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blender-archive/source/blender/gpu/GPU_index_buffer.h
Kévin Dietrich eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
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
2021-12-27 16:35:54 +01:00

132 lines
4.7 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 index buffer
*/
#pragma once
#include "GPU_primitive.h"
#ifdef __cplusplus
extern "C" {
#endif
/** Opaque type hiding blender::gpu::IndexBuf. */
typedef struct GPUIndexBuf GPUIndexBuf;
GPUIndexBuf *GPU_indexbuf_calloc(void);
typedef struct GPUIndexBufBuilder {
uint max_allowed_index;
uint max_index_len;
uint index_len;
uint index_min;
uint index_max;
GPUPrimType prim_type;
uint32_t *data;
} GPUIndexBufBuilder;
/* supports all primitive types. */
void GPU_indexbuf_init_ex(GPUIndexBufBuilder *, GPUPrimType, uint index_len, uint vertex_len);
/* supports only GPU_PRIM_POINTS, GPU_PRIM_LINES and GPU_PRIM_TRIS. */
void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len);
GPUIndexBuf *GPU_indexbuf_build_on_device(uint index_len);
void GPU_indexbuf_init_build_on_device(GPUIndexBuf *elem, uint index_len);
/*
* Thread safe.
*
* Function inspired by the reduction directives of multi-thread work API's.
*/
void GPU_indexbuf_join(GPUIndexBufBuilder *builder, const GPUIndexBufBuilder *builder_from);
void GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder *, uint v);
void GPU_indexbuf_add_primitive_restart(GPUIndexBufBuilder *);
void GPU_indexbuf_add_point_vert(GPUIndexBufBuilder *, uint v);
void GPU_indexbuf_add_line_verts(GPUIndexBufBuilder *, uint v1, uint v2);
void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3);
void GPU_indexbuf_add_line_adj_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3, uint v4);
void GPU_indexbuf_set_point_vert(GPUIndexBufBuilder *builder, uint elem, uint v1);
void GPU_indexbuf_set_line_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2);
void GPU_indexbuf_set_tri_verts(GPUIndexBufBuilder *builder, uint elem, uint v1, uint v2, uint v3);
/* Skip primitive rendering at the given index. */
void GPU_indexbuf_set_point_restart(GPUIndexBufBuilder *builder, uint elem);
void GPU_indexbuf_set_line_restart(GPUIndexBufBuilder *builder, uint elem);
void GPU_indexbuf_set_tri_restart(GPUIndexBufBuilder *builder, uint elem);
GPUIndexBuf *GPU_indexbuf_build(GPUIndexBufBuilder *);
void GPU_indexbuf_build_in_place(GPUIndexBufBuilder *, GPUIndexBuf *);
void GPU_indexbuf_bind_as_ssbo(GPUIndexBuf *elem, int binding);
/* Upload data to the GPU (if not built on the device) and bind the buffer to its default target.
*/
void GPU_indexbuf_use(GPUIndexBuf *elem);
/* Partially update the GPUIndexBuf which was already sent to the device, or built directly on the
* device. The data needs to be compatible with potential compression applied to the original
* indices when the index buffer was built, i.e., if the data was compressed to use shorts instead
* of ints, shorts should passed here. */
void GPU_indexbuf_update_sub(GPUIndexBuf *elem, uint start, uint len, const void *data);
/* Create a sub-range of an existing index-buffer. */
GPUIndexBuf *GPU_indexbuf_create_subrange(GPUIndexBuf *elem_src, uint start, uint length);
void GPU_indexbuf_create_subrange_in_place(GPUIndexBuf *elem,
GPUIndexBuf *elem_src,
uint start,
uint length);
/**
* (Download and) return a pointer containing the data of an index buffer.
*
* Note that the returned pointer is still owned by the driver. To get an
* local copy, use `GPU_indexbuf_unmap` after calling `GPU_indexbuf_read`.
*/
const uint32_t *GPU_indexbuf_read(GPUIndexBuf *elem);
uint32_t *GPU_indexbuf_unmap(const GPUIndexBuf *elem, const uint32_t *mapped_buffer);
void GPU_indexbuf_discard(GPUIndexBuf *elem);
bool GPU_indexbuf_is_init(GPUIndexBuf *elem);
int GPU_indexbuf_primitive_len(GPUPrimType prim_type);
/* Macros */
#define GPU_INDEXBUF_DISCARD_SAFE(elem) \
do { \
if (elem != NULL) { \
GPU_indexbuf_discard(elem); \
elem = NULL; \
} \
} while (0)
#ifdef __cplusplus
}
#endif