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Fix texturepainting on AMD/VEGA.

This commit is contained in:
2022-10-14 09:47:57 +02:00
parent 67adfe52c1
commit 5c0e90033f

View File

@@ -988,6 +988,13 @@ static void gpu_painting_paint_step(TexturePaintingUserData &data,
{
BrushVariationFlags variation_flags = determine_shader_variation_flags(*data.brush);
GPUShader *shader = SCULPT_shader_paint_image_get(variation_flags);
GPU_shader_bind(shader);
batches.tile_texture.bind(shader);
GPU_storagebuf_bind(batches.step_buf, GPU_shader_get_ssbo(shader, "paint_step_buf"));
GPU_shader_uniform_2iv(shader, "paint_step_range", paint_step_range);
GPU_uniformbuf_bind(batches.paint_brush_buf,
GPU_shader_get_uniform_block(shader, "paint_brush_buf"));
GPU_storagebuf_bind(batches.vert_coord_buf, GPU_shader_get_ssbo(shader, "vert_coord_buf"));
/* Dispatch all nodes that paint on the active tile. */
for (PBVHNode *node : MutableSpan<PBVHNode *>(data.nodes, data.nodes_len)) {
@@ -997,15 +1004,6 @@ static void gpu_painting_paint_step(TexturePaintingUserData &data,
continue;
}
GPU_shader_bind(shader);
batches.tile_texture.bind(shader);
GPU_storagebuf_bind(batches.step_buf, GPU_shader_get_ssbo(shader, "paint_step_buf"));
GPU_shader_uniform_2iv(shader, "paint_step_range", paint_step_range);
GPU_uniformbuf_bind(batches.paint_brush_buf,
GPU_shader_get_uniform_block(shader, "paint_brush_buf"));
GPU_storagebuf_bind(batches.vert_coord_buf, GPU_shader_get_ssbo(shader, "vert_coord_buf"));
GPU_storagebuf_bind(node_data.triangles.gpu_buffer,
GPU_shader_get_ssbo(shader, "paint_input"));
GPU_storagebuf_bind(node_data.gpu_buffers.pixels,
@@ -1014,7 +1012,7 @@ static void gpu_painting_paint_step(TexturePaintingUserData &data,
int pixel_row_len = tile_pixels.pixel_rows.size();
const int compute_batch_size = GPU_max_work_group_count(0);
for (int batch_offset = 0; batch_offset != pixel_row_len;
batch_offset += min_ii(pixel_row_len, compute_batch_size)) {
batch_offset += min_ii(pixel_row_len - batch_offset, compute_batch_size)) {
const int batch_size = min_ii(pixel_row_len - batch_offset, compute_batch_size);
GPU_shader_uniform_1i(
shader, "pixel_row_offset", tile_pixels.gpu_buffer_offset + batch_offset);
@@ -1153,11 +1151,20 @@ static void dispatch_gpu_batches(TexturePaintingUserData &data)
continue;
}
TIMEIT_START(upload);
batches.tile_texture.update_gpu_texture(tile_number, *image_buffer);
GPU_flush();
TIMEIT_END(upload);
GPU_debug_group_begin("Paint tile");
TIMEIT_START(paint_step);
gpu_painting_paint_step(data, batches, tile_number, paint_step_range);
GPU_flush();
TIMEIT_END(paint_step);
TIMEIT_START(merge);
gpu_painting_image_merge(batches, *data.image_data.image, local_image_user, *image_buffer);
GPU_flush();
TIMEIT_END(merge);
GPU_debug_group_end();
BKE_image_release_ibuf(data.image_data.image, image_buffer, nullptr);
@@ -1281,12 +1288,12 @@ void SCULPT_paint_image_batches_flush(PaintModeSettings *paint_mode_settings,
}
if (ImageData::init_active_image(ob, &data.image_data, paint_mode_settings)) {
// TIMEIT_START(paint_image_gpu);
TIMEIT_START(paint_image_gpu);
GPU_debug_group_begin("SCULPT_paint_brush");
dispatch_gpu_batches(data);
gpu_frame_end(data);
GPU_debug_group_end();
// TIMEIT_END(paint_image_gpu);
TIMEIT_END(paint_image_gpu);
}
MEM_freeN(data.nodes);