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blender-archive/source/blender/draw/intern/draw_cache_extract.h
Jeroen Bakker 5f749a03ca Fix T88456: DrawManager: Keep subset RenderMeshData around when geometry does not change.
Reuse loose geometry during selection (and other operations) from
previous calculation. Loose geometry stays the same, but was
recalculated to determine the size of GPU buffers. This patch would
reuse the previous loose geometry when geometry wasn't changed.

Although not the main bottleneck during selection it is measurable.

Master.
`rdata 46ms iter 55ms (frame 410ms)`

This patch.
`rdata 5ms iter 52ms (frame 342ms)`

Reviewed By: mano-wii

Differential Revision: https://developer.blender.org/D11339
2021-05-31 09:33:31 +02:00

303 lines
9.8 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#pragma once
struct TaskGraph;
/* Vertex Group Selection and display options */
typedef struct DRW_MeshWeightState {
int defgroup_active;
int defgroup_len;
short flags;
char alert_mode;
/* Set of all selected bones for Multipaint. */
bool *defgroup_sel; /* [defgroup_len] */
int defgroup_sel_count;
/* Set of all locked and unlocked deform bones for Lock Relative mode. */
bool *defgroup_locked; /* [defgroup_len] */
bool *defgroup_unlocked; /* [defgroup_len] */
} DRW_MeshWeightState;
/* DRW_MeshWeightState.flags */
enum {
DRW_MESH_WEIGHT_STATE_MULTIPAINT = (1 << 0),
DRW_MESH_WEIGHT_STATE_AUTO_NORMALIZE = (1 << 1),
DRW_MESH_WEIGHT_STATE_LOCK_RELATIVE = (1 << 2),
};
typedef struct DRW_MeshCDMask {
uint32_t uv : 8;
uint32_t tan : 8;
uint32_t vcol : 8;
uint32_t sculpt_vcol : 8;
uint32_t orco : 1;
uint32_t tan_orco : 1;
uint32_t sculpt_overlays : 1;
/** Edit uv layer is from the base edit mesh as
* modifiers could remove it. (see T68857) */
uint32_t edit_uv : 1;
} DRW_MeshCDMask;
/* Keep `DRW_MeshCDMask` struct within an `uint64_t`.
* bit-wise and atomic operations are used to compare and update the struct.
* See `mesh_cd_layers_type_*` functions. */
BLI_STATIC_ASSERT(sizeof(DRW_MeshCDMask) <= sizeof(uint64_t), "DRW_MeshCDMask exceeds 64 bits")
typedef enum eMRIterType {
MR_ITER_LOOPTRI = 1 << 0,
MR_ITER_POLY = 1 << 1,
MR_ITER_LEDGE = 1 << 2,
MR_ITER_LVERT = 1 << 3,
} eMRIterType;
typedef enum eMRDataType {
MR_DATA_POLY_NOR = 1 << 1,
MR_DATA_LOOP_NOR = 1 << 2,
MR_DATA_LOOPTRI = 1 << 3,
/** Force loop normals calculation. */
MR_DATA_TAN_LOOP_NOR = 1 << 4,
} eMRDataType;
typedef enum eMRExtractType {
MR_EXTRACT_BMESH,
MR_EXTRACT_MAPPED,
MR_EXTRACT_MESH,
} eMRExtractType;
BLI_INLINE int mesh_render_mat_len_get(Mesh *me)
{
/* In edit mode, the displayed mesh is stored in the edit-mesh. */
if (me->edit_mesh && me->edit_mesh->mesh_eval_final) {
return MAX2(1, me->edit_mesh->mesh_eval_final->totcol);
}
return MAX2(1, me->totcol);
}
typedef struct MeshBufferCache {
/* Every VBO below contains at least enough
* data for every loops in the mesh (except fdots and skin roots).
* For some VBOs, it extends to (in this exact order) :
* loops + loose_edges*2 + loose_verts */
struct {
GPUVertBuf *pos_nor; /* extend */
GPUVertBuf *lnor; /* extend */
GPUVertBuf *edge_fac; /* extend */
GPUVertBuf *weights; /* extend */
GPUVertBuf *uv;
GPUVertBuf *tan;
GPUVertBuf *vcol;
GPUVertBuf *sculpt_data;
GPUVertBuf *orco;
/* Only for edit mode. */
GPUVertBuf *edit_data; /* extend */
GPUVertBuf *edituv_data;
GPUVertBuf *edituv_stretch_area;
GPUVertBuf *edituv_stretch_angle;
GPUVertBuf *mesh_analysis;
GPUVertBuf *fdots_pos;
GPUVertBuf *fdots_nor;
GPUVertBuf *fdots_uv;
// GPUVertBuf *fdots_edit_data; /* inside fdots_nor for now. */
GPUVertBuf *fdots_edituv_data;
GPUVertBuf *skin_roots;
/* Selection */
GPUVertBuf *vert_idx; /* extend */
GPUVertBuf *edge_idx; /* extend */
GPUVertBuf *poly_idx;
GPUVertBuf *fdot_idx;
} vbo;
/* Index Buffers:
* Only need to be updated when topology changes. */
struct {
/* Indices to vloops. */
GPUIndexBuf *tris; /* Ordered per material. */
GPUIndexBuf *lines; /* Loose edges last. */
GPUIndexBuf *lines_loose; /* sub buffer of `lines` only containing the loose edges. */
GPUIndexBuf *points;
GPUIndexBuf *fdots;
/* 3D overlays. */
GPUIndexBuf *lines_paint_mask; /* no loose edges. */
GPUIndexBuf *lines_adjacency;
/* Uv overlays. (visibility can differ from 3D view) */
GPUIndexBuf *edituv_tris;
GPUIndexBuf *edituv_lines;
GPUIndexBuf *edituv_points;
GPUIndexBuf *edituv_fdots;
} ibo;
/* Index buffer per material. These are subranges of `ibo.tris` */
GPUIndexBuf **tris_per_mat;
} MeshBufferCache;
/**
* Data that are kept around between extractions to reduce rebuilding time.
*
* - Loose geometry.
*/
typedef struct MeshBufferExtractionCache {
int edge_loose_len;
int vert_loose_len;
int *lverts;
int *ledges;
} MeshBufferExtractionCache;
typedef enum DRWBatchFlag {
MBC_SURFACE = (1 << 0),
MBC_SURFACE_WEIGHTS = (1 << 1),
MBC_EDIT_TRIANGLES = (1 << 2),
MBC_EDIT_VERTICES = (1 << 3),
MBC_EDIT_EDGES = (1 << 4),
MBC_EDIT_VNOR = (1 << 5),
MBC_EDIT_LNOR = (1 << 6),
MBC_EDIT_FACEDOTS = (1 << 7),
MBC_EDIT_MESH_ANALYSIS = (1 << 8),
MBC_EDITUV_FACES_STRETCH_AREA = (1 << 9),
MBC_EDITUV_FACES_STRETCH_ANGLE = (1 << 10),
MBC_EDITUV_FACES = (1 << 11),
MBC_EDITUV_EDGES = (1 << 12),
MBC_EDITUV_VERTS = (1 << 13),
MBC_EDITUV_FACEDOTS = (1 << 14),
MBC_EDIT_SELECTION_VERTS = (1 << 15),
MBC_EDIT_SELECTION_EDGES = (1 << 16),
MBC_EDIT_SELECTION_FACES = (1 << 17),
MBC_EDIT_SELECTION_FACEDOTS = (1 << 18),
MBC_ALL_VERTS = (1 << 19),
MBC_ALL_EDGES = (1 << 20),
MBC_LOOSE_EDGES = (1 << 21),
MBC_EDGE_DETECTION = (1 << 22),
MBC_WIRE_EDGES = (1 << 23),
MBC_WIRE_LOOPS = (1 << 24),
MBC_WIRE_LOOPS_UVS = (1 << 25),
MBC_SKIN_ROOTS = (1 << 26),
MBC_SCULPT_OVERLAYS = (1 << 27),
} DRWBatchFlag;
#define MBC_EDITUV \
(MBC_EDITUV_FACES_STRETCH_AREA | MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | \
MBC_EDITUV_EDGES | MBC_EDITUV_VERTS | MBC_EDITUV_FACEDOTS | MBC_WIRE_LOOPS_UVS)
#define FOREACH_MESH_BUFFER_CACHE(batch_cache, mbc) \
for (MeshBufferCache *mbc = &batch_cache->final; \
mbc == &batch_cache->final || mbc == &batch_cache->cage || mbc == &batch_cache->uv_cage; \
mbc = (mbc == &batch_cache->final) ? \
&batch_cache->cage : \
((mbc == &batch_cache->cage) ? &batch_cache->uv_cage : NULL))
typedef struct MeshBatchCache {
MeshBufferCache final, cage, uv_cage;
MeshBufferExtractionCache final_extraction_cache;
MeshBufferExtractionCache cage_extraction_cache;
MeshBufferExtractionCache uv_cage_extraction_cache;
struct {
/* Surfaces / Render */
GPUBatch *surface;
GPUBatch *surface_weights;
/* Edit mode */
GPUBatch *edit_triangles;
GPUBatch *edit_vertices;
GPUBatch *edit_edges;
GPUBatch *edit_vnor;
GPUBatch *edit_lnor;
GPUBatch *edit_fdots;
GPUBatch *edit_mesh_analysis;
GPUBatch *edit_skin_roots;
/* Edit UVs */
GPUBatch *edituv_faces_stretch_area;
GPUBatch *edituv_faces_stretch_angle;
GPUBatch *edituv_faces;
GPUBatch *edituv_edges;
GPUBatch *edituv_verts;
GPUBatch *edituv_fdots;
/* Edit selection */
GPUBatch *edit_selection_verts;
GPUBatch *edit_selection_edges;
GPUBatch *edit_selection_faces;
GPUBatch *edit_selection_fdots;
/* Common display / Other */
GPUBatch *all_verts;
GPUBatch *all_edges;
GPUBatch *loose_edges;
GPUBatch *edge_detection;
GPUBatch *wire_edges; /* Individual edges with face normals. */
GPUBatch *wire_loops; /* Loops around faces. no edges between selected faces */
GPUBatch *wire_loops_uvs; /* Same as wire_loops but only has uvs. */
GPUBatch *sculpt_overlays;
} batch;
GPUBatch **surface_per_mat;
DRWBatchFlag batch_requested;
DRWBatchFlag batch_ready;
/* settings to determine if cache is invalid */
int edge_len;
int tri_len;
int poly_len;
int vert_len;
int mat_len;
bool is_dirty; /* Instantly invalidates cache, skipping mesh check */
bool is_editmode;
bool is_uvsyncsel;
struct DRW_MeshWeightState weight_state;
DRW_MeshCDMask cd_used, cd_needed, cd_used_over_time;
int lastmatch;
/* Valid only if edge_detection is up to date. */
bool is_manifold;
/* Total areas for drawing UV Stretching. Contains the summed area in mesh
* space (`tot_area`) and the summed area in uv space (`tot_uvarea`).
*
* Only valid after `DRW_mesh_batch_cache_create_requested` has been called. */
float tot_area, tot_uv_area;
bool no_loose_wire;
} MeshBatchCache;
#define MBC_BATCH_LEN (sizeof(((MeshBatchCache){0}).batch) / sizeof(void *))
#define MBC_VBO_LEN (sizeof(((MeshBufferCache){0}).vbo) / sizeof(void *))
#define MBC_IBO_LEN (sizeof(((MeshBufferCache){0}).ibo) / sizeof(void *))
void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph,
MeshBatchCache *cache,
MeshBufferCache mbc,
MeshBufferExtractionCache *extraction_cache,
Mesh *me,
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 bool use_subsurf_fdots,
const DRW_MeshCDMask *cd_layer_used,
const Scene *scene,
const ToolSettings *ts,
const bool use_hide);