
Both CPU time and GPU time are printed to spot bottlenecks. GPU Timers works only if cache is enabled.
1863 lines
51 KiB
C
1863 lines
51 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file blender/draw/intern/draw_manager.c
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* \ingroup draw
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*/
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#include <stdio.h>
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#include "BLI_dynstr.h"
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#include "BLI_listbase.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BIF_glutil.h"
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#include "BKE_global.h"
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#include "BLT_translation.h"
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#include "BLF_api.h"
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "DNA_view3d_types.h"
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#include "DNA_screen_types.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "GPU_batch.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_uniformbuffer.h"
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#include "GPU_viewport.h"
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#include "GPU_matrix.h"
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#include "PIL_time.h"
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#include "RE_engine.h"
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#include "UI_resources.h"
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#include "draw_mode_engines.h"
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#include "clay.h"
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#include "eevee.h"
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#define MAX_ATTRIB_NAME 32
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#define MAX_PASS_NAME 32
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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/* Structures */
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typedef enum {
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DRW_UNIFORM_BOOL,
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DRW_UNIFORM_INT,
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DRW_UNIFORM_FLOAT,
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DRW_UNIFORM_TEXTURE,
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DRW_UNIFORM_BUFFER,
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DRW_UNIFORM_MAT3,
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DRW_UNIFORM_MAT4,
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DRW_UNIFORM_BLOCK
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} DRWUniformType;
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typedef enum {
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DRW_ATTRIB_INT,
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DRW_ATTRIB_FLOAT,
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} DRWAttribType;
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struct DRWUniform {
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struct DRWUniform *next, *prev;
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DRWUniformType type;
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int location;
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int length;
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int arraysize;
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int bindloc;
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const void *value;
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};
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typedef struct DRWAttrib {
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struct DRWAttrib *next, *prev;
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char name[MAX_ATTRIB_NAME];
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int location;
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int format_id;
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int size; /* number of component */
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int type;
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} DRWAttrib;
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struct DRWInterface {
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ListBase uniforms; /* DRWUniform */
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ListBase attribs; /* DRWAttrib */
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int attribs_count;
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int attribs_stride;
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int attribs_size[16];
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int attribs_loc[16];
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/* matrices locations */
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int model;
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int modelview;
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int projection;
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int view;
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int modelviewprojection;
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int viewprojection;
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int normal;
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int worldnormal;
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int eye;
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/* Dynamic batch */
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GLuint instance_vbo;
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int instance_count;
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VertexFormat vbo_format;
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};
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struct DRWPass {
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ListBase shgroups; /* DRWShadingGroup */
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DRWState state;
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char name[MAX_PASS_NAME];
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/* use two query to not stall the cpu waiting for queries to complete */
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unsigned int timer_queries[2];
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/* alternate between front and back query */
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unsigned int front_idx;
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unsigned int back_idx;
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bool wasdrawn; /* if it was drawn during this frame */
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};
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typedef struct DRWCall {
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struct DRWCall *next, *prev;
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Batch *geometry;
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float (*obmat)[4];
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} DRWCall;
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typedef struct DRWDynamicCall {
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struct DRWDynamicCall *next, *prev;
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const void *data[];
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} DRWDynamicCall;
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struct DRWShadingGroup {
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struct DRWShadingGroup *next, *prev;
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struct GPUShader *shader; /* Shader to bind */
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struct DRWInterface *interface; /* Uniforms pointers */
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ListBase calls; /* DRWCall or DRWDynamicCall depending of type*/
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DRWState state; /* State changes for this batch only */
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int type;
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Batch *instance_geom; /* Geometry to instance */
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Batch *batch_geom; /* Result of call batching */
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};
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/* Used by DRWShadingGroup.type */
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enum {
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DRW_SHG_NORMAL,
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DRW_SHG_POINT_BATCH,
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DRW_SHG_LINE_BATCH,
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DRW_SHG_INSTANCE,
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};
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/* only 16 bits long */
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enum {
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STENCIL_SELECT = (1 << 0),
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STENCIL_ACTIVE = (1 << 1),
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};
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/* Render State */
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static struct DRWGlobalState {
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/* Rendering state */
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GPUShader *shader;
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ListBase bound_texs;
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int tex_bind_id;
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/* Per viewport */
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GPUViewport *viewport;
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struct GPUFrameBuffer *default_framebuffer;
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float size[2];
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float screenvecs[2][3];
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float pixsize;
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/* Current rendering context */
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const struct bContext *context;
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ListBase enabled_engines; /* RenderEngineType */
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} DST = {NULL};
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ListBase DRW_engines = {NULL, NULL};
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/* ***************************************** TEXTURES ******************************************/
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static void drw_texture_get_format(DRWTextureFormat format, GPUTextureFormat *data_type, int *channels)
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{
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switch (format) {
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case DRW_TEX_RGBA_8: *data_type = GPU_RGBA8; break;
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case DRW_TEX_RGBA_16: *data_type = GPU_RGBA16F; break;
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case DRW_TEX_RG_16: *data_type = GPU_RG16F; break;
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case DRW_TEX_RG_32: *data_type = GPU_RG32F; break;
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case DRW_TEX_R_8: *data_type = GPU_R8; break;
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#if 0
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case DRW_TEX_RGBA_32: *data_type = GPU_RGBA32F; break;
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case DRW_TEX_RGB_8: *data_type = GPU_RGB8; break;
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case DRW_TEX_RGB_16: *data_type = GPU_RGB16F; break;
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case DRW_TEX_RGB_32: *data_type = GPU_RGB32F; break;
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case DRW_TEX_RG_8: *data_type = GPU_RG8; break;
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case DRW_TEX_R_16: *data_type = GPU_R16F; break;
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case DRW_TEX_R_32: *data_type = GPU_R32F; break;
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#endif
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case DRW_TEX_DEPTH_16: *data_type = GPU_DEPTH_COMPONENT16; break;
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case DRW_TEX_DEPTH_24: *data_type = GPU_DEPTH_COMPONENT24; break;
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case DRW_TEX_DEPTH_32: *data_type = GPU_DEPTH_COMPONENT32F; break;
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default :
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/* file type not supported you must uncomment it from above */
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BLI_assert(false);
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break;
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}
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switch (format) {
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case DRW_TEX_RGBA_8:
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case DRW_TEX_RGBA_16:
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case DRW_TEX_RGBA_32:
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*channels = 4;
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break;
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case DRW_TEX_RGB_8:
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case DRW_TEX_RGB_16:
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case DRW_TEX_RGB_32:
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*channels = 3;
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break;
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case DRW_TEX_RG_8:
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case DRW_TEX_RG_16:
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case DRW_TEX_RG_32:
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*channels = 2;
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break;
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default:
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*channels = 1;
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break;
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}
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}
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static void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
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{
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
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GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP);
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GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
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GPU_texture_unbind(tex);
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}
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GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, &data_type, &channels);
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tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, &data_type, &channels);
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tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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/* TODO make use of format */
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GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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tex = GPU_texture_create_2D_array(w, h, d, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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void DRW_texture_free(GPUTexture *tex)
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{
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GPU_texture_free(tex);
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}
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/* ************************************ UNIFORM BUFFER OBJECT **********************************/
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GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data)
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{
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return GPU_uniformbuffer_create(size, data, NULL);
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}
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void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
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{
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GPU_uniformbuffer_update(ubo, data);
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}
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void DRW_uniformbuffer_free(GPUUniformBuffer *ubo)
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{
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GPU_uniformbuffer_free(ubo);
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}
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/* ****************************************** SHADERS ******************************************/
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GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
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{
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return GPU_shader_create(vert, frag, geom, NULL, defines, 0, 0, 0);
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}
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GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines)
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{
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GPUShader *sh;
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char *vert_with_lib = NULL;
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char *frag_with_lib = NULL;
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char *geom_with_lib = NULL;
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DynStr *ds_vert = BLI_dynstr_new();
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BLI_dynstr_append(ds_vert, lib);
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BLI_dynstr_append(ds_vert, vert);
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vert_with_lib = BLI_dynstr_get_cstring(ds_vert);
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BLI_dynstr_free(ds_vert);
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DynStr *ds_frag = BLI_dynstr_new();
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BLI_dynstr_append(ds_frag, lib);
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BLI_dynstr_append(ds_frag, frag);
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frag_with_lib = BLI_dynstr_get_cstring(ds_frag);
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BLI_dynstr_free(ds_frag);
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if (geom) {
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DynStr *ds_geom = BLI_dynstr_new();
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BLI_dynstr_append(ds_geom, lib);
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BLI_dynstr_append(ds_geom, geom);
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geom_with_lib = BLI_dynstr_get_cstring(ds_geom);
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BLI_dynstr_free(ds_geom);
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}
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sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, 0, 0, 0);
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MEM_freeN(vert_with_lib);
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MEM_freeN(frag_with_lib);
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if (geom) {
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MEM_freeN(geom_with_lib);
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}
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return sh;
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}
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GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, 0, 0, 0);
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}
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GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, 0, 0, 0);
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}
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GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, frag, NULL, NULL, defines, 0, 0, 0);
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}
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GPUShader *DRW_shader_create_3D_depth_only(void)
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{
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return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
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}
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void DRW_shader_free(GPUShader *shader)
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{
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GPU_shader_free(shader);
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}
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/* ***************************************** INTERFACE ******************************************/
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static DRWInterface *DRW_interface_create(GPUShader *shader)
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{
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DRWInterface *interface = MEM_mallocN(sizeof(DRWInterface), "DRWInterface");
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interface->model = GPU_shader_get_uniform(shader, "ModelMatrix");
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interface->modelview = GPU_shader_get_uniform(shader, "ModelViewMatrix");
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interface->projection = GPU_shader_get_uniform(shader, "ProjectionMatrix");
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interface->view = GPU_shader_get_uniform(shader, "ViewMatrix");
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interface->viewprojection = GPU_shader_get_uniform(shader, "ViewProjectionMatrix");
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interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix");
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interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix");
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interface->worldnormal = GPU_shader_get_uniform(shader, "WorldNormalMatrix");
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interface->eye = GPU_shader_get_uniform(shader, "eye");
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interface->instance_count = 0;
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interface->attribs_count = 0;
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interface->attribs_stride = 0;
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interface->instance_vbo = 0;
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memset(&interface->vbo_format, 0, sizeof(VertexFormat));
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BLI_listbase_clear(&interface->uniforms);
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BLI_listbase_clear(&interface->attribs);
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return interface;
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}
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static void DRW_interface_uniform(DRWShadingGroup *shgroup, const char *name,
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DRWUniformType type, const void *value, int length, int arraysize, int bindloc)
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{
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DRWUniform *uni = MEM_mallocN(sizeof(DRWUniform), "DRWUniform");
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if (type == DRW_UNIFORM_BLOCK) {
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uni->location = GPU_shader_get_uniform_block(shgroup->shader, name);
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}
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else {
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uni->location = GPU_shader_get_uniform(shgroup->shader, name);
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}
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uni->type = type;
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uni->value = value;
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uni->length = length;
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uni->arraysize = arraysize;
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uni->bindloc = bindloc; /* for textures */
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if (uni->location == -1) {
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if (G.debug & G_DEBUG)
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fprintf(stderr, "Uniform '%s' not found!\n", name);
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MEM_freeN(uni);
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return;
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}
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BLI_addtail(&shgroup->interface->uniforms, uni);
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}
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static void DRW_interface_attrib(DRWShadingGroup *shgroup, const char *name, DRWAttribType type, int size)
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{
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DRWAttrib *attrib = MEM_mallocN(sizeof(DRWAttrib), "DRWAttrib");
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GLuint program = GPU_shader_get_program(shgroup->shader);
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attrib->location = glGetAttribLocation(program, name);
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attrib->type = type;
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attrib->size = size;
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if (attrib->location == -1) {
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if (G.debug & G_DEBUG)
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fprintf(stderr, "Attribute '%s' not found!\n", name);
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MEM_freeN(attrib);
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return;
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}
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BLI_assert(BLI_strnlen(name, 32) < 32);
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BLI_strncpy(attrib->name, name, 32);
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shgroup->interface->attribs_count += 1;
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BLI_addtail(&shgroup->interface->attribs, attrib);
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}
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void DRW_get_dfdy_factors(float dfdyfac[2])
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{
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GPU_get_dfdy_factors(dfdyfac);
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}
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/* ***************************************** SHADING GROUP ******************************************/
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
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{
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DRWShadingGroup *shgroup = MEM_mallocN(sizeof(DRWShadingGroup), "DRWShadingGroup");
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shgroup->type = DRW_SHG_NORMAL;
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shgroup->shader = shader;
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shgroup->interface = DRW_interface_create(shader);
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shgroup->state = 0;
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shgroup->batch_geom = NULL;
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shgroup->instance_geom = NULL;
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BLI_addtail(&pass->shgroups, shgroup);
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BLI_listbase_clear(&shgroup->calls);
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return shgroup;
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}
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|
DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, Batch *geom)
|
|
{
|
|
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
|
|
|
|
shgroup->type = DRW_SHG_INSTANCE;
|
|
shgroup->instance_geom = geom;
|
|
|
|
return shgroup;
|
|
}
|
|
|
|
DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass)
|
|
{
|
|
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
|
|
|
|
shgroup->type = DRW_SHG_POINT_BATCH;
|
|
DRW_shgroup_attrib_float(shgroup, "pos", 3);
|
|
|
|
return shgroup;
|
|
}
|
|
|
|
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass)
|
|
{
|
|
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
|
|
|
|
shgroup->type = DRW_SHG_LINE_BATCH;
|
|
DRW_shgroup_attrib_float(shgroup, "pos", 3);
|
|
|
|
return shgroup;
|
|
}
|
|
|
|
void DRW_shgroup_free(struct DRWShadingGroup *shgroup)
|
|
{
|
|
BLI_freelistN(&shgroup->calls);
|
|
BLI_freelistN(&shgroup->interface->uniforms);
|
|
BLI_freelistN(&shgroup->interface->attribs);
|
|
|
|
if (shgroup->interface->instance_vbo) {
|
|
glDeleteBuffers(1, &shgroup->interface->instance_vbo);
|
|
}
|
|
|
|
MEM_freeN(shgroup->interface);
|
|
|
|
if (shgroup->batch_geom) {
|
|
Batch_discard_all(shgroup->batch_geom);
|
|
}
|
|
}
|
|
|
|
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Batch *geom, float (*obmat)[4])
|
|
{
|
|
BLI_assert(geom != NULL);
|
|
|
|
DRWCall *call = MEM_callocN(sizeof(DRWCall), "DRWCall");
|
|
|
|
call->obmat = obmat;
|
|
call->geometry = geom;
|
|
|
|
BLI_addtail(&shgroup->calls, call);
|
|
}
|
|
|
|
void DRW_shgroup_dynamic_call_add(DRWShadingGroup *shgroup, ...)
|
|
{
|
|
va_list params;
|
|
int i;
|
|
DRWInterface *interface = shgroup->interface;
|
|
int size = sizeof(ListBase) + sizeof(void *) * interface->attribs_count;
|
|
|
|
DRWDynamicCall *call = MEM_callocN(size, "DRWDynamicCall");
|
|
|
|
va_start(params, shgroup);
|
|
for (i = 0; i < interface->attribs_count; ++i) {
|
|
call->data[i] = va_arg(params, void *);
|
|
}
|
|
va_end(params);
|
|
|
|
interface->instance_count += 1;
|
|
|
|
BLI_addtail(&shgroup->calls, call);
|
|
}
|
|
|
|
/* Make sure you know what you do when using this,
|
|
* State is not revert back at the end of the shgroup */
|
|
void DRW_shgroup_state_set(DRWShadingGroup *shgroup, DRWState state)
|
|
{
|
|
shgroup->state = state;
|
|
}
|
|
|
|
void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size)
|
|
{
|
|
DRW_interface_attrib(shgroup, name, DRW_ATTRIB_FLOAT, size);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex, int loc)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 0, loc);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo, int loc)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 0, loc);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex, int loc)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BUFFER, tex, 0, 0, loc);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT3, value, 9, 1, 0);
|
|
}
|
|
|
|
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value)
|
|
{
|
|
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT4, value, 16, 1, 0);
|
|
}
|
|
|
|
/* Creates a VBO containing OGL primitives for all DRWDynamicCall */
|
|
static void shgroup_dynamic_batch(DRWShadingGroup *shgroup)
|
|
{
|
|
DRWInterface *interface = shgroup->interface;
|
|
int nbr = interface->instance_count;
|
|
|
|
GLenum type = (shgroup->type == DRW_SHG_POINT_BATCH) ? GL_POINTS : GL_LINES;
|
|
|
|
if (nbr == 0)
|
|
return;
|
|
|
|
/* Upload Data */
|
|
if (interface->vbo_format.attrib_ct == 0) {
|
|
for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next) {
|
|
BLI_assert(attrib->size <= 4); /* matrices have no place here for now */
|
|
if (attrib->type == DRW_ATTRIB_FLOAT) {
|
|
attrib->format_id = add_attrib(&interface->vbo_format, attrib->name, GL_FLOAT, attrib->size, KEEP_FLOAT);
|
|
}
|
|
else if (attrib->type == DRW_ATTRIB_INT) {
|
|
attrib->format_id = add_attrib(&interface->vbo_format, attrib->name, GL_BYTE, attrib->size, KEEP_INT);
|
|
}
|
|
else {
|
|
BLI_assert(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
VertexBuffer *vbo = VertexBuffer_create_with_format(&interface->vbo_format);
|
|
VertexBuffer_allocate_data(vbo, nbr);
|
|
|
|
int j = 0;
|
|
for (DRWDynamicCall *call = shgroup->calls.first; call; call = call->next, j++) {
|
|
int i = 0;
|
|
for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) {
|
|
setAttrib(vbo, attrib->format_id, j, call->data[i]);
|
|
}
|
|
}
|
|
|
|
/* TODO make the batch dynamic instead of freeing it every times */
|
|
if (shgroup->batch_geom)
|
|
Batch_discard_all(shgroup->batch_geom);
|
|
|
|
shgroup->batch_geom = Batch_create(type, vbo, NULL);
|
|
}
|
|
|
|
static void shgroup_dynamic_instance(DRWShadingGroup *shgroup)
|
|
{
|
|
int i = 0;
|
|
int offset = 0;
|
|
DRWInterface *interface = shgroup->interface;
|
|
int vert_nbr = interface->instance_count;
|
|
int buffer_size = 0;
|
|
|
|
if (vert_nbr == 0) {
|
|
if (interface->instance_vbo) {
|
|
glDeleteBuffers(1, &interface->instance_vbo);
|
|
interface->instance_vbo = 0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* only once */
|
|
if (interface->attribs_stride == 0) {
|
|
for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) {
|
|
BLI_assert(attrib->type == DRW_ATTRIB_FLOAT); /* Only float for now */
|
|
interface->attribs_stride += attrib->size;
|
|
interface->attribs_size[i] = attrib->size;
|
|
interface->attribs_loc[i] = attrib->location;
|
|
}
|
|
}
|
|
|
|
/* Gather Data */
|
|
buffer_size = sizeof(float) * interface->attribs_stride * vert_nbr;
|
|
float *data = MEM_mallocN(buffer_size, "Instance VBO data");
|
|
|
|
for (DRWDynamicCall *call = shgroup->calls.first; call; call = call->next) {
|
|
for (int j = 0; j < interface->attribs_count; ++j) {
|
|
memcpy(data + offset, call->data[j], sizeof(float) * interface->attribs_size[j]);
|
|
offset += interface->attribs_size[j];
|
|
}
|
|
}
|
|
|
|
/* TODO poke mike to add this to gawain */
|
|
if (interface->instance_vbo) {
|
|
glDeleteBuffers(1, &interface->instance_vbo);
|
|
interface->instance_vbo = 0;
|
|
}
|
|
|
|
glGenBuffers(1, &interface->instance_vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, interface->instance_vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, buffer_size, data, GL_STATIC_DRAW);
|
|
|
|
MEM_freeN(data);
|
|
}
|
|
|
|
static void shgroup_dynamic_batch_from_calls(DRWShadingGroup *shgroup)
|
|
{
|
|
if ((shgroup->interface->instance_vbo || shgroup->batch_geom) &&
|
|
(G.debug_value == 667))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (shgroup->type == DRW_SHG_INSTANCE) {
|
|
shgroup_dynamic_instance(shgroup);
|
|
}
|
|
else {
|
|
shgroup_dynamic_batch(shgroup);
|
|
}
|
|
}
|
|
|
|
/* ***************************************** PASSES ******************************************/
|
|
|
|
DRWPass *DRW_pass_create(const char *name, DRWState state)
|
|
{
|
|
DRWPass *pass = MEM_callocN(sizeof(DRWPass), name);
|
|
pass->state = state;
|
|
BLI_strncpy(pass->name, name, MAX_PASS_NAME);
|
|
|
|
BLI_listbase_clear(&pass->shgroups);
|
|
|
|
return pass;
|
|
}
|
|
|
|
void DRW_pass_free(DRWPass *pass)
|
|
{
|
|
for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
|
|
DRW_shgroup_free(shgroup);
|
|
}
|
|
|
|
glDeleteQueries(2, pass->timer_queries);
|
|
BLI_freelistN(&pass->shgroups);
|
|
}
|
|
|
|
/* ****************************************** DRAW ******************************************/
|
|
|
|
#ifdef WITH_CLAY_ENGINE
|
|
static void set_state(DRWState flag, const bool reset)
|
|
{
|
|
/* TODO Keep track of the state and only revert what is needed */
|
|
|
|
if (reset) {
|
|
/* Depth Write */
|
|
if (flag & DRW_STATE_WRITE_DEPTH)
|
|
glDepthMask(GL_TRUE);
|
|
else
|
|
glDepthMask(GL_FALSE);
|
|
|
|
/* Color Write */
|
|
if (flag & DRW_STATE_WRITE_COLOR)
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
else
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
/* Backface Culling */
|
|
if (flag & DRW_STATE_CULL_BACK ||
|
|
flag & DRW_STATE_CULL_FRONT)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
if (flag & DRW_STATE_CULL_BACK)
|
|
glCullFace(GL_BACK);
|
|
else if (flag & DRW_STATE_CULL_FRONT)
|
|
glCullFace(GL_FRONT);
|
|
}
|
|
else {
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
/* Depht Test */
|
|
if (flag & (DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER))
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
if (flag & DRW_STATE_DEPTH_LESS)
|
|
glDepthFunc(GL_LEQUAL);
|
|
else if (flag & DRW_STATE_DEPTH_EQUAL)
|
|
glDepthFunc(GL_EQUAL);
|
|
else if (flag & DRW_STATE_DEPTH_GREATER)
|
|
glDepthFunc(GL_GREATER);
|
|
}
|
|
else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
}
|
|
|
|
/* Wire Width */
|
|
if (flag & DRW_STATE_WIRE) {
|
|
glLineWidth(1.0f);
|
|
}
|
|
else if (flag & DRW_STATE_WIRE_LARGE) {
|
|
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
|
|
}
|
|
|
|
/* Points Size */
|
|
if (flag & DRW_STATE_POINT) {
|
|
GPU_enable_program_point_size();
|
|
glPointSize(5.0f);
|
|
}
|
|
else if (reset) {
|
|
GPU_disable_program_point_size();
|
|
}
|
|
|
|
/* Blending (all buffer) */
|
|
if (flag & DRW_STATE_BLEND) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if (reset) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
/* Line Stipple */
|
|
if (flag & DRW_STATE_STIPPLE_2) {
|
|
setlinestyle(2);
|
|
}
|
|
else if (flag & DRW_STATE_STIPPLE_3) {
|
|
setlinestyle(3);
|
|
}
|
|
else if (flag & DRW_STATE_STIPPLE_4) {
|
|
setlinestyle(4);
|
|
}
|
|
else if (reset) {
|
|
setlinestyle(0);
|
|
}
|
|
|
|
/* Stencil */
|
|
if (flag & (DRW_STATE_WRITE_STENCIL_SELECT | DRW_STATE_WRITE_STENCIL_ACTIVE |
|
|
DRW_STATE_TEST_STENCIL_SELECT | DRW_STATE_TEST_STENCIL_ACTIVE))
|
|
{
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
/* Stencil Write */
|
|
if (flag & DRW_STATE_WRITE_STENCIL_SELECT) {
|
|
glStencilMask(STENCIL_SELECT);
|
|
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_SELECT);
|
|
}
|
|
else if (flag & DRW_STATE_WRITE_STENCIL_ACTIVE) {
|
|
glStencilMask(STENCIL_ACTIVE);
|
|
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_ACTIVE);
|
|
}
|
|
/* Stencil Test */
|
|
else if (flag & DRW_STATE_TEST_STENCIL_SELECT) {
|
|
glStencilMask(0x00); /* disable write */
|
|
glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_SELECT);
|
|
}
|
|
else if (flag & DRW_STATE_TEST_STENCIL_ACTIVE) {
|
|
glStencilMask(0x00); /* disable write */
|
|
glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_ACTIVE);
|
|
}
|
|
}
|
|
else if (reset) {
|
|
/* disable write & test */
|
|
glStencilMask(0x00);
|
|
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
|
|
typedef struct DRWBoundTexture {
|
|
struct DRWBoundTexture *next, *prev;
|
|
GPUTexture *tex;
|
|
} DRWBoundTexture;
|
|
|
|
static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*obmat)[4])
|
|
{
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
|
|
DRWInterface *interface = shgroup->interface;
|
|
|
|
float mvp[4][4], mv[4][4], n[3][3], wn[3][3];
|
|
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
|
|
|
|
bool do_mvp = (interface->modelviewprojection != -1);
|
|
bool do_mv = (interface->modelview != -1);
|
|
bool do_n = (interface->normal != -1);
|
|
bool do_wn = (interface->worldnormal != -1);
|
|
bool do_eye = (interface->eye != -1);
|
|
|
|
if (do_mvp) {
|
|
mul_m4_m4m4(mvp, rv3d->persmat, obmat);
|
|
}
|
|
if (do_mv || do_n || do_eye) {
|
|
mul_m4_m4m4(mv, rv3d->viewmat, obmat);
|
|
}
|
|
if (do_n || do_eye) {
|
|
copy_m3_m4(n, mv);
|
|
invert_m3(n);
|
|
transpose_m3(n);
|
|
}
|
|
if (do_wn) {
|
|
copy_m3_m4(wn, obmat);
|
|
invert_m3(wn);
|
|
transpose_m3(wn);
|
|
}
|
|
if (do_eye) {
|
|
/* Used by orthographic wires */
|
|
float tmp[3][3];
|
|
invert_m3_m3(tmp, n);
|
|
/* set eye vector, transformed to object coords */
|
|
mul_m3_v3(tmp, eye);
|
|
}
|
|
|
|
/* Should be really simple */
|
|
/* step 1 : bind object dependent matrices */
|
|
if (interface->model != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->model, 16, 1, (float *)obmat);
|
|
}
|
|
if (interface->modelviewprojection != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->modelviewprojection, 16, 1, (float *)mvp);
|
|
}
|
|
if (interface->viewprojection != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->viewprojection, 16, 1, (float *)rv3d->persmat);
|
|
}
|
|
if (interface->projection != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->projection, 16, 1, (float *)rv3d->winmat);
|
|
}
|
|
if (interface->view != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->view, 16, 1, (float *)rv3d->viewmat);
|
|
}
|
|
if (interface->modelview != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->modelview, 16, 1, (float *)mv);
|
|
}
|
|
if (interface->normal != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->normal, 9, 1, (float *)n);
|
|
}
|
|
if (interface->worldnormal != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->worldnormal, 9, 1, (float *)wn);
|
|
}
|
|
if (interface->eye != -1) {
|
|
GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye);
|
|
}
|
|
|
|
/* step 2 : bind vertex array & draw */
|
|
Batch_set_program(geom, GPU_shader_get_program(shgroup->shader));
|
|
if (interface->instance_vbo) {
|
|
Batch_draw_stupid_instanced(geom, interface->instance_vbo, interface->instance_count, interface->attribs_count,
|
|
interface->attribs_stride, interface->attribs_size, interface->attribs_loc);
|
|
}
|
|
else {
|
|
Batch_draw_stupid(geom);
|
|
}
|
|
}
|
|
|
|
static void draw_shgroup(DRWShadingGroup *shgroup)
|
|
{
|
|
BLI_assert(shgroup->shader);
|
|
BLI_assert(shgroup->interface);
|
|
|
|
DRWInterface *interface = shgroup->interface;
|
|
GPUTexture *tex;
|
|
|
|
if (DST.shader != shgroup->shader) {
|
|
if (DST.shader) GPU_shader_unbind();
|
|
GPU_shader_bind(shgroup->shader);
|
|
DST.shader = shgroup->shader;
|
|
}
|
|
|
|
if (shgroup->type != DRW_SHG_NORMAL) {
|
|
shgroup_dynamic_batch_from_calls(shgroup);
|
|
}
|
|
|
|
if (shgroup->state != 0) {
|
|
set_state(shgroup->state, false);
|
|
}
|
|
|
|
/* Binding Uniform */
|
|
/* Don't check anything, Interface should already contain the least uniform as possible */
|
|
for (DRWUniform *uni = interface->uniforms.first; uni; uni = uni->next) {
|
|
DRWBoundTexture *bound_tex;
|
|
|
|
switch (uni->type) {
|
|
case DRW_UNIFORM_BOOL:
|
|
case DRW_UNIFORM_INT:
|
|
GPU_shader_uniform_vector_int(shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value);
|
|
break;
|
|
case DRW_UNIFORM_FLOAT:
|
|
case DRW_UNIFORM_MAT3:
|
|
case DRW_UNIFORM_MAT4:
|
|
GPU_shader_uniform_vector(shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value);
|
|
break;
|
|
case DRW_UNIFORM_TEXTURE:
|
|
tex = (GPUTexture *)uni->value;
|
|
GPU_texture_bind(tex, uni->bindloc);
|
|
|
|
bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture");
|
|
bound_tex->tex = tex;
|
|
BLI_addtail(&DST.bound_texs, bound_tex);
|
|
|
|
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
|
|
break;
|
|
case DRW_UNIFORM_BUFFER:
|
|
tex = *((GPUTexture **)uni->value);
|
|
GPU_texture_bind(tex, uni->bindloc);
|
|
GPU_texture_compare_mode(tex, false);
|
|
GPU_texture_filter_mode(tex, false);
|
|
|
|
bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture");
|
|
bound_tex->tex = tex;
|
|
BLI_addtail(&DST.bound_texs, bound_tex);
|
|
|
|
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
|
|
break;
|
|
case DRW_UNIFORM_BLOCK:
|
|
GPU_uniformbuffer_bind((GPUUniformBuffer *)uni->value, uni->bindloc);
|
|
GPU_shader_uniform_buffer(shgroup->shader, uni->location, (GPUUniformBuffer *)uni->value);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Rendering Calls */
|
|
if (shgroup->type != DRW_SHG_NORMAL) {
|
|
/* Replacing multiple calls with only one */
|
|
float obmat[4][4];
|
|
unit_m4(obmat);
|
|
|
|
if (shgroup->type == DRW_SHG_INSTANCE && interface->instance_count > 0) {
|
|
draw_geometry(shgroup, shgroup->instance_geom, obmat);
|
|
}
|
|
else {
|
|
/* Some dynamic batch can have no geom (no call to aggregate) */
|
|
if (shgroup->batch_geom) {
|
|
draw_geometry(shgroup, shgroup->batch_geom, obmat);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (DRWCall *call = shgroup->calls.first; call; call = call->next) {
|
|
draw_geometry(shgroup, call->geometry, call->obmat);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DRW_draw_pass(DRWPass *pass)
|
|
{
|
|
/* Start fresh */
|
|
DST.shader = NULL;
|
|
DST.tex_bind_id = 0;
|
|
|
|
set_state(pass->state, true);
|
|
BLI_listbase_clear(&DST.bound_texs);
|
|
|
|
pass->wasdrawn = true;
|
|
|
|
/* Init Timer queries */
|
|
if (pass->timer_queries[0] == 0) {
|
|
pass->front_idx = 0;
|
|
pass->back_idx = 1;
|
|
|
|
glGenQueries(2, pass->timer_queries);
|
|
|
|
/* dummy query, avoid gl error */
|
|
glBeginQuery(GL_TIME_ELAPSED, pass->timer_queries[pass->front_idx]);
|
|
glEndQuery(GL_TIME_ELAPSED);
|
|
}
|
|
else {
|
|
/* swap indices */
|
|
unsigned int tmp = pass->back_idx;
|
|
pass->back_idx = pass->front_idx;
|
|
pass->front_idx = tmp;
|
|
}
|
|
|
|
/* issue query for the next frame */
|
|
glBeginQuery(GL_TIME_ELAPSED, pass->timer_queries[pass->back_idx]);
|
|
|
|
for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
|
|
draw_shgroup(shgroup);
|
|
}
|
|
|
|
/* Clear Bound textures */
|
|
for (DRWBoundTexture *bound_tex = DST.bound_texs.first; bound_tex; bound_tex = bound_tex->next) {
|
|
GPU_texture_unbind(bound_tex->tex);
|
|
}
|
|
DST.tex_bind_id = 0;
|
|
BLI_freelistN(&DST.bound_texs);
|
|
|
|
if (DST.shader) {
|
|
GPU_shader_unbind();
|
|
DST.shader = NULL;
|
|
}
|
|
|
|
glEndQuery(GL_TIME_ELAPSED);
|
|
}
|
|
|
|
void DRW_draw_callbacks_pre_scene(void)
|
|
{
|
|
struct ARegion *ar = CTX_wm_region(DST.context);
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
|
|
|
|
gpuLoadProjectionMatrix3D(rv3d->winmat);
|
|
gpuLoadMatrix3D(rv3d->viewmat);
|
|
|
|
ED_region_draw_cb_draw(DST.context, ar, REGION_DRAW_PRE_VIEW);
|
|
}
|
|
|
|
void DRW_draw_callbacks_post_scene(void)
|
|
{
|
|
struct ARegion *ar = CTX_wm_region(DST.context);
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
|
|
|
|
gpuLoadProjectionMatrix3D(rv3d->winmat);
|
|
gpuLoadMatrix3D(rv3d->viewmat);
|
|
|
|
ED_region_draw_cb_draw(DST.context, ar, REGION_DRAW_POST_VIEW);
|
|
}
|
|
|
|
/* Reset state to not interfer with other UI drawcall */
|
|
void DRW_state_reset(void)
|
|
{
|
|
DRWState state = 0;
|
|
state |= DRW_STATE_WRITE_DEPTH;
|
|
state |= DRW_STATE_WRITE_COLOR;
|
|
state |= DRW_STATE_DEPTH_LESS;
|
|
set_state(state, true);
|
|
}
|
|
|
|
#else
|
|
void DRW_draw_pass(DRWPass *UNUSED(pass))
|
|
{
|
|
}
|
|
|
|
#endif
|
|
|
|
/* ****************************************** Settings ******************************************/
|
|
|
|
bool DRW_is_object_renderable(Object *ob)
|
|
{
|
|
Scene *scene = CTX_data_scene(DST.context);
|
|
Object *obedit = scene->obedit;
|
|
|
|
if (ob->type == OB_MESH) {
|
|
if (ob == obedit) {
|
|
CollectionEngineSettings *ces_mode_ed = BKE_object_collection_engine_get(ob, COLLECTION_MODE_EDIT, "");
|
|
bool do_occlude_wire = BKE_collection_engine_property_value_get_bool(ces_mode_ed, "show_occlude_wire");
|
|
|
|
if (do_occlude_wire)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void *DRW_material_settings_get(Material *ma, const char *engine_name)
|
|
{
|
|
MaterialEngineSettings *ms = NULL;
|
|
|
|
ms = BLI_findstring(&ma->engines_settings, engine_name, offsetof(MaterialEngineSettings, name));
|
|
|
|
#ifdef WITH_CLAY_ENGINE
|
|
/* If the settings does not exists yet, create it */
|
|
if (ms == NULL) {
|
|
ms = MEM_callocN(sizeof(RenderEngineSettings), "RenderEngineSettings");
|
|
|
|
BLI_strncpy(ms->name, engine_name, 32);
|
|
|
|
/* TODO make render_settings_create a polymorphic function */
|
|
if (STREQ(engine_name, RE_engine_id_BLENDER_CLAY)) {
|
|
/* No material support */
|
|
BLI_assert(false);
|
|
}
|
|
else {
|
|
/* No engine matched */
|
|
BLI_assert(false);
|
|
}
|
|
|
|
BLI_addtail(&ma->engines_settings, ms);
|
|
}
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
|
|
return ms->data;
|
|
}
|
|
|
|
/* If scene is NULL, use context scene */
|
|
void *DRW_render_settings_get(Scene *scene, const char *engine_name)
|
|
{
|
|
RenderEngineSettings *rs = NULL;
|
|
|
|
if (scene == NULL)
|
|
scene = CTX_data_scene(DST.context);
|
|
|
|
rs = BLI_findstring(&scene->engines_settings, engine_name, offsetof(RenderEngineSettings, name));
|
|
|
|
#ifdef WITH_CLAY_ENGINE
|
|
/* If the settings does not exists yet, create it */
|
|
if (rs == NULL) {
|
|
rs = MEM_callocN(sizeof(RenderEngineSettings), "RenderEngineSettings");
|
|
|
|
BLI_strncpy(rs->name, engine_name, 32);
|
|
|
|
/* TODO make render_settings_create a polymorphic function */
|
|
if (STREQ(engine_name, RE_engine_id_BLENDER_CLAY)) {
|
|
rs->data = CLAY_render_settings_create();
|
|
}
|
|
else {
|
|
/* No engine matched */
|
|
BLI_assert(false);
|
|
}
|
|
|
|
BLI_addtail(&scene->engines_settings, rs);
|
|
}
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
|
|
return rs->data;
|
|
}
|
|
/* ****************************************** Framebuffers ******************************************/
|
|
|
|
void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX],
|
|
int texnbr)
|
|
{
|
|
BLI_assert(texnbr <= MAX_FBO_TEX);
|
|
|
|
if (!*fb) {
|
|
int color_attachment = -1;
|
|
*fb = GPU_framebuffer_create();
|
|
|
|
for (int i = 0; i < texnbr; ++i) {
|
|
DRWFboTexture fbotex = textures[i];
|
|
|
|
if (!*fbotex.tex) {
|
|
/* TODO refine to opengl formats */
|
|
if (fbotex.format == DRW_BUF_DEPTH_16 ||
|
|
fbotex.format == DRW_BUF_DEPTH_24)
|
|
{
|
|
*fbotex.tex = GPU_texture_create_depth(width, height, NULL);
|
|
GPU_texture_compare_mode(*fbotex.tex, false);
|
|
GPU_texture_filter_mode(*fbotex.tex, false);
|
|
}
|
|
else {
|
|
*fbotex.tex = GPU_texture_create_2D(width, height, NULL, NULL);
|
|
++color_attachment;
|
|
}
|
|
}
|
|
|
|
GPU_framebuffer_texture_attach(*fb, *fbotex.tex, color_attachment);
|
|
}
|
|
|
|
if (!GPU_framebuffer_check_valid(*fb, NULL)) {
|
|
printf("Error invalid framebuffer\n");
|
|
}
|
|
|
|
GPU_framebuffer_bind(DST.default_framebuffer);
|
|
}
|
|
}
|
|
|
|
void DRW_framebuffer_bind(struct GPUFrameBuffer *fb)
|
|
{
|
|
GPU_framebuffer_bind(fb);
|
|
}
|
|
|
|
void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth)
|
|
{
|
|
if (color) {
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
|
|
}
|
|
if (depth) {
|
|
glDepthMask(GL_TRUE);
|
|
glClearDepth(clear_depth);
|
|
}
|
|
if (stencil) {
|
|
glStencilMask(0xFF);
|
|
}
|
|
glClear(((color) ? GL_COLOR_BUFFER_BIT : 0) |
|
|
((depth) ? GL_DEPTH_BUFFER_BIT : 0) |
|
|
((stencil) ? GL_STENCIL_BUFFER_BIT : 0));
|
|
}
|
|
|
|
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot)
|
|
{
|
|
GPU_framebuffer_texture_attach(fb, tex, slot);
|
|
}
|
|
|
|
void DRW_framebuffer_texture_detach(GPUTexture *tex)
|
|
{
|
|
GPU_framebuffer_texture_detach(tex);
|
|
}
|
|
|
|
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth)
|
|
{
|
|
GPU_framebuffer_blit(fb_read, 0, fb_write, 0, depth);
|
|
}
|
|
|
|
/* ****************************************** Viewport ******************************************/
|
|
void *DRW_viewport_engine_data_get(const char *engine_name)
|
|
{
|
|
void *data = GPU_viewport_engine_data_get(DST.viewport, engine_name);
|
|
|
|
if (data == NULL) {
|
|
data = GPU_viewport_engine_data_create(DST.viewport, engine_name);
|
|
}
|
|
return data;
|
|
}
|
|
|
|
float *DRW_viewport_size_get(void)
|
|
{
|
|
return &DST.size[0];
|
|
}
|
|
|
|
float *DRW_viewport_screenvecs_get(void)
|
|
{
|
|
return &DST.screenvecs[0][0];
|
|
}
|
|
|
|
float *DRW_viewport_pixelsize_get(void)
|
|
{
|
|
return &DST.pixsize;
|
|
}
|
|
|
|
/* It also stores viewport variable to an immutable place: DST
|
|
* This is because a cache uniform only store reference
|
|
* to its value. And we don't want to invalidate the cache
|
|
* if this value change per viewport */
|
|
static void DRW_viewport_var_init(const bContext *C)
|
|
{
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(C);
|
|
|
|
/* Refresh DST.size */
|
|
int size[2];
|
|
GPU_viewport_size_get(DST.viewport, size);
|
|
DST.size[0] = size[0];
|
|
DST.size[1] = size[1];
|
|
|
|
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
|
|
DST.default_framebuffer = fbl->default_fb;
|
|
|
|
/* Refresh DST.screenvecs */
|
|
copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
|
|
copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
|
|
normalize_v3(DST.screenvecs[0]);
|
|
normalize_v3(DST.screenvecs[1]);
|
|
|
|
/* Refresh DST.pixelsize */
|
|
DST.pixsize = rv3d->pixsize;
|
|
|
|
/* Save context for all later needs */
|
|
DST.context = C;
|
|
}
|
|
|
|
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
|
|
{
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
|
|
|
|
if (type == DRW_MAT_PERS)
|
|
copy_m4_m4(mat, rv3d->persmat);
|
|
else if (type == DRW_MAT_VIEW)
|
|
copy_m4_m4(mat, rv3d->viewmat);
|
|
else if (type == DRW_MAT_VIEWINV)
|
|
copy_m4_m4(mat, rv3d->viewinv);
|
|
else if (type == DRW_MAT_WIN)
|
|
copy_m4_m4(mat, rv3d->winmat);
|
|
}
|
|
|
|
bool DRW_viewport_is_persp_get(void)
|
|
{
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(DST.context);
|
|
return rv3d->is_persp;
|
|
}
|
|
|
|
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
|
|
{
|
|
return GPU_viewport_framebuffer_list_get(DST.viewport);
|
|
}
|
|
|
|
DefaultTextureList *DRW_viewport_texture_list_get(void)
|
|
{
|
|
return GPU_viewport_texture_list_get(DST.viewport);
|
|
}
|
|
|
|
/* **************************************** RENDERING ************************************** */
|
|
|
|
static void DRW_engines_init(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
double stime = PIL_check_seconds_timer();
|
|
|
|
if (engine->engine_init) {
|
|
engine->engine_init(data);
|
|
}
|
|
|
|
double ftime = (PIL_check_seconds_timer() - stime) * 1e3;
|
|
data->init_time = data->init_time * 0.75 + ftime * 0.25; /* exp average */
|
|
}
|
|
}
|
|
|
|
static void DRW_engines_cache_init(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
data->cache_time = PIL_check_seconds_timer();
|
|
|
|
if (engine->cache_init) {
|
|
engine->cache_init(data);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void DRW_engines_cache_populate(Object *ob)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
|
|
if (engine->cache_populate) {
|
|
engine->cache_populate(data, ob);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void DRW_engines_cache_finish(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
|
|
if (engine->cache_finish) {
|
|
engine->cache_finish(data);
|
|
}
|
|
|
|
data->cache_time = (PIL_check_seconds_timer() - data->cache_time) * 1e3;
|
|
}
|
|
}
|
|
|
|
static void DRW_engines_draw_background(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
double stime = PIL_check_seconds_timer();
|
|
|
|
if (engine->draw_background) {
|
|
engine->draw_background(data);
|
|
return;
|
|
}
|
|
|
|
double ftime = (PIL_check_seconds_timer() - stime) * 1e3;
|
|
data->background_time = data->background_time * 0.75 + ftime * 0.25; /* exp average */
|
|
}
|
|
|
|
/* No draw_background found, doing default background */
|
|
DRW_draw_background();
|
|
}
|
|
|
|
static void DRW_engines_draw_scene(void)
|
|
{
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
double stime = PIL_check_seconds_timer();
|
|
|
|
if (engine->draw_scene) {
|
|
engine->draw_scene(data);
|
|
}
|
|
|
|
double ftime = (PIL_check_seconds_timer() - stime) * 1e3;
|
|
data->render_time = data->render_time * 0.75 + ftime * 0.25; /* exp average */
|
|
}
|
|
}
|
|
|
|
static void use_drw_engine(DrawEngineType *engine)
|
|
{
|
|
LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
|
|
ld->data = engine;
|
|
BLI_addtail(&DST.enabled_engines, ld);
|
|
}
|
|
|
|
/* TODO revisit this when proper layering is implemented */
|
|
/* Gather all draw engines needed and store them in DST.enabled_engines
|
|
* That also define the rendering order of engines */
|
|
static void DRW_engines_enable(const bContext *C)
|
|
{
|
|
/* TODO layers */
|
|
Scene *scene = CTX_data_scene(C);
|
|
RenderEngineType *type = RE_engines_find(scene->r.engine);
|
|
use_drw_engine(type->draw_engine);
|
|
|
|
/* TODO Refine the folowing logic based on objects states
|
|
* not on global state.
|
|
* Order is important */
|
|
use_drw_engine(&draw_engine_object_type);
|
|
|
|
switch (CTX_data_mode_enum(C)) {
|
|
case CTX_MODE_EDIT_MESH:
|
|
use_drw_engine(&draw_engine_edit_mesh_type);
|
|
break;
|
|
case CTX_MODE_EDIT_CURVE:
|
|
use_drw_engine(&draw_engine_edit_curve_type);
|
|
break;
|
|
case CTX_MODE_EDIT_SURFACE:
|
|
use_drw_engine(&draw_engine_edit_surface_type);
|
|
break;
|
|
case CTX_MODE_EDIT_TEXT:
|
|
use_drw_engine(&draw_engine_edit_text_type);
|
|
break;
|
|
case CTX_MODE_EDIT_ARMATURE:
|
|
use_drw_engine(&draw_engine_edit_armature_type);
|
|
break;
|
|
case CTX_MODE_EDIT_METABALL:
|
|
use_drw_engine(&draw_engine_edit_metaball_type);
|
|
break;
|
|
case CTX_MODE_EDIT_LATTICE:
|
|
use_drw_engine(&draw_engine_edit_lattice_type);
|
|
break;
|
|
case CTX_MODE_POSE:
|
|
use_drw_engine(&draw_engine_pose_type);
|
|
break;
|
|
case CTX_MODE_SCULPT:
|
|
use_drw_engine(&draw_engine_sculpt_type);
|
|
break;
|
|
case CTX_MODE_PAINT_WEIGHT:
|
|
use_drw_engine(&draw_engine_paint_weight_type);
|
|
break;
|
|
case CTX_MODE_PAINT_VERTEX:
|
|
use_drw_engine(&draw_engine_paint_vertex_type);
|
|
break;
|
|
case CTX_MODE_PAINT_TEXTURE:
|
|
use_drw_engine(&draw_engine_paint_texture_type);
|
|
break;
|
|
case CTX_MODE_PARTICLE:
|
|
use_drw_engine(&draw_engine_particle_type);
|
|
break;
|
|
case CTX_MODE_OBJECT:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void DRW_engines_disable(void)
|
|
{
|
|
BLI_freelistN(&DST.enabled_engines);
|
|
}
|
|
|
|
static unsigned int DRW_engines_get_hash(void)
|
|
{
|
|
unsigned int hash = 0;
|
|
/* The cache depends on enabled engines */
|
|
/* FIXME : if collision occurs ... segfault */
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
DrawEngineType *engine = link->data;
|
|
hash += BLI_ghashutil_strhash_p(engine->idname);
|
|
}
|
|
|
|
return hash;
|
|
}
|
|
|
|
static void draw_stat(rcti *rect, int u, int v, const char *txt, const int size)
|
|
{
|
|
BLF_draw_default_ascii(rect->xmin + (1 + u * 5) * U.widget_unit,
|
|
rect->ymax - (3 + v++) * U.widget_unit, 0.0f,
|
|
txt, size);
|
|
}
|
|
|
|
/* CPU stats */
|
|
static void DRW_debug_cpu_stats(void)
|
|
{
|
|
int u, v;
|
|
double cache_tot_time = 0.0, init_tot_time = 0.0, background_tot_time = 0.0, render_tot_time = 0.0, tot_time = 0.0;
|
|
/* local coordinate visible rect inside region, to accomodate overlapping ui */
|
|
rcti rect;
|
|
struct ARegion *ar = CTX_wm_region(DST.context);
|
|
ED_region_visible_rect(ar, &rect);
|
|
|
|
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
|
|
|
|
/* row by row */
|
|
v = 0; u = 0;
|
|
/* Label row */
|
|
char col_label[32];
|
|
sprintf(col_label, "Engine");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
sprintf(col_label, "Cache");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
sprintf(col_label, "Init");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
sprintf(col_label, "Background");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
sprintf(col_label, "Render");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
sprintf(col_label, "Total (w/o cache)");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
v++;
|
|
|
|
/* Engines rows */
|
|
char time_to_txt[16];
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
u = 0;
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
|
|
draw_stat(&rect, u++, v, engine->idname, sizeof(engine->idname));
|
|
|
|
cache_tot_time += data->cache_time;
|
|
sprintf(time_to_txt, "%.2fms", data->cache_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
|
|
init_tot_time += data->init_time;
|
|
sprintf(time_to_txt, "%.2fms", data->init_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
|
|
background_tot_time += data->background_time;
|
|
sprintf(time_to_txt, "%.2fms", data->background_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
|
|
render_tot_time += data->render_time;
|
|
sprintf(time_to_txt, "%.2fms", data->render_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
|
|
tot_time += data->init_time + data->background_time + data->render_time;
|
|
sprintf(time_to_txt, "%.2fms", data->init_time + data->background_time + data->render_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
v++;
|
|
}
|
|
|
|
/* Totals row */
|
|
u = 0;
|
|
sprintf(col_label, "Sub Total");
|
|
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
|
|
sprintf(time_to_txt, "%.2fms", cache_tot_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
sprintf(time_to_txt, "%.2fms", init_tot_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
sprintf(time_to_txt, "%.2fms", background_tot_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
sprintf(time_to_txt, "%.2fms", render_tot_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
sprintf(time_to_txt, "%.2fms", tot_time);
|
|
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
|
|
}
|
|
|
|
/* Display GPU time for each passes */
|
|
static void DRW_debug_gpu_stats(void)
|
|
{
|
|
/* local coordinate visible rect inside region, to accomodate overlapping ui */
|
|
rcti rect;
|
|
struct ARegion *ar = CTX_wm_region(DST.context);
|
|
ED_region_visible_rect(ar, &rect);
|
|
|
|
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
|
|
|
|
char time_to_txt[16];
|
|
char pass_name[MAX_PASS_NAME + 8];
|
|
int v = BLI_listbase_count(&DST.enabled_engines) + 3;
|
|
GLuint64 tot_time = 0;
|
|
|
|
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
|
|
GLuint64 engine_time = 0;
|
|
DrawEngineType *engine = link->data;
|
|
ViewportEngineData *data = DRW_viewport_engine_data_get(engine->idname);
|
|
int vsta = v;
|
|
|
|
draw_stat(&rect, 0, v, engine->idname, sizeof(engine->idname));
|
|
v++;
|
|
|
|
for (int i = 0; i < MAX_PASSES; ++i) {
|
|
DRWPass *pass = data->psl->passes[i];
|
|
if (pass != NULL) {
|
|
GLuint64 time;
|
|
glGetQueryObjectui64v(pass->timer_queries[pass->front_idx], GL_QUERY_RESULT, &time);
|
|
tot_time += time;
|
|
engine_time += time;
|
|
|
|
sprintf(pass_name, " |--> %s", pass->name);
|
|
draw_stat(&rect, 0, v, pass_name, sizeof(pass_name));
|
|
|
|
if (pass->wasdrawn)
|
|
sprintf(time_to_txt, "%.2fms", time / 1000000.0);
|
|
else
|
|
sprintf(time_to_txt, "Not drawn");
|
|
draw_stat(&rect, 2, v++, time_to_txt, sizeof(time_to_txt));
|
|
|
|
pass->wasdrawn = false;
|
|
}
|
|
}
|
|
/* engine total time */
|
|
sprintf(time_to_txt, "%.2fms", engine_time / 1000000.0);
|
|
draw_stat(&rect, 2, vsta, time_to_txt, sizeof(time_to_txt));
|
|
v++;
|
|
}
|
|
|
|
sprintf(pass_name, "Total GPU time %.2fms (%.1f fps)", tot_time / 1000000.0, 1000000000.0 / tot_time);
|
|
draw_stat(&rect, 0, v, pass_name, sizeof(pass_name));
|
|
}
|
|
|
|
/* Everything starts here.
|
|
* This function takes care of calling all cache and rendering functions
|
|
* for each relevant engine / mode engine. */
|
|
void DRW_draw_view(const bContext *C)
|
|
{
|
|
bool cache_is_dirty;
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(C);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
DST.viewport = rv3d->viewport;
|
|
v3d->zbuf = true;
|
|
|
|
/* Get list of enabled engines */
|
|
DRW_engines_enable(C);
|
|
|
|
/* Setup viewport */
|
|
cache_is_dirty = GPU_viewport_cache_validate(DST.viewport, DRW_engines_get_hash());
|
|
DRW_viewport_var_init(C);
|
|
|
|
/* Update ubos */
|
|
DRW_globals_update();
|
|
|
|
/* Init engines */
|
|
DRW_engines_init();
|
|
|
|
/* TODO : tag to refresh by the deps graph */
|
|
/* ideally only refresh when objects are added/removed */
|
|
/* or render properties / materials change */
|
|
if (cache_is_dirty) {
|
|
SceneLayer *sl = CTX_data_scene_layer(C);
|
|
|
|
DRW_engines_cache_init();
|
|
DEG_OBJECT_ITER(sl, ob);
|
|
{
|
|
DRW_engines_cache_populate(ob);
|
|
}
|
|
DEG_OBJECT_ITER_END
|
|
DRW_engines_cache_finish();
|
|
}
|
|
|
|
/* Start Drawing */
|
|
DRW_engines_draw_background();
|
|
|
|
DRW_draw_callbacks_pre_scene();
|
|
// DRW_draw_grid();
|
|
DRW_engines_draw_scene();
|
|
DRW_draw_callbacks_post_scene();
|
|
|
|
DRW_draw_region_info();
|
|
|
|
if (G.debug_value > 20) {
|
|
DRW_debug_cpu_stats();
|
|
DRW_debug_gpu_stats();
|
|
}
|
|
|
|
DRW_state_reset();
|
|
DRW_engines_disable();
|
|
}
|
|
|
|
/* ****************************************** OTHER ***************************************** */
|
|
|
|
const bContext *DRW_get_context(void)
|
|
{
|
|
return DST.context;
|
|
}
|
|
|
|
/* ****************************************** INIT ***************************************** */
|
|
|
|
void DRW_engine_register(DrawEngineType *draw_engine_type)
|
|
{
|
|
BLI_addtail(&DRW_engines, draw_engine_type);
|
|
}
|
|
|
|
void DRW_engines_register(void)
|
|
{
|
|
#ifdef WITH_CLAY_ENGINE
|
|
RE_engines_register(NULL, &viewport_clay_type);
|
|
RE_engines_register(NULL, &viewport_eevee_type);
|
|
|
|
DRW_engine_register(&draw_engine_object_type);
|
|
DRW_engine_register(&draw_engine_edit_armature_type);
|
|
DRW_engine_register(&draw_engine_edit_curve_type);
|
|
DRW_engine_register(&draw_engine_edit_lattice_type);
|
|
DRW_engine_register(&draw_engine_edit_mesh_type);
|
|
DRW_engine_register(&draw_engine_edit_metaball_type);
|
|
DRW_engine_register(&draw_engine_edit_surface_type);
|
|
DRW_engine_register(&draw_engine_edit_text_type);
|
|
DRW_engine_register(&draw_engine_paint_texture_type);
|
|
DRW_engine_register(&draw_engine_paint_vertex_type);
|
|
DRW_engine_register(&draw_engine_paint_weight_type);
|
|
DRW_engine_register(&draw_engine_particle_type);
|
|
DRW_engine_register(&draw_engine_pose_type);
|
|
DRW_engine_register(&draw_engine_sculpt_type);
|
|
#endif
|
|
}
|
|
|
|
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
|
|
void DRW_engines_free(void)
|
|
{
|
|
#ifdef WITH_CLAY_ENGINE
|
|
DRW_shape_cache_free();
|
|
|
|
DrawEngineType *next;
|
|
for (DrawEngineType *type = DRW_engines.first; type; type = next) {
|
|
next = type->next;
|
|
BLI_remlink(&R_engines, type);
|
|
|
|
if (type->engine_free) {
|
|
type->engine_free();
|
|
}
|
|
}
|
|
|
|
if (globals_ubo)
|
|
GPU_uniformbuffer_free(globals_ubo);
|
|
|
|
BLI_remlink(&R_engines, &viewport_clay_type);
|
|
#endif
|
|
}
|