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Group passes by material

This commit is contained in:
2023-01-27 18:21:40 +01:00
parent 98aad59d37
commit e449861b64
5 changed files with 52 additions and 28 deletions

View File

@@ -126,19 +126,18 @@ GPU_SHADER_CREATE_INFO(workbench_next_prepass)
GPU_SHADER_CREATE_INFO(workbench_color_material)
.define("WORKBENCH_COLOR_MATERIAL")
.storage_buf(WB_MATERIAL_SLOT, Qualifier::READ, "vec4", "materials_data[]");
.push_constant(Type::VEC4, "material_data");
GPU_SHADER_CREATE_INFO(workbench_color_texture)
.define("WORKBENCH_COLOR_TEXTURE")
.define("WORKBENCH_TEXTURE_IMAGE_ARRAY")
.define("WORKBENCH_COLOR_MATERIAL")
.storage_buf(WB_MATERIAL_SLOT, Qualifier::READ, "vec4", "materials_data[]")
.sampler(1, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
.sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
.sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
.push_constant(Type::BOOL, "isImageTile")
.push_constant(Type::BOOL, "imagePremult")
.push_constant(Type::FLOAT, "imageTransparencyCutoff");
.push_constant(Type::FLOAT, "imageTransparencyCutoff")
.additional_info("workbench_color_material");
GPU_SHADER_CREATE_INFO(workbench_color_vertex).define("WORKBENCH_COLOR_VERTEX");

View File

@@ -17,7 +17,7 @@ void workbench_material_data_get(int handle,
#else
# ifdef WORKBENCH_COLOR_MATERIAL
vec4 data = materials_data[handle];
vec4 data = material_data;
# else
vec4 data = vec4(0.0);
# endif

View File

@@ -196,12 +196,7 @@ class Instance {
if (batches[i] == nullptr) {
continue;
}
/* TODO(fclem): This create a cull-able instance for each sub-object. This is done
* for simplicity to reduce complexity. But this increase the overhead per object.
* Instead, we should use an indirection buffer to the material buffer. */
ResourceHandle _handle = i == 0 ? handle : manager.resource_handle(ob_ref);
Material &mat = resources.material_buf.get_or_resize(_handle.resource_index());
Material mat;
if (::Material *_mat = BKE_object_material_get_eval(ob_ref.object, i + 1)) {
mat = Material(*_mat);
@@ -219,7 +214,7 @@ class Instance {
get_material_image(ob_ref.object, i + 1, image, iuser, sampler_state);
}
draw_mesh(ob_ref, mat, batches[i], _handle, image, sampler_state, iuser);
draw_mesh(ob_ref, mat, batches[i], handle, image, sampler_state, iuser);
}
}
}
@@ -241,7 +236,7 @@ class Instance {
}
if (batch) {
Material &mat = resources.material_buf.get_or_resize(handle.resource_index());
Material mat;
if (object_state.color_type == V3D_SHADING_OBJECT_COLOR) {
mat = Material(*ob_ref.object);
@@ -287,7 +282,7 @@ class Instance {
const bool in_front = (ob_ref.object->dtx & OB_DRAW_IN_FRONT) != 0;
auto draw = [&](MeshPass &pass) {
pass.draw(ob_ref, batch, handle, image, sampler_state, iuser);
pass.draw(ob_ref, batch, handle, material, image, sampler_state, iuser);
};
if (scene_state.xray_mode || material.is_transparent()) {

View File

@@ -34,6 +34,7 @@ void MeshPass::init_subpasses(ePipelineType pipeline,
bool clip,
ShaderCache &shaders)
{
material_subpass_map_.clear();
texture_subpass_map_.clear();
static std::string pass_names[geometry_type_len][shader_type_len] = {};
@@ -57,6 +58,7 @@ void MeshPass::init_subpasses(ePipelineType pipeline,
void MeshPass::draw(ObjectRef &ref,
GPUBatch *batch,
ResourceHandle handle,
Material material,
::Image *image /* = nullptr */,
eGPUSamplerState sampler_state /* = GPU_SAMPLER_DEFAULT */,
ImageUser *iuser /* = nullptr */)
@@ -64,6 +66,7 @@ void MeshPass::draw(ObjectRef &ref,
is_empty_ = false;
eGeometryType geometry_type = geometry_type_from_object(ref.object);
if (image) {
GPUTexture *texture = nullptr;
GPUTexture *tilemap = nullptr;
@@ -75,33 +78,47 @@ void MeshPass::draw(ObjectRef &ref,
texture = BKE_image_get_gpu_texture(image, iuser, nullptr);
}
if (texture) {
auto add_cb = [&] {
PassMain::Sub *sub_pass =
passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::TEXTURE)];
sub_pass = &sub_pass->sub(image->id.name);
auto add_texture_cb = [&] {
PassMain::Sub &sub_pass =
passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::TEXTURE)]->sub(
image->id.name);
sub_pass.push_constant("material_data", *reinterpret_cast<float4 *>(&material));
if (tilemap) {
sub_pass->bind_texture(WB_TILE_ARRAY_SLOT, texture, sampler_state);
sub_pass->bind_texture(WB_TILE_DATA_SLOT, tilemap);
sub_pass.bind_texture(WB_TILE_ARRAY_SLOT, texture, sampler_state);
sub_pass.bind_texture(WB_TILE_DATA_SLOT, tilemap);
}
else {
sub_pass->bind_texture(WB_TEXTURE_SLOT, texture, sampler_state);
sub_pass.bind_texture(WB_TEXTURE_SLOT, texture, sampler_state);
}
sub_pass->push_constant("isImageTile", tilemap != nullptr);
sub_pass->push_constant("imagePremult", image && image->alpha_mode == IMA_ALPHA_PREMUL);
sub_pass.push_constant("isImageTile", tilemap != nullptr);
sub_pass.push_constant("imagePremult", image && image->alpha_mode == IMA_ALPHA_PREMUL);
/* TODO(Miguel Pozo): This setting should be exposed on the user side,
* either as a global parameter (and set it here)
* or by reading the Material Clipping Threshold (and set it per material) */
sub_pass->push_constant("imageTransparencyCutoff", 0.1f);
return sub_pass;
sub_pass.push_constant("imageTransparencyCutoff", 0.1f);
return &sub_pass;
};
texture_subpass_map_.lookup_or_add_cb(TextureSubPassKey(texture, geometry_type), add_cb)
texture_subpass_map_
.lookup_or_add_cb(TextureSubPassKey(texture, geometry_type), add_texture_cb)
->draw(batch, handle);
return;
}
}
passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::MATERIAL)]->draw(batch,
handle);
auto add_material_cb = [&] {
PassMain::Sub &sub_pass =
passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::MATERIAL)]->sub(
"Material");
sub_pass.push_constant("material_data", *reinterpret_cast<float4 *>(&material));
return &sub_pass;
};
material_subpass_map_
.lookup_or_add_cb(MaterialSubPassKey(material, geometry_type), add_material_cb)
->draw(batch, handle);
}
/** \} */

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@@ -51,6 +51,16 @@ struct Material {
static uint32_t pack_data(float metallic, float roughness, float alpha);
bool is_transparent();
inline bool operator==(const Material &a) const
{
return packed_data == a.packed_data && base_color == a.base_color;
}
inline uint64_t hash() const
{
return get_default_hash_4(base_color.x, base_color.y, base_color.z, packed_data);
}
};
void get_material_image(Object *ob,
@@ -161,8 +171,10 @@ struct SceneResources {
class MeshPass : public PassMain {
private:
using MaterialSubPassKey = std::pair<Material, eGeometryType>;
using TextureSubPassKey = std::pair<GPUTexture *, eGeometryType>;
Map<MaterialSubPassKey, PassMain::Sub *> material_subpass_map_ = {};
Map<TextureSubPassKey, PassMain::Sub *> texture_subpass_map_ = {};
PassMain::Sub *passes_[geometry_type_len][shader_type_len] = {{nullptr}};
@@ -184,6 +196,7 @@ class MeshPass : public PassMain {
void draw(ObjectRef &ref,
GPUBatch *batch,
ResourceHandle handle,
Material material,
::Image *image = nullptr,
eGPUSamplerState sampler_state = eGPUSamplerState::GPU_SAMPLER_DEFAULT,
ImageUser *iuser = nullptr);