This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/intern/gpu_element.c
Clément Foucault 9c010c44f4 Mesh Batch Cache: Refactor + Multithread
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
2019-08-14 19:05:26 +02:00

391 lines
11 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.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU element list (AKA index buffer)
*/
#include "MEM_guardedalloc.h"
#include "GPU_element.h"
#include "gpu_context_private.h"
#include <stdlib.h>
#define KEEP_SINGLE_COPY 1
#define RESTART_INDEX 0xFFFFFFFF
static GLenum convert_index_type_to_gl(GPUIndexBufType type)
{
static const GLenum table[] = {
[GPU_INDEX_U16] = GL_UNSIGNED_SHORT,
[GPU_INDEX_U32] = GL_UNSIGNED_INT,
};
return table[type];
}
uint GPU_indexbuf_size_get(const GPUIndexBuf *elem)
{
#if GPU_TRACK_INDEX_RANGE
static const uint table[] = {
[GPU_INDEX_U16] = sizeof(GLushort),
[GPU_INDEX_U32] = sizeof(GLuint),
};
return elem->index_len * table[elem->index_type];
#else
return elem->index_len * sizeof(GLuint);
#endif
}
int GPU_indexbuf_primitive_len(GPUPrimType prim_type)
{
switch (prim_type) {
case GPU_PRIM_POINTS:
return 1;
case GPU_PRIM_LINES:
return 2;
case GPU_PRIM_TRIS:
return 3;
case GPU_PRIM_LINES_ADJ:
return 4;
default:
break;
}
#if TRUST_NO_ONE
assert(false);
#endif
return -1;
}
void GPU_indexbuf_init_ex(GPUIndexBufBuilder *builder,
GPUPrimType prim_type,
uint index_len,
uint vertex_len)
{
builder->max_allowed_index = vertex_len - 1;
builder->max_index_len = index_len;
builder->index_len = 0; // start empty
builder->prim_type = prim_type;
builder->data = MEM_callocN(builder->max_index_len * sizeof(uint), "GPUIndexBuf data");
}
void GPU_indexbuf_init(GPUIndexBufBuilder *builder,
GPUPrimType prim_type,
uint prim_len,
uint vertex_len)
{
int verts_per_prim = GPU_indexbuf_primitive_len(prim_type);
#if TRUST_NO_ONE
assert(verts_per_prim != -1);
#endif
GPU_indexbuf_init_ex(builder, prim_type, prim_len * (uint)verts_per_prim, vertex_len);
}
void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *builder, uint v)
{
#if TRUST_NO_ONE
assert(builder->data != NULL);
assert(builder->index_len < builder->max_index_len);
assert(v <= builder->max_allowed_index);
#endif
builder->data[builder->index_len++] = v;
}
void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *builder)
{
#if TRUST_NO_ONE
assert(builder->data != NULL);
assert(builder->index_len < builder->max_index_len);
#endif
builder->data[builder->index_len++] = RESTART_INDEX;
}
void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *builder, uint v)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_POINTS);
#endif
GPU_indexbuf_add_generic_vert(builder, v);
}
void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *builder, uint v1, uint v2)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_LINES);
assert(v1 != v2);
#endif
GPU_indexbuf_add_generic_vert(builder, v1);
GPU_indexbuf_add_generic_vert(builder, v2);
}
void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_TRIS);
assert(v1 != v2 && v2 != v3 && v3 != v1);
#endif
GPU_indexbuf_add_generic_vert(builder, v1);
GPU_indexbuf_add_generic_vert(builder, v2);
GPU_indexbuf_add_generic_vert(builder, v3);
}
void GPU_indexbuf_add_line_adj_verts(
GPUIndexBufBuilder *builder, uint v1, uint v2, uint v3, uint v4)
{
#if TRUST_NO_ONE
assert(builder->prim_type == GPU_PRIM_LINES_ADJ);
assert(v2 != v3); /* only the line need diff indices */
#endif
GPU_indexbuf_add_generic_vert(builder, v1);
GPU_indexbuf_add_generic_vert(builder, v2);
GPU_indexbuf_add_generic_vert(builder, v3);
GPU_indexbuf_add_generic_vert(builder, v4);
}
void GPU_indexbuf_set_point_vert(GPUIndexBufBuilder *builder, uint elem, uint v1)
{
BLI_assert(builder->prim_type == GPU_PRIM_POINTS);
BLI_assert(elem < builder->max_index_len);
builder->data[elem++] = v1;
if (builder->index_len < elem) {
builder->index_len = elem;
}
}
void GPU_indexbuf_set_line_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2)
{
BLI_assert(builder->prim_type == GPU_PRIM_LINES);
BLI_assert(v1 != v2);
BLI_assert(v1 <= builder->max_allowed_index);
BLI_assert(v2 <= builder->max_allowed_index);
BLI_assert((elem + 1) * 2 <= builder->max_index_len);
uint idx = elem * 2;
builder->data[idx++] = v1;
builder->data[idx++] = v2;
if (builder->index_len < idx) {
builder->index_len = idx;
}
}
void GPU_indexbuf_set_tri_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2, uint v3)
{
BLI_assert(builder->prim_type == GPU_PRIM_TRIS);
BLI_assert(v1 != v2 && v2 != v3 && v3 != v1);
BLI_assert(v1 <= builder->max_allowed_index);
BLI_assert(v2 <= builder->max_allowed_index);
BLI_assert(v3 <= builder->max_allowed_index);
BLI_assert((elem + 1) * 3 <= builder->max_index_len);
uint idx = elem * 3;
builder->data[idx++] = v1;
builder->data[idx++] = v2;
builder->data[idx++] = v3;
if (builder->index_len < idx) {
builder->index_len = idx;
}
}
void GPU_indexbuf_set_point_restart(GPUIndexBufBuilder *builder, uint elem)
{
BLI_assert(builder->prim_type == GPU_PRIM_POINTS);
BLI_assert(elem < builder->max_index_len);
builder->data[elem++] = RESTART_INDEX;
if (builder->index_len < elem) {
builder->index_len = elem;
}
}
void GPU_indexbuf_set_line_restart(GPUIndexBufBuilder *builder, uint elem)
{
BLI_assert(builder->prim_type == GPU_PRIM_LINES);
BLI_assert((elem + 1) * 2 <= builder->max_index_len);
uint idx = elem * 2;
builder->data[idx++] = RESTART_INDEX;
builder->data[idx++] = RESTART_INDEX;
if (builder->index_len < idx) {
builder->index_len = idx;
}
}
void GPU_indexbuf_set_tri_restart(GPUIndexBufBuilder *builder, uint elem)
{
BLI_assert(builder->prim_type == GPU_PRIM_TRIS);
BLI_assert((elem + 1) * 3 <= builder->max_index_len);
uint idx = elem * 3;
builder->data[idx++] = RESTART_INDEX;
builder->data[idx++] = RESTART_INDEX;
builder->data[idx++] = RESTART_INDEX;
if (builder->index_len < idx) {
builder->index_len = idx;
}
}
GPUIndexBuf *GPU_indexbuf_create_subrange(GPUIndexBuf *elem_src, uint start, uint length)
{
GPUIndexBuf *elem = MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf");
BLI_assert(elem_src && !elem_src->is_subrange);
BLI_assert(start + length <= elem_src->index_len);
#if GPU_TRACK_INDEX_RANGE
elem->index_type = elem_src->index_type;
elem->gl_index_type = elem_src->gl_index_type;
elem->base_index = elem_src->base_index;
#endif
elem->is_subrange = true;
elem->src = elem_src;
elem->index_start = start;
elem->index_len = length;
return elem;
}
#if GPU_TRACK_INDEX_RANGE
/* Everything remains 32 bit while building to keep things simple.
* Find min/max after, then convert to smallest index type possible. */
static uint index_range(const uint values[], uint value_len, uint *min_out, uint *max_out)
{
if (value_len == 0) {
*min_out = 0;
*max_out = 0;
return 0;
}
uint min_value = values[0];
uint max_value = values[0];
for (uint i = 1; i < value_len; ++i) {
const uint value = values[i];
if (value == RESTART_INDEX) {
continue;
}
else if (value < min_value) {
min_value = value;
}
else if (value > max_value) {
max_value = value;
}
}
*min_out = min_value;
*max_out = max_value;
return max_value - min_value;
}
static void squeeze_indices_short(GPUIndexBufBuilder *builder,
GPUIndexBuf *elem,
uint min_index,
uint max_index)
{
const uint *values = builder->data;
const uint index_len = elem->index_len;
/* data will never be *larger* than builder->data...
* converting in place to avoid extra allocation */
GLushort *data = (GLushort *)builder->data;
if (max_index >= 0xFFFF) {
elem->base_index = min_index;
for (uint i = 0; i < index_len; ++i) {
data[i] = (values[i] == RESTART_INDEX) ? 0xFFFF : (GLushort)(values[i] - min_index);
}
}
else {
elem->base_index = 0;
for (uint i = 0; i < index_len; ++i) {
data[i] = (GLushort)(values[i]);
}
}
}
#endif /* GPU_TRACK_INDEX_RANGE */
GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *builder)
{
GPUIndexBuf *elem = MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf");
GPU_indexbuf_build_in_place(builder, elem);
return elem;
}
void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *builder, GPUIndexBuf *elem)
{
#if TRUST_NO_ONE
assert(builder->data != NULL);
#endif
elem->index_len = builder->index_len;
elem->ibo_id = 0; /* Created at first use. */
#if GPU_TRACK_INDEX_RANGE
uint min_index, max_index;
uint range = index_range(builder->data, builder->index_len, &min_index, &max_index);
/* count the primitive restart index. */
range += 1;
if (range <= 0xFFFF) {
elem->index_type = GPU_INDEX_U16;
squeeze_indices_short(builder, elem, min_index, max_index);
}
else {
elem->index_type = GPU_INDEX_U32;
elem->base_index = 0;
}
elem->gl_index_type = convert_index_type_to_gl(elem->index_type);
#endif
/* Transfer data ownership to GPUIndexBuf.
* It will be uploaded upon first use. */
elem->data = builder->data;
builder->data = NULL;
/* other fields are safe to leave */
}
static void indexbuf_upload_data(GPUIndexBuf *elem)
{
/* send data to GPU */
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GPU_indexbuf_size_get(elem), elem->data, GL_STATIC_DRAW);
/* No need to keep copy of data in system memory. */
MEM_freeN(elem->data);
elem->data = NULL;
}
void GPU_indexbuf_use(GPUIndexBuf *elem)
{
if (elem->is_subrange) {
GPU_indexbuf_use(elem->src);
return;
}
if (elem->ibo_id == 0) {
elem->ibo_id = GPU_buf_alloc();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem->ibo_id);
if (elem->data != NULL) {
indexbuf_upload_data(elem);
}
}
void GPU_indexbuf_discard(GPUIndexBuf *elem)
{
if (elem->ibo_id) {
GPU_buf_free(elem->ibo_id);
}
if (!elem->is_subrange && elem->data) {
MEM_freeN(elem->data);
}
MEM_freeN(elem);
}