This now only upload data per loops to the GPU, making use of index buffer to draw polygon. This make use of the vertex cache, speed up renders and saves a lot of vram. Update performance is also slightly faster and can even be improved further by updating only uvs or vcol independently. This commits breaks texture paint batches. It will be added back in another commit.
218 lines
5.8 KiB
C
218 lines
5.8 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file basic_engine.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple flat shaders.
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*/
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#include "DRW_render.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "BKE_particle.h"
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#include "DNA_particle_types.h"
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#include "GPU_shader.h"
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#include "basic_engine.h"
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/* Shaders */
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#define BASIC_ENGINE "BLENDER_BASIC"
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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typedef struct BASIC_StorageList {
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struct BASIC_PrivateData *g_data;
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} BASIC_StorageList;
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typedef struct BASIC_PassList {
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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} BASIC_PassList;
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typedef struct BASIC_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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BASIC_PassList *psl;
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BASIC_StorageList *stl;
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} BASIC_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Depth Pre Pass */
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struct GPUShader *depth_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct BASIC_PrivateData {
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DRWShadingGroup *depth_shgrp;
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DRWShadingGroup *depth_shgrp_cull;
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DRWShadingGroup *depth_shgrp_hair;
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} BASIC_PrivateData; /* Transient data */
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/* Functions */
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static void basic_engine_init(void *UNUSED(vedata))
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{
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/* Depth prepass */
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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}
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}
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static void basic_cache_init(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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{
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psl->depth_pass = DRW_pass_create(
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"Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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psl->depth_pass_cull = DRW_pass_create(
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"Depth Pass Cull",
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DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
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stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
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}
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}
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static void basic_cache_populate(void *vedata, Object *ob)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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/* TODO(fclem) fix selection of smoke domains. */
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if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) {
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return;
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}
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (ob != draw_ctx->object_edit) {
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for (ParticleSystem *psys = ob->particlesystem.first;
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psys != NULL;
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psys = psys->next)
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{
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if (!psys_check_enabled(ob, psys, false)) {
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continue;
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}
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if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
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continue;
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}
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ParticleSettings *part = psys->part;
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const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
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if (draw_as == PART_DRAW_PATH) {
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struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
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}
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}
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}
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/* Make flat object selectable in ortho view if wireframe is enabled. */
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if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
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(ob->dtx & OB_DRAWWIRE) ||
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(ob->dt == OB_WIRE))
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{
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int flat_axis = 0;
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bool is_flat_object_viewed_from_side = (draw_ctx->rv3d->persp == RV3D_ORTHO) &&
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DRW_object_is_flat(ob, &flat_axis) &&
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DRW_object_axis_orthogonal_to_view(ob, flat_axis);
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if (is_flat_object_viewed_from_side) {
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/* Avoid losing flat objects when in ortho views (see T56549) */
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struct GPUBatch *geom = DRW_cache_object_wire_outline_get(ob);
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DRW_shgroup_call_object_add(stl->g_data->depth_shgrp, geom, ob);
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return;
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}
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}
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
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/* Depth Prepass */
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DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
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}
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}
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static void basic_cache_finish(void *vedata)
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{
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BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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UNUSED_VARS(stl);
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}
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static void basic_draw_scene(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->depth_pass_cull);
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}
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static void basic_engine_free(void)
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{
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/* all shaders are builtin */
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}
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static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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DrawEngineType draw_engine_basic_type = {
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NULL, NULL,
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N_("Basic"),
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&basic_data_size,
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&basic_engine_init,
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&basic_engine_free,
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&basic_cache_init,
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&basic_cache_populate,
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&basic_cache_finish,
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NULL,
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&basic_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_basic_type = {
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NULL, NULL,
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BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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&draw_engine_basic_type,
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{NULL, NULL, NULL}
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};
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#undef BASIC_ENGINE
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