);
g_data->lightprobes_cube_transform = buffer_instance_outline(
pass, sphere, &g_data->id_ofs_prb_transform, draw_ctx->sh_cfg);
/* Planar */
g_data->lightprobes_planar_select = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_select, draw_ctx->sh_cfg);
g_data->lightprobes_planar_select_dupli = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_select_dupli, draw_ctx->sh_cfg);
g_data->lightprobes_planar_active = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_active, draw_ctx->sh_cfg);
g_data->lightprobes_planar_transform = buffer_instance_outline(
pass, quad, &g_data->id_ofs_prb_transform, draw_ctx->sh_cfg);
g_data->id_ofs_prb_select = 0;
g_data->id_ofs_prb_select_dupli = 0;
g_data->id_ofs_prb_active = 0;
g_data->id_ofs_prb_transform = 0;
}
{
@ -1354,6 +1438,7 @@ static void OBJECT_cache_init(void *vedata)
DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_float_copy(grp, "alphaOcclu", alphaOcclu);
DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 4);
DRW_shgroup_call(grp, quad, NULL);
/* This is the bleed pass if do_outline_expand is false. */
@ -2681,6 +2766,15 @@ static void DRW_shgroup_speaker(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLa
DRW_buffer_add_entry(sgl->speaker, color, &one, ob->obmat);
}
typedef struct OBJECT_LightProbeEngineData {
DrawData dd;
float increment_x[3];
float increment_y[3];
float increment_z[3];
float corner[3];
} OBJECT_LightProbeEngineData;
static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
OBJECT_StorageList *stl,
OBJECT_PassList *psl,
@ -2697,10 +2791,13 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
OBJECT_ShadingGroupList *sgl = (ob->dtx & OB_DRAWXRAY) ? &stl->g_data->sgl_ghost :
&stl->g_data->sgl;
OBJECT_LightProbeEngineData *prb_data = (OBJECT_LightProbeEngineData *)DRW_drawdata_ensure(
&ob->id, &draw_engine_object_type, sizeof(OBJECT_LightProbeEngineData), NULL, NULL);
if (DRW_state_is_select() || do_outlines) {
int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id, ob->base_flag);
if (prb->type == LIGHTPROBE_TYPE_GRID) {
float corner[3];
float increment[3][3];
/* Update transforms */
float cell_dim[3], half_cell_dim[3];
cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
@ -2710,40 +2807,65 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data,
mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
/* First cell. */
copy_v3_fl(corner, -1.0f);
add_v3_v3(corner, half_cell_dim);
mul_m4_v3(ob->obmat, corner);
copy_v3_fl(prb_data->corner, -1.0f);
add_v3_v3(prb_data->corner, half_cell_dim);
mul_m4_v3(ob->obmat, prb_data->corner);
/* Opposite neighbor cell. */
copy_v3_fl3(increment[0], cell_dim[0], 0.0f, 0.0f);
copy_v3_fl3(increment[1], 0.0f, cell_dim[1], 0.0f);
copy_v3_fl3(increment[2], 0.0f, 0.0f, cell_dim[2]);
copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
add_v3_v3(prb_data->increment_x, half_cell_dim);
add_v3_fl(prb_data->increment_x, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_x);
sub_v3_v3(prb_data->increment_x, prb_data->corner);
for (int i = 0; i < 3; i++) {
add_v3_v3(increment[i], half_cell_dim);
add_v3_fl(increment[i], -1.0f);
mul_m4_v3(ob->obmat, increment[i]);
sub_v3_v3(increment[i], corner);
}
copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
add_v3_v3(prb_data->increment_y, half_cell_dim);
add_v3_fl(prb_data->increment_y, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_y);
sub_v3_v3(prb_data->increment_y, prb_data->corner);
copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
add_v3_v3(prb_data->increment_z, half_cell_dim);
add_v3_fl(prb_data->increment_z, -1.0f);
mul_m4_v3(ob->obmat, prb_data->increment_z);
sub_v3_v3(prb_data->increment_z, prb_data->corner);
int outline_id = shgroup_theme_id_to_outline_id(theme_id, ob->base_flag);
uint cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->lightprobe_grid, psl->lightprobes);
DRW_shgroup_uniform_int_copy(grp, "outlineId", outline_id);
DRW_shgroup_uniform_vec3_copy(grp, "corner", corner);
DRW_shgroup_uniform_vec3_copy(grp, "increment_x", increment[0]);
DRW_shgroup_uniform_vec3_copy(grp, "increment_y", increment[1]);
DRW_shgroup_uniform_vec3_copy(grp, "increment_z", increment[2]);
DRW_shgroup_uniform_ivec3_copy(grp, "grid_resolution", &prb->grid_resolution_x);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id);
DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
DRW_shgroup_call_procedural_points(grp, NULL, cell_count);
*call_id += 1;
}
else if (prb->type == LIGHTPROBE_TYPE_PLANAR && (prb->flag & LIGHTPROBE_FLAG_SHOW_DATA)) {
DRWShadingGroup *grp = shgroup_theme_id_to_probe_outline_or_null(
else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
float draw_size = 1.0f;
float probe_cube_mat[4][4];
// prb_data->draw_size = prb->data_draw_size * 0.1f;
// unit_m4(prb_data->probe_cube_mat);
// copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
DRWCallBuffer *buf = buffer_theme_id_to_probe_cube_outline_shgrp(
stl, theme_id, ob->base_flag);
DRW_shgroup_call_no_cull(grp, DRW_cache_quad_get(), ob);
/* TODO remove or change the drawing of the cube probes. This line draws nothing on purpose
* to keep the call ids correct. */
zero_m4(probe_cube_mat);
DRW_buffer_add_entry(buf, call_id, &draw_size, probe_cube_mat);
*call_id += 1;
}
else if (prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) {
float draw_size = 1.0f;
DRWCallBuffer *buf = buffer_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
DRW_buffer_add_entry(buf, call_id, &draw_size, ob->obmat);
*call_id += 1;
}
}
@ -3660,7 +3782,19 @@ static void OBJECT_draw_scene(void *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
int do_outlines = !DRW_pass_is_empty(psl->outlines) || !DRW_pass_is_empty(psl->lightprobes);
int id_len_select = g_data->id_ofs_select;
int id_len_select_dupli = g_data->id_ofs_select_dupli;
int id_len_active = g_data->id_ofs_active;
int id_len_transform = g_data->id_ofs_transform;
int id_len_prb_select = g_data->id_ofs_prb_select;
int id_len_prb_select_dupli = g_data->id_ofs_prb_select_dupli;
int id_len_prb_active = g_data->id_ofs_prb_active;
int id_len_prb_transform = g_data->id_ofs_prb_transform;
int outline_calls = id_len_select + id_len_select_dupli + id_len_active + id_len_transform;
outline_calls += id_len_prb_select + id_len_prb_select_dupli + id_len_prb_active +
id_len_prb_transform;
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@ -3668,24 +3802,35 @@ static void OBJECT_draw_scene(void *vedata)
/* Don't draw Transparent passes in MSAA buffer. */
// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
DRW_draw_pass(g_data->sgl.transp_shapes);
DRW_draw_pass(stl->g_data->sgl.transp_shapes);
MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
DRW_draw_pass(g_data->sgl.bone_solid);
DRW_draw_pass(g_data->sgl.bone_wire);
DRW_draw_pass(g_data->sgl.bone_outline);
DRW_draw_pass(g_data->sgl.non_meshes);
DRW_draw_pass(stl->g_data->sgl.bone_solid);
DRW_draw_pass(stl->g_data->sgl.bone_wire);
DRW_draw_pass(stl->g_data->sgl.bone_outline);
DRW_draw_pass(stl->g_data->sgl.non_meshes);
DRW_draw_pass(psl->particle);
DRW_draw_pass(g_data->sgl.bone_axes);
DRW_draw_pass(stl->g_data->sgl.bone_axes);
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
DRW_draw_pass(g_data->sgl.image_empties);
DRW_draw_pass(stl->g_data->sgl.image_empties);
if (DRW_state_is_fbo() && do_outlines) {
if (DRW_state_is_fbo() && outline_calls > 0) {
DRW_stats_group_start("Outlines");
g_data->id_ofs_active = 1;
g_data->id_ofs_select = g_data->id_ofs_active + id_len_active + id_len_prb_active + 1;
g_data->id_ofs_select_dupli = g_data->id_ofs_select + id_len_select + id_len_prb_select + 1;
g_data->id_ofs_transform = g_data->id_ofs_select_dupli + id_len_select_dupli +
id_len_prb_select_dupli + 1;
g_data->id_ofs_prb_active = g_data->id_ofs_active + id_len_active;
g_data->id_ofs_prb_select = g_data->id_ofs_select + id_len_select;
g_data->id_ofs_prb_select_dupli = g_data->id_ofs_select_dupli + id_len_select_dupli;
g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_len_transform;
/* Render filled polygon on a separate framebuffer */
GPU_framebuffer_bind(fbl->outlines_fb);
GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f);
@ -3720,7 +3865,7 @@ static void OBJECT_draw_scene(void *vedata)
}
/* Combine with scene buffer last */
if (do_outlines) {
if (outline_calls > 0) {
DRW_draw_pass(psl->outlines_resolve);
}
}

View File

@ -23,6 +23,8 @@
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
#include "BIF_glutil.h"
#include "BKE_editmesh.h"
#include "BKE_global.h"
#include "BKE_object.h"
@ -75,6 +77,7 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *face_wires_shgrp;
DRWShadingGroup *face_wires_xray_shgrp;
DRWView *view_wires;
BLI_mempool *wire_color_mempool;
View3DOverlay overlay;
float wire_step_param;
bool clear_stencil;
@ -205,6 +208,10 @@ static void overlay_cache_init(void *vedata)
if (v3d->shading.type == OB_WIRE) {
g_data->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
if (ELEM(v3d->shading.wire_color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) {
g_data->wire_color_mempool = BLI_mempool_create(sizeof(float[3]), 0, 512, 0);
}
}
{
@ -249,6 +256,7 @@ static void overlay_cache_init(void *vedata)
}
static void overlay_wire_color_get(const View3D *v3d,
const OVERLAY_PrivateData *pd,
const Object *ob,
const bool use_coloring,
float **rim_col,
@ -297,10 +305,8 @@ static void overlay_wire_color_get(const View3D *v3d,
if (v3d->shading.type == OB_WIRE) {
if (ELEM(v3d->shading.wire_color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* Theses stays valid until next call. So we need to copy them when using them as uniform. */
static float wire_col_val[3], rim_col_val[3];
*wire_col = wire_col_val;
*rim_col = rim_col_val;
*wire_col = BLI_mempool_alloc(pd->wire_color_mempool);
*rim_col = BLI_mempool_alloc(pd->wire_color_mempool);
if (v3d->shading.wire_color_type == V3D_SHADING_OBJECT_COLOR) {
linearrgb_to_srgb_v3_v3(*wire_col, ob->color);
@ -421,9 +427,9 @@ static void overlay_cache_populate(void *vedata, Object *ob)
if (!(DRW_state_is_select() || DRW_state_is_depth())) {
float *rim_col, *wire_col;
overlay_wire_color_get(v3d, ob, use_coloring, &rim_col, &wire_col);
DRW_shgroup_uniform_vec3_copy(shgrp, "wireColor", wire_col);
DRW_shgroup_uniform_vec3_copy(shgrp, "rimColor", rim_col);
overlay_wire_color_get(v3d, pd, ob, use_coloring, &rim_col, &wire_col);
DRW_shgroup_uniform_vec3(shgrp, "wireColor", wire_col, 1);
DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
DRW_shgroup_stencil_mask(shgrp,
(is_xray && (is_wire || !pd->clear_stencil)) ? 0x00 : 0xFF);
}
@ -500,6 +506,12 @@ static void overlay_draw_scene(void *vedata)
/* TODO(fclem): find a way to unify the multisample pass together
* (non meshes + armature + wireframe) */
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
/* XXX TODO(fclem) do not discard data after drawing! Store them per viewport. */
if (stl->g_data->wire_color_mempool) {
BLI_mempool_destroy(stl->g_data->wire_color_mempool);
stl->g_data->wire_color_mempool = NULL;
}
}
static void overlay_engine_free(void)

View File

@ -1,5 +1,4 @@
#define COMMON_VIEW_LIB
#define DRW_RESOURCE_CHUNK_LEN 512
/* keep in sync with DRWManager.view_data */
layout(std140) uniform viewBlock
@ -24,74 +23,8 @@ layout(std140) uniform viewBlock
_world_clip_planes_calc_clip_distance(p, clipPlanes)
#endif
uniform int resourceChunk;
#ifdef GPU_VERTEX_SHADER
# ifdef GL_ARB_shader_draw_parameters
# define baseInstance gl_BaseInstanceARB
# else /* no ARB_shader_draw_parameters */
uniform int baseInstance;
# endif
# ifdef IN_PLACE_INSTANCES
/* When drawing instances of an object at the same position. */
# define instanceId 0
# elif defined(GPU_CRAPPY_AMD_DRIVER)
/* NOTE: This does contain the baseInstance ofset */
in int _instanceId;
# define instanceId (_instanceId - baseInstance)
# else
# define instanceId gl_InstanceID
# endif
# define resource_id (baseInstance + instanceId)
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom;
# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id;
#endif
/* If used in a fragment / geometry shader, we pass
* resource_id as varying. */
#ifdef GPU_GEOMETRY_SHADER
# define RESOURCE_ID_VARYING \
flat out int resourceIDFrag; \
flat in int resourceIDGeom[];
# define resource_id resourceIDGeom
# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i];
#endif
#ifdef GPU_FRAGMENT_SHADER
flat in int resourceIDFrag;
# define resource_id resourceIDFrag
#endif
#ifndef GPU_INTEL
struct ObjectMatrices {
mat4 drw_modelMatrix;
mat4 drw_modelMatrixInverse;
};
layout(std140) uniform modelBlock
{
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
#else /* GPU_INTEL */
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
* So for now we just force using the legacy path. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
#endif
#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
/** Transform shortcuts. */
/* Rule of thumb: Try to reuse world positions and normals because converting though viewspace

View File

@ -1,11 +1,18 @@
uniform mat4 ViewProjectionMatrix;
uniform float sphere_size;
uniform ivec3 grid_resolution;
uniform vec3 corner;
uniform vec3 increment_x;
uniform vec3 increment_y;
uniform vec3 increment_z;
uniform vec3 screen_vecs[2];
flat out int objectId;
uniform int call_id; /* we don't want the builtin callId which would be 0. */
uniform int baseId;
flat out uint finalId;
void main()
{
@ -22,8 +29,7 @@ void main()
gl_Position = ViewProjectionMatrix * vec4(ws_cell_location, 1.0);
gl_PointSize = 2.0f;
/* ID 0 is nothing (background) */
objectId = resource_handle + 1;
finalId = uint(baseId + call_id);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(ws_cell_location);

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@ -7,9 +7,30 @@ uniform usampler2D outlineId;
uniform sampler2D outlineDepth;
uniform sampler2D sceneDepth;
uniform int idOffsets[4];
uniform float alphaOcclu;
uniform vec2 viewportSize;
vec4 convert_id_to_color(int id)
{
if (id == 0) {
return vec4(0.0);
}
if (id < idOffsets[1]) {
return colorActive;
}
else if (id < idOffsets[2]) {
return colorSelect;
}
else if (id < idOffsets[3]) {
return colorDupliSelect;
}
else {
return colorTransform;
}
}
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
@ -64,24 +85,7 @@ void main()
const float epsilon = 3.0 / 8388608.0;
bool occluded = (ref_depth > scene_depth + epsilon);
/* WATCH: Keep in sync with outlineId of the prepass. */
uint color_id = ref_id >> 14u;
if (ref_id == 0u) {
FragColor = vec4(0.0);
}
else if (color_id == 1u) {
FragColor = colorSelect;
}
else if (color_id == 2u) {
FragColor = colorDupliSelect;
}
else if (color_id == 3u) {
FragColor = colorActive;
}
else {
FragColor = colorTransform;
}
FragColor = convert_id_to_color(int(ref_id));
FragColor.a *= (occluded) ? alphaOcclu : 1.0;
FragColor.a = (outline) ? FragColor.a : 0.0;
}

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@ -1,18 +1,10 @@
/* Should be 2 bits only [0..3]. */
uniform int outlineId;
flat in int objectId;
uniform int callId;
uniform int baseId;
/* using uint because 16bit uint can contain more ids than int. */
out uint outId;
/* Replace top 2 bits (of the 16bit output) by outlineId.
* This leaves 16K different IDs to create outlines between objects.
* SHIFT = (32 - (16 - 2)) */
#define SHIFT 18u
void main()
{
outId = (uint(outlineId) << 14u) | ((uint(objectId) << SHIFT) >> SHIFT);
outId = uint(baseId + callId);
}

View File

@ -2,15 +2,12 @@
layout(lines_adjacency) in;
layout(line_strip, max_vertices = 2) out;
in vec4 pPos[];
in vec3 vPos[];
in int objectId_g[];
flat out int objectId;
void vert_from_gl_in(int v)
{
gl_Position = gl_in[v].gl_Position;
objectId = objectId_g[v];
gl_Position = pPos[v];
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
#endif

View File

@ -1,27 +1,16 @@
in vec3 pos;
#ifdef USE_GEOM
out vec4 pPos;
out vec3 vPos;
out int objectId_g;
# define objectId objectId_g
#else
flat out int objectId;
#endif
void main()
{
vec3 world_pos = point_object_to_world(pos);
#ifdef USE_GEOM
vPos = point_world_to_view(world_pos);
#endif
gl_Position = point_world_to_ndc(world_pos);
pPos = point_world_to_ndc(world_pos);
/* Small bias to always be on top of the geom. */
gl_Position.z -= 1e-3;
/* ID 0 is nothing (background) */
objectId = resource_handle + 1;
pPos.z -= 1e-3;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);

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@ -101,19 +101,17 @@ static int bm_face_isect_pair_swap(BMFace *f, void *UNUSED(user_data))
/**
* Use for intersect and boolean.
*/
static void edbm_intersect_select(BMEditMesh *em, bool do_select)
static void edbm_intersect_select(BMEditMesh *em)
{
if (do_select) {
BM_mesh_elem_hflag_disable_all(em->bm, BM_VERT | BM_EDGE | BM_FACE, BM_ELEM_SELECT, false);
BM_mesh_elem_hflag_disable_all(em->bm, BM_VERT | BM_EDGE | BM_FACE, BM_ELEM_SELECT, false);
if (em->bm->selectmode & (SCE_SELECT_VERTEX | SCE_SELECT_EDGE)) {
BMIter iter;
BMEdge *e;
if (em->bm->selectmode & (SCE_SELECT_VERTEX | SCE_SELECT_EDGE)) {
BMIter iter;
BMEdge *e;
BM_ITER_MESH (e, &iter, em->bm, BM_EDGES_OF_MESH) {
if (BM_elem_flag_test(e, BM_ELEM_TAG)) {
BM_edge_select_set(em->bm, e, true);
}
BM_ITER_MESH (e, &iter, em->bm, BM_EDGES_OF_MESH) {
if (BM_elem_flag_test(e, BM_ELEM_TAG)) {
BM_edge_select_set(em->bm, e, true);
}
}
}
@ -212,9 +210,10 @@ static int edbm_intersect_exec(bContext *C, wmOperator *op)
em->bm, BM_elem_cb_check_hflag_enabled_simple(const BMFace *, BM_ELEM_SELECT));
}
edbm_intersect_select(em, has_isect);
if (!has_isect) {
if (has_isect) {
edbm_intersect_select(em);
}
else {
isect_len++;
}
}
@ -318,9 +317,10 @@ static int edbm_intersect_boolean_exec(bContext *C, wmOperator *op)
boolean_operation,
eps);
edbm_intersect_select(em, has_isect);
if (!has_isect) {
if (has_isect) {
edbm_intersect_select(em);
}
else {
isect_len++;
}
}

View File

@ -330,8 +330,6 @@ data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC)
if(WITH_MOD_SMOKE)
add_definitions(-DWITH_SMOKE)

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@ -193,17 +193,6 @@ GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff
#endif /* future plans */
/* GPUDrawList is an API to do lots of similar drawcalls very fast using multidrawindirect.
* There is a fallback if the feature is not supported. */
typedef struct GPUDrawList GPUDrawList;
GPUDrawList *GPU_draw_list_create(int length);
void GPU_draw_list_discard(GPUDrawList *list);
void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch);
void GPU_draw_list_command_add(
GPUDrawList *list, int v_first, int v_count, int i_first, int i_count);
void GPU_draw_list_submit(GPUDrawList *list);
void gpu_batch_init(void);
void gpu_batch_exit(void);

View File

@ -45,12 +45,13 @@ typedef enum {
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_CALLID, /* int callId */
GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
GPU_UNIFORM_OBJECT_COLOR, /* vec4 objectColor */
GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */

View File

@ -37,20 +37,14 @@ typedef struct GPUViewport GPUViewport;
/* Contains memory pools information */
typedef struct ViewportMemoryPool {
struct BLI_memblock *commands;
struct BLI_memblock *commands_small;
struct BLI_memblock *callbuffers;
struct BLI_memblock *obmats;
struct BLI_memblock *obinfos;
struct BLI_memblock *calls;
struct BLI_memblock *states;
struct BLI_memblock *cullstates;
struct BLI_memblock *shgroups;
struct BLI_memblock *uniforms;
struct BLI_memblock *views;
struct BLI_memblock *passes;
struct BLI_memblock *images;
struct GPUUniformBuffer **matrices_ubo;
struct GPUUniformBuffer **obinfos_ubo;
uint ubo_len;
} ViewportMemoryPool;
/* All FramebufferLists are just the same pointers with different names */

View File

@ -39,9 +39,8 @@
#include <stdlib.h>
#include <string.h>
#include <limits.h>
static void batch_update_program_bindings(GPUBatch *batch, uint i_first);
static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
void GPU_batch_vao_cache_clear(GPUBatch *batch)
{
@ -447,51 +446,20 @@ static void create_bindings(GPUVertBuf *verts,
}
}
static void instance_id_workaround(GPUBatch *batch)
{
/**
* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
* the gl_InstanceID is incremented by the 2 bit component of the attrib. To workaround this,
* we create a new vertex attrib containing the expected value of gl_InstanceID.
**/
const GPUShaderInput *input = GPU_shaderinterface_attr(batch->interface, "_instanceId");
if (input) {
#define DRW_RESOURCE_CHUNK_LEN 512 /* Keep in sync. */
static GLint vbo_id = 0;
if (vbo_id == 0) {
short data[DRW_RESOURCE_CHUNK_LEN];
for (int i = 0; i < DRW_RESOURCE_CHUNK_LEN; i++) {
data[i] = i;
}
/* GPU_context takes care of deleting `vbo_id` at the end. */
vbo_id = GPU_buf_alloc();
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glEnableVertexAttribArray(input->location);
glVertexAttribIPointer(input->location, 1, GL_SHORT, 0, NULL);
glVertexAttribDivisor(input->location, 1);
}
}
static void batch_update_program_bindings(GPUBatch *batch, uint i_first)
static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
/* Reverse order so first vbos have more prevalence (in term of attrib override). */
for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) {
if (batch->verts[v] != NULL) {
create_bindings(batch->verts[v], batch->interface, 0, false);
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
}
}
if (batch->inst) {
create_bindings(batch->inst, batch->interface, i_first, true);
create_bindings(batch->inst, batch->interface, v_first, true);
}
if (batch->elem) {
GPU_indexbuf_use(batch->elem);
}
if (GPU_crappy_amd_driver()) {
instance_id_workaround(batch);
}
}
void GPU_batch_program_use_begin(GPUBatch *batch)
@ -650,14 +618,6 @@ void GPU_batch_draw(GPUBatch *batch)
GPU_batch_program_use_end(batch);
}
#if GPU_TRACK_INDEX_RANGE
# define BASE_INDEX(el) ((el)->base_index)
# define INDEX_TYPE(el) ((el)->gl_index_type)
#else
# define BASE_INDEX(el) 0
# define INDEX_TYPE(el) GL_UNSIGNED_INT
#endif
void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count)
{
#if TRUST_NO_ONE
@ -672,13 +632,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
i_count = (batch->inst) ? batch->inst->vertex_len : 1;
}
if (v_count == 0 || i_count == 0) {
/* Nothing to draw. */
return;
}
if (!GPU_arb_base_instance_is_supported()) {
if (i_first > 0) {
if (i_first > 0 && i_count > 0) {
/* If using offset drawing with instancing, we must
* use the default VAO and redo bindings. */
glBindVertexArray(GPU_vao_default());
@ -693,8 +648,13 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
GLenum index_type = INDEX_TYPE(el);
GLint base_index = BASE_INDEX(el);
#if GPU_TRACK_INDEX_RANGE
GLenum index_type = el->gl_index_type;
GLint base_index = el->base_index;
#else
GLenum index_type = GL_UNSIGNED_INT;
GLint base_index = 0;
#endif
void *v_first_ofs = elem_offset(el, v_first);
if (GPU_arb_base_instance_is_supported()) {
@ -736,179 +696,6 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
// glBindVertexArray(0);
}
/* -------------------------------------------------------------------- */
/** \name Indirect Draw Calls
* \{ */
#if 0
# define USE_MULTI_DRAW_INDIRECT 0
#else
# define USE_MULTI_DRAW_INDIRECT \
(GL_ARB_multi_draw_indirect && GPU_arb_base_instance_is_supported())
#endif
typedef struct GPUDrawCommand {
uint v_count;
uint i_count;
uint v_first;
uint i_first;
} GPUDrawCommand;
typedef struct GPUDrawCommandIndexed {
uint v_count;
uint i_count;
uint v_first;
uint base_index;
uint i_first;
} GPUDrawCommandIndexed;
struct GPUDrawList {
GPUBatch *batch;
uint base_index; /* Avoid dereferencing batch. */
uint cmd_offset; /* in bytes, offset inside indirect command buffer. */
uint cmd_len; /* Number of used command for the next call. */
uint buffer_size; /* in bytes, size of indirect command buffer. */
GLuint buffer_id; /* Draw Indirect Buffer id */
union {
GPUDrawCommand *commands;
GPUDrawCommandIndexed *commands_indexed;
};
};
GPUDrawList *GPU_draw_list_create(int length)
{
GPUDrawList *list = MEM_callocN(sizeof(GPUDrawList), "GPUDrawList");
/* Alloc the biggest possible command list which is indexed. */
list->buffer_size = sizeof(GPUDrawCommandIndexed) * length;
if (USE_MULTI_DRAW_INDIRECT) {
list->buffer_id = GPU_buf_alloc();
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW);
}
else {
list->commands = MEM_mallocN(list->buffer_size, "GPUDrawList data");
}
return list;
}
void GPU_draw_list_discard(GPUDrawList *list)
{
if (list->buffer_id) {
GPU_buf_free(list->buffer_id);
}
else {
MEM_SAFE_FREE(list->commands);
}
MEM_freeN(list);
}
void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch)
{
BLI_assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
list->batch = batch;
list->base_index = batch->elem ? BASE_INDEX(batch->elem) : UINT_MAX;
list->cmd_len = 0;
if (USE_MULTI_DRAW_INDIRECT) {
if (list->commands == NULL) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
if (list->cmd_offset >= list->buffer_size) {
/* Orphan buffer data and start fresh. */
glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW);
list->cmd_offset = 0;
}
GLenum flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
list->commands = glMapBufferRange(
GL_DRAW_INDIRECT_BUFFER, list->cmd_offset, list->buffer_size - list->cmd_offset, flags);
}
}
else {
list->cmd_offset = 0;
}
}
void GPU_draw_list_command_add(
GPUDrawList *list, int v_first, int v_count, int i_first, int i_count)
{
BLI_assert(list->commands);
if (list->base_index != UINT_MAX) {
GPUDrawCommandIndexed *cmd = list->commands_indexed + list->cmd_len;
cmd->v_first = v_first;
cmd->v_count = v_count;
cmd->i_count = i_count;
cmd->base_index = list->base_index;
cmd->i_first = i_first;
}
else {
GPUDrawCommand *cmd = list->commands + list->cmd_len;
cmd->v_first = v_first;
cmd->v_count = v_count;
cmd->i_count = i_count;
cmd->i_first = i_first;
}
list->cmd_len++;
uint offset = list->cmd_offset + list->cmd_len * sizeof(GPUDrawCommandIndexed);
if (offset == list->buffer_size) {
GPU_draw_list_submit(list);
GPU_draw_list_init(list, list->batch);
}
}
void GPU_draw_list_submit(GPUDrawList *list)
{
GPUBatch *batch = list->batch;
if (list->cmd_len == 0)
return;
BLI_assert(list->commands);
BLI_assert(batch->program_in_use);
/* TODO could assert that VAO is bound. */
/* TODO We loose a bit of memory here if we only draw arrays. Fix that. */
uintptr_t offset = list->cmd_offset;
uint cmd_len = list->cmd_len;
size_t bytes_used = cmd_len * sizeof(GPUDrawCommandIndexed);
list->cmd_offset += bytes_used;
list->cmd_len = 0; /* Avoid reuse. */
if (USE_MULTI_DRAW_INDIRECT) {
GLenum prim = batch->gl_prim_type;
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
glFlushMappedBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, bytes_used);
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
list->commands = NULL; /* Unmapped */
if (batch->elem) {
glMultiDrawElementsIndirect(prim, INDEX_TYPE(batch->elem), (void *)offset, cmd_len, 0);
}
else {
glMultiDrawArraysIndirect(prim, (void *)offset, cmd_len, 0);
}
}
else {
/* Fallback */
if (batch->elem) {
GPUDrawCommandIndexed *cmd = list->commands_indexed;
for (int i = 0; i < cmd_len; i++, cmd++) {
GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count);
}
}
else {
GPUDrawCommand *cmd = list->commands;
for (int i = 0; i < cmd_len; i++, cmd++) {
GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count);
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */

View File

@ -55,12 +55,6 @@
#include <string.h>
#include <stdarg.h>
extern char datatoc_gpu_shader_material_glsl[];
extern char datatoc_gpu_shader_geometry_glsl[];
extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
/* -------------------- GPUPass Cache ------------------ */
/**
* Internal shader cache: This prevent the shader recompilation / stall when
@ -784,12 +778,6 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
else if (input->builtin == GPU_OBJECT_MATRIX) {
BLI_dynstr_append(ds, "objmat");
}
else if (input->builtin == GPU_OBJECT_INFO) {
BLI_dynstr_append(ds, "ObjectInfo");
}
else if (input->builtin == GPU_OBJECT_COLOR) {
BLI_dynstr_append(ds, "ObjectColor");
}
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
BLI_dynstr_append(ds, "objinv");
}
@ -852,10 +840,6 @@ static char *code_generate_fragment(GPUMaterial *material,
codegen_set_unique_ids(nodes);
*rbuiltins = builtins = codegen_process_uniforms_functions(material, ds, nodes);
if (builtins & (GPU_OBJECT_INFO | GPU_OBJECT_COLOR)) {
BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
}
if (builtins & GPU_BARYCENTRIC_TEXCO) {
BLI_dynstr_append(ds, "in vec2 barycentricTexCo;\n");
}
@ -1004,7 +988,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
/* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
if (input->attr_type == CD_ORCO) {
/* OPTI : orco is computed from local positions, but only if no modifier is present. */
BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
BLI_dynstr_append(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
}
else if (input->attr_name[0] == '\0') {
@ -1086,8 +1070,6 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_append(ds, "\n");
BLI_dynstr_append(ds, use_geom ? "RESOURCE_ID_VARYING_GEOM\n" : "RESOURCE_ID_VARYING\n");
BLI_dynstr_append(ds,
"#define USE_ATTR\n"
"vec3 srgb_to_linear_attr(vec3 c) {\n"
@ -1117,8 +1099,6 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_append(ds, "void pass_attr(in vec3 position) {\n");
BLI_dynstr_append(ds, use_geom ? "\tPASS_RESOURCE_ID_GEOM\n" : "\tPASS_RESOURCE_ID\n");
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
if (builtins & GPU_BARYCENTRIC_TEXCO) {
@ -1145,8 +1125,8 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
}
else if (input->attr_type == CD_ORCO) {
BLI_dynstr_appendf(ds,
"\tvar%d%s = OrcoTexCoFactors[0].xyz + (ModelMatrixInverse * "
"vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1].xyz;\n",
"\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * "
"vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
input->attr_id,
use_geom ? "g" : "");
/* TODO: fix ORCO with modifiers. */
@ -1201,8 +1181,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
}
else if (input->attr_type == CD_ORCO) {
BLI_dynstr_appendf(ds,
"\tvar%d%s = OrcoTexCoFactors[0].xyz + position *"
" OrcoTexCoFactors[1].xyz;\n",
"\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
input->attr_id,
use_geom ? "g" : "");
/* See mesh_create_loop_orco() for explanation. */
@ -1317,8 +1296,6 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code, cons
BLI_dynstr_append(ds, "out vec3 worldNormal;\n");
BLI_dynstr_append(ds, "out vec3 viewNormal;\n");
BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
BLI_dynstr_append(ds, "void main(){\n");
if (builtins & GPU_BARYCENTRIC_DIST) {
@ -1363,13 +1340,9 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code, cons
BLI_dynstr_append(ds, "}\n");
}
BLI_dynstr_append(ds, "RESOURCE_ID_VARYING\n");
/* Generate varying assignments. */
BLI_dynstr_append(ds, "void pass_attr(in int vert) {\n");
BLI_dynstr_append(ds, "\tPASS_RESOURCE_ID(vert)\n");
/* XXX HACK: Eevee specific. */
if (geom_code == NULL) {
BLI_dynstr_append(ds, "\tworldPosition = worldPositiong[vert];\n");

View File

@ -248,9 +248,6 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
/* a #version 400 feature, but we use #version 330 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
}
if (GLEW_ARB_shader_draw_parameters) {
strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
}
}
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
@ -258,9 +255,6 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_ATI\n");
if (GPU_crappy_amd_driver()) {
strcat(defines, "#define GPU_CRAPPY_AMD_DRIVER\n");
}
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_NVIDIA\n");

View File

@ -65,8 +65,9 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
[GPU_UNIFORM_CLIPPLANES] = "WorldClipPlanes",
[GPU_UNIFORM_COLOR] = "color",
[GPU_UNIFORM_BASE_INSTANCE] = "baseInstance",
[GPU_UNIFORM_RESOURCE_CHUNK] = "resourceChunk",
[GPU_UNIFORM_CALLID] = "callId",
[GPU_UNIFORM_OBJECT_INFO] = "unfobjectinfo",
[GPU_UNIFORM_OBJECT_COLOR] = "unfobjectcolor",
[GPU_UNIFORM_CUSTOM] = NULL,
[GPU_NUM_UNIFORMS] = NULL,

View File

@ -39,7 +39,6 @@
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "GPU_uniformbuffer.h"
#include "DRW_engine.h"
@ -620,20 +619,11 @@ void GPU_viewport_free(GPUViewport *viewport)
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
if (viewport->vmempool.commands != NULL) {
BLI_memblock_destroy(viewport->vmempool.commands, NULL);
if (viewport->vmempool.calls != NULL) {
BLI_memblock_destroy(viewport->vmempool.calls, NULL);
}
if (viewport->vmempool.commands_small != NULL) {
BLI_memblock_destroy(viewport->vmempool.commands_small, NULL);
}
if (viewport->vmempool.callbuffers != NULL) {
BLI_memblock_destroy(viewport->vmempool.callbuffers, NULL);
}
if (viewport->vmempool.obmats != NULL) {
BLI_memblock_destroy(viewport->vmempool.obmats, NULL);
}
if (viewport->vmempool.obinfos != NULL) {
BLI_memblock_destroy(viewport->vmempool.obinfos, NULL);
if (viewport->vmempool.states != NULL) {
BLI_memblock_destroy(viewport->vmempool.states, NULL);
}
if (viewport->vmempool.cullstates != NULL) {
BLI_memblock_destroy(viewport->vmempool.cullstates, NULL);
@ -660,13 +650,6 @@ void GPU_viewport_free(GPUViewport *viewport)
BLI_memblock_destroy(viewport->vmempool.images, NULL);
}
for (int i = 0; i < viewport->vmempool.ubo_len; i++) {
GPU_uniformbuffer_free(viewport->vmempool.matrices_ubo[i]);
GPU_uniformbuffer_free(viewport->vmempool.obinfos_ubo[i]);
}
MEM_SAFE_FREE(viewport->vmempool.matrices_ubo);
MEM_SAFE_FREE(viewport->vmempool.obinfos_ubo);
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);

View File

@ -1,19 +0,0 @@
/* Need to be included after common_view_lib.glsl for resource_id. */
#ifndef GPU_OBINFOS_UBO
#define GPU_OBINFOS_UBO
struct ObjectInfos {
vec4 drw_OrcoTexCoFactors[2];
vec4 drw_ObjectColor;
vec4 drw_Infos;
};
layout(std140) uniform infoBlock
{
/* DRW_RESOURCE_CHUNK_LEN = 512 */
ObjectInfos drw_infos[512];
};
#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
#define ObjectInfo (drw_infos[resource_id].drw_Infos)
#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
#endif

View File

@ -1,5 +1,8 @@
uniform mat4 ViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
/* ---- Instantiated Attrs ---- */
in float pos;
@ -44,12 +47,11 @@ void main()
pPos = vec3(0.0);
}
vec4 wPos = InstanceModelMatrix * vec4(pPos, 1.0);
gl_Position = ViewProjectionMatrix * wPos;
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pPos, 1.0);
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(wPos.xyz);
world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * vec4(pPos, 1.0)).xyz);
#endif
}

View File

@ -18,14 +18,13 @@ void main()
{
float len = end - start;
vec3 sta = vec3(0.0, 0.0, -start);
vec4 pos_4d = vec4(pos * -len + sta, 1.0);
vec4 wPos = InstanceModelMatrix * vec4(pos * -len + sta, 1.0);
gl_Position = ViewProjectionMatrix * wPos;
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
gl_PointSize = size;
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(wPos.xyz);
world_clip_planes_calc_clip_distance((InstanceModelMatrix * pos_4d).xyz);
#endif
}

View File

@ -1,5 +1,6 @@
uniform mat4 ViewProjectionMatrix;
uniform mat4 ModelMatrix;
/* ---- Instantiated Attrs ---- */
in vec3 pos;
@ -19,10 +20,10 @@ void main()
{
finalColor = color;
vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
gl_Position = ViewProjectionMatrix * wPos;
vec4 pos_4d = vec4(pos * size, 1.0);
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(wPos.xyz);
world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * pos_4d).xyz);
#endif
}

View File

@ -1,6 +1,8 @@
uniform mat4 ViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform int baseId;
/* ---- Instantiated Attrs ---- */
@ -19,11 +21,11 @@ flat out uint finalId;
void main()
{
vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
gl_Position = ViewProjectionMatrix * wPos;
vec4 pos_4d = vec4(pos * size, 1.0);
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
finalId = uint(baseId + callId);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(wPos.xyz);
world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * pos_4d).xyz);
#endif
}

View File

@ -9,5 +9,5 @@ in mat4 InstanceModelMatrix;
void main()
{
gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos, 1.0);
}