GLSL has different max number of ssbo per glsl stage. This patch checks if the number of compute ssbo blocks matches our requirements for the GPU Subdiv, before enabling it. Some platforms allow more ssbo bindings then blocks per stage.
190 lines
6.3 KiB
C
190 lines
6.3 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. All rights reserved. */
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#include "BKE_subdiv_modifier.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_mesh_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_modifier.h"
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#include "BKE_subdiv.h"
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#include "GPU_capabilities.h"
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#include "GPU_context.h"
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#include "opensubdiv_capi.h"
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void BKE_subsurf_modifier_subdiv_settings_init(SubdivSettings *settings,
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const SubsurfModifierData *smd,
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const bool use_render_params)
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{
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const int requested_levels = (use_render_params) ? smd->renderLevels : smd->levels;
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settings->is_simple = (smd->subdivType == SUBSURF_TYPE_SIMPLE);
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settings->is_adaptive = !(smd->flags & eSubsurfModifierFlag_UseRecursiveSubdivision);
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settings->level = settings->is_simple ?
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1 :
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(settings->is_adaptive ? smd->quality : requested_levels);
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settings->use_creases = (smd->flags & eSubsurfModifierFlag_UseCrease);
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settings->vtx_boundary_interpolation = BKE_subdiv_vtx_boundary_interpolation_from_subsurf(
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smd->boundary_smooth);
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settings->fvar_linear_interpolation = BKE_subdiv_fvar_interpolation_from_uv_smooth(
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smd->uv_smooth);
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}
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static ModifierData *modifier_get_last_enabled_for_mode(const Scene *scene,
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const Object *ob,
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int required_mode)
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{
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ModifierData *md = ob->modifiers.last;
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while (md) {
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if (BKE_modifier_is_enabled(scene, md, required_mode)) {
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break;
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}
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md = md->prev;
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}
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return md;
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}
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bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd, const Mesh *mesh)
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{
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return (smd->flags & eSubsurfModifierFlag_UseCustomNormals) && (mesh->flag & ME_AUTOSMOOTH) &&
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CustomData_has_layer(&mesh->ldata, CD_CUSTOMLOOPNORMAL);
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}
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static bool subsurf_modifier_use_autosmooth_or_split_normals(const SubsurfModifierData *smd,
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const Mesh *mesh)
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{
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return (mesh->flag & ME_AUTOSMOOTH) || BKE_subsurf_modifier_use_custom_loop_normals(smd, mesh);
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}
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static bool is_subdivision_evaluation_possible_on_gpu(void)
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{
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/* Only OpenGL is supported for OpenSubdiv evaluation for now. */
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if (GPU_backend_get_type() != GPU_BACKEND_OPENGL) {
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return false;
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}
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if (!(GPU_compute_shader_support() && GPU_shader_storage_buffer_objects_support())) {
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return false;
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}
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if (GPU_max_compute_shader_storage_blocks() < MAX_GPU_SUBDIV_SSBOS) {
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return false;
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}
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const int available_evaluators = openSubdiv_getAvailableEvaluators();
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if ((available_evaluators & OPENSUBDIV_EVALUATOR_GLSL_COMPUTE) == 0) {
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return false;
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}
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return true;
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}
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bool BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(const SubsurfModifierData *smd,
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const Mesh *mesh)
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{
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if ((U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) == 0) {
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/* GPU subdivision is explicitly disabled, so we don't force it. */
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return false;
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}
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if (!is_subdivision_evaluation_possible_on_gpu()) {
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/* The GPU type is not compatible with the subdivision. */
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return false;
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}
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return subsurf_modifier_use_autosmooth_or_split_normals(smd, mesh);
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}
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bool BKE_subsurf_modifier_can_do_gpu_subdiv_ex(const Scene *scene,
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const Object *ob,
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const Mesh *mesh,
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const SubsurfModifierData *smd,
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int required_mode,
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bool skip_check_is_last)
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{
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if ((U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) == 0) {
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return false;
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}
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/* Deactivate GPU subdivision if autosmooth or custom split normals are used as those are
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* complicated to support on GPU, and should really be separate workflows. */
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if (subsurf_modifier_use_autosmooth_or_split_normals(smd, mesh)) {
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return false;
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}
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if (!skip_check_is_last) {
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ModifierData *md = modifier_get_last_enabled_for_mode(scene, ob, required_mode);
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if (md != (const ModifierData *)smd) {
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return false;
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}
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}
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return is_subdivision_evaluation_possible_on_gpu();
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}
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bool BKE_subsurf_modifier_can_do_gpu_subdiv(const Scene *scene,
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const Object *ob,
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const Mesh *mesh,
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int required_mode)
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{
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ModifierData *md = modifier_get_last_enabled_for_mode(scene, ob, required_mode);
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if (!md) {
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return false;
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}
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if (md->type != eModifierType_Subsurf) {
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return false;
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}
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return BKE_subsurf_modifier_can_do_gpu_subdiv_ex(
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scene, ob, mesh, (SubsurfModifierData *)md, required_mode, true);
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}
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void (*BKE_subsurf_modifier_free_gpu_cache_cb)(Subdiv *subdiv) = NULL;
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Subdiv *BKE_subsurf_modifier_subdiv_descriptor_ensure(const SubsurfModifierData *smd,
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const SubdivSettings *subdiv_settings,
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const Mesh *mesh,
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const bool for_draw_code)
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{
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SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)smd->modifier.runtime;
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if (runtime_data->subdiv && runtime_data->set_by_draw_code != for_draw_code) {
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BKE_subdiv_free(runtime_data->subdiv);
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runtime_data->subdiv = NULL;
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}
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Subdiv *subdiv = BKE_subdiv_update_from_mesh(runtime_data->subdiv, subdiv_settings, mesh);
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runtime_data->subdiv = subdiv;
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runtime_data->set_by_draw_code = for_draw_code;
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return subdiv;
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}
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SubsurfRuntimeData *BKE_subsurf_modifier_ensure_runtime(SubsurfModifierData *smd)
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{
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SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)smd->modifier.runtime;
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if (runtime_data == NULL) {
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runtime_data = MEM_callocN(sizeof(*runtime_data), "subsurf runtime");
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smd->modifier.runtime = runtime_data;
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}
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return runtime_data;
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}
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int BKE_subsurf_modifier_eval_required_mode(bool is_final_render, bool is_edit_mode)
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{
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if (is_final_render) {
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return eModifierMode_Render;
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}
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return eModifierMode_Realtime | (is_edit_mode ? eModifierMode_Editmode : 0);
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}
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