This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
238 lines
8.1 KiB
C++
238 lines
8.1 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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#pragma once
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#include "BLI_sys_types.h" /* for bool */
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#include "DNA_object_enums.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ARegion;
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struct DRWData;
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struct DRWInstanceDataList;
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struct Depsgraph;
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struct DrawEngineType;
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struct GHash;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ID;
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struct Main;
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struct Object;
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struct Render;
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struct RenderEngine;
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struct RenderEngineType;
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struct Scene;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct rcti;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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typedef struct DRWUpdateContext {
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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struct ARegion *region;
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struct View3D *v3d;
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struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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typedef enum eDRWSelectStage {
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DRW_SELECT_PASS_PRE = 1,
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DRW_SELECT_PASS_POST,
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} eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
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/**
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* Everything starts here.
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* This function takes care of calling all cache and rendering functions
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* for each relevant engine / mode engine.
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*/
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void DRW_draw_view(const struct bContext *C);
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/**
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* Draw render engine info.
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*/
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void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
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/**
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* Used for both regular and off-screen drawing.
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* Need to reset DST before calling this function
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*/
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void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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/**
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* \param viewport: can be NULL, in this case we create one.
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*/
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void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *region,
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struct View3D *v3d,
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const bool is_image_render,
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const bool draw_background,
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const bool do_color_management,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct GPUViewport *viewport,
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const struct bContext *evil_C);
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/**
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* object mode select-loop, see: #ED_view3d_draw_select_loop (legacy drawing).
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*/
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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bool use_obedit_skip,
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bool draw_surface,
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bool use_nearest,
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const bool do_material_sub_selection,
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const struct rcti *rect,
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DRW_SelectPassFn select_pass_fn,
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void *select_pass_user_data,
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DRW_ObjectFilterFn object_filter_fn,
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void *object_filter_user_data);
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/**
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* object mode select-loop, see: #ED_view3d_draw_depth_loop (legacy drawing).
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*/
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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/**
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* Converted from #ED_view3d_draw_depth_gpencil (legacy drawing).
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*/
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void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport);
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/**
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* Clears the Depth Buffer and draws only the specified object.
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*/
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void DRW_draw_depth_object(struct Scene *scene,
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struct ARegion *region,
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struct View3D *v3d,
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struct GPUViewport *viewport,
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struct Object *object);
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void DRW_draw_select_id(struct Depsgraph *depsgraph,
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struct ARegion *region,
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struct View3D *v3d,
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const struct rcti *rect);
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/* Grease pencil render. */
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/**
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* Helper to check if exit object type to render.
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*/
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bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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/**
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* This is here because #GPUViewport needs it.
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*/
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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void DRW_uniform_attrs_pool_free(struct GHash *table);
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void DRW_render_context_enable(struct Render *render);
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void DRW_render_context_disable(struct Render *render);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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#ifdef WITH_XR_OPENXR
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/* XXX see comment on DRW_xr_opengl_context_get() */
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void *DRW_xr_opengl_context_get(void);
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void *DRW_xr_gpu_context_get(void);
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void DRW_xr_drawing_begin(void);
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void DRW_xr_drawing_end(void);
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#endif
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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void DRW_cache_free_old_subdiv(void);
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/* For the OpenGL evaluators and garbage collected subdivision data. */
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void DRW_subdiv_free(void);
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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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/**
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* Needs to be called AFTER #DRW_opengl_render_context_enable().
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*/
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void DRW_gpu_render_context_enable(void *re_gpu_context);
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/**
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* Needs to be called BEFORE #DRW_opengl_render_context_disable().
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*/
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void DRW_gpu_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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/**
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* Get DrawData from the given ID-block. In order for this to work, we assume that
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* the DrawData pointer is stored in the struct in the same fashion as in #IdDdtTemplate.
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*/
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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struct DRWData *DRW_viewport_data_create(void);
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void DRW_viewport_data_free(struct DRWData *drw_data);
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bool DRW_opengl_context_release(void);
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void DRW_opengl_context_activate(bool drw_state);
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/**
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* We may want to move this into a more general location.
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* \note This doesn't require the draw context to be in use.
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*/
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void DRW_draw_cursor_2d_ex(const struct ARegion *region, const float cursor[2]);
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#ifdef __cplusplus
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}
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#endif
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