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blender-archive/source/blender/draw/DRW_engine.h
Jason Fielder 7b9d1cb51f Eevee: GPU Material node graph optimization.
Certain material node graphs can be very expensive to run. This feature aims to produce secondary GPUPass shaders within a GPUMaterial which provide optimal runtime performance. Such optimizations include baking constant data into the shader source directly, allowing the compiler to propogate constants and perform aggressive optimization upfront.

As optimizations can result in reduction of shader editor and animation interactivity, optimized pass generation and compilation is deferred until all outstanding compilations have completed. Optimization is also delayed util a material has remained unmodified for a set period of time, to reduce excessive compilation. The original variant of the material shader is kept to maintain interactivity.

Also adding a new concept to gpu::Shader allowing assignment of a parent shader from which a shader can pull PSO descriptors and any required metadata for asynchronous shader cache warming. This enables fully asynchronous shader optimization, without runtime hitching, while also reducing runtime hitching for standard materials, by using PSO descriptors from default materials, ahead of rendering.

Further shader graph optimizations are likely also possible with this architecture. Certain scenes, such as Wanderer benefit significantly. Viewport performance for this scene is 2-3x faster on Apple-silicon based GPUs.

Authored by Apple: Michael Parkin-White

Ref T96261
Pull Request #104536
2023-02-14 21:51:03 +01:00

230 lines
7.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_sys_types.h" /* for bool */
#include "DNA_object_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
struct ARegion;
struct DRWData;
struct DRWInstanceDataList;
struct Depsgraph;
struct DrawEngineType;
struct GHash;
struct GPUMaterial;
struct GPUOffScreen;
struct GPUVertFormat;
struct CustomDataLayer;
struct CustomData;
struct GPUViewport;
struct ID;
struct Main;
struct Object;
struct Render;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
struct View3D;
struct ViewLayer;
struct bContext;
struct rcti;
void DRW_engines_register(void);
void DRW_engines_register_experimental(void);
void DRW_engines_free(void);
bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
void DRW_engine_register(struct DrawEngineType *draw_engine_type);
typedef struct DRWUpdateContext {
struct Main *bmain;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
struct ARegion *region;
struct View3D *v3d;
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
typedef enum eDRWSelectStage {
DRW_SELECT_PASS_PRE = 1,
DRW_SELECT_PASS_POST,
} eDRWSelectStage;
typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
/**
* 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 struct bContext *C);
/**
* Draw render engine info.
*/
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
/**
* Used for both regular and off-screen drawing.
* Need to reset DST before calling this function
*/
void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
const struct bContext *evil_C);
void DRW_draw_render_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport);
/**
* \param viewport: can be NULL, in this case we create one.
*/
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *region,
struct View3D *v3d,
bool is_image_render,
bool draw_background,
bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
struct ARegion *region,
struct GPUViewport *viewport,
const struct bContext *evil_C);
/**
* object mode select-loop, see: #ED_view3d_draw_select_loop (legacy drawing).
*/
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool use_nearest,
bool do_material_sub_selection,
const struct rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data);
/**
* object mode select-loop, see: #ED_view3d_draw_depth_loop (legacy drawing).
*/
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
const bool use_gpencil,
const bool use_basic,
const bool use_overlay);
/**
* Clears the Depth Buffer and draws only the specified object.
*/
void DRW_draw_depth_object(struct Scene *scene,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
struct Object *object);
void DRW_draw_select_id(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
const struct rcti *rect);
/* Grease pencil render. */
/**
* Helper to check if exit object type to render.
*/
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
/**
* This is here because #GPUViewport needs it.
*/
struct DRWInstanceDataList *DRW_instance_data_list_create(void);
void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
void DRW_uniform_attrs_pool_free(struct GHash *table);
void DRW_render_context_enable(struct Render *render);
void DRW_render_context_disable(struct Render *render);
void DRW_opengl_context_create(void);
void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
#ifdef WITH_XR_OPENXR
/* XXX see comment on DRW_xr_opengl_context_get() */
void *DRW_xr_opengl_context_get(void);
void *DRW_xr_gpu_context_get(void);
void DRW_xr_drawing_begin(void);
void DRW_xr_drawing_end(void);
#endif
/* For garbage collection */
void DRW_cache_free_old_batches(struct Main *bmain);
void DRW_cache_free_old_subdiv(void);
/* For the OpenGL evaluators and garbage collected subdivision data. */
void DRW_subdiv_free(void);
/* Never use this. Only for closing blender. */
void DRW_opengl_context_enable_ex(bool restore);
void DRW_opengl_context_disable_ex(bool restore);
void DRW_opengl_render_context_enable(void *re_gl_context);
void DRW_opengl_render_context_disable(void *re_gl_context);
/**
* Needs to be called AFTER #DRW_opengl_render_context_enable().
*/
void DRW_gpu_render_context_enable(void *re_gpu_context);
/**
* Needs to be called BEFORE #DRW_opengl_render_context_disable().
*/
void DRW_gpu_render_context_disable(void *re_gpu_context);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
void DRW_deferred_shader_optimize_remove(struct GPUMaterial *mat);
/**
* Get DrawData from the given ID-block. In order for this to work, we assume that
* the DrawData pointer is stored in the struct in the same fashion as in #IdDdtTemplate.
*/
struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
void DRW_drawdata_free(struct ID *id);
struct DRWData *DRW_viewport_data_create(void);
void DRW_viewport_data_free(struct DRWData *drw_data);
bool DRW_opengl_context_release(void);
void DRW_opengl_context_activate(bool drw_state);
/**
* We may want to move this into a more general location.
* \note This doesn't require the draw context to be in use.
*/
void DRW_draw_cursor_2d_ex(const struct ARegion *region, const float cursor[2]);
void DRW_cdlayer_attr_aliases_add(struct GPUVertFormat *format,
const char *base_name,
const struct CustomData *data,
const struct CustomDataLayer *cl,
bool is_active_render,
bool is_active_layer);
#ifdef __cplusplus
}
#endif