This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/intern/draw_cache_impl_subdivision.cc
Hans Goudey 176d7bcc2e Cleanup: Move remaining mesh draw code to C++
After this commit, all mesh data extraction and drawing code is in C++,
including headers, making it possible to use improved types for future
performance improvements and simplifications.

The only non-trivial changes are in `draw_cache_impl_mesh.cc`,
where use of certain features and macros in C necessitated larger
changes.

Differential Revision: https://developer.blender.org/D15088
2022-06-05 12:04:58 +02:00

2298 lines
88 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. */
#include "draw_subdivision.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_editmesh.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_subdiv.h"
#include "BKE_subdiv_eval.h"
#include "BKE_subdiv_foreach.h"
#include "BKE_subdiv_mesh.h"
#include "BKE_subdiv_modifier.h"
#include "BLI_linklist.h"
#include "BLI_string.h"
#include "PIL_time.h"
#include "DRW_engine.h"
#include "DRW_render.h"
#include "GPU_capabilities.h"
#include "GPU_compute.h"
#include "GPU_index_buffer.h"
#include "GPU_state.h"
#include "GPU_vertex_buffer.h"
#include "opensubdiv_capi.h"
#include "opensubdiv_capi_type.h"
#include "opensubdiv_converter_capi.h"
#include "opensubdiv_evaluator_capi.h"
#include "opensubdiv_topology_refiner_capi.h"
#include "draw_cache_extract.hh"
#include "draw_cache_impl.h"
#include "draw_cache_inline.h"
#include "mesh_extractors/extract_mesh.hh"
extern "C" char datatoc_common_subdiv_custom_data_interp_comp_glsl[];
extern "C" char datatoc_common_subdiv_ibo_lines_comp_glsl[];
extern "C" char datatoc_common_subdiv_ibo_tris_comp_glsl[];
extern "C" char datatoc_common_subdiv_lib_glsl[];
extern "C" char datatoc_common_subdiv_normals_accumulate_comp_glsl[];
extern "C" char datatoc_common_subdiv_normals_finalize_comp_glsl[];
extern "C" char datatoc_common_subdiv_patch_evaluation_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_edge_fac_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_lnor_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_sculpt_data_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_edituv_strech_angle_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_edituv_strech_area_comp_glsl[];
enum {
SHADER_BUFFER_LINES,
SHADER_BUFFER_LINES_LOOSE,
SHADER_BUFFER_EDGE_FAC,
SHADER_BUFFER_LNOR,
SHADER_BUFFER_TRIS,
SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS,
SHADER_BUFFER_NORMALS_ACCUMULATE,
SHADER_BUFFER_NORMALS_FINALIZE,
SHADER_PATCH_EVALUATION,
SHADER_PATCH_EVALUATION_FVAR,
SHADER_PATCH_EVALUATION_FACE_DOTS,
SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS,
SHADER_PATCH_EVALUATION_ORCO,
SHADER_COMP_CUSTOM_DATA_INTERP_1D,
SHADER_COMP_CUSTOM_DATA_INTERP_2D,
SHADER_COMP_CUSTOM_DATA_INTERP_3D,
SHADER_COMP_CUSTOM_DATA_INTERP_4D,
SHADER_BUFFER_SCULPT_DATA,
SHADER_BUFFER_UV_STRETCH_ANGLE,
SHADER_BUFFER_UV_STRETCH_AREA,
NUM_SHADERS,
};
static GPUShader *g_subdiv_shaders[NUM_SHADERS];
static const char *get_shader_code(int shader_type)
{
switch (shader_type) {
case SHADER_BUFFER_LINES:
case SHADER_BUFFER_LINES_LOOSE: {
return datatoc_common_subdiv_ibo_lines_comp_glsl;
}
case SHADER_BUFFER_EDGE_FAC: {
return datatoc_common_subdiv_vbo_edge_fac_comp_glsl;
}
case SHADER_BUFFER_LNOR: {
return datatoc_common_subdiv_vbo_lnor_comp_glsl;
}
case SHADER_BUFFER_TRIS:
case SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS: {
return datatoc_common_subdiv_ibo_tris_comp_glsl;
}
case SHADER_BUFFER_NORMALS_ACCUMULATE: {
return datatoc_common_subdiv_normals_accumulate_comp_glsl;
}
case SHADER_BUFFER_NORMALS_FINALIZE: {
return datatoc_common_subdiv_normals_finalize_comp_glsl;
}
case SHADER_PATCH_EVALUATION:
case SHADER_PATCH_EVALUATION_FVAR:
case SHADER_PATCH_EVALUATION_FACE_DOTS:
case SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS:
case SHADER_PATCH_EVALUATION_ORCO: {
return datatoc_common_subdiv_patch_evaluation_comp_glsl;
}
case SHADER_COMP_CUSTOM_DATA_INTERP_1D:
case SHADER_COMP_CUSTOM_DATA_INTERP_2D:
case SHADER_COMP_CUSTOM_DATA_INTERP_3D:
case SHADER_COMP_CUSTOM_DATA_INTERP_4D: {
return datatoc_common_subdiv_custom_data_interp_comp_glsl;
}
case SHADER_BUFFER_SCULPT_DATA: {
return datatoc_common_subdiv_vbo_sculpt_data_comp_glsl;
}
case SHADER_BUFFER_UV_STRETCH_ANGLE: {
return datatoc_common_subdiv_vbo_edituv_strech_angle_comp_glsl;
}
case SHADER_BUFFER_UV_STRETCH_AREA: {
return datatoc_common_subdiv_vbo_edituv_strech_area_comp_glsl;
}
}
return nullptr;
}
static const char *get_shader_name(int shader_type)
{
switch (shader_type) {
case SHADER_BUFFER_LINES: {
return "subdiv lines build";
}
case SHADER_BUFFER_LINES_LOOSE: {
return "subdiv lines loose build";
}
case SHADER_BUFFER_LNOR: {
return "subdiv lnor build";
}
case SHADER_BUFFER_EDGE_FAC: {
return "subdiv edge fac build";
}
case SHADER_BUFFER_TRIS:
case SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS: {
return "subdiv tris";
}
case SHADER_BUFFER_NORMALS_ACCUMULATE: {
return "subdiv normals accumulate";
}
case SHADER_BUFFER_NORMALS_FINALIZE: {
return "subdiv normals finalize";
}
case SHADER_PATCH_EVALUATION: {
return "subdiv patch evaluation";
}
case SHADER_PATCH_EVALUATION_FVAR: {
return "subdiv patch evaluation face-varying";
}
case SHADER_PATCH_EVALUATION_FACE_DOTS: {
return "subdiv patch evaluation face dots";
}
case SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS: {
return "subdiv patch evaluation face dots with normals";
}
case SHADER_PATCH_EVALUATION_ORCO: {
return "subdiv patch evaluation orco";
}
case SHADER_COMP_CUSTOM_DATA_INTERP_1D: {
return "subdiv custom data interp 1D";
}
case SHADER_COMP_CUSTOM_DATA_INTERP_2D: {
return "subdiv custom data interp 2D";
}
case SHADER_COMP_CUSTOM_DATA_INTERP_3D: {
return "subdiv custom data interp 3D";
}
case SHADER_COMP_CUSTOM_DATA_INTERP_4D: {
return "subdiv custom data interp 4D";
}
case SHADER_BUFFER_SCULPT_DATA: {
return "subdiv sculpt data";
}
case SHADER_BUFFER_UV_STRETCH_ANGLE: {
return "subdiv uv stretch angle";
}
case SHADER_BUFFER_UV_STRETCH_AREA: {
return "subdiv uv stretch area";
}
}
return nullptr;
}
static GPUShader *get_patch_evaluation_shader(int shader_type)
{
if (g_subdiv_shaders[shader_type] == nullptr) {
const char *compute_code = get_shader_code(shader_type);
const char *defines = nullptr;
if (shader_type == SHADER_PATCH_EVALUATION_FVAR) {
defines =
"#define OSD_PATCH_BASIS_GLSL\n"
"#define OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES\n"
"#define FVAR_EVALUATION\n";
}
else if (shader_type == SHADER_PATCH_EVALUATION_FACE_DOTS) {
defines =
"#define OSD_PATCH_BASIS_GLSL\n"
"#define OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES\n"
"#define FDOTS_EVALUATION\n";
}
else if (shader_type == SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS) {
defines =
"#define OSD_PATCH_BASIS_GLSL\n"
"#define OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES\n"
"#define FDOTS_EVALUATION\n"
"#define FDOTS_NORMALS\n";
}
else if (shader_type == SHADER_PATCH_EVALUATION_ORCO) {
defines =
"#define OSD_PATCH_BASIS_GLSL\n"
"#define OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES\n"
"#define ORCO_EVALUATION\n";
}
else {
defines =
"#define OSD_PATCH_BASIS_GLSL\n"
"#define OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES\n";
}
/* Merge OpenSubdiv library code with our own library code. */
const char *patch_basis_source = openSubdiv_getGLSLPatchBasisSource();
const char *subdiv_lib_code = datatoc_common_subdiv_lib_glsl;
char *library_code = static_cast<char *>(
MEM_mallocN(strlen(patch_basis_source) + strlen(subdiv_lib_code) + 1,
"subdiv patch evaluation library code"));
library_code[0] = '\0';
strcat(library_code, patch_basis_source);
strcat(library_code, subdiv_lib_code);
g_subdiv_shaders[shader_type] = GPU_shader_create_compute(
compute_code, library_code, defines, get_shader_name(shader_type));
MEM_freeN(library_code);
}
return g_subdiv_shaders[shader_type];
}
static GPUShader *get_subdiv_shader(int shader_type, const char *defines)
{
if (ELEM(shader_type,
SHADER_PATCH_EVALUATION,
SHADER_PATCH_EVALUATION_FVAR,
SHADER_PATCH_EVALUATION_FACE_DOTS,
SHADER_PATCH_EVALUATION_ORCO)) {
return get_patch_evaluation_shader(shader_type);
}
if (g_subdiv_shaders[shader_type] == nullptr) {
const char *compute_code = get_shader_code(shader_type);
g_subdiv_shaders[shader_type] = GPU_shader_create_compute(
compute_code, datatoc_common_subdiv_lib_glsl, defines, get_shader_name(shader_type));
}
return g_subdiv_shaders[shader_type];
}
/* -------------------------------------------------------------------- */
/** Vertex formats used for data transfer from OpenSubdiv, and for data processing on our side.
* \{ */
static GPUVertFormat *get_uvs_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "uvs", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
return &format;
}
/* Vertex format for `OpenSubdiv::Osd::PatchArray`. */
static GPUVertFormat *get_patch_array_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "regDesc", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "desc", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "numPatches", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "indexBase", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "stride", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "primitiveIdBase", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
return &format;
}
/* Vertex format used for the `PatchTable::PatchHandle`. */
static GPUVertFormat *get_patch_handle_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "vertex_index", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "array_index", GPU_COMP_I32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "patch_index", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
return &format;
}
/* Vertex format used for the quad-tree nodes of the PatchMap. */
static GPUVertFormat *get_quadtree_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "child", GPU_COMP_U32, 4, GPU_FETCH_INT);
}
return &format;
}
/* Vertex format for `OpenSubdiv::Osd::PatchParam`, not really used, it is only for making sure
* that the #GPUVertBuf used to wrap the OpenSubdiv patch param buffer is valid. */
static GPUVertFormat *get_patch_param_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "data", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
return &format;
}
/* Vertex format for the patches' vertices index buffer. */
static GPUVertFormat *get_patch_index_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "data", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
return &format;
}
/* Vertex format for the OpenSubdiv vertex buffer. */
static GPUVertFormat *get_subdiv_vertex_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
/* We use 4 components for the vectors to account for padding in the compute shaders, where
* vec3 is promoted to vec4. */
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
return &format;
}
struct CompressedPatchCoord {
int ptex_face_index;
/* UV coordinate encoded as u << 16 | v, where u and v are quantized on 16-bits. */
unsigned int encoded_uv;
};
MINLINE CompressedPatchCoord make_patch_coord(int ptex_face_index, float u, float v)
{
CompressedPatchCoord patch_coord = {
ptex_face_index,
(static_cast<unsigned int>(u * 65535.0f) << 16) | static_cast<unsigned int>(v * 65535.0f),
};
return patch_coord;
}
/* Vertex format used for the #CompressedPatchCoord. */
static GPUVertFormat *get_blender_patch_coords_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
/* WARNING! Adjust #CompressedPatchCoord accordingly. */
GPU_vertformat_attr_add(&format, "ptex_face_index", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPU_vertformat_attr_add(&format, "uv", GPU_COMP_U32, 1, GPU_FETCH_INT);
}
return &format;
}
static GPUVertFormat *get_origindex_format()
{
static GPUVertFormat format;
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "index", GPU_COMP_I32, 1, GPU_FETCH_INT);
}
return &format;
}
GPUVertFormat *draw_subdiv_get_pos_nor_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "vnor");
}
return &format;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities to initialize a OpenSubdiv_Buffer for a GPUVertBuf.
* \{ */
static void vertbuf_bind_gpu(const OpenSubdiv_Buffer *buffer)
{
GPUVertBuf *verts = (GPUVertBuf *)(buffer->data);
GPU_vertbuf_use(verts);
}
static void *vertbuf_alloc(const OpenSubdiv_Buffer *interface, const uint len)
{
GPUVertBuf *verts = (GPUVertBuf *)(interface->data);
GPU_vertbuf_data_alloc(verts, len);
return GPU_vertbuf_get_data(verts);
}
static void vertbuf_device_alloc(const OpenSubdiv_Buffer *interface, const uint len)
{
GPUVertBuf *verts = (GPUVertBuf *)(interface->data);
/* This assumes that GPU_USAGE_DEVICE_ONLY was used, which won't allocate host memory. */
// BLI_assert(GPU_vertbuf_get_usage(verts) == GPU_USAGE_DEVICE_ONLY);
GPU_vertbuf_data_alloc(verts, len);
}
static void vertbuf_wrap_device_handle(const OpenSubdiv_Buffer *interface, uint64_t handle)
{
GPUVertBuf *verts = (GPUVertBuf *)(interface->data);
GPU_vertbuf_wrap_handle(verts, handle);
}
static void vertbuf_update_data(const OpenSubdiv_Buffer *interface,
uint start,
uint len,
const void *data)
{
GPUVertBuf *verts = (GPUVertBuf *)(interface->data);
GPU_vertbuf_update_sub(verts, start, len, data);
}
static void opensubdiv_gpu_buffer_init(OpenSubdiv_Buffer *buffer_interface, GPUVertBuf *vertbuf)
{
buffer_interface->data = vertbuf;
buffer_interface->bind_gpu = vertbuf_bind_gpu;
buffer_interface->buffer_offset = 0;
buffer_interface->wrap_device_handle = vertbuf_wrap_device_handle;
buffer_interface->alloc = vertbuf_alloc;
buffer_interface->device_alloc = vertbuf_device_alloc;
buffer_interface->device_update = vertbuf_update_data;
}
static GPUVertBuf *create_buffer_and_interface(OpenSubdiv_Buffer *interface, GPUVertFormat *format)
{
GPUVertBuf *buffer = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(buffer, format, GPU_USAGE_DEVICE_ONLY);
opensubdiv_gpu_buffer_init(interface, buffer);
return buffer;
}
/** \} */
// --------------------------------------------------------
static uint tris_count_from_number_of_loops(const uint number_of_loops)
{
const uint32_t number_of_quads = number_of_loops / 4;
return number_of_quads * 2;
}
/* -------------------------------------------------------------------- */
/** \name Utilities to build a GPUVertBuf from an origindex buffer.
* \{ */
void draw_subdiv_init_origindex_buffer(GPUVertBuf *buffer,
int32_t *vert_origindex,
uint num_loops,
uint loose_len)
{
GPU_vertbuf_init_with_format_ex(buffer, get_origindex_format(), GPU_USAGE_STATIC);
GPU_vertbuf_data_alloc(buffer, num_loops + loose_len);
int32_t *vbo_data = (int32_t *)GPU_vertbuf_get_data(buffer);
memcpy(vbo_data, vert_origindex, num_loops * sizeof(int32_t));
}
GPUVertBuf *draw_subdiv_build_origindex_buffer(int *vert_origindex, uint num_loops)
{
GPUVertBuf *buffer = GPU_vertbuf_calloc();
draw_subdiv_init_origindex_buffer(buffer, vert_origindex, num_loops, 0);
return buffer;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utilities for DRWPatchMap.
* \{ */
static void draw_patch_map_build(DRWPatchMap *gpu_patch_map, Subdiv *subdiv)
{
GPUVertBuf *patch_map_handles = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(patch_map_handles, get_patch_handle_format(), GPU_USAGE_STATIC);
GPUVertBuf *patch_map_quadtree = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(patch_map_quadtree, get_quadtree_format(), GPU_USAGE_STATIC);
OpenSubdiv_Buffer patch_map_handles_interface;
opensubdiv_gpu_buffer_init(&patch_map_handles_interface, patch_map_handles);
OpenSubdiv_Buffer patch_map_quad_tree_interface;
opensubdiv_gpu_buffer_init(&patch_map_quad_tree_interface, patch_map_quadtree);
int min_patch_face = 0;
int max_patch_face = 0;
int max_depth = 0;
int patches_are_triangular = 0;
OpenSubdiv_Evaluator *evaluator = subdiv->evaluator;
evaluator->getPatchMap(evaluator,
&patch_map_handles_interface,
&patch_map_quad_tree_interface,
&min_patch_face,
&max_patch_face,
&max_depth,
&patches_are_triangular);
gpu_patch_map->patch_map_handles = patch_map_handles;
gpu_patch_map->patch_map_quadtree = patch_map_quadtree;
gpu_patch_map->min_patch_face = min_patch_face;
gpu_patch_map->max_patch_face = max_patch_face;
gpu_patch_map->max_depth = max_depth;
gpu_patch_map->patches_are_triangular = patches_are_triangular;
}
static void draw_patch_map_free(DRWPatchMap *gpu_patch_map)
{
GPU_VERTBUF_DISCARD_SAFE(gpu_patch_map->patch_map_handles);
GPU_VERTBUF_DISCARD_SAFE(gpu_patch_map->patch_map_quadtree);
gpu_patch_map->min_patch_face = 0;
gpu_patch_map->max_patch_face = 0;
gpu_patch_map->max_depth = 0;
gpu_patch_map->patches_are_triangular = 0;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name DRWSubdivCache
* \{ */
static bool draw_subdiv_cache_need_polygon_data(const DRWSubdivCache *cache)
{
return cache->subdiv && cache->subdiv->evaluator && cache->num_subdiv_loops != 0;
}
static void draw_subdiv_cache_free_material_data(DRWSubdivCache *cache)
{
GPU_VERTBUF_DISCARD_SAFE(cache->polygon_mat_offset);
MEM_SAFE_FREE(cache->mat_start);
MEM_SAFE_FREE(cache->mat_end);
}
static void draw_subdiv_free_edit_mode_cache(DRWSubdivCache *cache)
{
GPU_VERTBUF_DISCARD_SAFE(cache->verts_orig_index);
GPU_VERTBUF_DISCARD_SAFE(cache->edges_orig_index);
GPU_VERTBUF_DISCARD_SAFE(cache->fdots_patch_coords);
}
void draw_subdiv_cache_free(DRWSubdivCache *cache)
{
GPU_VERTBUF_DISCARD_SAFE(cache->patch_coords);
GPU_VERTBUF_DISCARD_SAFE(cache->corner_patch_coords);
GPU_VERTBUF_DISCARD_SAFE(cache->face_ptex_offset_buffer);
GPU_VERTBUF_DISCARD_SAFE(cache->subdiv_polygon_offset_buffer);
GPU_VERTBUF_DISCARD_SAFE(cache->extra_coarse_face_data);
MEM_SAFE_FREE(cache->subdiv_loop_subdiv_vert_index);
MEM_SAFE_FREE(cache->subdiv_loop_subdiv_edge_index);
MEM_SAFE_FREE(cache->subdiv_loop_poly_index);
MEM_SAFE_FREE(cache->subdiv_polygon_offset);
GPU_VERTBUF_DISCARD_SAFE(cache->subdiv_vertex_face_adjacency_offsets);
GPU_VERTBUF_DISCARD_SAFE(cache->subdiv_vertex_face_adjacency);
cache->resolution = 0;
cache->num_subdiv_loops = 0;
cache->num_subdiv_edges = 0;
cache->num_subdiv_verts = 0;
cache->num_subdiv_triangles = 0;
cache->num_coarse_poly = 0;
cache->num_subdiv_quads = 0;
cache->may_have_loose_geom = false;
draw_subdiv_free_edit_mode_cache(cache);
draw_subdiv_cache_free_material_data(cache);
draw_patch_map_free(&cache->gpu_patch_map);
if (cache->ubo) {
GPU_uniformbuf_free(cache->ubo);
cache->ubo = nullptr;
}
MEM_SAFE_FREE(cache->loose_geom.edges);
MEM_SAFE_FREE(cache->loose_geom.verts);
cache->loose_geom.edge_len = 0;
cache->loose_geom.vert_len = 0;
cache->loose_geom.loop_len = 0;
}
/* Flags used in #DRWSubdivCache.extra_coarse_face_data. The flags are packed in the upper bits of
* each uint (one per coarse face), #SUBDIV_COARSE_FACE_FLAG_OFFSET tells where they are in the
* packed bits. */
#define SUBDIV_COARSE_FACE_FLAG_SMOOTH 1u
#define SUBDIV_COARSE_FACE_FLAG_SELECT 2u
#define SUBDIV_COARSE_FACE_FLAG_ACTIVE 4u
#define SUBDIV_COARSE_FACE_FLAG_HIDDEN 8u
#define SUBDIV_COARSE_FACE_FLAG_OFFSET 28u
#define SUBDIV_COARSE_FACE_FLAG_SMOOTH_MASK \
(SUBDIV_COARSE_FACE_FLAG_SMOOTH << SUBDIV_COARSE_FACE_FLAG_OFFSET)
#define SUBDIV_COARSE_FACE_FLAG_SELECT_MASK \
(SUBDIV_COARSE_FACE_FLAG_SELECT << SUBDIV_COARSE_FACE_FLAG_OFFSET)
#define SUBDIV_COARSE_FACE_FLAG_ACTIVE_MASK \
(SUBDIV_COARSE_FACE_FLAG_ACTIVE << SUBDIV_COARSE_FACE_FLAG_OFFSET)
#define SUBDIV_COARSE_FACE_FLAG_HIDDEN_MASK \
(SUBDIV_COARSE_FACE_FLAG_HIDDEN << SUBDIV_COARSE_FACE_FLAG_OFFSET)
#define SUBDIV_COARSE_FACE_LOOP_START_MASK \
~((SUBDIV_COARSE_FACE_FLAG_SMOOTH | SUBDIV_COARSE_FACE_FLAG_SELECT | \
SUBDIV_COARSE_FACE_FLAG_ACTIVE | SUBDIV_COARSE_FACE_FLAG_HIDDEN) \
<< SUBDIV_COARSE_FACE_FLAG_OFFSET)
static uint32_t compute_coarse_face_flag(BMFace *f, BMFace *efa_act)
{
if (f == nullptr) {
/* May happen during mapped extraction. */
return 0;
}
uint32_t flag = 0;
if (BM_elem_flag_test(f, BM_ELEM_SMOOTH)) {
flag |= SUBDIV_COARSE_FACE_FLAG_SMOOTH;
}
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
flag |= SUBDIV_COARSE_FACE_FLAG_SELECT;
}
if (BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN;
}
if (f == efa_act) {
flag |= SUBDIV_COARSE_FACE_FLAG_ACTIVE;
}
const int loopstart = BM_elem_index_get(f->l_first);
return (uint)(loopstart) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET);
}
static void draw_subdiv_cache_extra_coarse_face_data_bm(BMesh *bm,
BMFace *efa_act,
uint32_t *flags_data)
{
BMFace *f;
BMIter iter;
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
const int index = BM_elem_index_get(f);
flags_data[index] = compute_coarse_face_flag(f, efa_act);
}
}
static void draw_subdiv_cache_extra_coarse_face_data_mesh(Mesh *mesh, uint32_t *flags_data)
{
for (int i = 0; i < mesh->totpoly; i++) {
uint32_t flag = 0;
if ((mesh->mpoly[i].flag & ME_SMOOTH) != 0) {
flag |= SUBDIV_COARSE_FACE_FLAG_SMOOTH;
}
if ((mesh->mpoly[i].flag & ME_FACE_SEL) != 0) {
flag |= SUBDIV_COARSE_FACE_FLAG_SELECT;
}
if ((mesh->mpoly[i].flag & ME_HIDE) != 0) {
flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN;
}
flags_data[i] = (uint)(mesh->mpoly[i].loopstart) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET);
}
}
static void draw_subdiv_cache_extra_coarse_face_data_mapped(Mesh *mesh,
BMesh *bm,
MeshRenderData *mr,
uint32_t *flags_data)
{
if (bm == nullptr) {
draw_subdiv_cache_extra_coarse_face_data_mesh(mesh, flags_data);
return;
}
for (int i = 0; i < mesh->totpoly; i++) {
BMFace *f = bm_original_face_get(mr, i);
flags_data[i] = compute_coarse_face_flag(f, mr->efa_act);
}
}
static void draw_subdiv_cache_update_extra_coarse_face_data(DRWSubdivCache *cache,
Mesh *mesh,
MeshRenderData *mr)
{
if (cache->extra_coarse_face_data == nullptr) {
cache->extra_coarse_face_data = GPU_vertbuf_calloc();
static GPUVertFormat format;
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "data", GPU_COMP_U32, 1, GPU_FETCH_INT);
}
GPU_vertbuf_init_with_format_ex(cache->extra_coarse_face_data, &format, GPU_USAGE_DYNAMIC);
GPU_vertbuf_data_alloc(cache->extra_coarse_face_data,
mr->extract_type == MR_EXTRACT_BMESH ? cache->bm->totface :
mesh->totpoly);
}
uint32_t *flags_data = (uint32_t *)(GPU_vertbuf_get_data(cache->extra_coarse_face_data));
if (mr->extract_type == MR_EXTRACT_BMESH) {
draw_subdiv_cache_extra_coarse_face_data_bm(cache->bm, mr->efa_act, flags_data);
}
else if (mr->extract_type == MR_EXTRACT_MAPPED) {
draw_subdiv_cache_extra_coarse_face_data_mapped(mesh, cache->bm, mr, flags_data);
}
else {
draw_subdiv_cache_extra_coarse_face_data_mesh(mesh, flags_data);
}
/* Make sure updated data is re-uploaded. */
GPU_vertbuf_tag_dirty(cache->extra_coarse_face_data);
}
static DRWSubdivCache *mesh_batch_cache_ensure_subdiv_cache(MeshBatchCache *mbc)
{
DRWSubdivCache *subdiv_cache = mbc->subdiv_cache;
if (subdiv_cache == nullptr) {
subdiv_cache = static_cast<DRWSubdivCache *>(
MEM_callocN(sizeof(DRWSubdivCache), "DRWSubdivCache"));
}
mbc->subdiv_cache = subdiv_cache;
return subdiv_cache;
}
static void draw_subdiv_invalidate_evaluator_for_orco(Subdiv *subdiv, Mesh *mesh)
{
const bool has_orco = CustomData_has_layer(&mesh->vdata, CD_ORCO);
if (has_orco && subdiv->evaluator && !subdiv->evaluator->hasVertexData(subdiv->evaluator)) {
/* If we suddenly have/need original coordinates, recreate the evaluator if the extra
* source was not created yet. The refiner also has to be recreated as refinement for source
* and vertex data is done only once. */
openSubdiv_deleteEvaluator(subdiv->evaluator);
subdiv->evaluator = nullptr;
if (subdiv->topology_refiner != nullptr) {
openSubdiv_deleteTopologyRefiner(subdiv->topology_refiner);
subdiv->topology_refiner = nullptr;
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Subdivision grid traversal.
*
* Traverse the uniform subdivision grid over coarse faces and gather useful information for
* building the draw buffers on the GPU. We primarily gather the patch coordinates for all
* subdivision faces, as well as the original coarse indices for each subdivision element (vertex,
* face, or edge) which directly maps to its coarse counterpart (note that all subdivision faces
* map to a coarse face). This information will then be cached in #DRWSubdivCache for subsequent
* reevaluations, as long as the topology does not change.
* \{ */
struct DRWCacheBuildingContext {
const Mesh *coarse_mesh;
const Subdiv *subdiv;
const SubdivToMeshSettings *settings;
DRWSubdivCache *cache;
/* Pointers into #DRWSubdivCache buffers for easier access during traversal. */
CompressedPatchCoord *patch_coords;
int *subdiv_loop_vert_index;
int *subdiv_loop_subdiv_vert_index;
int *subdiv_loop_edge_index;
int *subdiv_loop_subdiv_edge_index;
int *subdiv_loop_poly_index;
/* Temporary buffers used during traversal. */
int *vert_origindex_map;
int *edge_origindex_map;
/* #CD_ORIGINDEX layers from the mesh to directly look up during traversal the original-index
* from the base mesh for edit data so that we do not have to handle yet another GPU buffer and
* do this in the shaders. */
const int *v_origindex;
const int *e_origindex;
};
static bool draw_subdiv_topology_info_cb(const SubdivForeachContext *foreach_context,
const int num_vertices,
const int num_edges,
const int num_loops,
const int num_polygons,
const int *subdiv_polygon_offset)
{
/* num_loops does not take into account meshes with only loose geometry, which might be meshes
* used as custom bone shapes, so let's check the num_vertices also. */
if (num_vertices == 0 && num_loops == 0) {
return false;
}
DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data);
DRWSubdivCache *cache = ctx->cache;
/* Set topology information only if we have loops. */
if (num_loops != 0) {
cache->num_subdiv_edges = (uint)num_edges;
cache->num_subdiv_loops = (uint)num_loops;
cache->num_subdiv_verts = (uint)num_vertices;
cache->num_subdiv_quads = (uint)num_polygons;
cache->subdiv_polygon_offset = static_cast<int *>(MEM_dupallocN(subdiv_polygon_offset));
}
cache->may_have_loose_geom = num_vertices != 0 || num_edges != 0;
/* Initialize cache buffers, prefer dynamic usage so we can reuse memory on the host even after
* it was sent to the device, since we may use the data while building other buffers on the CPU
* side. */
cache->patch_coords = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(
cache->patch_coords, get_blender_patch_coords_format(), GPU_USAGE_DYNAMIC);
GPU_vertbuf_data_alloc(cache->patch_coords, cache->num_subdiv_loops);
cache->corner_patch_coords = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(
cache->corner_patch_coords, get_blender_patch_coords_format(), GPU_USAGE_DYNAMIC);
GPU_vertbuf_data_alloc(cache->corner_patch_coords, cache->num_subdiv_loops);
cache->verts_orig_index = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(
cache->verts_orig_index, get_origindex_format(), GPU_USAGE_DYNAMIC);
GPU_vertbuf_data_alloc(cache->verts_orig_index, cache->num_subdiv_loops);
cache->edges_orig_index = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format_ex(
cache->edges_orig_index, get_origindex_format(), GPU_USAGE_DYNAMIC);
GPU_vertbuf_data_alloc(cache->edges_orig_index, cache->num_subdiv_loops);
cache->subdiv_loop_subdiv_vert_index = static_cast<int *>(
MEM_mallocN(cache->num_subdiv_loops * sizeof(int), "subdiv_loop_subdiv_vert_index"));
cache->subdiv_loop_subdiv_edge_index = static_cast<int *>(
MEM_mallocN(cache->num_subdiv_loops * sizeof(int), "subdiv_loop_subdiv_edge_index"));
cache->subdiv_loop_poly_index = static_cast<int *>(
MEM_mallocN(cache->num_subdiv_loops * sizeof(int), "subdiv_loop_poly_index"));
/* Initialize context pointers and temporary buffers. */
ctx->patch_coords = (CompressedPatchCoord *)GPU_vertbuf_get_data(cache->patch_coords);
ctx->subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(cache->verts_orig_index);
ctx->subdiv_loop_edge_index = (int *)GPU_vertbuf_get_data(cache->edges_orig_index);
ctx->subdiv_loop_subdiv_vert_index = cache->subdiv_loop_subdiv_vert_index;
ctx->subdiv_loop_subdiv_edge_index = cache->subdiv_loop_subdiv_edge_index;
ctx->subdiv_loop_poly_index = cache->subdiv_loop_poly_index;
ctx->v_origindex = static_cast<const int *>(
CustomData_get_layer(&ctx->coarse_mesh->vdata, CD_ORIGINDEX));
ctx->e_origindex = static_cast<const int *>(
CustomData_get_layer(&ctx->coarse_mesh->edata, CD_ORIGINDEX));
if (cache->num_subdiv_verts) {
ctx->vert_origindex_map = static_cast<int *>(
MEM_mallocN(cache->num_subdiv_verts * sizeof(int), "subdiv_vert_origindex_map"));
for (int i = 0; i < num_vertices; i++) {
ctx->vert_origindex_map[i] = -1;
}
}
if (cache->num_subdiv_edges) {
ctx->edge_origindex_map = static_cast<int *>(
MEM_mallocN(cache->num_subdiv_edges * sizeof(int), "subdiv_edge_origindex_map"));
for (int i = 0; i < num_edges; i++) {
ctx->edge_origindex_map[i] = -1;
}
}
return true;
}
static void draw_subdiv_vertex_corner_cb(const SubdivForeachContext *foreach_context,
void *UNUSED(tls),
const int UNUSED(ptex_face_index),
const float UNUSED(u),
const float UNUSED(v),
const int coarse_vertex_index,
const int UNUSED(coarse_poly_index),
const int UNUSED(coarse_corner),
const int subdiv_vertex_index)
{
BLI_assert(coarse_vertex_index != ORIGINDEX_NONE);
DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data);
ctx->vert_origindex_map[subdiv_vertex_index] = coarse_vertex_index;
}
static void draw_subdiv_vertex_edge_cb(const SubdivForeachContext *UNUSED(foreach_context),
void *UNUSED(tls_v),
const int UNUSED(ptex_face_index),
const float UNUSED(u),
const float UNUSED(v),
const int UNUSED(coarse_edge_index),
const int UNUSED(coarse_poly_index),
const int UNUSED(coarse_corner),
const int UNUSED(subdiv_vertex_index))
{
/* Required if SubdivForeachContext.vertex_corner is also set. */
}
static void draw_subdiv_edge_cb(const SubdivForeachContext *foreach_context,
void *UNUSED(tls),
const int coarse_edge_index,
const int subdiv_edge_index,
const bool UNUSED(is_loose),
const int UNUSED(subdiv_v1),
const int UNUSED(subdiv_v2))
{
DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data);
if (!ctx->edge_origindex_map) {
return;
}
int coarse_index = coarse_edge_index;
if (coarse_index != -1) {
if (ctx->e_origindex) {
coarse_index = ctx->e_origindex[coarse_index];
}
}
ctx->edge_origindex_map[subdiv_edge_index] = coarse_index;
}
static void draw_subdiv_loop_cb(const SubdivForeachContext *foreach_context,
void *UNUSED(tls_v),
const int ptex_face_index,
const float u,
const float v,
const int UNUSED(coarse_loop_index),
const int coarse_poly_index,
const int UNUSED(coarse_corner),
const int subdiv_loop_index,
const int subdiv_vertex_index,
const int subdiv_edge_index)
{
DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data);
ctx->patch_coords[subdiv_loop_index] = make_patch_coord(ptex_face_index, u, v);
int coarse_vertex_index = ctx->vert_origindex_map[subdiv_vertex_index];
ctx->subdiv_loop_subdiv_vert_index[subdiv_loop_index] = subdiv_vertex_index;
ctx->subdiv_loop_subdiv_edge_index[subdiv_loop_index] = subdiv_edge_index;
ctx->subdiv_loop_poly_index[subdiv_loop_index] = coarse_poly_index;
ctx->subdiv_loop_vert_index[subdiv_loop_index] = coarse_vertex_index;
}
static void draw_subdiv_foreach_callbacks(SubdivForeachContext *foreach_context)
{
memset(foreach_context, 0, sizeof(*foreach_context));
foreach_context->topology_info = draw_subdiv_topology_info_cb;
foreach_context->loop = draw_subdiv_loop_cb;
foreach_context->edge = draw_subdiv_edge_cb;
foreach_context->vertex_corner = draw_subdiv_vertex_corner_cb;
foreach_context->vertex_edge = draw_subdiv_vertex_edge_cb;
}
static void do_subdiv_traversal(DRWCacheBuildingContext *cache_building_context, Subdiv *subdiv)
{
SubdivForeachContext foreach_context;
draw_subdiv_foreach_callbacks(&foreach_context);
foreach_context.user_data = cache_building_context;
BKE_subdiv_foreach_subdiv_geometry(subdiv,
&foreach_context,
cache_building_context->settings,
cache_building_context->coarse_mesh);
/* Now that traversal is done, we can set up the right original indices for the
* subdiv-loop-to-coarse-edge map.
*/
for (int i = 0; i < cache_building_context->cache->num_subdiv_loops; i++) {
cache_building_context->subdiv_loop_edge_index[i] =
cache_building_context
->edge_origindex_map[cache_building_context->subdiv_loop_subdiv_edge_index[i]];
}
}
static GPUVertBuf *gpu_vertbuf_create_from_format(GPUVertFormat *format, uint len)
{
GPUVertBuf *verts = GPU_vertbuf_calloc();
GPU_vertbuf_init_with_format(verts, format);
GPU_vertbuf_data_alloc(verts, len);
return verts;
}
/* Build maps to hold enough information to tell which face is adjacent to which vertex; those will
* be used for computing normals if limit surfaces are unavailable. */
static void build_vertex_face_adjacency_maps(DRWSubdivCache *cache)
{
/* +1 so that we do not require a special case for the last vertex, this extra offset will
* contain the total number of adjacent faces. */
cache->subdiv_vertex_face_adjacency_offsets = gpu_vertbuf_create_from_format(
get_origindex_format(), cache->num_subdiv_verts + 1);
int *vertex_offsets = (int *)GPU_vertbuf_get_data(cache->subdiv_vertex_face_adjacency_offsets);
memset(vertex_offsets, 0, sizeof(int) * cache->num_subdiv_verts + 1);
for (int i = 0; i < cache->num_subdiv_loops; i++) {
vertex_offsets[cache->subdiv_loop_subdiv_vert_index[i]]++;
}
int ofs = vertex_offsets[0];
vertex_offsets[0] = 0;
for (uint i = 1; i < cache->num_subdiv_verts + 1; i++) {
int tmp = vertex_offsets[i];
vertex_offsets[i] = ofs;
ofs += tmp;
}
cache->subdiv_vertex_face_adjacency = gpu_vertbuf_create_from_format(get_origindex_format(),
cache->num_subdiv_loops);
int *adjacent_faces = (int *)GPU_vertbuf_get_data(cache->subdiv_vertex_face_adjacency);
int *tmp_set_faces = static_cast<int *>(
MEM_callocN(sizeof(int) * cache->num_subdiv_verts, "tmp subdiv vertex offset"));
for (int i = 0; i < cache->num_subdiv_loops / 4; i++) {
for (int j = 0; j < 4; j++) {
const int subdiv_vertex = cache->subdiv_loop_subdiv_vert_index[i * 4 + j];
int first_face_offset = vertex_offsets[subdiv_vertex] + tmp_set_faces[subdiv_vertex];
adjacent_faces[first_face_offset] = i;
tmp_set_faces[subdiv_vertex] += 1;
}
}
MEM_freeN(tmp_set_faces);
}
static bool draw_subdiv_build_cache(DRWSubdivCache *cache,
Subdiv *subdiv,
Mesh *mesh_eval,
const Scene *scene,
const SubsurfModifierData *smd,
const bool is_final_render)
{
const int requested_levels = (is_final_render) ? smd->renderLevels : smd->levels;
const int level = get_render_subsurf_level(&scene->r, requested_levels, is_final_render);
SubdivToMeshSettings to_mesh_settings;
to_mesh_settings.resolution = (1 << level) + 1;
to_mesh_settings.use_optimal_display = false;
if (cache->resolution != to_mesh_settings.resolution) {
/* Resolution changed, we need to rebuild, free any existing cached data. */
draw_subdiv_cache_free(cache);
}
/* If the resolution between the cache and the settings match for some reason, check if the patch
* coordinates were not already generated. Those coordinates are specific to the resolution, so
* they should be null either after initialization, or after freeing if the resolution (or some
* other subdivision setting) changed.
*/
if (cache->patch_coords != nullptr) {
return true;
}
DRWCacheBuildingContext cache_building_context;
memset(&cache_building_context, 0, sizeof(DRWCacheBuildingContext));
cache_building_context.coarse_mesh = mesh_eval;
cache_building_context.settings = &to_mesh_settings;
cache_building_context.cache = cache;
do_subdiv_traversal(&cache_building_context, subdiv);
if (cache->num_subdiv_loops == 0 && cache->num_subdiv_verts == 0 &&
!cache->may_have_loose_geom) {
/* Either the traversal failed, or we have an empty mesh, either way we cannot go any further.
* The subdiv_polygon_offset cannot then be reliably stored in the cache, so free it directly.
*/
MEM_SAFE_FREE(cache->subdiv_polygon_offset);
return false;
}
/* Only build polygon related data if we have polygons. */
if (cache->num_subdiv_loops != 0) {
/* Build buffers for the PatchMap. */
draw_patch_map_build(&cache->gpu_patch_map, subdiv);
cache->face_ptex_offset = BKE_subdiv_face_ptex_offset_get(subdiv);
/* Build patch coordinates for all the face dots. */
cache->fdots_patch_coords = gpu_vertbuf_create_from_format(get_blender_patch_coords_format(),
mesh_eval->totpoly);
CompressedPatchCoord *blender_fdots_patch_coords = (CompressedPatchCoord *)
GPU_vertbuf_get_data(cache->fdots_patch_coords);
for (int i = 0; i < mesh_eval->totpoly; i++) {
const int ptex_face_index = cache->face_ptex_offset[i];
if (mesh_eval->mpoly[i].totloop == 4) {
/* For quads, the center coordinate of the coarse face has `u = v = 0.5`. */
blender_fdots_patch_coords[i] = make_patch_coord(ptex_face_index, 0.5f, 0.5f);
}
else {
/* For N-gons, since they are split into quads from the center, and since the center is
* chosen to be the top right corner of each quad, the center coordinate of the coarse face
* is any one of those top right corners with `u = v = 1.0`. */
blender_fdots_patch_coords[i] = make_patch_coord(ptex_face_index, 1.0f, 1.0f);
}
}
cache->subdiv_polygon_offset_buffer = draw_subdiv_build_origindex_buffer(
cache->subdiv_polygon_offset, mesh_eval->totpoly);
cache->face_ptex_offset_buffer = draw_subdiv_build_origindex_buffer(cache->face_ptex_offset,
mesh_eval->totpoly + 1);
build_vertex_face_adjacency_maps(cache);
}
cache->resolution = to_mesh_settings.resolution;
cache->num_coarse_poly = mesh_eval->totpoly;
/* To avoid floating point precision issues when evaluating patches at patch boundaries,
* ensure that all loops sharing a vertex use the same patch coordinate. This could cause
* the mesh to not be watertight, leading to shadowing artifacts (see T97877). */
blender::Vector<int> first_loop_index(cache->num_subdiv_verts, -1);
/* Save coordinates for corners, as attributes may vary for each loop connected to the same
* vertex. */
memcpy(GPU_vertbuf_get_data(cache->corner_patch_coords),
cache_building_context.patch_coords,
sizeof(CompressedPatchCoord) * cache->num_subdiv_loops);
for (int i = 0; i < cache->num_subdiv_loops; i++) {
const int vertex = cache_building_context.subdiv_loop_subdiv_vert_index[i];
if (first_loop_index[vertex] != -1) {
continue;
}
first_loop_index[vertex] = i;
}
for (int i = 0; i < cache->num_subdiv_loops; i++) {
const int vertex = cache_building_context.subdiv_loop_subdiv_vert_index[i];
cache_building_context.patch_coords[i] =
cache_building_context.patch_coords[first_loop_index[vertex]];
}
/* Cleanup. */
MEM_SAFE_FREE(cache_building_context.vert_origindex_map);
MEM_SAFE_FREE(cache_building_context.edge_origindex_map);
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name DRWSubdivUboStorage.
*
* Common uniforms for the various shaders.
* \{ */
struct DRWSubdivUboStorage {
/* Offsets in the buffers data where the source and destination data start. */
int src_offset;
int dst_offset;
/* Parameters for the DRWPatchMap. */
int min_patch_face;
int max_patch_face;
int max_depth;
int patches_are_triangular;
/* Coarse topology information. */
int coarse_poly_count;
uint edge_loose_offset;
/* Refined topology information. */
uint num_subdiv_loops;
/* Subdivision settings, is int in C but bool in the GLSL code, as there, bools have the same
* size as ints, so we should use int in C to ensure that the size of the structure is what GLSL
* expects. */
int optimal_display;
/* The sculpt mask data layer may be null. */
int has_sculpt_mask;
/* Masks for the extra coarse face data. */
uint coarse_face_select_mask;
uint coarse_face_smooth_mask;
uint coarse_face_active_mask;
uint coarse_face_hidden_mask;
uint coarse_face_loopstart_mask;
/* Number of elements to process in the compute shader (can be the coarse quad count, or the
* final vertex count, depending on which compute pass we do). This is used to early out in case
* of out of bond accesses as compute dispatch are of fixed size. */
uint total_dispatch_size;
int _pad0;
int _pad2;
int _pad3;
};
static_assert((sizeof(DRWSubdivUboStorage) % 16) == 0,
"DRWSubdivUboStorage is not padded to a multiple of the size of vec4");
static void draw_subdiv_init_ubo_storage(const DRWSubdivCache *cache,
DRWSubdivUboStorage *ubo,
const int src_offset,
const int dst_offset,
const uint total_dispatch_size,
const bool has_sculpt_mask)
{
ubo->src_offset = src_offset;
ubo->dst_offset = dst_offset;
ubo->min_patch_face = cache->gpu_patch_map.min_patch_face;
ubo->max_patch_face = cache->gpu_patch_map.max_patch_face;
ubo->max_depth = cache->gpu_patch_map.max_depth;
ubo->patches_are_triangular = cache->gpu_patch_map.patches_are_triangular;
ubo->coarse_poly_count = cache->num_coarse_poly;
ubo->optimal_display = cache->optimal_display;
ubo->num_subdiv_loops = cache->num_subdiv_loops;
ubo->edge_loose_offset = cache->num_subdiv_loops * 2;
ubo->has_sculpt_mask = has_sculpt_mask;
ubo->coarse_face_smooth_mask = SUBDIV_COARSE_FACE_FLAG_SMOOTH_MASK;
ubo->coarse_face_select_mask = SUBDIV_COARSE_FACE_FLAG_SELECT_MASK;
ubo->coarse_face_active_mask = SUBDIV_COARSE_FACE_FLAG_ACTIVE_MASK;
ubo->coarse_face_hidden_mask = SUBDIV_COARSE_FACE_FLAG_HIDDEN_MASK;
ubo->coarse_face_loopstart_mask = SUBDIV_COARSE_FACE_LOOP_START_MASK;
ubo->total_dispatch_size = total_dispatch_size;
}
static void draw_subdiv_ubo_update_and_bind(const DRWSubdivCache *cache,
GPUShader *shader,
const int src_offset,
const int dst_offset,
const uint total_dispatch_size,
const bool has_sculpt_mask = false)
{
DRWSubdivUboStorage storage;
draw_subdiv_init_ubo_storage(
cache, &storage, src_offset, dst_offset, total_dispatch_size, has_sculpt_mask);
if (!cache->ubo) {
const_cast<DRWSubdivCache *>(cache)->ubo = GPU_uniformbuf_create_ex(
sizeof(DRWSubdivUboStorage), &storage, "DRWSubdivUboStorage");
}
GPU_uniformbuf_update(cache->ubo, &storage);
const int binding = GPU_shader_get_uniform_block_binding(shader, "shader_data");
GPU_uniformbuf_bind(cache->ubo, binding);
}
/** \} */
// --------------------------------------------------------
#define SUBDIV_LOCAL_WORK_GROUP_SIZE 64
static uint get_dispatch_size(uint elements)
{
return divide_ceil_u(elements, SUBDIV_LOCAL_WORK_GROUP_SIZE);
}
/**
* Helper to ensure that the UBO is always initialized before dispatching computes and that the
* same number of elements that need to be processed is used for the UBO and the dispatch size.
* Use this instead of a raw call to #GPU_compute_dispatch.
*/
static void drw_subdiv_compute_dispatch(const DRWSubdivCache *cache,
GPUShader *shader,
const int src_offset,
const int dst_offset,
uint total_dispatch_size,
const bool has_sculpt_mask = false)
{
const uint max_res_x = static_cast<uint>(GPU_max_work_group_count(0));
const uint dispatch_size = get_dispatch_size(total_dispatch_size);
uint dispatch_rx = dispatch_size;
uint dispatch_ry = 1u;
if (dispatch_rx > max_res_x) {
/* Since there are some limitations with regards to the maximum work group size (could be as
* low as 64k elements per call), we split the number elements into a "2d" number, with the
* final index being computed as `res_x + res_y * max_work_group_size`. Even with a maximum
* work group size of 64k, that still leaves us with roughly `64k * 64k = 4` billion elements
* total, which should be enough. If not, we could also use the 3rd dimension. */
/* TODO(fclem): We could dispatch fewer groups if we compute the prime factorization and
* get the smallest rect fitting the requirements. */
dispatch_rx = dispatch_ry = ceilf(sqrtf(dispatch_size));
/* Avoid a completely empty dispatch line caused by rounding. */
if ((dispatch_rx * (dispatch_ry - 1)) >= dispatch_size) {
dispatch_ry -= 1;
}
}
/* X and Y dimensions may have different limits so the above computation may not be right, but
* even with the standard 64k minimum on all dimensions we still have a lot of room. Therefore,
* we presume it all fits. */
BLI_assert(dispatch_ry < static_cast<uint>(GPU_max_work_group_count(1)));
draw_subdiv_ubo_update_and_bind(
cache, shader, src_offset, dst_offset, total_dispatch_size, has_sculpt_mask);
GPU_compute_dispatch(shader, dispatch_rx, dispatch_ry, 1);
}
void draw_subdiv_extract_pos_nor(const DRWSubdivCache *cache,
GPUVertBuf *pos_nor,
GPUVertBuf *orco)
{
if (!draw_subdiv_cache_need_polygon_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
Subdiv *subdiv = cache->subdiv;
OpenSubdiv_Evaluator *evaluator = subdiv->evaluator;
OpenSubdiv_Buffer src_buffer_interface;
GPUVertBuf *src_buffer = create_buffer_and_interface(&src_buffer_interface,
get_subdiv_vertex_format());
evaluator->wrapSrcBuffer(evaluator, &src_buffer_interface);
GPUVertBuf *src_extra_buffer = nullptr;
if (orco) {
OpenSubdiv_Buffer src_extra_buffer_interface;
src_extra_buffer = create_buffer_and_interface(&src_extra_buffer_interface,
get_subdiv_vertex_format());
evaluator->wrapSrcVertexDataBuffer(evaluator, &src_extra_buffer_interface);
}
OpenSubdiv_Buffer patch_arrays_buffer_interface;
GPUVertBuf *patch_arrays_buffer = create_buffer_and_interface(&patch_arrays_buffer_interface,
get_patch_array_format());
evaluator->fillPatchArraysBuffer(evaluator, &patch_arrays_buffer_interface);
OpenSubdiv_Buffer patch_index_buffer_interface;
GPUVertBuf *patch_index_buffer = create_buffer_and_interface(&patch_index_buffer_interface,
get_patch_index_format());
evaluator->wrapPatchIndexBuffer(evaluator, &patch_index_buffer_interface);
OpenSubdiv_Buffer patch_param_buffer_interface;
GPUVertBuf *patch_param_buffer = create_buffer_and_interface(&patch_param_buffer_interface,
get_patch_param_format());
evaluator->wrapPatchParamBuffer(evaluator, &patch_param_buffer_interface);
GPUShader *shader = get_patch_evaluation_shader(orco ? SHADER_PATCH_EVALUATION_ORCO :
SHADER_PATCH_EVALUATION);
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(src_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->gpu_patch_map.patch_map_handles, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->gpu_patch_map.patch_map_quadtree, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->patch_coords, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->verts_orig_index, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_arrays_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_index_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_param_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
if (orco) {
GPU_vertbuf_bind_as_ssbo(src_extra_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(orco, binding_point++);
}
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
* We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
GPU_vertbuf_discard(patch_index_buffer);
GPU_vertbuf_discard(patch_param_buffer);
GPU_vertbuf_discard(patch_arrays_buffer);
GPU_vertbuf_discard(src_buffer);
GPU_VERTBUF_DISCARD_SAFE(src_extra_buffer);
}
void draw_subdiv_extract_uvs(const DRWSubdivCache *cache,
GPUVertBuf *uvs,
const int face_varying_channel,
const int dst_offset)
{
if (!draw_subdiv_cache_need_polygon_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
Subdiv *subdiv = cache->subdiv;
OpenSubdiv_Evaluator *evaluator = subdiv->evaluator;
OpenSubdiv_Buffer src_buffer_interface;
GPUVertBuf *src_buffer = create_buffer_and_interface(&src_buffer_interface, get_uvs_format());
evaluator->wrapFVarSrcBuffer(evaluator, face_varying_channel, &src_buffer_interface);
OpenSubdiv_Buffer patch_arrays_buffer_interface;
GPUVertBuf *patch_arrays_buffer = create_buffer_and_interface(&patch_arrays_buffer_interface,
get_patch_array_format());
evaluator->fillFVarPatchArraysBuffer(
evaluator, face_varying_channel, &patch_arrays_buffer_interface);
OpenSubdiv_Buffer patch_index_buffer_interface;
GPUVertBuf *patch_index_buffer = create_buffer_and_interface(&patch_index_buffer_interface,
get_patch_index_format());
evaluator->wrapFVarPatchIndexBuffer(
evaluator, face_varying_channel, &patch_index_buffer_interface);
OpenSubdiv_Buffer patch_param_buffer_interface;
GPUVertBuf *patch_param_buffer = create_buffer_and_interface(&patch_param_buffer_interface,
get_patch_param_format());
evaluator->wrapFVarPatchParamBuffer(
evaluator, face_varying_channel, &patch_param_buffer_interface);
GPUShader *shader = get_patch_evaluation_shader(SHADER_PATCH_EVALUATION_FVAR);
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(src_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->gpu_patch_map.patch_map_handles, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->gpu_patch_map.patch_map_quadtree, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->corner_patch_coords, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->verts_orig_index, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_arrays_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_index_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_param_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(uvs, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
/* The buffer offset has the stride baked in (which is 2 as we have UVs) so remove the stride by
* dividing by 2 */
const int src_offset = src_buffer_interface.buffer_offset / 2;
drw_subdiv_compute_dispatch(cache, shader, src_offset, dst_offset, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
* Since it may also be used for computing UV stretches, we also need a barrier on the shader
* storage. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY | GPU_BARRIER_SHADER_STORAGE);
/* Cleanup. */
GPU_shader_unbind();
GPU_vertbuf_discard(patch_index_buffer);
GPU_vertbuf_discard(patch_param_buffer);
GPU_vertbuf_discard(patch_arrays_buffer);
GPU_vertbuf_discard(src_buffer);
}
void draw_subdiv_interp_custom_data(const DRWSubdivCache *cache,
GPUVertBuf *src_data,
GPUVertBuf *dst_data,
int dimensions,
int dst_offset,
bool compress_to_u16)
{
GPUShader *shader = nullptr;
if (dimensions == 1) {
shader = get_subdiv_shader(SHADER_COMP_CUSTOM_DATA_INTERP_1D,
"#define SUBDIV_POLYGON_OFFSET\n"
"#define DIMENSIONS 1\n");
}
else if (dimensions == 2) {
shader = get_subdiv_shader(SHADER_COMP_CUSTOM_DATA_INTERP_2D,
"#define SUBDIV_POLYGON_OFFSET\n"
"#define DIMENSIONS 2\n");
}
else if (dimensions == 3) {
shader = get_subdiv_shader(SHADER_COMP_CUSTOM_DATA_INTERP_3D,
"#define SUBDIV_POLYGON_OFFSET\n"
"#define DIMENSIONS 3\n");
}
else if (dimensions == 4) {
if (compress_to_u16) {
shader = get_subdiv_shader(SHADER_COMP_CUSTOM_DATA_INTERP_4D,
"#define SUBDIV_POLYGON_OFFSET\n"
"#define DIMENSIONS 4\n"
"#define GPU_FETCH_U16_TO_FLOAT\n");
}
else {
shader = get_subdiv_shader(SHADER_COMP_CUSTOM_DATA_INTERP_4D,
"#define SUBDIV_POLYGON_OFFSET\n"
"#define DIMENSIONS 4\n");
}
}
else {
/* Crash if dimensions are not supported. */
}
GPU_shader_bind(shader);
int binding_point = 0;
/* subdiv_polygon_offset is always at binding point 0 for each shader using it. */
GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(src_data, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->face_ptex_offset_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->corner_patch_coords, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++);
GPU_vertbuf_bind_as_ssbo(dst_data, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, dst_offset, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. Put
* a barrier on the shader storage as we may use the result in another compute shader. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_sculpt_data_buffer(const DRWSubdivCache *cache,
GPUVertBuf *mask_vbo,
GPUVertBuf *face_set_vbo,
GPUVertBuf *sculpt_data)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_SCULPT_DATA, nullptr);
GPU_shader_bind(shader);
/* Mask VBO is always at binding point 0. */
if (mask_vbo) {
GPU_vertbuf_bind_as_ssbo(mask_vbo, 0);
}
int binding_point = 1;
GPU_vertbuf_bind_as_ssbo(face_set_vbo, binding_point++);
GPU_vertbuf_bind_as_ssbo(sculpt_data, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads, mask_vbo != nullptr);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_accumulate_normals(const DRWSubdivCache *cache,
GPUVertBuf *pos_nor,
GPUVertBuf *face_adjacency_offsets,
GPUVertBuf *face_adjacency_lists,
GPUVertBuf *vertex_loop_map,
GPUVertBuf *vertex_normals)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_NORMALS_ACCUMULATE, nullptr);
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
GPU_vertbuf_bind_as_ssbo(face_adjacency_offsets, binding_point++);
GPU_vertbuf_bind_as_ssbo(face_adjacency_lists, binding_point++);
GPU_vertbuf_bind_as_ssbo(vertex_loop_map, binding_point++);
GPU_vertbuf_bind_as_ssbo(vertex_normals, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_verts);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
* We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_finalize_normals(const DRWSubdivCache *cache,
GPUVertBuf *vertex_normals,
GPUVertBuf *subdiv_loop_subdiv_vert_index,
GPUVertBuf *pos_nor)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_NORMALS_FINALIZE, nullptr);
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(vertex_normals, binding_point++);
GPU_vertbuf_bind_as_ssbo(subdiv_loop_subdiv_vert_index, binding_point++);
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
* We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_finalize_custom_normals(const DRWSubdivCache *cache,
GPUVertBuf *src_custom_normals,
GPUVertBuf *pos_nor)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_NORMALS_FINALIZE, "#define CUSTOM_NORMALS");
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(src_custom_normals, binding_point++);
/* outputPosNor is bound at index 2 in the base shader. */
binding_point = 2;
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
* We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_tris_buffer(const DRWSubdivCache *cache,
GPUIndexBuf *subdiv_tris,
const int material_count)
{
if (!draw_subdiv_cache_need_polygon_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
const bool do_single_material = material_count <= 1;
const char *defines = "#define SUBDIV_POLYGON_OFFSET\n";
if (do_single_material) {
defines =
"#define SUBDIV_POLYGON_OFFSET\n"
"#define SINGLE_MATERIAL\n";
}
GPUShader *shader = get_subdiv_shader(
do_single_material ? SHADER_BUFFER_TRIS : SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS, defines);
GPU_shader_bind(shader);
int binding_point = 0;
/* subdiv_polygon_offset is always at binding point 0 for each shader using it. */
GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++);
/* Outputs */
GPU_indexbuf_bind_as_ssbo(subdiv_tris, binding_point++);
if (!do_single_material) {
GPU_vertbuf_bind_as_ssbo(cache->polygon_mat_offset, binding_point++);
}
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates an index buffer, so we need to put a barrier on the element array. */
GPU_memory_barrier(GPU_BARRIER_ELEMENT_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_fdots_buffers(const DRWSubdivCache *cache,
GPUVertBuf *fdots_pos,
GPUVertBuf *fdots_nor,
GPUIndexBuf *fdots_indices)
{
if (!draw_subdiv_cache_need_polygon_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
Subdiv *subdiv = cache->subdiv;
OpenSubdiv_Evaluator *evaluator = subdiv->evaluator;
OpenSubdiv_Buffer src_buffer_interface;
GPUVertBuf *src_buffer = create_buffer_and_interface(&src_buffer_interface,
get_subdiv_vertex_format());
evaluator->wrapSrcBuffer(evaluator, &src_buffer_interface);
OpenSubdiv_Buffer patch_arrays_buffer_interface;
GPUVertBuf *patch_arrays_buffer = create_buffer_and_interface(&patch_arrays_buffer_interface,
get_patch_array_format());
opensubdiv_gpu_buffer_init(&patch_arrays_buffer_interface, patch_arrays_buffer);
evaluator->fillPatchArraysBuffer(evaluator, &patch_arrays_buffer_interface);
OpenSubdiv_Buffer patch_index_buffer_interface;
GPUVertBuf *patch_index_buffer = create_buffer_and_interface(&patch_index_buffer_interface,
get_patch_index_format());
evaluator->wrapPatchIndexBuffer(evaluator, &patch_index_buffer_interface);
OpenSubdiv_Buffer patch_param_buffer_interface;
GPUVertBuf *patch_param_buffer = create_buffer_and_interface(&patch_param_buffer_interface,
get_patch_param_format());
evaluator->wrapPatchParamBuffer(evaluator, &patch_param_buffer_interface);
GPUShader *shader = get_patch_evaluation_shader(
fdots_nor ? SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS :
SHADER_PATCH_EVALUATION_FACE_DOTS);
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(src_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->gpu_patch_map.patch_map_handles, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->gpu_patch_map.patch_map_quadtree, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->fdots_patch_coords, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->verts_orig_index, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_arrays_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_index_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(patch_param_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(fdots_pos, binding_point++);
/* F-dots normals may not be requested, still reserve the binding point. */
if (fdots_nor) {
GPU_vertbuf_bind_as_ssbo(fdots_nor, binding_point);
}
binding_point++;
GPU_indexbuf_bind_as_ssbo(fdots_indices, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_coarse_poly);
/* This generates two vertex buffers and an index buffer, so we need to put a barrier on the
* vertex attributes and element arrays. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY | GPU_BARRIER_ELEMENT_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
GPU_vertbuf_discard(patch_index_buffer);
GPU_vertbuf_discard(patch_param_buffer);
GPU_vertbuf_discard(patch_arrays_buffer);
GPU_vertbuf_discard(src_buffer);
}
void draw_subdiv_build_lines_buffer(const DRWSubdivCache *cache, GPUIndexBuf *lines_indices)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_LINES, "#define SUBDIV_POLYGON_OFFSET\n");
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->edges_orig_index, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++);
GPU_indexbuf_bind_as_ssbo(lines_indices, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates an index buffer, so we need to put a barrier on the element array. */
GPU_memory_barrier(GPU_BARRIER_ELEMENT_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_lines_loose_buffer(const DRWSubdivCache *cache,
GPUIndexBuf *lines_indices,
GPUVertBuf *lines_flags,
uint num_loose_edges)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_LINES_LOOSE, "#define LINES_LOOSE\n");
GPU_shader_bind(shader);
GPU_indexbuf_bind_as_ssbo(lines_indices, 3);
GPU_vertbuf_bind_as_ssbo(lines_flags, 4);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, num_loose_edges);
/* This generates an index buffer, so we need to put a barrier on the element array. */
GPU_memory_barrier(GPU_BARRIER_ELEMENT_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_edge_fac_buffer(const DRWSubdivCache *cache,
GPUVertBuf *pos_nor,
GPUVertBuf *edge_idx,
GPUVertBuf *edge_fac)
{
/* No separate shader for the AMD driver case as we assume that the GPU will not change during
* the execution of the program. */
const char *defines = GPU_crappy_amd_driver() ? "#define GPU_AMD_DRIVER_BYTE_BUG\n" : nullptr;
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_EDGE_FAC, defines);
GPU_shader_bind(shader);
int binding_point = 0;
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
GPU_vertbuf_bind_as_ssbo(edge_idx, binding_point++);
GPU_vertbuf_bind_as_ssbo(edge_fac, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_lnor_buffer(const DRWSubdivCache *cache,
GPUVertBuf *pos_nor,
GPUVertBuf *lnor)
{
if (!draw_subdiv_cache_need_polygon_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_LNOR, "#define SUBDIV_POLYGON_OFFSET\n");
GPU_shader_bind(shader);
int binding_point = 0;
/* Inputs */
/* subdiv_polygon_offset is always at binding point 0 for each shader using it. */
GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
GPU_vertbuf_bind_as_ssbo(cache->extra_coarse_face_data, binding_point++);
/* Outputs */
GPU_vertbuf_bind_as_ssbo(lnor, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_edituv_stretch_area_buffer(const DRWSubdivCache *cache,
GPUVertBuf *coarse_data,
GPUVertBuf *subdiv_data)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_UV_STRETCH_AREA,
"#define SUBDIV_POLYGON_OFFSET\n");
GPU_shader_bind(shader);
int binding_point = 0;
/* Inputs */
/* subdiv_polygon_offset is always at binding point 0 for each shader using it. */
GPU_vertbuf_bind_as_ssbo(cache->subdiv_polygon_offset_buffer, binding_point++);
GPU_vertbuf_bind_as_ssbo(coarse_data, binding_point++);
/* Outputs */
GPU_vertbuf_bind_as_ssbo(subdiv_data, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
void draw_subdiv_build_edituv_stretch_angle_buffer(const DRWSubdivCache *cache,
GPUVertBuf *pos_nor,
GPUVertBuf *uvs,
int uvs_offset,
GPUVertBuf *stretch_angles)
{
GPUShader *shader = get_subdiv_shader(SHADER_BUFFER_UV_STRETCH_ANGLE, nullptr);
GPU_shader_bind(shader);
int binding_point = 0;
/* Inputs */
GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++);
GPU_vertbuf_bind_as_ssbo(uvs, binding_point++);
/* Outputs */
GPU_vertbuf_bind_as_ssbo(stretch_angles, binding_point++);
BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS);
drw_subdiv_compute_dispatch(cache, shader, uvs_offset, 0, cache->num_subdiv_quads);
/* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */
GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
/* Cleanup. */
GPU_shader_unbind();
}
/* -------------------------------------------------------------------- */
/**
* For material assignments we want indices for triangles that share a common material to be laid
* out contiguously in memory. To achieve this, we sort the indices based on which material the
* coarse polygon was assigned. The sort is performed by offsetting the loops indices so that they
* are directly assigned to the right sorted indices.
*
* \code{.unparsed}
* Here is a visual representation, considering four quads:
* +---------+---------+---------+---------+
* | 3 2 | 7 6 | 11 10 | 15 14 |
* | | | | |
* | 0 1 | 4 5 | 8 9 | 12 13 |
* +---------+---------+---------+---------+
*
* If the first and third quads have the same material, we should have:
* +---------+---------+---------+---------+
* | 3 2 | 11 10 | 7 6 | 15 14 |
* | | | | |
* | 0 1 | 8 9 | 4 5 | 12 13 |
* +---------+---------+---------+---------+
*
* So the offsets would be:
* +---------+---------+---------+---------+
* | 0 0 | 4 4 | -4 -4 | 0 0 |
* | | | | |
* | 0 0 | 4 4 | -4 -4 | 0 0 |
* +---------+---------+---------+---------+
* \endcode
*
* The offsets are computed not based on the loops indices, but on the number of subdivided
* polygons for each coarse polygon. We then only store a single offset for each coarse polygon,
* since all sub-faces are contiguous, they all share the same offset.
*/
static void draw_subdiv_cache_ensure_mat_offsets(DRWSubdivCache *cache,
Mesh *mesh_eval,
uint mat_len)
{
draw_subdiv_cache_free_material_data(cache);
const int number_of_quads = cache->num_subdiv_loops / 4;
if (mat_len == 1) {
cache->mat_start = static_cast<int *>(MEM_callocN(sizeof(int), "subdiv mat_end"));
cache->mat_end = static_cast<int *>(MEM_callocN(sizeof(int), "subdiv mat_end"));
cache->mat_start[0] = 0;
cache->mat_end[0] = number_of_quads;
return;
}
/* Count number of subdivided polygons for each material. */
int *mat_start = static_cast<int *>(MEM_callocN(sizeof(int) * mat_len, "subdiv mat_start"));
int *subdiv_polygon_offset = cache->subdiv_polygon_offset;
/* TODO: parallel_reduce? */
for (int i = 0; i < mesh_eval->totpoly; i++) {
const MPoly *mpoly = &mesh_eval->mpoly[i];
const int next_offset = (i == mesh_eval->totpoly - 1) ? number_of_quads :
subdiv_polygon_offset[i + 1];
const int quad_count = next_offset - subdiv_polygon_offset[i];
const int mat_index = mpoly->mat_nr;
mat_start[mat_index] += quad_count;
}
/* Accumulate offsets. */
int ofs = mat_start[0];
mat_start[0] = 0;
for (uint i = 1; i < mat_len; i++) {
int tmp = mat_start[i];
mat_start[i] = ofs;
ofs += tmp;
}
/* Compute per polygon offsets. */
int *mat_end = static_cast<int *>(MEM_dupallocN(mat_start));
int *per_polygon_mat_offset = static_cast<int *>(
MEM_mallocN(sizeof(int) * mesh_eval->totpoly, "per_polygon_mat_offset"));
for (int i = 0; i < mesh_eval->totpoly; i++) {
const MPoly *mpoly = &mesh_eval->mpoly[i];
const int mat_index = mpoly->mat_nr;
const int single_material_index = subdiv_polygon_offset[i];
const int material_offset = mat_end[mat_index];
const int next_offset = (i == mesh_eval->totpoly - 1) ? number_of_quads :
subdiv_polygon_offset[i + 1];
const int quad_count = next_offset - subdiv_polygon_offset[i];
mat_end[mat_index] += quad_count;
per_polygon_mat_offset[i] = material_offset - single_material_index;
}
cache->polygon_mat_offset = draw_subdiv_build_origindex_buffer(per_polygon_mat_offset,
mesh_eval->totpoly);
cache->mat_start = mat_start;
cache->mat_end = mat_end;
MEM_freeN(per_polygon_mat_offset);
}
static bool draw_subdiv_create_requested_buffers(const Scene *scene,
Object *ob,
Mesh *mesh,
struct MeshBatchCache *batch_cache,
MeshBufferCache *mbc,
const bool is_editmode,
const bool is_paint_mode,
const bool is_mode_active,
const float obmat[4][4],
const bool do_final,
const bool do_uvedit,
const ToolSettings *ts,
const bool use_hide,
OpenSubdiv_EvaluatorCache *evaluator_cache)
{
SubsurfModifierData *smd = reinterpret_cast<SubsurfModifierData *>(
BKE_modifiers_findby_session_uuid(ob, &mesh->runtime.subsurf_session_uuid));
BLI_assert(smd);
const bool is_final_render = DRW_state_is_scene_render();
SubdivSettings settings;
BKE_subsurf_modifier_subdiv_settings_init(&settings, smd, is_final_render);
if (settings.level == 0) {
return false;
}
Mesh *mesh_eval = mesh;
BMesh *bm = nullptr;
if (mesh->edit_mesh) {
mesh_eval = BKE_object_get_editmesh_eval_final(ob);
bm = mesh->edit_mesh->bm;
}
BKE_subsurf_modifier_ensure_runtime(smd);
Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure(smd, &settings, mesh_eval, true);
if (!subdiv) {
return false;
}
draw_subdiv_invalidate_evaluator_for_orco(subdiv, mesh_eval);
if (!BKE_subdiv_eval_begin_from_mesh(
subdiv, mesh_eval, nullptr, SUBDIV_EVALUATOR_TYPE_GLSL_COMPUTE, evaluator_cache)) {
/* This could happen in two situations:
* - OpenSubdiv is disabled.
* - Something totally bad happened, and OpenSubdiv rejected our
* topology.
* In either way, we can't safely continue. However, we still have to handle potential loose
* geometry, which is done separately. */
if (mesh_eval->totpoly) {
return false;
}
}
DRWSubdivCache *draw_cache = mesh_batch_cache_ensure_subdiv_cache(batch_cache);
if (!draw_subdiv_build_cache(draw_cache, subdiv, mesh_eval, scene, smd, is_final_render)) {
return false;
}
/* Edges which do not come from coarse edges should not be drawn in edit mode, only in object
* mode when optimal display in turned off. */
const bool optimal_display = (smd->flags & eSubsurfModifierFlag_ControlEdges) || is_editmode;
draw_cache->bm = bm;
draw_cache->mesh = mesh_eval;
draw_cache->subdiv = subdiv;
draw_cache->optimal_display = optimal_display;
draw_cache->num_subdiv_triangles = tris_count_from_number_of_loops(draw_cache->num_subdiv_loops);
/* Copy topology information for stats display. Use `mesh` directly, as `mesh_eval` could be the
* edit mesh. */
mesh->runtime.subsurf_totvert = draw_cache->num_subdiv_verts;
mesh->runtime.subsurf_totedge = draw_cache->num_subdiv_edges;
mesh->runtime.subsurf_totpoly = draw_cache->num_subdiv_quads;
mesh->runtime.subsurf_totloop = draw_cache->num_subdiv_loops;
draw_cache->use_custom_loop_normals = (smd->flags & eSubsurfModifierFlag_UseCustomNormals) &&
(mesh_eval->flag & ME_AUTOSMOOTH) &&
CustomData_has_layer(&mesh_eval->ldata,
CD_CUSTOMLOOPNORMAL);
if (DRW_ibo_requested(mbc->buff.ibo.tris)) {
draw_subdiv_cache_ensure_mat_offsets(draw_cache, mesh_eval, batch_cache->mat_len);
}
MeshRenderData *mr = mesh_render_data_create(
ob, mesh, is_editmode, is_paint_mode, is_mode_active, obmat, do_final, do_uvedit, ts);
mr->use_hide = use_hide;
draw_subdiv_cache_update_extra_coarse_face_data(draw_cache, mesh_eval, mr);
blender::draw::mesh_buffer_cache_create_requested_subdiv(batch_cache, mbc, draw_cache, mr);
mesh_render_data_free(mr);
return true;
}
void DRW_subdivide_loose_geom(DRWSubdivCache *subdiv_cache, MeshBufferCache *cache)
{
const int coarse_loose_vert_len = cache->loose_geom.vert_len;
const int coarse_loose_edge_len = cache->loose_geom.edge_len;
if (coarse_loose_vert_len == 0 && coarse_loose_edge_len == 0) {
/* Nothing to do. */
return;
}
if (subdiv_cache->loose_geom.edges || subdiv_cache->loose_geom.verts) {
/* Already processed. */
return;
}
const Mesh *coarse_mesh = subdiv_cache->mesh;
const bool is_simple = subdiv_cache->subdiv->settings.is_simple;
const int resolution = subdiv_cache->resolution;
const int resolution_1 = resolution - 1;
const float inv_resolution_1 = 1.0f / (float)resolution_1;
const int num_subdiv_vertices_per_coarse_edge = resolution - 2;
const int num_subdivided_edge = coarse_loose_edge_len *
(num_subdiv_vertices_per_coarse_edge + 1);
/* Each edge will store data for its 2 verts, that way we can keep the overall logic simple, here
* and in the buffer extractors. Although it duplicates memory (and work), the buffers also store
* duplicate values. */
const int num_subdivided_verts = num_subdivided_edge * 2;
DRWSubdivLooseEdge *loose_subd_edges = static_cast<DRWSubdivLooseEdge *>(
MEM_callocN(sizeof(DRWSubdivLooseEdge) * num_subdivided_edge, "DRWSubdivLooseEdge"));
DRWSubdivLooseVertex *loose_subd_verts = static_cast<DRWSubdivLooseVertex *>(
MEM_callocN(sizeof(DRWSubdivLooseVertex) * (num_subdivided_verts + coarse_loose_vert_len),
"DRWSubdivLooseEdge"));
int subd_edge_offset = 0;
int subd_vert_offset = 0;
/* Subdivide each loose coarse edge. */
for (int i = 0; i < coarse_loose_edge_len; i++) {
const int coarse_edge_index = cache->loose_geom.edges[i];
const MEdge *coarse_edge = &coarse_mesh->medge[cache->loose_geom.edges[i]];
/* Perform interpolation of each vertex. */
for (int i = 0; i < resolution - 1; i++, subd_edge_offset++) {
DRWSubdivLooseEdge &subd_edge = loose_subd_edges[subd_edge_offset];
subd_edge.coarse_edge_index = coarse_edge_index;
/* First vert. */
DRWSubdivLooseVertex &subd_v1 = loose_subd_verts[subd_vert_offset];
subd_v1.coarse_vertex_index = (i == 0) ? coarse_edge->v1 : -1u;
const float u1 = i * inv_resolution_1;
BKE_subdiv_mesh_interpolate_position_on_edge(
coarse_mesh, coarse_edge, is_simple, u1, subd_v1.co);
subd_edge.loose_subdiv_v1_index = subd_vert_offset++;
/* Second vert. */
DRWSubdivLooseVertex &subd_v2 = loose_subd_verts[subd_vert_offset];
subd_v2.coarse_vertex_index = ((i + 1) == resolution - 1) ? coarse_edge->v2 : -1u;
const float u2 = (i + 1) * inv_resolution_1;
BKE_subdiv_mesh_interpolate_position_on_edge(
coarse_mesh, coarse_edge, is_simple, u2, subd_v2.co);
subd_edge.loose_subdiv_v2_index = subd_vert_offset++;
}
}
/* Copy the remaining loose_verts. */
for (int i = 0; i < coarse_loose_vert_len; i++) {
const int coarse_vertex_index = cache->loose_geom.verts[i];
const MVert &coarse_vertex = coarse_mesh->mvert[coarse_vertex_index];
DRWSubdivLooseVertex &subd_v = loose_subd_verts[subd_vert_offset++];
subd_v.coarse_vertex_index = cache->loose_geom.verts[i];
copy_v3_v3(subd_v.co, coarse_vertex.co);
}
subdiv_cache->loose_geom.edges = loose_subd_edges;
subdiv_cache->loose_geom.verts = loose_subd_verts;
subdiv_cache->loose_geom.edge_len = num_subdivided_edge;
subdiv_cache->loose_geom.vert_len = coarse_loose_vert_len;
subdiv_cache->loose_geom.loop_len = num_subdivided_edge * 2 + coarse_loose_vert_len;
}
blender::Span<DRWSubdivLooseEdge> draw_subdiv_cache_get_loose_edges(const DRWSubdivCache *cache)
{
return {cache->loose_geom.edges, static_cast<int64_t>(cache->loose_geom.edge_len)};
}
blender::Span<DRWSubdivLooseVertex> draw_subdiv_cache_get_loose_verts(const DRWSubdivCache *cache)
{
return {cache->loose_geom.verts + cache->loose_geom.edge_len * 2,
static_cast<int64_t>(cache->loose_geom.vert_len)};
}
static OpenSubdiv_EvaluatorCache *g_evaluator_cache = nullptr;
void DRW_create_subdivision(const Scene *scene,
Object *ob,
Mesh *mesh,
struct MeshBatchCache *batch_cache,
MeshBufferCache *mbc,
const bool is_editmode,
const bool is_paint_mode,
const bool is_mode_active,
const float obmat[4][4],
const bool do_final,
const bool do_uvedit,
const ToolSettings *ts,
const bool use_hide)
{
if (g_evaluator_cache == nullptr) {
g_evaluator_cache = openSubdiv_createEvaluatorCache(OPENSUBDIV_EVALUATOR_GLSL_COMPUTE);
}
#undef TIME_SUBDIV
#ifdef TIME_SUBDIV
const double begin_time = PIL_check_seconds_timer();
#endif
if (!draw_subdiv_create_requested_buffers(scene,
ob,
mesh,
batch_cache,
mbc,
is_editmode,
is_paint_mode,
is_mode_active,
obmat,
do_final,
do_uvedit,
ts,
use_hide,
g_evaluator_cache)) {
return;
}
#ifdef TIME_SUBDIV
const double end_time = PIL_check_seconds_timer();
fprintf(stderr, "Time to update subdivision: %f\n", end_time - begin_time);
fprintf(stderr, "Maximum FPS: %f\n", 1.0 / (end_time - begin_time));
#endif
}
void DRW_subdiv_free()
{
for (int i = 0; i < NUM_SHADERS; ++i) {
GPU_shader_free(g_subdiv_shaders[i]);
}
DRW_cache_free_old_subdiv();
if (g_evaluator_cache) {
openSubdiv_deleteEvaluatorCache(g_evaluator_cache);
g_evaluator_cache = nullptr;
}
}
static LinkNode *gpu_subdiv_free_queue = nullptr;
static ThreadMutex gpu_subdiv_queue_mutex = BLI_MUTEX_INITIALIZER;
void DRW_subdiv_cache_free(Subdiv *subdiv)
{
BLI_mutex_lock(&gpu_subdiv_queue_mutex);
BLI_linklist_prepend(&gpu_subdiv_free_queue, subdiv);
BLI_mutex_unlock(&gpu_subdiv_queue_mutex);
}
void DRW_cache_free_old_subdiv()
{
if (gpu_subdiv_free_queue == nullptr) {
return;
}
BLI_mutex_lock(&gpu_subdiv_queue_mutex);
while (gpu_subdiv_free_queue != nullptr) {
Subdiv *subdiv = static_cast<Subdiv *>(BLI_linklist_pop(&gpu_subdiv_free_queue));
/* Set the type to CPU so that we do actually free the cache. */
subdiv->evaluator->type = OPENSUBDIV_EVALUATOR_CPU;
BKE_subdiv_free(subdiv);
}
BLI_mutex_unlock(&gpu_subdiv_queue_mutex);
}