Integrate PBVH Into Draw Manager #98893

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opened 2022-06-14 19:17:51 +02:00 by Joseph Eagar · 5 comments
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Right now PBVH draw sends all color and UV attributes to the GPU. This is both inefficient and doesn't support other attribute types--however since the PBVH draw code lives inside the GPU module it has no access to the draw manager's attribute system. The solution is to move PBVH draw inside the draw manager.

Requirements:

  • There must be only one set of GPU buffers per object.
  • Only attributes needed for shading should be uploaded.

UV tangents?

Right now PBVH draw sends all color and UV attributes to the GPU. This is both inefficient and doesn't support other attribute types--however since the PBVH draw code lives inside the GPU module it has no access to the draw manager's attribute system. The solution is to move PBVH draw inside the draw manager. Requirements: - There must be only one set of GPU buffers per object. - Only attributes needed for shading should be uploaded. # UV tangents?
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Added subscriber: @JosephEagar

Added subscriber: @JosephEagar

Added subscriber: @TheRedWaxPolice

Added subscriber: @TheRedWaxPolice
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Added subscriber: @EAW

Added subscriber: @EAW

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Added subscriber: @GeorgiaPacific
Julien Kaspar added this to the Sculpt, Paint & Texture project 2023-02-08 10:20:48 +01:00
Philipp Oeser removed the
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Sculpt, Paint & Texture
label 2023-02-10 09:11:17 +01:00
Iliya Katushenock removed the
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Needs Triage
label 2023-08-24 17:38:03 +02:00
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This seems done basically.

This seems done basically.
Blender Bot added the
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Archived
label 2024-02-27 16:41:11 +01:00
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Reference: blender/blender#98893
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