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Diffstat (limited to 'source/blender/draw/intern/draw_cache_extract_mesh.cc')
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.cc102
1 files changed, 102 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.cc b/source/blender/draw/intern/draw_cache_extract_mesh.cc
index 485b803310c..383a3b05b67 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.cc
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.cc
@@ -42,6 +42,7 @@
#include "draw_cache_extract.h"
#include "draw_cache_inline.h"
+#include "draw_subdivision.h"
#include "mesh_extractors/extract_mesh.h"
@@ -783,6 +784,99 @@ static void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph,
/** \} */
+/* ---------------------------------------------------------------------- */
+/** \name Subdivision Extract Loop
+ * \{ */
+
+static void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache *cache,
+ MeshBufferCache *mbc,
+ DRWSubdivCache *subdiv_cache,
+ const ToolSettings *ts)
+{
+ /* Create an array containing all the extractors that needs to be executed. */
+ ExtractorRunDatas extractors;
+
+ MeshBufferList *mbuflist = &mbc->buff;
+
+#define EXTRACT_ADD_REQUESTED(type, name) \
+ do { \
+ if (DRW_##type##_requested(mbuflist->type.name)) { \
+ const MeshExtract *extractor = &extract_##name; \
+ extractors.append(extractor); \
+ } \
+ } while (0)
+
+ /* The order in which extractors are added to the list matters somewhat, as some buffers are
+ * reused when building others. */
+ EXTRACT_ADD_REQUESTED(ibo, tris);
+ EXTRACT_ADD_REQUESTED(vbo, pos_nor);
+ EXTRACT_ADD_REQUESTED(vbo, lnor);
+ for (int i = 0; i < GPU_MAX_ATTR; i++) {
+ EXTRACT_ADD_REQUESTED(vbo, attr[i]);
+ }
+
+ /* We use only one extractor for face dots, as the work is done in a single compute shader. */
+ if (DRW_vbo_requested(mbuflist->vbo.fdots_nor) || DRW_vbo_requested(mbuflist->vbo.fdots_pos) ||
+ DRW_ibo_requested(mbuflist->ibo.fdots)) {
+ extractors.append(&extract_fdots_pos);
+ }
+
+ EXTRACT_ADD_REQUESTED(ibo, lines);
+ EXTRACT_ADD_REQUESTED(ibo, edituv_points);
+ EXTRACT_ADD_REQUESTED(ibo, edituv_tris);
+ EXTRACT_ADD_REQUESTED(ibo, edituv_lines);
+ EXTRACT_ADD_REQUESTED(vbo, vert_idx);
+ EXTRACT_ADD_REQUESTED(vbo, edge_idx);
+ EXTRACT_ADD_REQUESTED(vbo, poly_idx);
+ EXTRACT_ADD_REQUESTED(vbo, edge_fac);
+ EXTRACT_ADD_REQUESTED(ibo, points);
+ EXTRACT_ADD_REQUESTED(vbo, edit_data);
+ EXTRACT_ADD_REQUESTED(vbo, edituv_data);
+ /* Make sure UVs are computed before edituv stuffs. */
+ EXTRACT_ADD_REQUESTED(vbo, uv);
+ EXTRACT_ADD_REQUESTED(vbo, edituv_stretch_area);
+ EXTRACT_ADD_REQUESTED(vbo, edituv_stretch_angle);
+ EXTRACT_ADD_REQUESTED(ibo, lines_adjacency);
+ EXTRACT_ADD_REQUESTED(vbo, vcol);
+ EXTRACT_ADD_REQUESTED(vbo, weights);
+ EXTRACT_ADD_REQUESTED(vbo, sculpt_data);
+
+#undef EXTRACT_ADD_REQUESTED
+
+ if (extractors.is_empty()) {
+ return;
+ }
+
+ MeshRenderData mr;
+ draw_subdiv_init_mesh_render_data(subdiv_cache, &mr, ts);
+ mesh_render_data_update_loose_geom(&mr, mbc, MR_ITER_LEDGE | MR_ITER_LVERT, MR_DATA_LOOSE_GEOM);
+
+ void *data_stack = MEM_mallocN(extractors.data_size_total(), __func__);
+ uint32_t data_offset = 0;
+ for (const ExtractorRunData &run_data : extractors) {
+ const MeshExtract *extractor = run_data.extractor;
+ void *buffer = mesh_extract_buffer_get(extractor, mbuflist);
+ void *data = POINTER_OFFSET(data_stack, data_offset);
+
+ extractor->init_subdiv(subdiv_cache, &mr, cache, buffer, data);
+
+ if (extractor->iter_subdiv) {
+ extractor->iter_subdiv(subdiv_cache, &mr, data);
+ }
+
+ if (extractor->iter_loose_geom_subdiv) {
+ extractor->iter_loose_geom_subdiv(subdiv_cache, &mr, &mbc->loose_geom, buffer, data);
+ }
+
+ if (extractor->finish_subdiv) {
+ extractor->finish_subdiv(subdiv_cache, buffer, data);
+ }
+ }
+ MEM_freeN(data_stack);
+}
+
+/** \} */
+
} // namespace blender::draw
extern "C" {
@@ -818,4 +912,12 @@ void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph,
use_hide);
}
+void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache *cache,
+ MeshBufferCache *mbc,
+ DRWSubdivCache *subdiv_cache,
+ const ToolSettings *ts)
+{
+ blender::draw::mesh_buffer_cache_create_requested_subdiv(cache, mbc, subdiv_cache, ts);
+}
+
} // extern "C"