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blender-archive/source/blender/draw/engines/image/image_engine.cc
Jeroen Bakker c20e456ee0 ImageEngine: Reduce memory size by dividing the region in smaller parts.
Image engine uses 4 gpu textures that are as large as the area being
drawn. The amount of needed GPU memory can be reduced by dividing the
region in smaller parts. Reducing the GPU memory also reduces the stalls
when updating the textures, improving the performance as well.

This optimization works, but is disabled for now due to some rounding
errors that drawn lines on the screen where the screen is divided.
2022-12-09 16:10:48 +01:00

205 lines
5.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. */
/** \file
* \ingroup draw_engine
*
* Draw engine to draw the Image/UV editor
*/
#include "DRW_render.h"
#include <memory>
#include <optional>
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "ED_image.h"
#include "GPU_batch.h"
#include "image_drawing_mode.hh"
#include "image_engine.h"
#include "image_private.hh"
#include "image_space_image.hh"
#include "image_space_node.hh"
namespace blender::draw::image_engine {
static std::unique_ptr<AbstractSpaceAccessor> space_accessor_from_context(
const DRWContextState *draw_ctx)
{
const char space_type = draw_ctx->space_data->spacetype;
if (space_type == SPACE_IMAGE) {
return std::make_unique<SpaceImageAccessor>((SpaceImage *)draw_ctx->space_data);
}
if (space_type == SPACE_NODE) {
return std::make_unique<SpaceNodeAccessor>((SpaceNode *)draw_ctx->space_data);
}
BLI_assert_unreachable();
return nullptr;
}
template<
/** \brief Drawing mode to use.
*
* Useful during development to switch between drawing implementations.
*/
typename DrawingMode = ScreenSpaceDrawingMode<ScreenTileTextures<1>>>
class ImageEngine {
private:
const DRWContextState *draw_ctx;
IMAGE_Data *vedata;
std::unique_ptr<AbstractSpaceAccessor> space;
DrawingMode drawing_mode;
public:
ImageEngine(const DRWContextState *draw_ctx, IMAGE_Data *vedata)
: draw_ctx(draw_ctx), vedata(vedata), space(space_accessor_from_context(draw_ctx))
{
}
virtual ~ImageEngine() = default;
void begin_sync()
{
IMAGE_InstanceData *instance_data = vedata->instance_data;
drawing_mode.begin_sync(vedata);
/* Setup full screen view matrix. */
const ARegion *region = draw_ctx->region;
float winmat[4][4], viewmat[4][4];
orthographic_m4(viewmat, 0.0, region->winx, 0.0, region->winy, 0.0, 1.0);
unit_m4(winmat);
instance_data->view = DRW_view_create(viewmat, winmat, nullptr, nullptr, nullptr);
}
void image_sync()
{
IMAGE_InstanceData *instance_data = vedata->instance_data;
Main *bmain = CTX_data_main(draw_ctx->evil_C);
instance_data->image = space->get_image(bmain);
if (instance_data->image == nullptr) {
/* Early exit, nothing to draw. */
return;
}
instance_data->flags.do_tile_drawing = instance_data->image->source != IMA_SRC_TILED &&
space->use_tile_drawing();
void *lock;
ImBuf *image_buffer = space->acquire_image_buffer(instance_data->image, &lock);
/* Setup the matrix to go from screen UV coordinates to UV texture space coordinates. */
float image_resolution[2] = {image_buffer ? image_buffer->x : 1024.0f,
image_buffer ? image_buffer->y : 1024.0f};
space->init_ss_to_texture_matrix(
draw_ctx->region, image_resolution, instance_data->ss_to_texture);
const Scene *scene = DRW_context_state_get()->scene;
instance_data->sh_params.update(space.get(), scene, instance_data->image, image_buffer);
space->release_buffer(instance_data->image, image_buffer, lock);
ImageUser *iuser = space->get_image_user();
if (instance_data->image->rr != nullptr) {
BKE_image_multilayer_index(instance_data->image->rr, iuser);
}
else {
BKE_image_multiview_index(instance_data->image, iuser);
}
drawing_mode.image_sync(vedata, instance_data->image, iuser);
}
void draw_finish()
{
drawing_mode.draw_finish(vedata);
IMAGE_InstanceData *instance_data = vedata->instance_data;
instance_data->image = nullptr;
}
void draw_viewport()
{
drawing_mode.draw_viewport(vedata);
}
};
/* -------------------------------------------------------------------- */
/** \name Engine Callbacks
* \{ */
static void IMAGE_engine_init(void *ved)
{
IMAGE_Data *vedata = (IMAGE_Data *)ved;
if (vedata->instance_data == nullptr) {
vedata->instance_data = MEM_new<IMAGE_InstanceData>(__func__);
}
}
static void IMAGE_cache_init(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ImageEngine image_engine(draw_ctx, static_cast<IMAGE_Data *>(vedata));
image_engine.begin_sync();
image_engine.image_sync();
}
static void IMAGE_cache_populate(void * /*vedata*/, Object * /*ob*/)
{
/* Function intentional left empty. `cache_populate` is required to be implemented. */
}
static void IMAGE_draw_scene(void *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ImageEngine image_engine(draw_ctx, static_cast<IMAGE_Data *>(vedata));
image_engine.draw_viewport();
image_engine.draw_finish();
}
static void IMAGE_engine_free()
{
IMAGE_shader_free();
}
static void IMAGE_instance_free(void *_instance_data)
{
IMAGE_InstanceData *instance_data = reinterpret_cast<IMAGE_InstanceData *>(_instance_data);
MEM_delete(instance_data);
}
/** \} */
static const DrawEngineDataSize IMAGE_data_size = DRW_VIEWPORT_DATA_SIZE(IMAGE_Data);
} // namespace blender::draw::image_engine
extern "C" {
using namespace blender::draw::image_engine;
DrawEngineType draw_engine_image_type = {
nullptr, /* next */
nullptr, /* prev */
N_("UV/Image"), /* idname */
&IMAGE_data_size, /* vedata_size */
&IMAGE_engine_init, /* engine_init */
&IMAGE_engine_free, /* engine_free */
&IMAGE_instance_free, /* instance_free */
&IMAGE_cache_init, /* cache_init */
&IMAGE_cache_populate, /* cache_populate */
nullptr, /* cache_finish */
&IMAGE_draw_scene, /* draw_scene */
nullptr, /* view_update */
nullptr, /* id_update */
nullptr, /* render_to_image */
nullptr, /* store_metadata */
};
}