BlenderのソースコードをXcodeで読む Part3

前回の記事eevee_private.hEEVEE_Data で読解を中断していましたので、そこから再開します。

eevee_private.hEEVEE_Data は以下の通り。

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typedef struct EEVEE_Data {
	void *engine_type;
	EEVEE_FramebufferList *fbl;
	EEVEE_TextureList *txl;
	EEVEE_PassList *psl;
	EEVEE_StorageList *stl;
} EEVEE_Data;

EEVEE_FramebufferList

この中の *fbl の型になっている EEVEE_FramebufferList ~ は ~eevee_private.h で以下の通り定義されています。

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typedef struct EEVEE_FramebufferList {
	/* Effects */
	struct GPUFrameBuffer *gtao_fb;
	struct GPUFrameBuffer *gtao_debug_fb;
	struct GPUFrameBuffer *downsample_fb;
	struct GPUFrameBuffer *bloom_blit_fb;
	struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
	struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
	struct GPUFrameBuffer *sss_blur_fb;
	struct GPUFrameBuffer *sss_blit_fb;
	struct GPUFrameBuffer *sss_resolve_fb;
	struct GPUFrameBuffer *sss_clear_fb;
	struct GPUFrameBuffer *sss_accum_fb;
	struct GPUFrameBuffer *dof_down_fb;
	struct GPUFrameBuffer *dof_scatter_fb;
	struct GPUFrameBuffer *volumetric_fb;
	struct GPUFrameBuffer *volumetric_scat_fb;
	struct GPUFrameBuffer *volumetric_integ_fb;
	struct GPUFrameBuffer *screen_tracing_fb;
	struct GPUFrameBuffer *refract_fb;
	struct GPUFrameBuffer *mist_accum_fb;
	struct GPUFrameBuffer *ao_accum_fb;
	struct GPUFrameBuffer *velocity_resolve_fb;

	struct GPUFrameBuffer *update_noise_fb;

	struct GPUFrameBuffer *planarref_fb;
	struct GPUFrameBuffer *planar_downsample_fb;

	struct GPUFrameBuffer *main_fb;
	struct GPUFrameBuffer *main_color_fb;
	struct GPUFrameBuffer *effect_fb;
	struct GPUFrameBuffer *effect_color_fb;
	struct GPUFrameBuffer *double_buffer_fb;
	struct GPUFrameBuffer *double_buffer_color_fb;
	struct GPUFrameBuffer *double_buffer_depth_fb;
	struct GPUFrameBuffer *taa_history_fb;
	struct GPUFrameBuffer *taa_history_color_fb;
} EEVEE_FramebufferList;

GPUFrameBufferGPU_framebuffer.h でtypedefしてあり、

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typedef struct GPUFrameBuffer GPUFrameBuffer;

構造体は gpu_framebuffer.c に定義されていて、

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struct GPUFrameBuffer {
	GPUContext *ctx;
	GLuint object;
	GPUAttachment attachments[GPU_FB_MAX_ATTACHEMENT];
	uint16_t dirty_flag;
	int width, height;
	bool multisample;
	/* TODO Check that we always use the right context when binding
	 * (FBOs are not shared across ogl contexts). */
	// void *ctx;
};

GPUContextGPU_context.h でtypedefしていて、

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typedef struct GPUContext GPUContext;

GPUContext の構造体は gpu_context.cpp に定義されています。

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struct GPUContext {
	GLuint default_vao;
	GPUFrameBuffer *current_fbo;
	std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
#ifdef DEBUG
	std::unordered_set<GPUFrameBuffer *> framebuffers; /* Framebuffers that have FBO from this context */
#endif
	std::vector<GLuint> orphaned_vertarray_ids;
	std::vector<GLuint> orphaned_framebuffer_ids;
	std::mutex orphans_mutex; /* todo: try spinlock instead */
#if TRUST_NO_ONE
	pthread_t thread; /* Thread on which this context is active. */
	bool thread_is_used;

	GPUContext() {
		thread_is_used = false;
		current_fbo = 0;
	}
#endif
};

EEVEE_TextureList

EEVEE_Data にある EEVEE_TextureListeevee_private.h で以下の通り定義されています。

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typedef struct EEVEE_TextureList {
	/* Effects */
	struct GPUTexture *color_post; /* R16_G16_B16 */
	struct GPUTexture *mist_accum;
	struct GPUTexture *ao_accum;
	struct GPUTexture *sss_dir_accum;
	struct GPUTexture *sss_col_accum;
	struct GPUTexture *refract_color;
	struct GPUTexture *taa_history;

	struct GPUTexture *volume_prop_scattering;
	struct GPUTexture *volume_prop_extinction;
	struct GPUTexture *volume_prop_emission;
	struct GPUTexture *volume_prop_phase;
	struct GPUTexture *volume_scatter;
	struct GPUTexture *volume_transmittance;
	struct GPUTexture *volume_scatter_history;
	struct GPUTexture *volume_transmittance_history;

	struct GPUTexture *lookdev_grid_tx;
	struct GPUTexture *lookdev_cube_tx;

	struct GPUTexture *planar_pool;
	struct GPUTexture *planar_depth;

	struct GPUTexture *maxzbuffer;

	struct GPUTexture *color; /* R16_G16_B16 */
	struct GPUTexture *color_double_buffer;
	struct GPUTexture *depth_double_buffer;
} EEVEE_TextureList;

GPUTexturegpu_texture.c で定義されています。

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struct GPUTexture {
	int w, h, d;        /* width/height/depth */
	int number;         /* number for multitexture binding */
	int refcount;       /* reference count */
	GLenum target;      /* GL_TEXTURE_* */
	GLenum target_base; /* same as target, (but no multisample)
	                     * use it for unbinding */
	GLuint bindcode;    /* opengl identifier for texture */

	GPUTextureFormat format;
	GPUTextureFormatFlag format_flag;

	uint bytesize;      /* number of byte for one pixel */
	int components;     /* number of color/alpha channels */
	int samples;        /* number of samples for multisamples textures. 0 if not multisample target */

	int fb_attachment[GPU_TEX_MAX_FBO_ATTACHED];
	GPUFrameBuffer *fb[GPU_TEX_MAX_FBO_ATTACHED];
};

さて、今日はこの辺で。