Overlay Next: Refactor #107734

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Miguel Pozo merged 39 commits from pragma37/blender:pull-overlay-next-refactor into main 2023-05-23 15:00:46 +02:00
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Refactor of #107045, replacing templates with construction time booleans.

Additionally:

  • Use the overlay_next prefix for files.
  • Splits the cold code paths into header/implementation files.
  • Replaces the RAII wrappers for GPUShader and GPUBatch with unique_ptr.
Refactor of #107045, replacing templates with construction time booleans. Additionally: - Use the `overlay_next` prefix for files. - Splits the cold code paths into header/implementation files. - Replaces the RAII wrappers for `GPUShader` and `GPUBatch` with `unique_ptr`.
Miguel Pozo added the
Module
Viewport & EEVEE
label 2023-05-08 12:47:41 +02:00
Miguel Pozo added 35 commits 2023-05-08 12:47:56 +02:00
This adds the possibility to use the C++ API for other GPUTexture.
# Conflicts:
#	release/scripts/startup/bl_ui/space_userpref.py
#	source/blender/makesdna/DNA_userdef_types.h
#	source/blender/makesrna/intern/rna_userdef.c
Also added a shape cache and move the color selection to `Resources`.
# Conflicts:
#	source/blender/makesdna/DNA_userdef_types.h
This makes it possible to reuse the overlay engine code for selection
purpose, but without any overhead for the viewport drawing.

The separation is made clear by having a dummy selection implementation for
viewport drawing and an object implementation for object selection.
Other impementation might come later (like for depth picking).
The depth prepass is supposed to replace the Basic engine:
- Draw object depth when the engine doesn't give correct depth buffer
- Used for object selection
This allows cleaner declarations of shaders as well as allowing easier
swapping of the whole shader module for selection & clipping.

This also allow to easier toggle between the old overlay engine and
overlay-next as they don't share the same shaders anymore.
This leverage imageLoad/Store operations to remove the use of cumbersome
visibility queries.

Patching shaders should only require 4 lines of code (2 for includes, 2 for
the id passthrough).
This allow compatibility with the old system.
# Conflicts:
#	source/blender/draw/engines/select/select_engine.c
#	source/blender/draw/engines/select/shaders/infos/select_id_info.hh
Miguel Pozo added this to the Viewport & EEVEE project 2023-05-08 12:48:24 +02:00
Miguel Pozo requested review from Jeroen Bakker 2023-05-08 12:48:38 +02:00
Miguel Pozo requested review from Clément Foucault 2023-05-08 12:48:48 +02:00
Miguel Pozo added 1 commit 2023-05-08 17:03:40 +02:00
Revert a 5% performance decrease caused by the hh/cc split.
Clément Foucault requested changes 2023-05-15 17:43:36 +02:00
Clément Foucault left a comment
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There is still quite a lot of TODOs in the code. Some are rather low hanging fruits that would improve code quality (like in overlay_next_instance.cc).

But the core of the code is good to go.

Will test it on Metal too.

There is still quite a lot of TODOs in the code. Some are rather low hanging fruits that would improve code quality (like in overlay_next_instance.cc). But the core of the code is good to go. Will test it on Metal too.
@ -0,0 +29,4 @@
background_type = BG_SOLID;
color_override[3] = 1.0f;
}
/*

Why is this commented?

Why is this commented?
Author
Member

I think it's because the space type is not stored anywhere yet.
You probably just forgot to add the TODO.

Just for reference, I haven't looked into most of the code yet.
This is 99% your patch, just without the templates (so you could provide feedback) and some minimal changes.

I think it's because the space type is not stored anywhere yet. You probably just forgot to add the TODO. Just for reference, I haven't looked into most of the code yet. This is 99% your patch, just without the templates (so you could provide feedback) and some minimal changes.
fclem marked this conversation as resolved
@ -0,0 +1,267 @@
/* SPDX-License-Identifier: GPL-2.0-or-later

What is the reasonning on combining all the headers inside this one? The goal of split headers is also to ease code searchability / readability.

What is the reasonning on combining all the headers inside this one? The goal of split headers is also to ease code searchability / readability.
Author
Member

Initially, when I moved the implementations to their on cc files I moved all declarations to the same header (Workbench Next style).
I personally find it more readable to have all the declarations together, especially if you're looking at the code for the first time.

Then when we moved almost everything back to headers only the shared classes stayed in the private header.

Initially, when I moved the implementations to their on cc files I moved all declarations to the same header (Workbench Next style). I personally find it more readable to have all the declarations together, especially if you're looking at the code for the first time. Then when we moved almost everything back to headers only the shared classes stayed in the private header.
@ -0,0 +24,4 @@
namespace blender::draw::select {
enum class eSelectionType { DISABLED = 0, ENABLED = 1 };

remove e prefix

remove `e` prefix
Author
Member

What's the rule here?
All the enums (at least most of them?) in the code base have the e prefix.

What's the rule here? All the enums (at least most of them?) in the code base have the `e` prefix.

There was a decision (or discussion, I cannot find it at the moment) not so long ago to not use that prefix as it isn't clear and enums are usually called Types or something else that indicates they are enums.

This hasn't been applied to the whole codebase that's why most of them remains.

There was a decision (or discussion, I cannot find it at the moment) not so long ago to not use that prefix as it isn't clear and enums are usually called `Types` or something else that indicates they are enums. This hasn't been applied to the whole codebase that's why most of them remains.
Author
Member

Ok, good to know!

Ok, good to know!
pragma37 marked this conversation as resolved
Clément Foucault reviewed 2023-05-15 18:33:47 +02:00
@ -0,0 +22,4 @@
state.depsgraph = ctx->depsgraph;
state.view_layer = ctx->view_layer;
state.scene = ctx->scene;
state.v3d = ctx->v3d;

The overlay instance can be called for 2D views. This is something that we might want to revisit at some point but that would not be a huge refactor to do. So I would just suggest to check for state.v3d != nullptr and state.rv3d != nullptr for anything that need to access them.

The overlay instance can be called for 2D views. This is something that we might want to revisit at some point but that would not be a huge refactor to do. So I would just suggest to check for `state.v3d != nullptr` and `state.rv3d != nullptr` for anything that need to access them.
pragma37 marked this conversation as resolved
Miguel Pozo added 1 commit 2023-05-17 13:36:33 +02:00
Miguel Pozo added 2 commits 2023-05-17 16:23:50 +02:00
Clément Foucault approved these changes 2023-05-22 10:41:31 +02:00
Miguel Pozo merged commit 9ae2dd577a into main 2023-05-23 15:00:46 +02:00
Miguel Pozo deleted branch pull-overlay-next-refactor 2023-05-23 15:00:47 +02:00
Howard Trickey referenced this issue from a commit 2023-05-29 02:51:37 +02:00
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Reference: blender/blender#107734
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