diff options
author | Jeroen Bakker <jbakker> | 2020-06-02 16:07:17 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2020-06-02 16:54:45 +0300 |
commit | bf34b0c8f4b8c64bcc4ec0f3371d343e9c2fe029 (patch) | |
tree | 1c14d2569594615533225fefe67dc71fc7df65e0 /source/blender/editors/uvedit/uvedit_draw.c | |
parent | 21443056b71541528ac9b48c6041ecc62c98cc64 (diff) |
DrawManager: Graph Task Scheduling
This patch uses a graph flow scheduler for creating all mesh batches.
On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps.
For each mesh where batches needs to be updated a sub-graph will be added to the task_graph.
This sub-graph starts with an extract_render_data_node. This fills/converts the required data
from Mesh.
Small extractions and extractions that can't be multi-threaded are grouped in a single
`extract_single_threaded_task_node`.
Other extractions will create a node for each loop exceeding 4096 items. these nodes are
linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata
needed for the extraction based on the data extracted from the mesh.
Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created
as part of the lines extraction. When the lines_loose is only requested the sub-buffer is
created from the existing `lines` buffer. It is assumed that the lines buffer is always
requested before or together with the lines_loose what is always the case (see
`DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`).
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7618
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_draw.c | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index f8cef95c776..897e2f13774 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -39,6 +39,7 @@ #include "../../draw/intern/draw_cache_impl.h" #include "BLI_math.h" +#include "BLI_task.h" #include "BLI_utildefines.h" #include "BKE_deform.h" @@ -206,8 +207,10 @@ static void uvedit_get_batches(Object *ob, else { batches->faces = NULL; } - - DRW_mesh_batch_cache_create_requested(ob, ob->data, scene, false, false); + struct TaskGraph *task_graph = BLI_task_graph_create(); + DRW_mesh_batch_cache_create_requested(task_graph, ob, ob->data, scene, false, false); + BLI_task_graph_work_and_wait(task_graph); + BLI_task_graph_free(task_graph); if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) { /* after create_requested we can load the actual areas */ @@ -229,7 +232,11 @@ static void draw_uvs_shadow(SpaceImage *sima, DRW_mesh_batch_cache_validate(me); GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me); - DRW_mesh_batch_cache_create_requested(ob_eval, me, scene, false, false); + + struct TaskGraph *task_graph = BLI_task_graph_create(); + DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false); + BLI_task_graph_work_and_wait(task_graph); + BLI_task_graph_free(task_graph); if (edges) { if (sima->flag & SI_SMOOTH_UV) { @@ -269,7 +276,10 @@ static void draw_uvs_texpaint(const Scene *scene, Object *ob, Depsgraph *depsgra DRW_mesh_batch_cache_validate(me); GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me); - DRW_mesh_batch_cache_create_requested(ob_eval, me, scene, false, false); + struct TaskGraph *task_graph = BLI_task_graph_create(); + DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false); + BLI_task_graph_work_and_wait(task_graph); + BLI_task_graph_free(task_graph); GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_UV_UNIFORM_COLOR); GPU_batch_uniform_4fv(geom, "color", col); |