DRW: Primitive Expansion #125782

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Clément Foucault merged 13 commits from fclem/blender:gpu-geometry-resources into main 2024-08-03 11:06:37 +02:00

This PR introduces the concept of primitive expansion draws.
This allows to create a drawcall that will generate N amount of new
primitive for an original primitive in a gpu::Batch. The intent is to
phase out the use of geometry shader for this purpose.

This adds a new Frequency::GEOMETRY only available for SSBOs.
The resources using this will be fed the current gpu::Batch VBOs
using name matching.

A dedicated slot is reserved for the index buffer, which has its own
internal lib to decode the index buffer content.

A new attribute lib is added to ease the loading of unaligned attribute.
This should be revisited and made obsolete once more refactor
lands.

It is similar to the Metal backend SSBO vertex fetch path but it is
defined on a different level. The main difference is that this PR is
backend independant and modify the draw module instead of the GPU
module. However, it doesn't cover all possible attribute conversion
cases. This will only be added if needed.

This system is less automatic than the Metal backend one and needs
more care to make sure the data matches what the shader expects.
The Metal system will be removed once all its usage have been
converted.

This PR only shows example usage for workbench shadows. Cleanup PRs
will follow this one.

Rel #105221

This PR introduces the concept of primitive expansion draws. This allows to create a drawcall that will generate N amount of new primitive for an original primitive in a `gpu::Batch`. The intent is to phase out the use of geometry shader for this purpose. This adds a new `Frequency::GEOMETRY` only available for SSBOs. The resources using this will be fed the current `gpu::Batch` VBOs using name matching. A dedicated slot is reserved for the index buffer, which has its own internal lib to decode the index buffer content. A new attribute lib is added to ease the loading of unaligned attribute. This should be revisited and made obsolete once more refactor lands. It is similar to the Metal backend SSBO vertex fetch path but it is defined on a different level. The main difference is that this PR is backend independant and modify the draw module instead of the GPU module. However, it doesn't cover all possible attribute conversion cases. This will only be added if needed. This system is less automatic than the Metal backend one and needs more care to make sure the data matches what the shader expects. The Metal system will be removed once all its usage have been converted. This PR only shows example usage for workbench shadows. Cleanup PRs will follow this one. Rel #105221
Clément Foucault added the
Module
Viewport & EEVEE
label 2024-08-01 19:02:44 +02:00
Clément Foucault added 9 commits 2024-08-01 19:02:52 +02:00
Clément Foucault changed title from DRW: Primitive Expansion to WIP: DRW: Primitive Expansion 2024-08-01 19:03:08 +02:00
Clément Foucault added 1 commit 2024-08-02 12:37:44 +02:00
Clément Foucault changed title from WIP: DRW: Primitive Expansion to DRW: Primitive Expansion 2024-08-02 13:15:05 +02:00
Clément Foucault added 1 commit 2024-08-02 18:28:17 +02:00
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Testing it I found out that OpenSubdiv still use a Position + Normal VBO. This adds much complexity to the implementation that should be removed at some point.

Testing the performance on wanderer demo file shows no regression. Needs more testing.

Testing it I found out that OpenSubdiv still use a Position + Normal VBO. This adds much complexity to the implementation that should be removed at some point. Testing the performance on wanderer demo file shows no regression. Needs more testing.
Clément Foucault added 1 commit 2024-08-02 18:47:47 +02:00
Add back metal SSBO vertex fetch path
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@blender-bot build

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Clément Foucault added 1 commit 2024-08-02 19:43:17 +02:00
Fix static assert
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@blender-bot build macos

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Clément Foucault merged commit d712f91881 into main 2024-08-03 11:06:37 +02:00
Clément Foucault deleted branch gpu-geometry-resources 2024-08-03 11:06:41 +02:00
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