Subdivision surface efficiency relies on caching pre-computed topology
data for evaluation between frames. However, while eed45d2a23
introduced a second GPU subdiv evaluator type, it still only kept
one slot for caching this runtime data per mesh.
The result is that if the mesh is also needed on CPU, for instance
due to a modifier on a different object (e.g. shrinkwrap), the two
evaluators are used at the same time and fight over the single slot.
This causes the topology data to be discarded and recomputed twice
per frame.
Since avoiding duplicate evaluation is a complex task, this fix
simply adds a second separate cache slot for the GPU data, so that
the cost is simply running subdivision twice, not recomputing topology
twice.
To help diagnostics, I also add a message to show when GPU evaluation
is actually used to the modifier panel. Two frame counters are used
to suppress flicker in the UI panel.
Differential Revision: https://developer.blender.org/D17117
Pull Request #104441
189 lines
6.1 KiB
C++
189 lines
6.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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#include "BKE_subdiv_modifier.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_mesh_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_mesh.h"
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#include "BKE_modifier.h"
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#include "BKE_subdiv.h"
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#include "GPU_capabilities.h"
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#include "GPU_context.h"
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#include "opensubdiv_capi.h"
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SubdivSettings BKE_subsurf_modifier_settings_init(const SubsurfModifierData *smd,
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const bool use_render_params)
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{
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const int requested_levels = (use_render_params) ? smd->renderLevels : smd->levels;
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SubdivSettings settings{};
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settings.is_simple = (smd->subdivType == SUBSURF_TYPE_SIMPLE);
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settings.is_adaptive = !(smd->flags & eSubsurfModifierFlag_UseRecursiveSubdivision);
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settings.level = settings.is_simple ? 1 :
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(settings.is_adaptive ? smd->quality : requested_levels);
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settings.use_creases = (smd->flags & eSubsurfModifierFlag_UseCrease);
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settings.vtx_boundary_interpolation = BKE_subdiv_vtx_boundary_interpolation_from_subsurf(
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smd->boundary_smooth);
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settings.fvar_linear_interpolation = BKE_subdiv_fvar_interpolation_from_uv_smooth(
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smd->uv_smooth);
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return settings;
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}
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bool BKE_subsurf_modifier_runtime_init(SubsurfModifierData *smd, const bool use_render_params)
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{
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SubdivSettings settings = BKE_subsurf_modifier_settings_init(smd, use_render_params);
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SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)smd->modifier.runtime;
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if (settings.level == 0) {
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/* Modifier is effectively disabled, but still update settings if runtime data
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* was already allocated. */
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if (runtime_data) {
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runtime_data->settings = settings;
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runtime_data->used_cpu = runtime_data->used_gpu = 0;
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}
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return false;
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}
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/* Allocate runtime data if it did not exist yet. */
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if (runtime_data == nullptr) {
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runtime_data = MEM_cnew<SubsurfRuntimeData>(__func__);
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smd->modifier.runtime = runtime_data;
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}
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runtime_data->settings = settings;
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return true;
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}
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static ModifierData *modifier_get_last_enabled_for_mode(const Scene *scene,
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const Object *ob,
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int required_mode)
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{
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ModifierData *md = static_cast<ModifierData *>(ob->modifiers.last);
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while (md) {
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if (BKE_modifier_is_enabled(scene, md, required_mode)) {
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break;
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}
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md = md->prev;
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}
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return md;
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}
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bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd, const Mesh *mesh)
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{
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return (smd->flags & eSubsurfModifierFlag_UseCustomNormals) && (mesh->flag & ME_AUTOSMOOTH) &&
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CustomData_has_layer(&mesh->ldata, CD_CUSTOMLOOPNORMAL);
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}
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static bool subsurf_modifier_use_autosmooth_or_split_normals(const SubsurfModifierData *smd,
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const Mesh *mesh)
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{
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return (mesh->flag & ME_AUTOSMOOTH) || BKE_subsurf_modifier_use_custom_loop_normals(smd, mesh);
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}
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static bool is_subdivision_evaluation_possible_on_gpu()
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{
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/* Only OpenGL is supported for OpenSubdiv evaluation for now. */
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if (GPU_backend_get_type() != GPU_BACKEND_OPENGL) {
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return false;
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}
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if (!(GPU_compute_shader_support() && GPU_shader_storage_buffer_objects_support())) {
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return false;
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}
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if (GPU_max_compute_shader_storage_blocks() < MAX_GPU_SUBDIV_SSBOS) {
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return false;
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}
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return true;
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}
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bool BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(const SubsurfModifierData *smd,
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const Mesh *mesh)
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{
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if ((U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) == 0) {
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/* GPU subdivision is explicitly disabled, so we don't force it. */
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return false;
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}
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if (!is_subdivision_evaluation_possible_on_gpu()) {
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/* The GPU type is not compatible with the subdivision. */
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return false;
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}
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return subsurf_modifier_use_autosmooth_or_split_normals(smd, mesh);
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}
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bool BKE_subsurf_modifier_can_do_gpu_subdiv(const Scene *scene,
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const Object *ob,
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const Mesh *mesh,
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const SubsurfModifierData *smd,
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int required_mode)
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{
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if ((U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) == 0) {
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return false;
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}
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/* Deactivate GPU subdivision if autosmooth or custom split normals are used as those are
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* complicated to support on GPU, and should really be separate workflows. */
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if (subsurf_modifier_use_autosmooth_or_split_normals(smd, mesh)) {
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return false;
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}
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ModifierData *md = modifier_get_last_enabled_for_mode(scene, ob, required_mode);
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if (md != (const ModifierData *)smd) {
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return false;
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}
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return is_subdivision_evaluation_possible_on_gpu();
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}
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bool BKE_subsurf_modifier_has_gpu_subdiv(const Mesh *mesh)
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{
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SubsurfRuntimeData *runtime_data = mesh->runtime->subsurf_runtime_data;
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return runtime_data && runtime_data->has_gpu_subdiv;
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}
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void (*BKE_subsurf_modifier_free_gpu_cache_cb)(Subdiv *subdiv) = nullptr;
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Subdiv *BKE_subsurf_modifier_subdiv_descriptor_ensure(SubsurfRuntimeData *runtime_data,
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const Mesh *mesh,
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const bool for_draw_code)
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{
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if (for_draw_code) {
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runtime_data->used_gpu = 2; /* countdown in frames */
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return runtime_data->subdiv_gpu = BKE_subdiv_update_from_mesh(
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runtime_data->subdiv_gpu, &runtime_data->settings, mesh);
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}
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else {
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runtime_data->used_cpu = 2;
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return runtime_data->subdiv_cpu = BKE_subdiv_update_from_mesh(
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runtime_data->subdiv_cpu, &runtime_data->settings, mesh);
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}
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}
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int BKE_subsurf_modifier_eval_required_mode(bool is_final_render, bool is_edit_mode)
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{
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if (is_final_render) {
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return eModifierMode_Render;
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}
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return eModifierMode_Realtime | (is_edit_mode ? int(eModifierMode_Editmode) : 0);
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}
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