For clarity sake, the batch cache now uses exclusively per Loop attributes. While this is a bit of a waste of VRAM (for the few case where per vert attribs are enough) it reduces the complexity and amount of overall VBO to update in general situations. This patch also makes the VertexBuffers filling multithreaded. This make the update of dense meshes a bit faster. The main bottleneck is the IndexBuffers update which cannot be multithreaded efficiently (have to increment a counter and/or do a final sorting pass). We introduce the concept of "extract" functions/step. All extract functions are executed in one thread each and if possible, using multiple thread for looping over all elements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D5424
211 lines
10 KiB
C++
211 lines
10 KiB
C++
/*
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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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#ifndef __DRAW_CACHE_IMPL_H__
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#define __DRAW_CACHE_IMPL_H__
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struct CurveCache;
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struct GPUBatch;
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struct GPUIndexBuf;
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struct GPUMaterial;
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struct GPUTexture;
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struct GPUVertBuf;
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struct ListBase;
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struct ModifierData;
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struct PTCacheEdit;
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struct ParticleSystem;
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struct SpaceImage;
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struct ToolSettings;
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struct Curve;
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struct Lattice;
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struct Mesh;
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struct MetaBall;
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struct bGPdata;
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/* Expose via BKE callbacks */
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void DRW_mball_batch_cache_dirty_tag(struct MetaBall *mb, int mode);
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void DRW_mball_batch_cache_validate(struct MetaBall *mb);
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void DRW_mball_batch_cache_free(struct MetaBall *mb);
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void DRW_curve_batch_cache_dirty_tag(struct Curve *cu, int mode);
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void DRW_curve_batch_cache_validate(struct Curve *cu);
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void DRW_curve_batch_cache_free(struct Curve *cu);
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void DRW_mesh_batch_cache_dirty_tag(struct Mesh *me, int mode);
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void DRW_mesh_batch_cache_validate(struct Mesh *me);
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void DRW_mesh_batch_cache_free(struct Mesh *me);
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void DRW_lattice_batch_cache_dirty_tag(struct Lattice *lt, int mode);
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void DRW_lattice_batch_cache_validate(struct Lattice *lt);
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void DRW_lattice_batch_cache_free(struct Lattice *lt);
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void DRW_particle_batch_cache_dirty_tag(struct ParticleSystem *psys, int mode);
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void DRW_particle_batch_cache_free(struct ParticleSystem *psys);
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void DRW_gpencil_batch_cache_dirty_tag(struct bGPdata *gpd);
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void DRW_gpencil_batch_cache_free(struct bGPdata *gpd);
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/* Garbage collection */
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void DRW_batch_cache_free_old(struct Object *ob, int ctime);
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void DRW_mesh_batch_cache_free_old(struct Mesh *me, int ctime);
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/* Curve */
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void DRW_curve_batch_cache_create_requested(struct Object *ob);
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struct GPUBatch *DRW_curve_batch_cache_get_wire_edge(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_normal_edge(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_edge_detection(struct Curve *cu, bool *r_is_manifold);
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struct GPUBatch *DRW_curve_batch_cache_get_edit_edges(struct Curve *cu);
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struct GPUBatch *DRW_curve_batch_cache_get_edit_verts(struct Curve *cu, bool handles);
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struct GPUBatch *DRW_curve_batch_cache_get_triangles_with_normals(struct Curve *cu);
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struct GPUBatch **DRW_curve_batch_cache_get_surface_shaded(struct Curve *cu,
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struct GPUMaterial **gpumat_array,
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uint gpumat_array_len);
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struct GPUBatch *DRW_curve_batch_cache_get_wireframes_face(struct Curve *cu);
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/* Metaball */
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struct GPUBatch *DRW_metaball_batch_cache_get_triangles_with_normals(struct Object *ob);
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struct GPUBatch **DRW_metaball_batch_cache_get_surface_shaded(struct Object *ob,
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struct MetaBall *mb,
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struct GPUMaterial **gpumat_array,
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uint gpumat_array_len);
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struct GPUBatch *DRW_metaball_batch_cache_get_wireframes_face(struct Object *ob);
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struct GPUBatch *DRW_metaball_batch_cache_get_edge_detection(struct Object *ob,
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bool *r_is_manifold);
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/* DispList */
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void DRW_displist_vertbuf_create_pos_and_nor(struct ListBase *lb, struct GPUVertBuf *vbo);
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void DRW_displist_vertbuf_create_wiredata(struct ListBase *lb, struct GPUVertBuf *vbo);
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void DRW_displist_vertbuf_create_loop_pos_and_nor_and_uv(struct ListBase *lb,
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struct GPUVertBuf *vbo_pos_nor,
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struct GPUVertBuf *vbo_uv);
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void DRW_displist_indexbuf_create_lines_in_order(struct ListBase *lb, struct GPUIndexBuf *ibo);
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void DRW_displist_indexbuf_create_triangles_in_order(struct ListBase *lb, struct GPUIndexBuf *ibo);
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void DRW_displist_indexbuf_create_triangles_loop_split_by_material(struct ListBase *lb,
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struct GPUIndexBuf **ibo_mat,
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uint mat_len);
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void DRW_displist_indexbuf_create_edges_adjacency_lines(struct ListBase *lb,
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struct GPUIndexBuf *ibo,
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bool *r_is_manifold);
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/* Lattice */
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struct GPUBatch *DRW_lattice_batch_cache_get_all_edges(struct Lattice *lt,
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bool use_weight,
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const int actdef);
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struct GPUBatch *DRW_lattice_batch_cache_get_all_verts(struct Lattice *lt);
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struct GPUBatch *DRW_lattice_batch_cache_get_edit_verts(struct Lattice *lt);
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/* Mesh */
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void DRW_mesh_batch_cache_create_requested(struct Object *ob,
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struct Mesh *me,
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const struct Scene *scene,
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const bool is_paint_mode,
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const bool use_hide);
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struct GPUBatch *DRW_mesh_batch_cache_get_all_verts(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_all_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_loose_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edge_detection(struct Mesh *me, bool *r_is_manifold);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_edges(struct Mesh *me);
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struct GPUBatch **DRW_mesh_batch_cache_get_surface_shaded(struct Mesh *me,
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struct GPUMaterial **gpumat_array,
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uint gpumat_array_len,
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char **auto_layer_names,
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int **auto_layer_is_srgb,
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int *auto_layer_count);
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struct GPUBatch **DRW_mesh_batch_cache_get_surface_texpaint(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_texpaint_single(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_vertpaint(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_surface_weights(struct Mesh *me);
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/* edit-mesh drawing */
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_triangles(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_vertices(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_vnors(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_lnors(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_facedots(struct Mesh *me);
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/* edit-mesh selection */
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struct GPUBatch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_facedots_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edges_with_select_id(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_verts_with_select_id(struct Mesh *me);
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/* Object mode Wireframe overlays */
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struct GPUBatch *DRW_mesh_batch_cache_get_wireframes_face(struct Mesh *me);
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/* edit-mesh UV editor */
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_strech_area(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces_strech_angle(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_faces(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_verts(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edituv_facedots(struct Mesh *me);
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/* For Image UV editor. */
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struct GPUBatch *DRW_mesh_batch_cache_get_uv_edges(struct Mesh *me);
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struct GPUBatch *DRW_mesh_batch_cache_get_edit_mesh_analysis(struct Mesh *me);
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/* Edit mesh bitflags (is this the right place?) */
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enum {
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VFLAG_VERT_ACTIVE = 1 << 0,
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VFLAG_VERT_SELECTED = 1 << 1,
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VFLAG_EDGE_ACTIVE = 1 << 2,
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VFLAG_EDGE_SELECTED = 1 << 3,
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VFLAG_EDGE_SEAM = 1 << 4,
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VFLAG_EDGE_SHARP = 1 << 5,
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VFLAG_EDGE_FREESTYLE = 1 << 6,
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/* Beware to not go over 1 << 7 (it's a byte flag)
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* (see gpu_shader_edit_mesh_overlay_geom.glsl) */
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};
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enum {
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VFLAG_FACE_ACTIVE = 1 << 0,
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VFLAG_FACE_SELECTED = 1 << 1,
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VFLAG_FACE_FREESTYLE = 1 << 2,
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VFLAG_VERT_UV_SELECT = 1 << 3,
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VFLAG_VERT_UV_PINNED = 1 << 4,
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VFLAG_EDGE_UV_SELECT = 1 << 5,
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VFLAG_FACE_UV_ACTIVE = 1 << 6,
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VFLAG_FACE_UV_SELECT = 1 << 7,
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/* Beware to not go over 1 << 7 (it's a byte flag)
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* (see gpu_shader_edit_mesh_overlay_geom.glsl) */
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};
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/* Particles */
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struct GPUBatch *DRW_particles_batch_cache_get_hair(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md);
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struct GPUBatch *DRW_particles_batch_cache_get_dots(struct Object *object,
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struct ParticleSystem *psys);
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struct GPUBatch *DRW_particles_batch_cache_get_edit_strands(struct Object *object,
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struct ParticleSystem *psys,
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struct PTCacheEdit *edit,
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bool use_weight);
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struct GPUBatch *DRW_particles_batch_cache_get_edit_inner_points(struct Object *object,
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struct ParticleSystem *psys,
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struct PTCacheEdit *edit);
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struct GPUBatch *DRW_particles_batch_cache_get_edit_tip_points(struct Object *object,
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struct ParticleSystem *psys,
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struct PTCacheEdit *edit);
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#endif /* __DRAW_CACHE_IMPL_H__ */
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