DRW: Primitive Expansion #125782
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Reference: blender/blender#125782
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Delete Branch "fclem/blender:gpu-geometry-resources"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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 tophase 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
VBOsusing 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
DRW: Primitive Expansionto WIP: DRW: Primitive ExpansionWIP: DRW: Primitive Expansionto DRW: Primitive ExpansionTesting 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.
@blender-bot build
@blender-bot build macos