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-rw-r--r--source/blender/blenkernel/BKE_pbvh.h2
-rw-r--r--source/blender/blenkernel/intern/pbvh.c247
-rw-r--r--source/blender/draw/intern/draw_manager_data.c19
-rw-r--r--source/blender/gpu/GPU_buffers.h20
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c151
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c4
-rw-r--r--source/blender/gpu/intern/gpu_private.h4
7 files changed, 270 insertions, 177 deletions
diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h
index 563546251bf..fa773ce78d9 100644
--- a/source/blender/blenkernel/BKE_pbvh.h
+++ b/source/blender/blenkernel/BKE_pbvh.h
@@ -173,6 +173,7 @@ bool BKE_pbvh_node_find_nearest_to_ray(PBVH *bvh,
/* Drawing */
void BKE_pbvh_draw_cb(PBVH *bvh,
+ bool show_vcol,
PBVHFrustumPlanes *frustum,
void (*draw_fn)(void *user_data, struct GPU_PBVH_Buffers *buffers),
void *user_data);
@@ -266,7 +267,6 @@ void BKE_pbvh_bmesh_after_stroke(PBVH *bvh);
void BKE_pbvh_update_bounds(PBVH *bvh, int flags);
void BKE_pbvh_update_normals(PBVH *bvh, struct SubdivCCG *subdiv_ccg);
-void BKE_pbvh_update_draw_buffers(PBVH *bvh, bool show_vcol);
void BKE_pbvh_redraw_BB(PBVH *bvh, float bb_min[3], float bb_max[3]);
void BKE_pbvh_get_grid_updates(PBVH *bvh, bool clear, void ***r_gridfaces, int *r_totface);
void BKE_pbvh_grids_update(PBVH *bvh,
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index bfc513454b4..50ea4fb0b36 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -988,6 +988,7 @@ typedef struct PBVHUpdateData {
float (*vnors)[3];
int flag;
+ bool show_vcol;
} PBVHUpdateData;
static void pbvh_update_normals_accum_task_cb(void *__restrict userdata,
@@ -1148,71 +1149,105 @@ static int pbvh_get_buffers_update_flags(PBVH *bvh, bool show_vcol)
return update_flags;
}
-static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode, bool show_vcol)
-{
- /* can't be done in parallel with OpenGL */
- for (int n = 0; n < totnode; n++) {
- PBVHNode *node = nodes[n];
-
- if (node->flag & PBVH_RebuildDrawBuffers) {
- GPU_pbvh_buffers_free(node->draw_buffers);
- switch (bvh->type) {
- case PBVH_GRIDS:
- node->draw_buffers = GPU_pbvh_grid_buffers_build(node->totprim, bvh->grid_hidden);
- break;
- case PBVH_FACES:
- node->draw_buffers = GPU_pbvh_mesh_buffers_build(node->face_vert_indices,
- bvh->mpoly,
- bvh->mloop,
- bvh->looptri,
- bvh->verts,
- node->prim_indices,
- node->totprim);
- break;
- case PBVH_BMESH:
- node->draw_buffers = GPU_pbvh_bmesh_buffers_build(bvh->flags &
- PBVH_DYNTOPO_SMOOTH_SHADING);
- break;
- }
-
- node->flag &= ~PBVH_RebuildDrawBuffers;
- }
+static void pbvh_update_draw_buffer_cb(void *__restrict userdata,
+ const int n,
+ const TaskParallelTLS *__restrict UNUSED(tls))
+{
+ /* Create and update draw buffers. The functions called here must not
+ * do any OpenGL calls. Flags are not cleared immediately, that happens
+ * after GPU_pbvh_buffer_flush() which does the final OpenGL calls. */
+ PBVHUpdateData *data = userdata;
+ PBVH *bvh = data->bvh;
+ PBVHNode *node = data->nodes[n];
- if (node->flag & PBVH_UpdateDrawBuffers) {
- const int update_flags = pbvh_get_buffers_update_flags(bvh, show_vcol);
- switch (bvh->type) {
- case PBVH_GRIDS:
- GPU_pbvh_grid_buffers_update(node->draw_buffers,
- bvh->grids,
- bvh->grid_flag_mats,
- node->prim_indices,
- node->totprim,
- &bvh->gridkey,
- update_flags);
- break;
- case PBVH_FACES:
- GPU_pbvh_mesh_buffers_update(node->draw_buffers,
- bvh->verts,
- node->vert_indices,
- node->uniq_verts + node->face_verts,
- CustomData_get_layer(bvh->vdata, CD_PAINT_MASK),
- CustomData_get_layer(bvh->ldata, CD_MLOOPCOL),
- node->face_vert_indices,
- update_flags);
- break;
- case PBVH_BMESH:
- GPU_pbvh_bmesh_buffers_update(node->draw_buffers,
- bvh->bm,
- node->bm_faces,
- node->bm_unique_verts,
- node->bm_other_verts,
- update_flags);
- break;
+ if (node->flag & PBVH_RebuildDrawBuffers) {
+ switch (bvh->type) {
+ case PBVH_GRIDS:
+ node->draw_buffers = GPU_pbvh_grid_buffers_build(node->totprim, bvh->grid_hidden);
+ break;
+ case PBVH_FACES:
+ node->draw_buffers = GPU_pbvh_mesh_buffers_build(node->face_vert_indices,
+ bvh->mpoly,
+ bvh->mloop,
+ bvh->looptri,
+ bvh->verts,
+ node->prim_indices,
+ node->totprim);
+ break;
+ case PBVH_BMESH:
+ node->draw_buffers = GPU_pbvh_bmesh_buffers_build(bvh->flags &
+ PBVH_DYNTOPO_SMOOTH_SHADING);
+ break;
+ }
+ }
+
+ if (node->flag & PBVH_UpdateDrawBuffers) {
+ const int update_flags = pbvh_get_buffers_update_flags(bvh, data->show_vcol);
+ switch (bvh->type) {
+ case PBVH_GRIDS:
+ GPU_pbvh_grid_buffers_update(node->draw_buffers,
+ bvh->grids,
+ bvh->grid_flag_mats,
+ node->prim_indices,
+ node->totprim,
+ &bvh->gridkey,
+ update_flags);
+ break;
+ case PBVH_FACES:
+ GPU_pbvh_mesh_buffers_update(node->draw_buffers,
+ bvh->verts,
+ node->vert_indices,
+ node->uniq_verts + node->face_verts,
+ CustomData_get_layer(bvh->vdata, CD_PAINT_MASK),
+ CustomData_get_layer(bvh->ldata, CD_MLOOPCOL),
+ node->face_vert_indices,
+ update_flags);
+ break;
+ case PBVH_BMESH:
+ GPU_pbvh_bmesh_buffers_update(node->draw_buffers,
+ bvh->bm,
+ node->bm_faces,
+ node->bm_unique_verts,
+ node->bm_other_verts,
+ update_flags);
+ break;
+ }
+ }
+}
+
+static void pbvh_update_draw_buffers(
+ PBVH *bvh, PBVHNode **nodes, int totnode, bool show_vcol, int update_flag)
+{
+ if ((update_flag & PBVH_RebuildDrawBuffers) || ELEM(bvh->type, PBVH_GRIDS, PBVH_BMESH)) {
+ /* Free buffers uses OpenGL, so not in parallel. */
+ for (int n = 0; n < totnode; n++) {
+ PBVHNode *node = nodes[n];
+ if (node->flag & PBVH_RebuildDrawBuffers) {
+ GPU_pbvh_buffers_free(node->draw_buffers);
+ node->draw_buffers = NULL;
+ }
+ else if ((node->flag & PBVH_UpdateDrawBuffers) && node->draw_buffers) {
+ if (bvh->type == PBVH_GRIDS) {
+ GPU_pbvh_grid_buffers_update_free(
+ node->draw_buffers, bvh->grid_flag_mats, node->prim_indices);
+ }
+ else if (bvh->type == PBVH_BMESH) {
+ GPU_pbvh_bmesh_buffers_update_free(node->draw_buffers);
+ }
}
-
- node->flag &= ~PBVH_UpdateDrawBuffers;
}
}
+
+ /* Parallel creation and update of draw buffers. */
+ PBVHUpdateData data = {
+ .bvh = bvh,
+ .nodes = nodes,
+ .show_vcol = show_vcol,
+ };
+
+ TaskParallelSettings settings;
+ BKE_pbvh_parallel_range_settings(&settings, true, totnode);
+ BLI_task_parallel_range(0, totnode, &data, pbvh_update_draw_buffer_cb, &settings);
}
static int pbvh_flush_bb(PBVH *bvh, PBVHNode *node, int flag)
@@ -1568,8 +1603,8 @@ void BKE_pbvh_node_get_bm_orco_data(PBVHNode *node,
/**
* \note doing a full search on all vertices here seems expensive,
- * however this is important to avoid having to recalculate boundbox & sync the buffers to the GPU
- * (which is far more expensive!) See: T47232.
+ * however this is important to avoid having to recalculate boundbox & sync the buffers to the
+ * GPU (which is far more expensive!) See: T47232.
*/
bool BKE_pbvh_node_vert_update_check_any(PBVH *bvh, PBVHNode *node)
{
@@ -2216,20 +2251,6 @@ bool BKE_pbvh_node_frustum_exclude_AABB(PBVHNode *node, void *data)
return test_frustum_aabb(bb_min, bb_max, data) != ISECT_INSIDE;
}
-typedef struct PBVHNodeDrawCallbackData {
- void (*draw_fn)(void *user_data, GPU_PBVH_Buffers *buffers);
- void *user_data;
-} PBVHNodeDrawCallbackData;
-
-static void pbvh_node_draw_cb(PBVHNode *node, void *data_v)
-{
- PBVHNodeDrawCallbackData *data = data_v;
-
- if (!(node->flag & PBVH_FullyHidden)) {
- data->draw_fn(data->user_data, node->draw_buffers);
- }
-}
-
void BKE_pbvh_update_normals(PBVH *bvh, struct SubdivCCG *subdiv_ccg)
{
/* Update normals */
@@ -2260,41 +2281,67 @@ void BKE_pbvh_update_normals(PBVH *bvh, struct SubdivCCG *subdiv_ccg)
}
}
-void BKE_pbvh_update_draw_buffers(PBVH *bvh, bool show_vcol)
+/**
+ * PBVH drawing, updating draw buffers as needed and culling any nodes outside
+ * the specified frustum.
+ */
+typedef struct PBVHDrawSearchData {
+ PBVHFrustumPlanes *frustum;
+} PBVHDrawSearchData;
+
+static bool pbvh_draw_search_cb(PBVHNode *node, void *data_v)
+{
+ PBVHDrawSearchData *data = data_v;
+ if (data->frustum && !BKE_pbvh_node_frustum_contain_AABB(node, data->frustum)) {
+ return false;
+ }
+
+ return true;
+}
+
+void BKE_pbvh_draw_cb(PBVH *bvh,
+ bool show_vcol,
+ PBVHFrustumPlanes *frustum,
+ void (*draw_fn)(void *user_data, GPU_PBVH_Buffers *buffers),
+ void *user_data)
{
- /* Update GPU buffers */
PBVHNode **nodes;
int totnode;
- BKE_pbvh_search_gather(
- bvh, update_search_cb, POINTER_FROM_INT(PBVH_UpdateDrawBuffers), &nodes, &totnode);
+ /* Update all draw buffers. */
+ const int update_flag = PBVH_RebuildDrawBuffers | PBVH_UpdateDrawBuffers;
+ BKE_pbvh_search_gather(bvh, update_search_cb, POINTER_FROM_INT(update_flag), &nodes, &totnode);
- pbvh_update_draw_buffers(bvh, nodes, totnode, show_vcol);
+ if (totnode) {
+ pbvh_update_draw_buffers(bvh, nodes, totnode, show_vcol, update_flag);
+ }
if (nodes) {
MEM_freeN(nodes);
}
-}
-/**
- * Version of #BKE_pbvh_draw that runs a callback.
- */
-void BKE_pbvh_draw_cb(PBVH *bvh,
- PBVHFrustumPlanes *frustum,
- void (*draw_fn)(void *user_data, GPU_PBVH_Buffers *buffers),
- void *user_data)
-{
- PBVHNodeDrawCallbackData draw_data = {
- .draw_fn = draw_fn,
- .user_data = user_data,
- };
+ /* Gather visible nodes. */
+ PBVHDrawSearchData data = {.frustum = frustum};
+ BKE_pbvh_search_gather(bvh, pbvh_draw_search_cb, &data, &nodes, &totnode);
+
+ /* Draw. */
+ for (int a = 0; a < totnode; a++) {
+ PBVHNode *node = nodes[a];
- if (frustum) {
- BKE_pbvh_search_callback(
- bvh, BKE_pbvh_node_frustum_contain_AABB, frustum, pbvh_node_draw_cb, &draw_data);
+ if (node->flag & PBVH_UpdateDrawBuffers) {
+ /* Flush buffers uses OpenGL, so not in parallel. */
+ GPU_pbvh_buffers_update_flush(node->draw_buffers);
+ }
+
+ node->flag &= ~(PBVH_RebuildDrawBuffers | PBVH_UpdateDrawBuffers);
+
+ if (!(node->flag & PBVH_FullyHidden)) {
+ draw_fn(user_data, node->draw_buffers);
+ }
}
- else {
- BKE_pbvh_search_callback(bvh, NULL, NULL, pbvh_node_draw_cb, &draw_data);
+
+ if (nodes) {
+ MEM_freeN(nodes);
}
}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 78353a58e33..e978ae44bcd 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -834,14 +834,14 @@ static float sculpt_debug_colors[9][4] = {
static void sculpt_draw_cb(DRWSculptCallbackData *scd, GPU_PBVH_Buffers *buffers)
{
- GPUBatch *geom = GPU_pbvh_buffers_batch_get(buffers, scd->fast_mode, scd->use_wire);
- short index = 0;
-
/* Meh... use_mask is a bit misleading here. */
if (scd->use_mask && !GPU_pbvh_buffers_has_mask(buffers)) {
return;
}
+ GPUBatch *geom = GPU_pbvh_buffers_batch_get(buffers, scd->fast_mode, scd->use_wire);
+ short index = 0;
+
if (scd->use_mats) {
index = GPU_pbvh_buffers_material_index_get(buffers);
}
@@ -906,25 +906,28 @@ static void drw_sculpt_generate_calls(DRWSculptCallbackData *scd, bool use_vcol)
return;
}
+ const DRWContextState *drwctx = DRW_context_state_get();
+ RegionView3D *rv3d = drwctx->rv3d;
+
+ /* Frustum planes to show only visible PBVH nodes. */
float planes[6][4];
drw_sculpt_get_frustum_planes(scd->ob, planes);
PBVHFrustumPlanes frustum = {.planes = planes, .num_planes = 6};
+ /* Fast mode to show low poly multires while navigating. */
scd->fast_mode = false;
-
- const DRWContextState *drwctx = DRW_context_state_get();
if (drwctx->evil_C != NULL) {
Paint *p = BKE_paint_get_active_from_context(drwctx->evil_C);
if (p && (p->flags & PAINT_FAST_NAVIGATE)) {
- scd->fast_mode = (drwctx->rv3d->rflag & RV3D_NAVIGATING) != 0;
+ scd->fast_mode = rv3d && (rv3d->rflag & RV3D_NAVIGATING);
}
}
Mesh *mesh = scd->ob->data;
BKE_pbvh_update_normals(pbvh, mesh->runtime.subdiv_ccg);
- BKE_pbvh_update_draw_buffers(pbvh, use_vcol);
- BKE_pbvh_draw_cb(pbvh, &frustum, (void (*)(void *, GPU_PBVH_Buffers *))sculpt_draw_cb, scd);
+ BKE_pbvh_draw_cb(
+ pbvh, use_vcol, &frustum, (void (*)(void *, GPU_PBVH_Buffers *))sculpt_draw_cb, scd);
if (SCULPT_DEBUG_BUFFERS) {
int debug_node_nr = 0;
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 9009c134837..552bad2b0d6 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -41,7 +41,8 @@ struct PBVH;
/* Buffers for drawing from PBVH grids. */
typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
-/* build */
+/* Build must be called once before using the other functions, used every time
+ * mesh topology changes. Threaded. */
GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
const struct MPoly *mpoly,
const struct MLoop *mloop,
@@ -54,8 +55,13 @@ GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, unsigned int **grid_h
GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
-/* update */
+/* Free part of data for update. Not thread safe, must run in OpenGL main thread. */
+void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers);
+void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
+ const struct DMFlagMat *grid_flag_mats,
+ int *grid_indices);
+/* Update mesh buffers without topology changes. Threaded. */
enum {
GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
GPU_PBVH_BUFFERS_SHOW_VCOL = (1 << 1),
@@ -85,6 +91,12 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
const struct CCGKey *key,
const int update_flags);
+/* Finish update. Not thread safe, must run in OpenGL main thread. */
+void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers);
+
+/* Free buffers. Not thread safe, must run in OpenGL main thread. */
+void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
+
/* draw */
struct GPUBatch *GPU_pbvh_buffers_batch_get(GPU_PBVH_Buffers *buffers, bool fast, bool wires);
@@ -92,8 +104,4 @@ short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers);
bool GPU_pbvh_buffers_has_mask(GPU_PBVH_Buffers *buffers);
-void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
-
-void GPU_pbvh_fix_linking(void);
-
#endif
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 3511c7438cb..cf9a8142530 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -45,6 +45,8 @@
#include "GPU_buffers.h"
#include "GPU_batch.h"
+#include "gpu_private.h"
+
#include "bmesh.h"
/* XXX: the rest of the code in this file is used for optimized PBVH
@@ -78,6 +80,7 @@ struct GPU_PBVH_Buffers {
int totgrid;
bool use_bmesh;
+ bool clear_bmesh_on_flush;
uint tot_tri, tot_quad;
@@ -91,8 +94,9 @@ struct GPU_PBVH_Buffers {
};
static struct {
+ GPUVertFormat format;
uint pos, nor, msk, col;
-} g_vbo_id = {0};
+} g_vbo_id = {{0}};
/** \} */
@@ -100,6 +104,27 @@ static struct {
/** \name PBVH Utils
* \{ */
+void gpu_pbvh_init()
+{
+ /* Initialize vertex buffer (match 'VertexBufferFormat'). */
+ if (g_vbo_id.format.attr_len == 0) {
+ g_vbo_id.pos = GPU_vertformat_attr_add(
+ &g_vbo_id.format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ g_vbo_id.nor = GPU_vertformat_attr_add(
+ &g_vbo_id.format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ /* TODO: Do not allocate these `.msk` and `.col` when they are not used. */
+ g_vbo_id.msk = GPU_vertformat_attr_add(
+ &g_vbo_id.format, "msk", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ g_vbo_id.col = GPU_vertformat_attr_add(
+ &g_vbo_id.format, "ac", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+ }
+}
+
+void gpu_pbvh_exit()
+{
+ /* Nothing to do. */
+}
+
/* Allocates a non-initialized buffer to be sent to GPU.
* Return is false it indicates that the memory map failed. */
static bool gpu_pbvh_vert_buf_data_set(GPU_PBVH_Buffers *buffers, uint vert_len)
@@ -110,14 +135,7 @@ static bool gpu_pbvh_vert_buf_data_set(GPU_PBVH_Buffers *buffers, uint vert_len)
#if 0
if (buffers->vert_buf == NULL) {
/* Initialize vertex buffer (match 'VertexBufferFormat'). */
- static GPUVertFormat format = {0};
- if (format.attr_len == 0) {
- g_vbo_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- g_vbo_id.nor = GPU_vertformat_attr_add(
- &format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
- g_vbo_id.msk = GPU_vertformat_attr_add(&format, "msk", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
- }
- buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_DYNAMIC);
+ buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_DYNAMIC);
GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
}
else if (vert_len != buffers->vert_buf->vertex_len) {
@@ -126,30 +144,16 @@ static bool gpu_pbvh_vert_buf_data_set(GPU_PBVH_Buffers *buffers, uint vert_len)
#else
if (buffers->vert_buf == NULL) {
/* Initialize vertex buffer (match 'VertexBufferFormat'). */
- static GPUVertFormat format = {0};
- if (format.attr_len == 0) {
- g_vbo_id.pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- g_vbo_id.nor = GPU_vertformat_attr_add(
- &format, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
- /* TODO: Do not allocate these `.msk` and `.col` when they are not used. */
- g_vbo_id.msk = GPU_vertformat_attr_add(&format, "msk", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
- g_vbo_id.col = GPU_vertformat_attr_add(
- &format, "ac", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- }
- buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_STATIC);
+ buffers->vert_buf = GPU_vertbuf_create_with_format_ex(&g_vbo_id.format, GPU_USAGE_STATIC);
}
GPU_vertbuf_data_alloc(buffers->vert_buf, vert_len);
#endif
+
return buffers->vert_buf->data != NULL;
}
static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
{
- /* force flushing to the GPU */
- if (buffers->vert_buf->data) {
- GPU_vertbuf_use(buffers->vert_buf);
- }
-
if (buffers->triangles == NULL) {
buffers->triangles = GPU_batch_create(prim,
buffers->vert_buf,
@@ -180,6 +184,7 @@ static void gpu_pbvh_batch_init(GPU_PBVH_Buffers *buffers, GPUPrimType prim)
/** \name Mesh PBVH
* \{ */
+/* Threaded - do not call any functions that use OpenGL calls! */
void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
const MVert *mvert,
const int *vert_indices,
@@ -298,6 +303,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
buffers->mvert = mvert;
}
+/* Threaded - do not call any functions that use OpenGL calls! */
GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
const MPoly *mpoly,
const MLoop *mloop,
@@ -336,11 +342,6 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
return buffers;
}
- GPU_BATCH_DISCARD_SAFE(buffers->triangles);
- GPU_BATCH_DISCARD_SAFE(buffers->lines);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
-
/* An element index buffer is used for smooth shading, but flat
* shading requires separate vertex normals so an index buffer
* can't be used there. */
@@ -537,6 +538,27 @@ static void gpu_pbvh_grid_fill_index_buffers(
buffers->index_lines_buf_fast = GPU_indexbuf_build(&elb_lines_fast);
}
+void GPU_pbvh_grid_buffers_update_free(GPU_PBVH_Buffers *buffers,
+ const struct DMFlagMat *grid_flag_mats,
+ int *grid_indices)
+{
+ const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
+
+ if (buffers->smooth != smooth) {
+ buffers->smooth = smooth;
+ GPU_BATCH_DISCARD_SAFE(buffers->triangles);
+ GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast);
+ GPU_BATCH_DISCARD_SAFE(buffers->lines);
+ GPU_BATCH_DISCARD_SAFE(buffers->lines_fast);
+
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast);
+ }
+}
+
+/* Threaded - do not call any functions that use OpenGL calls! */
void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
CCGElem **grids,
const DMFlagMat *grid_flag_mats,
@@ -550,26 +572,13 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
bool empty_mask = true;
int i, j, k, x, y;
- const bool smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
-
/* Build VBO */
const int has_mask = key->has_mask;
- uint vert_per_grid = (smooth) ? key->grid_area : (SQUARE(key->grid_size - 1) * 4);
- uint vert_count = totgrid * vert_per_grid;
-
- if (buffers->smooth != smooth) {
- buffers->smooth = smooth;
- GPU_BATCH_DISCARD_SAFE(buffers->triangles);
- GPU_BATCH_DISCARD_SAFE(buffers->triangles_fast);
- GPU_BATCH_DISCARD_SAFE(buffers->lines);
- GPU_BATCH_DISCARD_SAFE(buffers->lines_fast);
+ buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf_fast);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf_fast);
- }
+ uint vert_per_grid = (buffers->smooth) ? key->grid_area : (SQUARE(key->grid_size - 1) * 4);
+ uint vert_count = totgrid * vert_per_grid;
if (buffers->index_buf == NULL) {
uint visible_quad_len = BKE_pbvh_count_grid_quads(
@@ -692,6 +701,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
buffers->show_mask = !empty_mask;
}
+/* Threaded - do not call any functions that use OpenGL calls! */
GPU_PBVH_Buffers *GPU_pbvh_grid_buffers_build(int totgrid, BLI_bitmap **grid_hidden)
{
GPU_PBVH_Buffers *buffers;
@@ -796,8 +806,24 @@ static int gpu_bmesh_face_visible_count(GSet *bm_faces)
return totface;
}
+void GPU_pbvh_bmesh_buffers_update_free(GPU_PBVH_Buffers *buffers)
+{
+ if (buffers->smooth) {
+ /* Smooth needs to recreate index buffer, so we have to invalidate the batch. */
+ GPU_BATCH_DISCARD_SAFE(buffers->triangles);
+ GPU_BATCH_DISCARD_SAFE(buffers->lines);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
+ }
+ else {
+ GPU_BATCH_DISCARD_SAFE(buffers->lines);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
+ }
+}
+
/* Creates a vertex buffer (coordinate, normal, color) and, if smooth
- * shading, an element index buffer. */
+ * shading, an element index buffer.
+ * Threaded - do not call any functions that use OpenGL calls! */
void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
BMesh *bm,
GSet *bm_faces,
@@ -815,17 +841,10 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
tottri = gpu_bmesh_face_visible_count(bm_faces);
if (buffers->smooth) {
- /* Smooth needs to recreate index buffer, so we have to invalidate the batch. */
- GPU_BATCH_DISCARD_SAFE(buffers->triangles);
- GPU_BATCH_DISCARD_SAFE(buffers->lines);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
/* Count visible vertices */
totvert = gpu_bmesh_vert_visible_count(bm_unique_verts, bm_other_verts);
}
else {
- GPU_BATCH_DISCARD_SAFE(buffers->lines);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_lines_buf);
totvert = tottri * 3;
}
@@ -834,9 +853,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
/* Node is just hidden. */
}
else {
- GPU_BATCH_DISCARD_SAFE(buffers->triangles);
- GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
- GPU_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
+ buffers->clear_bmesh_on_flush = true;
}
buffers->tot_tri = 0;
return;
@@ -991,6 +1008,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
/** \name Generic
* \{ */
+/* Threaded - do not call any functions that use OpenGL calls! */
GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading)
{
GPU_PBVH_Buffers *buffers;
@@ -1023,6 +1041,21 @@ short GPU_pbvh_buffers_material_index_get(GPU_PBVH_Buffers *buffers)
return buffers->material_index;
}
+void GPU_pbvh_buffers_update_flush(GPU_PBVH_Buffers *buffers)
+{
+ /* Free empty bmesh node buffers. */
+ if (buffers->clear_bmesh_on_flush) {
+ GPU_BATCH_DISCARD_SAFE(buffers->triangles);
+ GPU_INDEXBUF_DISCARD_SAFE(buffers->index_buf);
+ GPU_VERTBUF_DISCARD_SAFE(buffers->vert_buf);
+ }
+
+ /* Force flushing to the GPU. */
+ if (buffers->vert_buf && buffers->vert_buf->data) {
+ GPU_vertbuf_use(buffers->vert_buf);
+ }
+}
+
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers)
{
if (buffers) {
@@ -1041,7 +1074,3 @@ void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers)
}
/** \} */
-
-void GPU_pbvh_fix_linking()
-{
-}
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index 2f84a1cbd27..0009e7d8c47 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -62,11 +62,13 @@ void GPU_init(void)
immInit();
}
- GPU_pbvh_fix_linking();
+ gpu_pbvh_init();
}
void GPU_exit(void)
{
+ gpu_pbvh_exit();
+
if (!G.background) {
immDestroy();
}
diff --git a/source/blender/gpu/intern/gpu_private.h b/source/blender/gpu/intern/gpu_private.h
index 43b2da13e28..b9af8f1b38c 100644
--- a/source/blender/gpu/intern/gpu_private.h
+++ b/source/blender/gpu/intern/gpu_private.h
@@ -33,4 +33,8 @@ void gpu_debug_exit(void);
void gpu_framebuffer_module_init(void);
void gpu_framebuffer_module_exit(void);
+/* gpu_pbvh.c */
+void gpu_pbvh_init(void);
+void gpu_pbvh_exit(void);
+
#endif /* __GPU_PRIVATE_H__ */