This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/intern/gpu_index_buffer.cc
Germano Cavalcante 0eb9351296 Refactor: use 'BLI_task_parallel_range' in Draw Cache
One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.

Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.

The benefit is most evident on hardware with fewer cores.

This is the result on an 4-core laptop:
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Differential Revision: https://developer.blender.org/D11558
2021-06-11 10:49:50 -03:00

419 lines
12 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU element list (AKA index buffer)
*/
#include "MEM_guardedalloc.h"
#include "BLI_math_base.h"
#include "BLI_utildefines.h"
#include "gpu_backend.hh"
#include "gpu_index_buffer_private.hh"
#include <cstring>
#define KEEP_SINGLE_COPY 1
#define RESTART_INDEX 0xFFFFFFFF
/* -------------------------------------------------------------------- */
/** \name IndexBufBuilder
* \{ */
using namespace blender;
using namespace blender::gpu;
void GPU_indexbuf_init_ex(GPUIndexBufBuilder *builder,
GPUPrimType prim_type,
uint index_len,
uint vertex_len)
{
builder->max_allowed_index = vertex_len - 1;
builder->max_index_len = index_len;
builder->index_len = 0; // start empty
builder->index_min = UINT32_MAX;
builder->index_max = 0;
builder->prim_type = prim_type;
builder->data = (uint *)MEM_callocN(builder->max_index_len * sizeof(uint), "GPUIndexBuf data");
}
void GPU_indexbuf_init(GPUIndexBufBuilder *builder,
GPUPrimType prim_type,
uint prim_len,
uint vertex_len)
{
int verts_per_prim = GPU_indexbuf_primitive_len(prim_type);
#if TRUST_NO_ONE
assert(verts_per_prim != -1);
#endif
GPU_indexbuf_init_ex(builder, prim_type, prim_len * (uint)verts_per_prim, vertex_len);
}
GPUIndexBuf *GPU_indexbuf_build_on_device(uint index_len)
{
GPUIndexBuf *elem_ = GPU_indexbuf_calloc();
IndexBuf *elem = unwrap(elem_);
elem->init_build_on_device(index_len);
return elem_;
}
void GPU_indexbuf_join(GPUIndexBufBuilder *builder_to, const GPUIndexBufBuilder *builder_from)
{
BLI_assert(builder_to->data == builder_from->data);
builder_to->index_len = max_uu(builder_to->index_len, builder_from->index_len);
builder_to->index_min = min_uu(builder_to->index_min, builder_from->index_min);
builder_to->index_max = max_uu(builder_to->index_max, builder_from->index_max);
}
void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *builder, uint v)
{
#if TRUST_NO_ONE
assert(builder->data != nullptr);
assert(builder->index_len < builder->max_index_len);
assert(v <= builder->max_allowed_index);
#endif
builder->data[builder->index_len++] = v;
builder->index_min = MIN2(builder->index_min, v);
builder->index_max = MAX2(builder->index_max, v);
}
void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *builder)
{
#if TRUST_NO_ONE
assert(builder->data != nullptr);
assert(builder->index_len < builder->max_index_len);
#endif
builder->data[builder->index_len++] = RESTART_INDEX;
}
void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *builder, uint v)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_POINTS);
#endif
GPU_indexbuf_add_generic_vert(builder, v);
}
void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *builder, uint v1, uint v2)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_LINES);
assert(v1 != v2);
#endif
GPU_indexbuf_add_generic_vert(builder, v1);
GPU_indexbuf_add_generic_vert(builder, v2);
}
void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_TRIS);
assert(v1 != v2 && v2 != v3 && v3 != v1);
#endif
GPU_indexbuf_add_generic_vert(builder, v1);
GPU_indexbuf_add_generic_vert(builder, v2);
GPU_indexbuf_add_generic_vert(builder, v3);
}
void GPU_indexbuf_add_line_adj_verts(
GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3, uint v4)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_LINES_ADJ);
assert(v2 != v3); /* only the line need diff indices */
#endif
GPU_indexbuf_add_generic_vert(builder, v1);
GPU_indexbuf_add_generic_vert(builder, v2);
GPU_indexbuf_add_generic_vert(builder, v3);
GPU_indexbuf_add_generic_vert(builder, v4);
}
void GPU_indexbuf_set_point_vert(GPUIndexBufBuilder *builder, uint elem, uint v1)
{
BLI_assert(builder->prim_type == GPU_PRIM_POINTS);
BLI_assert(elem < builder->max_index_len);
builder->data[elem++] = v1;
builder->index_min = MIN2(builder->index_min, v1);
builder->index_max = MAX2(builder->index_max, v1);
builder->index_len = MAX2(builder->index_len, elem);
}
void GPU_indexbuf_set_line_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2)
{
BLI_assert(builder->prim_type == GPU_PRIM_LINES);
BLI_assert(v1 != v2);
BLI_assert(v1 <= builder->max_allowed_index);
BLI_assert(v2 <= builder->max_allowed_index);
BLI_assert((elem + 1) * 2 <= builder->max_index_len);
uint idx = elem * 2;
builder->data[idx++] = v1;
builder->data[idx++] = v2;
builder->index_min = MIN3(builder->index_min, v1, v2);
builder->index_max = MAX3(builder->index_max, v1, v2);
builder->index_len = MAX2(builder->index_len, idx);
}
void GPU_indexbuf_set_tri_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2, uint v3)
{
BLI_assert(builder->prim_type == GPU_PRIM_TRIS);
BLI_assert(v1 != v2 && v2 != v3 && v3 != v1);
BLI_assert(v1 <= builder->max_allowed_index);
BLI_assert(v2 <= builder->max_allowed_index);
BLI_assert(v3 <= builder->max_allowed_index);
BLI_assert((elem + 1) * 3 <= builder->max_index_len);
uint idx = elem * 3;
builder->data[idx++] = v1;
builder->data[idx++] = v2;
builder->data[idx++] = v3;
builder->index_min = MIN4(builder->index_min, v1, v2, v3);
builder->index_max = MAX4(builder->index_max, v1, v2, v3);
builder->index_len = MAX2(builder->index_len, idx);
}
void GPU_indexbuf_set_point_restart(GPUIndexBufBuilder *builder, uint elem)
{
BLI_assert(builder->prim_type == GPU_PRIM_POINTS);
BLI_assert(elem < builder->max_index_len);
builder->data[elem++] = RESTART_INDEX;
builder->index_len = MAX2(builder->index_len, elem);
}
void GPU_indexbuf_set_line_restart(GPUIndexBufBuilder *builder, uint elem)
{
BLI_assert(builder->prim_type == GPU_PRIM_LINES);
BLI_assert((elem + 1) * 2 <= builder->max_index_len);
uint idx = elem * 2;
builder->data[idx++] = RESTART_INDEX;
builder->data[idx++] = RESTART_INDEX;
builder->index_len = MAX2(builder->index_len, idx);
}
void GPU_indexbuf_set_tri_restart(GPUIndexBufBuilder *builder, uint elem)
{
BLI_assert(builder->prim_type == GPU_PRIM_TRIS);
BLI_assert((elem + 1) * 3 <= builder->max_index_len);
uint idx = elem * 3;
builder->data[idx++] = RESTART_INDEX;
builder->data[idx++] = RESTART_INDEX;
builder->data[idx++] = RESTART_INDEX;
builder->index_len = MAX2(builder->index_len, idx);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */
namespace blender::gpu {
IndexBuf::~IndexBuf()
{
if (!is_subrange_) {
MEM_SAFE_FREE(data_);
}
}
void IndexBuf::init(uint indices_len, uint32_t *indices, uint min_index, uint max_index)
{
is_init_ = true;
data_ = indices;
index_start_ = 0;
index_len_ = indices_len;
#if GPU_TRACK_INDEX_RANGE
/* Everything remains 32 bit while building to keep things simple.
* Find min/max after, then convert to smallest index type possible. */
uint range = min_index < max_index ? max_index - min_index : 0;
/* count the primitive restart index. */
range += 1;
if (range <= 0xFFFF) {
index_type_ = GPU_INDEX_U16;
this->squeeze_indices_short(min_index, max_index);
}
#endif
}
void IndexBuf::init_build_on_device(uint index_len)
{
is_init_ = true;
index_start_ = 0;
index_len_ = index_len;
index_type_ = GPU_INDEX_U32;
data_ = nullptr;
}
void IndexBuf::init_subrange(IndexBuf *elem_src, uint start, uint length)
{
/* We don't support nested subranges. */
BLI_assert(elem_src && elem_src->is_subrange_ == false);
BLI_assert((length == 0) || (start + length <= elem_src->index_len_));
is_init_ = true;
is_subrange_ = true;
src_ = elem_src;
index_start_ = start;
index_len_ = length;
index_base_ = elem_src->index_base_;
index_type_ = elem_src->index_type_;
}
uint IndexBuf::index_range(uint *r_min, uint *r_max)
{
if (index_len_ == 0) {
*r_min = *r_max = 0;
return 0;
}
const uint32_t *uint_idx = (uint32_t *)data_;
uint min_value = RESTART_INDEX;
uint max_value = 0;
for (uint i = 0; i < index_len_; i++) {
const uint value = uint_idx[i];
if (value == RESTART_INDEX) {
continue;
}
if (value < min_value) {
min_value = value;
}
else if (value > max_value) {
max_value = value;
}
}
if (min_value == RESTART_INDEX) {
*r_min = *r_max = 0;
return 0;
}
*r_min = min_value;
*r_max = max_value;
return max_value - min_value;
}
void IndexBuf::squeeze_indices_short(uint min_idx, uint max_idx)
{
/* data will never be *larger* than builder->data...
* converting in place to avoid extra allocation */
uint16_t *ushort_idx = (uint16_t *)data_;
const uint32_t *uint_idx = (uint32_t *)data_;
if (max_idx >= 0xFFFF) {
index_base_ = min_idx;
for (uint i = 0; i < index_len_; i++) {
ushort_idx[i] = (uint16_t)MIN2(0xFFFF, uint_idx[i] - min_idx);
}
}
else {
index_base_ = 0;
for (uint i = 0; i < index_len_; i++) {
ushort_idx[i] = (uint16_t)(uint_idx[i]);
}
}
}
uint32_t *IndexBuf::unmap(const uint32_t *mapped_memory) const
{
size_t size = size_get();
uint32_t *result = static_cast<uint32_t *>(MEM_mallocN(size, __func__));
memcpy(result, mapped_memory, size);
return result;
}
} // namespace blender::gpu
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
GPUIndexBuf *GPU_indexbuf_calloc(void)
{
return wrap(GPUBackend::get()->indexbuf_alloc());
}
GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *builder)
{
GPUIndexBuf *elem = GPU_indexbuf_calloc();
GPU_indexbuf_build_in_place(builder, elem);
return elem;
}
GPUIndexBuf *GPU_indexbuf_create_subrange(GPUIndexBuf *elem_src, uint start, uint length)
{
GPUIndexBuf *elem = GPU_indexbuf_calloc();
GPU_indexbuf_create_subrange_in_place(elem, elem_src, start, length);
return elem;
}
void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *builder, GPUIndexBuf *elem)
{
BLI_assert(builder->data != nullptr);
/* Transfer data ownership to GPUIndexBuf.
* It will be uploaded upon first use. */
unwrap(elem)->init(builder->index_len, builder->data, builder->index_min, builder->index_max);
builder->data = nullptr;
}
void GPU_indexbuf_create_subrange_in_place(GPUIndexBuf *elem,
GPUIndexBuf *elem_src,
uint start,
uint length)
{
unwrap(elem)->init_subrange(unwrap(elem_src), start, length);
}
const uint32_t *GPU_indexbuf_read(GPUIndexBuf *elem)
{
return unwrap(elem)->read();
}
uint32_t *GPU_indexbuf_unmap(const GPUIndexBuf *elem, const uint32_t *mapped_buffer)
{
return unwrap(elem)->unmap(mapped_buffer);
}
void GPU_indexbuf_discard(GPUIndexBuf *elem)
{
delete unwrap(elem);
}
bool GPU_indexbuf_is_init(GPUIndexBuf *elem)
{
return unwrap(elem)->is_init();
}
int GPU_indexbuf_primitive_len(GPUPrimType prim_type)
{
return indices_per_primitive(prim_type);
}
void GPU_indexbuf_bind_as_ssbo(GPUIndexBuf *elem, int binding)
{
unwrap(elem)->bind_as_ssbo(binding);
}
/** \} */