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authorClément Foucault <foucault.clem@gmail.com>2022-09-27 01:00:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-27 01:00:28 +0300
commitcd1caa5853e4a4e87a13029b49976c61c780a697 (patch)
tree6dc9f826abc32bf35177b7bf8c1dbdc5e9e59457
parent66a863e30197990e20a1e9a45923af6331935b21 (diff)
GPU: Revert part of D16017 that was accidentally commited
This code slipped through the final review step surely caused by a faulty merge. Fixes T101372 Regression: World shader setup crashes Blender in rendered view Regression introduced by rB697b447c2069bbbbaa9929aab0ea1f66ef8bf4d0
-rw-r--r--source/blender/draw/DRW_engine.h1
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.cc2
-rw-r--r--source/blender/draw/intern/DRW_render.h1
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c190
-rw-r--r--source/blender/gpu/GPU_material.h8
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc104
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h4
-rw-r--r--source/blender/gpu/intern/gpu_material.c215
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c19
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.h14
10 files changed, 61 insertions, 497 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 04e3bddfb6c..dec7a22aadb 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -201,7 +201,6 @@ void DRW_gpu_render_context_enable(void *re_gpu_context);
void DRW_gpu_render_context_disable(void *re_gpu_context);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
-void DRW_deferred_shader_optimize_remove(struct GPUMaterial *mat);
/**
* Get DrawData from the given ID-block. In order for this to work, we assume that
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc
index 05ff06e7435..64b1d4891a9 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc
@@ -471,8 +471,6 @@ GPUMaterial *ShaderModule::material_shader_get(const char *name,
this);
GPU_material_status_set(gpumat, GPU_MAT_QUEUED);
GPU_material_compile(gpumat);
- /* Queue deferred material optimization. */
- DRW_shader_queue_optimize_material(gpumat);
return gpumat;
}
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 4bdef577e44..7b80ffd2b88 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -251,7 +251,6 @@ struct GPUMaterial *DRW_shader_from_material(struct Material *ma,
bool deferred,
GPUCodegenCallbackFn callback,
void *thunk);
-void DRW_shader_queue_optimize_material(struct GPUMaterial *mat);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) \
do { \
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index f452cd47cb7..04a9f3fdd2d 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -55,9 +55,6 @@ typedef struct DRWShaderCompiler {
ListBase queue; /* GPUMaterial */
SpinLock list_lock;
- /** Optimization queue. */
- ListBase optimize_queue; /* GPUMaterial */
-
void *gl_context;
GPUContext *gpu_context;
bool own_context;
@@ -113,29 +110,8 @@ static void drw_deferred_shader_compilation_exec(
MEM_freeN(link);
}
else {
- /* Check for Material Optimization job once there are no more
- * shaders to compile. */
- BLI_spin_lock(&comp->list_lock);
- /* Pop tail because it will be less likely to lock the main thread
- * if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
- link = (LinkData *)BLI_poptail(&comp->optimize_queue);
- GPUMaterial *optimize_mat = link ? (GPUMaterial *)link->data : NULL;
- if (optimize_mat) {
- /* Avoid another thread freeing the material during optimization. */
- GPU_material_acquire(optimize_mat);
- }
- BLI_spin_unlock(&comp->list_lock);
-
- if (optimize_mat) {
- /* Compile optimized material shader. */
- GPU_material_optimize(optimize_mat);
- GPU_material_release(optimize_mat);
- MEM_freeN(link);
- }
- else {
- /* No more materials to optimize, or shaders to compile. */
- break;
- }
+ /* No more materials to optimize, or shaders to compile. */
+ break;
}
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_ANY, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) {
@@ -157,7 +133,6 @@ static void drw_deferred_shader_compilation_free(void *custom_data)
BLI_spin_lock(&comp->list_lock);
BLI_freelistN(&comp->queue);
- BLI_freelistN(&comp->optimize_queue);
BLI_spin_unlock(&comp->list_lock);
if (comp->own_context) {
@@ -173,13 +148,34 @@ static void drw_deferred_shader_compilation_free(void *custom_data)
MEM_freeN(comp);
}
-/**
- * Append either shader compilation or optimization job to deferred queue and
- * ensure shader compilation worker is active.
- * We keep two separate queue's to ensure core compilations always complete before optimization.
- */
-static void drw_deferred_queue_append(GPUMaterial *mat, bool is_optimization_job)
+static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
{
+ if (ELEM(GPU_material_status(mat), GPU_MAT_SUCCESS, GPU_MAT_FAILED)) {
+ return;
+ }
+ /* Do not defer the compilation if we are rendering for image.
+ * deferred rendering is only possible when `evil_C` is available */
+ if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION) {
+ deferred = false;
+ }
+
+ if (!deferred) {
+ DRW_deferred_shader_remove(mat);
+ /* Shaders could already be compiling. Have to wait for compilation to finish. */
+ while (GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ PIL_sleep_ms(20);
+ }
+ if (GPU_material_status(mat) == GPU_MAT_CREATED) {
+ GPU_material_compile(mat);
+ }
+ return;
+ }
+
+ /* Don't add material to the queue twice. */
+ if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ return;
+ }
+
const bool use_main_context = GPU_use_main_context_workaround();
const bool job_own_context = !use_main_context;
@@ -200,7 +196,6 @@ static void drw_deferred_queue_append(GPUMaterial *mat, bool is_optimization_job
if (old_comp) {
BLI_spin_lock(&old_comp->list_lock);
BLI_movelisttolist(&comp->queue, &old_comp->queue);
- BLI_movelisttolist(&comp->optimize_queue, &old_comp->optimize_queue);
BLI_spin_unlock(&old_comp->list_lock);
/* Do not recreate context, just pass ownership. */
if (old_comp->gl_context) {
@@ -211,18 +206,9 @@ static void drw_deferred_queue_append(GPUMaterial *mat, bool is_optimization_job
}
}
- /* Add to either compilation or optimization queue. */
- if (is_optimization_job) {
- BLI_assert(GPU_material_optimization_status(mat) != GPU_MAT_OPTIMIZATION_QUEUED);
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_QUEUED);
- LinkData *node = BLI_genericNodeN(mat);
- BLI_addtail(&comp->optimize_queue, node);
- }
- else {
- GPU_material_status_set(mat, GPU_MAT_QUEUED);
- LinkData *node = BLI_genericNodeN(mat);
- BLI_addtail(&comp->queue, node);
- }
+ GPU_material_status_set(mat, GPU_MAT_QUEUED);
+ LinkData *node = BLI_genericNodeN(mat);
+ BLI_addtail(&comp->queue, node);
/* Create only one context. */
if (comp->gl_context == NULL) {
@@ -251,39 +237,6 @@ static void drw_deferred_queue_append(GPUMaterial *mat, bool is_optimization_job
WM_jobs_start(wm, wm_job);
}
-static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
-{
- if (ELEM(GPU_material_status(mat), GPU_MAT_SUCCESS, GPU_MAT_FAILED)) {
- return;
- }
-
- /* Do not defer the compilation if we are rendering for image.
- * deferred rendering is only possible when `evil_C` is available */
- if (DST.draw_ctx.evil_C == NULL || DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION) {
- deferred = false;
- }
-
- if (!deferred) {
- DRW_deferred_shader_remove(mat);
- /* Shaders could already be compiling. Have to wait for compilation to finish. */
- while (GPU_material_status(mat) == GPU_MAT_QUEUED) {
- PIL_sleep_ms(20);
- }
- if (GPU_material_status(mat) == GPU_MAT_CREATED) {
- GPU_material_compile(mat);
- }
- return;
- }
-
- /* Don't add material to the queue twice. */
- if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
- return;
- }
-
- /* Add deferred shader compilation to queue. */
- drw_deferred_queue_append(mat, false);
-}
-
void DRW_deferred_shader_remove(GPUMaterial *mat)
{
LISTBASE_FOREACH (wmWindowManager *, wm, &G_MAIN->wm) {
@@ -299,42 +252,9 @@ void DRW_deferred_shader_remove(GPUMaterial *mat)
BLI_remlink(&comp->queue, link);
GPU_material_status_set(link->data, GPU_MAT_CREATED);
}
-
- MEM_SAFE_FREE(link);
-
- /* Search for optimization job in queue. */
- LinkData *opti_link = (LinkData *)BLI_findptr(
- &comp->optimize_queue, mat, offsetof(LinkData, data));
- if (opti_link) {
- BLI_remlink(&comp->optimize_queue, opti_link);
- GPU_material_optimization_status_set(opti_link->data, GPU_MAT_OPTIMIZATION_READY);
- }
BLI_spin_unlock(&comp->list_lock);
- MEM_SAFE_FREE(opti_link);
- }
- }
- }
-}
-
-void DRW_deferred_shader_optimize_remove(GPUMaterial *mat)
-{
- LISTBASE_FOREACH (wmWindowManager *, wm, &G_MAIN->wm) {
- LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
- DRWShaderCompiler *comp = (DRWShaderCompiler *)WM_jobs_customdata_from_type(
- wm, wm, WM_JOB_TYPE_SHADER_COMPILATION);
- if (comp != NULL) {
- BLI_spin_lock(&comp->list_lock);
- /* Search for optimization job in queue. */
- LinkData *opti_link = (LinkData *)BLI_findptr(
- &comp->optimize_queue, mat, offsetof(LinkData, data));
- if (opti_link) {
- BLI_remlink(&comp->optimize_queue, opti_link);
- GPU_material_optimization_status_set(opti_link->data, GPU_MAT_OPTIMIZATION_READY);
- }
- BLI_spin_unlock(&comp->list_lock);
-
- MEM_SAFE_FREE(opti_link);
+ MEM_SAFE_FREE(link);
}
}
}
@@ -468,7 +388,6 @@ GPUMaterial *DRW_shader_from_world(World *wo,
}
drw_deferred_shader_add(mat, deferred);
- DRW_shader_queue_optimize_material(mat);
return mat;
}
@@ -498,52 +417,9 @@ GPUMaterial *DRW_shader_from_material(Material *ma,
}
drw_deferred_shader_add(mat, deferred);
- DRW_shader_queue_optimize_material(mat);
return mat;
}
-void DRW_shader_queue_optimize_material(GPUMaterial *mat)
-{
- /* Do not perform deferred optimization if performing render.
- * De-queue any queued optimization jobs. */
- if (DRW_state_is_image_render()) {
- if (GPU_material_optimization_status(mat) == GPU_MAT_OPTIMIZATION_QUEUED) {
- /* Remove from pending optimization job queue. */
- DRW_deferred_shader_optimize_remove(mat);
- /* If optimization job had already started, wait for it to complete. */
- while (GPU_material_optimization_status(mat) == GPU_MAT_OPTIMIZATION_QUEUED) {
- PIL_sleep_ms(20);
- }
- }
- return;
- }
-
- /* We do not need to perform optimization on the material if it is already compiled or in the
- * optimization queue. If optimization is not required, the status will be flagged as
- * `GPU_MAT_OPTIMIZATION_SKIP`.
- * We can also skip cases which have already been queued up. */
- if (ELEM(GPU_material_optimization_status(mat),
- GPU_MAT_OPTIMIZATION_SKIP,
- GPU_MAT_OPTIMIZATION_SUCCESS,
- GPU_MAT_OPTIMIZATION_QUEUED)) {
- return;
- }
-
- /* Only queue optimization once the original shader has been successfully compiled. */
- if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
- return;
- }
-
- /* Defer optimization until sufficient time has passed beyond creation. This avoids excessive
- * recompilation for shaders which are being actively modified. */
- if (!GPU_material_optimization_ready(mat)) {
- return;
- }
-
- /* Add deferred shader compilation to queue. */
- drw_deferred_queue_append(mat, true);
-}
-
void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 11500f5af60..1c9bdc77bac 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -257,14 +257,6 @@ struct GPUShader *GPU_material_get_shader(GPUMaterial *material);
const char *GPU_material_get_name(GPUMaterial *material);
/**
- * Material Optimization.
- * \note Compiles optimal version of shader graph, populating mat->optimized_pass.
- * This operation should always be deferred until existing compilations have completed.
- * Default un-optimized materials will still exist for interactive material editing performance.
- */
-void GPU_material_optimize(GPUMaterial *mat);
-
-/**
* Return can be NULL if it's a world material.
*/
struct Material *GPU_material_get_material(GPUMaterial *material);
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index 51644bc9307..994a30f0944 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -95,9 +95,6 @@ struct GPUPass {
uint32_t hash;
/** Did we already tried to compile the attached GPUShader. */
bool compiled;
- /** Hint that an optimized variant of this pass should be created based on a complexity heuristic
- * during pass code generation. */
- bool should_optimize;
};
/* -------------------------------------------------------------------- */
@@ -204,8 +201,7 @@ static std::ostream &operator<<(std::ostream &stream, const GPUOutput *output)
}
/* Trick type to change overload and keep a somewhat nice syntax. */
-struct GPUConstant : public GPUInput {
-};
+struct GPUConstant : public GPUInput {};
/* Print data constructor (i.e: vec2(1.0f, 1.0f)). */
static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
@@ -245,11 +241,6 @@ class GPUCodegen {
ListBase ubo_inputs_ = {nullptr, nullptr};
GPUInput *cryptomatte_input_ = nullptr;
- /** Cache parameters for complexity heuristic. */
- uint nodes_total_ = 0;
- uint textures_total_ = 0;
- uint uniforms_total_ = 0;
-
public:
GPUCodegen(GPUMaterial *mat_, GPUNodeGraph *graph_) : mat(*mat_), graph(*graph_)
{
@@ -290,14 +281,6 @@ class GPUCodegen {
return hash_;
}
- /* Heuristic determined during pass codegen for whether a
- * more optimal variant of this material should be compiled. */
- bool should_optimize_heuristic() const
- {
- bool do_optimize = (nodes_total_ >= 100 || textures_total_ >= 4 || uniforms_total_ >= 64);
- return do_optimize;
- }
-
private:
void set_unique_ids();
@@ -419,9 +402,6 @@ void GPUCodegen::generate_resources()
}
}
- /* Increment heuristic. */
- textures_total_ = slot;
-
if (!BLI_listbase_is_empty(&ubo_inputs_)) {
/* NOTE: generate_uniform_buffer() should have sorted the inputs before this. */
ss << "struct NodeTree {\n";
@@ -459,16 +439,11 @@ void GPUCodegen::generate_library()
GPUCodegenCreateInfo &info = *create_info;
void *value;
- /* Iterate over libraries. We need to keep this struct intact in case
- * it is required for the optimization an pass. */
- GHashIterator *ihash = BLI_ghashIterator_new((GHash *)graph.used_libraries);
- while (!BLI_ghashIterator_done(ihash)) {
- value = BLI_ghashIterator_getKey(ihash);
+ GSetIterState pop_state = {};
+ while (BLI_gset_pop(graph.used_libraries, &pop_state, &value)) {
auto deps = gpu_shader_dependency_get_resolved_source((const char *)value);
info.dependencies_generated.extend_non_duplicates(deps);
- BLI_ghashIterator_step(ihash);
}
- BLI_ghashIterator_free(ihash);
}
void GPUCodegen::node_serialize(std::stringstream &eval_ss, const GPUNode *node)
@@ -536,9 +511,6 @@ void GPUCodegen::node_serialize(std::stringstream &eval_ss, const GPUNode *node)
}
}
eval_ss << ");\n\n";
-
- /* Increment heuristic. */
- nodes_total_++;
}
char *GPUCodegen::graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link)
@@ -602,7 +574,6 @@ void GPUCodegen::generate_uniform_buffer()
if (input->source == GPU_SOURCE_UNIFORM && !input->link) {
/* We handle the UBO uniforms separately. */
BLI_addtail(&ubo_inputs_, BLI_genericNodeN(input));
- uniforms_total_++;
}
}
}
@@ -630,7 +601,6 @@ void GPUCodegen::generate_graphs()
{
set_unique_ids();
- /* Serialize graph. */
output.surface = graph_serialize(GPU_NODE_TAG_SURFACE | GPU_NODE_TAG_AOV, graph.outlink_surface);
output.volume = graph_serialize(GPU_NODE_TAG_VOLUME, graph.outlink_volume);
output.displacement = graph_serialize(GPU_NODE_TAG_DISPLACEMENT, graph.outlink_displacement);
@@ -666,17 +636,10 @@ void GPUCodegen::generate_graphs()
GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUNodeGraph *graph,
GPUCodegenCallbackFn finalize_source_cb,
- void *thunk,
- bool optimize_graph)
+ void *thunk)
{
gpu_node_graph_prune_unused(graph);
- /* If Optimize flag is passed in, we are generating an optimized
- * variant of the GPUMaterial's GPUPass. */
- if (optimize_graph) {
- gpu_node_graph_optimize(graph);
- }
-
/* Extract attributes before compiling so the generated VBOs are ready to accept the future
* shader. */
gpu_node_graph_finalize_uniform_attrs(graph);
@@ -684,33 +647,23 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUCodegen codegen(material, graph);
codegen.generate_graphs();
codegen.generate_cryptomatte();
+ codegen.generate_uniform_buffer();
- GPUPass *pass_hash = nullptr;
-
- if (!optimize_graph) {
- /* The optimized version of the shader should not re-generate a UBO.
- * The UBO will not be used for this variant. */
- codegen.generate_uniform_buffer();
-
- /** Cache lookup: Reuse shaders already compiled.
- * NOTE: We only perform cache look-up for non-optimized shader
- * graphs, as baked constant data among other optimizations will generate too many
- * shader source permutations, with minimal re-usability. */
- pass_hash = gpu_pass_cache_lookup(codegen.hash_get());
-
- /* FIXME(fclem): This is broken. Since we only check for the hash and not the full source
- * there is no way to have a collision currently. Some advocated to only use a bigger hash. */
- if (pass_hash && (pass_hash->next == nullptr || pass_hash->next->hash != codegen.hash_get())) {
- if (!gpu_pass_is_valid(pass_hash)) {
- /* Shader has already been created but failed to compile. */
- return nullptr;
- }
- /* No collision, just return the pass. */
- BLI_spin_lock(&pass_cache_spin);
- pass_hash->refcount += 1;
- BLI_spin_unlock(&pass_cache_spin);
- return pass_hash;
+ /* Cache lookup: Reuse shaders already compiled. */
+ GPUPass *pass_hash = gpu_pass_cache_lookup(codegen.hash_get());
+
+ /* FIXME(fclem): This is broken. Since we only check for the hash and not the full source
+ * there is no way to have a collision currently. Some advocated to only use a bigger hash. */
+ if (pass_hash && (pass_hash->next == nullptr || pass_hash->next->hash != codegen.hash_get())) {
+ if (!gpu_pass_is_valid(pass_hash)) {
+ /* Shader has already been created but failed to compile. */
+ return nullptr;
}
+ /* No collision, just return the pass. */
+ BLI_spin_lock(&pass_cache_spin);
+ pass_hash->refcount += 1;
+ BLI_spin_unlock(&pass_cache_spin);
+ return pass_hash;
}
/* Either the shader is not compiled or there is a hash collision...
@@ -748,31 +701,14 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
pass->create_info = codegen.create_info;
pass->hash = codegen.hash_get();
pass->compiled = false;
- /* Only flag pass optimization hint if this is the first generated pass for a material.
- * Optimized passes cannot be optimized further, even if the heuristic is still not
- * favorable. */
- pass->should_optimize = (!optimize_graph) && codegen.should_optimize_heuristic();
codegen.create_info = nullptr;
- /* Only insert non-optimized graphs into cache.
- * Optimized graphs will continuously be recompiled with new unique source during material
- * editing, and thus causing the cache to fill up quickly with materials offering minimal
- * re-use. */
- if (!optimize_graph) {
- gpu_pass_cache_insert_after(pass_hash, pass);
- }
+ gpu_pass_cache_insert_after(pass_hash, pass);
}
return pass;
}
-bool GPU_pass_should_optimize(GPUPass *pass)
-{
- /* Returns optimization heuristic prepared during
- * initial codegen. */
- return pass->should_optimize;
-}
-
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index aabdf1ac003..95a672c0400 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -25,12 +25,10 @@ typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(GPUMaterial *material,
struct GPUNodeGraph *graph,
GPUCodegenCallbackFn finalize_source_cb,
- void *thunk,
- bool optimize_graph);
+ void *thunk);
GPUShader *GPU_pass_shader_get(GPUPass *pass);
bool GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_release(GPUPass *pass);
-bool GPU_pass_should_optimize(GPUPass *pass);
/* Module */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 6d0779797b0..0f9dc8be9c5 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -34,8 +34,6 @@
#include "DRW_engine.h"
-#include "PIL_time.h"
-
#include "gpu_codegen.h"
#include "gpu_node_graph.h"
@@ -45,17 +43,6 @@
#define MAX_COLOR_BAND 128
#define MAX_GPU_SKIES 8
-/** Whether the optimized variant of the #GPUPass should be created asynchronously.
- * Usage of this depends on whether there are possible threading challenges of doing so.
- * Currently, the overhead of GPU_generate_pass is relatively small in comparison to shader
- * compilation, though this option exists in case any potential scenarios for material graph
- * optimization cause a slow down on the main thread.
- *
- * NOTE: The actual shader program for the optimized pass will always be compiled asynchronously,
- * this flag controls whether shader node graph source serialization happens on the compilation
- * worker thread. */
-#define ASYNC_OPTIMIZED_PASS_CREATION 0
-
typedef struct GPUColorBandBuilder {
float pixels[MAX_COLOR_BAND][CM_TABLE + 1][4];
int current_layer;
@@ -70,27 +57,6 @@ struct GPUMaterial {
/* Contains #GPUShader and source code for deferred compilation.
* Can be shared between similar material (i.e: sharing same node-tree topology). */
GPUPass *pass;
- /* Optimized GPUPass, situationally compiled after initial pass for optimal realtime performance.
- * This shader variant bakes dynamic uniform data as constant. This variant will not use
- * the ubo, and instead bake constants directly into the shader source. */
- GPUPass *optimized_pass;
- /* Optimization status.
- * We also use this status to determine whether this material should be considered for
- * optimization. Only sufficiently complex shaders benefit from constant-folding optimizations.
- * `GPU_MAT_OPTIMIZATION_READY` -> shader should be optimized and is ready for optimization.
- * `GPU_MAT_OPTIMIZATION_SKIP` -> Shader should not be optimized as it would not benefit
- * performance to do so, based on the heuristic.
- */
- eGPUMaterialOptimizationStatus optimization_status;
- double creation_time;
-#if ASYNC_OPTIMIZED_PASS_CREATION == 1
- struct DeferredOptimizePass {
- GPUCodegenCallbackFn callback;
- void *thunk;
- } DeferredOptimizePass;
- struct DeferredOptimizePass optimize_pass_info;
-#endif
-
/** UBOs for this material parameters. */
GPUUniformBuf *ubo;
/** Compilation status. Do not use if shader is not GPU_MAT_SUCCESS. */
@@ -243,9 +209,6 @@ void GPU_material_free_single(GPUMaterial *material)
gpu_node_graph_free(&material->graph);
- if (material->optimized_pass != NULL) {
- GPU_pass_release(material->optimized_pass);
- }
if (material->pass != NULL) {
GPU_pass_release(material->pass);
}
@@ -284,15 +247,12 @@ Scene *GPU_material_scene(GPUMaterial *material)
GPUPass *GPU_material_get_pass(GPUMaterial *material)
{
- return (material->optimized_pass) ? material->optimized_pass : material->pass;
+ return material->pass;
}
GPUShader *GPU_material_get_shader(GPUMaterial *material)
{
- /* First attempt to select optimized shader. If not available, fetch original. */
- GPUShader *shader = (material->optimized_pass) ? GPU_pass_shader_get(material->optimized_pass) :
- NULL;
- return (shader) ? shader : ((material->pass) ? GPU_pass_shader_get(material->pass) : NULL);
+ return material->pass ? GPU_pass_shader_get(material->pass) : NULL;
}
const char *GPU_material_get_name(GPUMaterial *material)
@@ -705,29 +665,6 @@ void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status)
mat->status = status;
}
-eGPUMaterialOptimizationStatus GPU_material_optimization_status(GPUMaterial *mat)
-{
- return mat->optimization_status;
-}
-
-void GPU_material_optimization_status_set(GPUMaterial *mat, eGPUMaterialOptimizationStatus status)
-{
- mat->optimization_status = status;
- if (mat->optimization_status == GPU_MAT_OPTIMIZATION_READY) {
- /* Reset creation timer to delay optimization pass. */
- mat->creation_time = PIL_check_seconds_timer();
- }
-}
-
-bool GPU_material_optimization_ready(GPUMaterial *mat)
-{
- /* Timer threshold before optimizations will be queued.
- * When materials are frequently being modified, optimization
- * can incur CPU overhead from excessive compilation. */
- const double optimization_time_threshold_s = 5.0;
- return ((PIL_check_seconds_timer() - mat->creation_time) >= optimization_time_threshold_s);
-}
-
/* Code generation */
bool GPU_material_has_surface_output(GPUMaterial *mat)
@@ -793,7 +730,6 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
mat->uuid = shader_uuid;
mat->flag = GPU_MATFLAG_UPDATED;
mat->status = GPU_MAT_CREATED;
- mat->optimization_status = GPU_MAT_OPTIMIZATION_SKIP;
mat->is_volume_shader = is_volume_shader;
mat->graph.used_libraries = BLI_gset_new(
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
@@ -812,7 +748,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
{
/* Create source code and search pass cache for an already compiled version. */
- mat->pass = GPU_generate_pass(mat, &mat->graph, callback, thunk, false);
+ mat->pass = GPU_generate_pass(mat, &mat->graph, callback, thunk);
if (mat->pass == NULL) {
/* We had a cache hit and the shader has already failed to compile. */
@@ -820,44 +756,11 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
gpu_node_graph_free(&mat->graph);
}
else {
- /* Determine whether we should generate an optimized variant of the graph.
- * Heuristic is based on complexity of default material pass and shader node graph. */
- if (GPU_pass_should_optimize(mat->pass)) {
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_READY);
- }
-
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
/* We had a cache hit and the shader is already compiled. */
mat->status = GPU_MAT_SUCCESS;
-
- if (mat->optimization_status == GPU_MAT_OPTIMIZATION_SKIP) {
- gpu_node_graph_free_nodes(&mat->graph);
- }
- }
-
- /* Generate optimized pass. */
- if (mat->optimization_status == GPU_MAT_OPTIMIZATION_READY) {
-#if ASYNC_OPTIMIZED_PASS_CREATION == 1
- mat->optimized_pass = NULL;
- mat->optimize_pass_info.callback = callback;
- mat->optimize_pass_info.thunk = thunk;
-#else
- mat->optimized_pass = GPU_generate_pass(mat, &mat->graph, callback, thunk, true);
- if (mat->optimized_pass == NULL) {
- /* Failed to create optimized pass. */
- gpu_node_graph_free_nodes(&mat->graph);
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_SKIP);
- }
- else {
- GPUShader *optimized_sh = GPU_pass_shader_get(mat->optimized_pass);
- if (optimized_sh != NULL) {
- /* Optimized shader already available. */
- gpu_node_graph_free_nodes(&mat->graph);
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_SUCCESS);
- }
- }
-#endif
+ gpu_node_graph_free_nodes(&mat->graph);
}
}
}
@@ -908,11 +811,7 @@ void GPU_material_compile(GPUMaterial *mat)
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
mat->status = GPU_MAT_SUCCESS;
-
- if (mat->optimization_status == GPU_MAT_OPTIMIZATION_SKIP) {
- /* Only free node graph nodes if not required by secondary optimization pass. */
- gpu_node_graph_free_nodes(&mat->graph);
- }
+ gpu_node_graph_free_nodes(&mat->graph);
}
else {
mat->status = GPU_MAT_FAILED;
@@ -926,71 +825,6 @@ void GPU_material_compile(GPUMaterial *mat)
}
}
-void GPU_material_optimize(GPUMaterial *mat)
-{
- /* If shader is flagged for skipping optimization or has already been successfully
- * optimized, skip. */
- if (ELEM(mat->optimization_status, GPU_MAT_OPTIMIZATION_SKIP, GPU_MAT_OPTIMIZATION_SUCCESS)) {
- return;
- }
-
- /* If original shader has not been fully compiled, we are not
- * ready to perform optimization. */
- if (mat->status != GPU_MAT_SUCCESS) {
- /* Reset optimization status. */
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_READY);
- return;
- }
-
-#if ASYNC_OPTIMIZED_PASS_CREATION == 1
- /* If the optimized pass is not valid, first generate optimized pass.
- * NOTE(Threading): Need to verify if GPU_generate_pass can cause side-effects, especially when
- * used with "thunk". So far, this appears to work, and deferring optimized pass creation is more
- * optimal, as these do not benefit from caching, due to baked constants. However, this could
- * possibly be cause for concern for certain cases. */
- if (!mat->optimized_pass) {
- mat->optimized_pass = GPU_generate_pass(
- mat, &mat->graph, mat->optimize_pass_info.callback, mat->optimize_pass_info.thunk, true);
- BLI_assert(mat->optimized_pass);
- }
-#else
- if (!mat->optimized_pass) {
- /* Optimized pass has not been created, skip future optimization attempts. */
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_SKIP);
- return;
- }
-#endif
-
- bool success;
- /* NOTE: The shader may have already been compiled here since we are
- * sharing GPUShader across GPUMaterials. In this case it's a no-op. */
-#ifndef NDEBUG
- success = GPU_pass_compile(mat->optimized_pass, mat->name);
-#else
- success = GPU_pass_compile(mat->optimized_pass, __func__);
-#endif
-
- if (success) {
- GPUShader *sh = GPU_pass_shader_get(mat->optimized_pass);
- if (sh != NULL) {
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_SUCCESS);
- }
- else {
- /* Optimized pass failed to compile. Disable any future optimization attempts. */
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_SKIP);
- }
- }
- else {
- /* Optimization pass generation failed. Disable future attempts to optimize. */
- GPU_pass_release(mat->optimized_pass);
- mat->optimized_pass = NULL;
- GPU_material_optimization_status_set(mat, GPU_MAT_OPTIMIZATION_SKIP);
- }
-
- /* Release node graph as no longer needed. */
- gpu_node_graph_free_nodes(&mat->graph);
-}
-
void GPU_materials_free(Main *bmain)
{
LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
@@ -1014,8 +848,6 @@ GPUMaterial *GPU_material_from_callbacks(ConstructGPUMaterialFn construct_functi
material->graph.used_libraries = BLI_gset_new(
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
material->refcount = 1;
- material->optimization_status = GPU_MAT_OPTIMIZATION_SKIP;
- material->optimized_pass = NULL;
/* Construct the material graph by adding and linking the necessary GPU material nodes. */
construct_function_cb(thunk, material);
@@ -1024,9 +856,7 @@ GPUMaterial *GPU_material_from_callbacks(ConstructGPUMaterialFn construct_functi
gpu_material_ramp_texture_build(material);
/* Lookup an existing pass in the cache or generate a new one. */
- material->pass = GPU_generate_pass(
- material, &material->graph, generate_code_function_cb, thunk, false);
- material->optimized_pass = NULL;
+ material->pass = GPU_generate_pass(material, &material->graph, generate_code_function_cb, thunk);
/* The pass already exists in the pass cache but its shader already failed to compile. */
if (material->pass == NULL) {
@@ -1035,42 +865,11 @@ GPUMaterial *GPU_material_from_callbacks(ConstructGPUMaterialFn construct_functi
return material;
}
- /* Generate optimized pass. */
- if (GPU_pass_should_optimize(material->pass)) {
-
-#if ASYNC_OPTIMIZED_PASS_CREATION == 1
- mmaterial->optimized_pass = NULL;
- material->optimize_pass_info.callback = generate_code_function_cb;
- material->optimize_pass_info.thunk = thunk;
- GPU_material_optimization_status_set(GPU_MAT_OPTIMIZATION_READY);
-#else
- material->optimized_pass = GPU_generate_pass(
- material, &material->graph, generate_code_function_cb, thunk, true);
-
- if (material->optimized_pass == NULL) {
- /* Failed to create optimized pass. */
- gpu_node_graph_free_nodes(&material->graph);
- GPU_material_optimization_status_set(material, GPU_MAT_OPTIMIZATION_SKIP);
- }
- else {
- GPUShader *optimized_sh = GPU_pass_shader_get(material->optimized_pass);
- if (optimized_sh != NULL) {
- /* Optimized shader already available. */
- gpu_node_graph_free_nodes(&material->graph);
- GPU_material_optimization_status_set(material, GPU_MAT_OPTIMIZATION_SUCCESS);
- }
- }
-#endif
- }
-
/* The pass already exists in the pass cache and its shader is already compiled. */
GPUShader *shader = GPU_pass_shader_get(material->pass);
if (shader != NULL) {
material->status = GPU_MAT_SUCCESS;
- if (material->optimization_status == GPU_MAT_OPTIMIZATION_SKIP) {
- /* Only free node graph if not required by secondary optimization pass. */
- gpu_node_graph_free_nodes(&material->graph);
- }
+ gpu_node_graph_free_nodes(&material->graph);
return material;
}
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index f02633621db..510c16dfb02 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -914,22 +914,3 @@ void gpu_node_graph_prune_unused(GPUNodeGraph *graph)
}
}
}
-
-void gpu_node_graph_optimize(GPUNodeGraph *graph)
-{
- /* Replace all uniform node links with constant. */
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- if (input->link) {
- if (input->link->link_type == GPU_NODE_LINK_UNIFORM) {
- input->link->link_type = GPU_NODE_LINK_CONSTANT;
- }
- }
- if (input->source == GPU_SOURCE_UNIFORM) {
- input->source = (input->type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
- }
- }
- }
-
- /* TODO: Consider performing other node graph optimizations here. */
-}
diff --git a/source/blender/gpu/intern/gpu_node_graph.h b/source/blender/gpu/intern/gpu_node_graph.h
index 75ca05ffaea..7db22151f86 100644
--- a/source/blender/gpu/intern/gpu_node_graph.h
+++ b/source/blender/gpu/intern/gpu_node_graph.h
@@ -181,20 +181,6 @@ void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
/**
- * Optimize node graph for optimized material shader path.
- * Once the base material has been generated, we can modify the shader
- * node graph to create one which will produce an optimally performing shader.
- * This currently involves baking uniform data into constant data to enable
- * aggressive constant folding by the compiler in order to reduce complexity and
- * shader core memory pressure.
- *
- * NOTE: Graph optimizations will produce a shader which needs to be re-compiled
- * more frequently, however, the default material pass will always exist to fall
- * back on.
- */
-void gpu_node_graph_optimize(GPUNodeGraph *graph);
-
-/**
* Free intermediate node graph.
*/
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);