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-rw-r--r--source/blender/draw/CMakeLists.txt1
-rw-r--r--source/blender/draw/intern/DRW_render.h7
-rw-r--r--source/blender/draw/intern/draw_cache_impl_hair.c3
-rw-r--r--source/blender/draw/intern/draw_hair.c200
-rw-r--r--source/blender/draw/intern/draw_manager.h13
-rw-r--r--source/blender/draw/intern/draw_manager_data.c36
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c10
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl78
-rw-r--r--source/blender/draw/intern/shaders/common_hair_refine_comp.glsl24
-rw-r--r--source/blender/draw/intern/shaders/common_hair_refine_vert.glsl45
-rw-r--r--source/blender/gpu/GPU_capabilities.h2
-rw-r--r--source/blender/gpu/intern/gpu_capabilities.cc10
-rw-r--r--source/blender/gpu/intern/gpu_capabilities_private.hh2
-rw-r--r--source/blender/gpu/opengl/gl_backend.cc8
14 files changed, 344 insertions, 95 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index afb0f613290..0541aa982f3 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -322,6 +322,7 @@ data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_pointcloud_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
+data_to_c_simple(intern/shaders/common_hair_refine_comp.glsl SRC)
data_to_c_simple(intern/shaders/common_math_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_math_geom_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 2545cfa65dc..5071658fd82 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -438,6 +438,10 @@ void DRW_shgroup_call_range(
void DRW_shgroup_call_instance_range(
DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_ct);
+void DRW_shgroup_call_compute(DRWShadingGroup *shgroup,
+ int groups_x_len,
+ int groups_y_len,
+ int groups_z_len);
void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_count);
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_count);
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_count);
@@ -575,6 +579,9 @@ void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
const char *name,
const float (*value)[4],
int arraysize);
+void DRW_shgroup_vertex_buffer(DRWShadingGroup *shgroup,
+ const char *name,
+ struct GPUVertBuf *vertex_buffer);
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
diff --git a/source/blender/draw/intern/draw_cache_impl_hair.c b/source/blender/draw/intern/draw_cache_impl_hair.c
index fd28ac00186..6424b21666d 100644
--- a/source/blender/draw/intern/draw_cache_impl_hair.c
+++ b/source/blender/draw/intern/draw_cache_impl_hair.c
@@ -243,7 +243,8 @@ static void hair_batch_cache_ensure_procedural_final_points(ParticleHairCache *c
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- cache->final[subdiv].proc_buf = GPU_vertbuf_create_with_format(&format);
+ cache->final[subdiv].proc_buf = GPU_vertbuf_create_with_format_ex(&format,
+ GPU_USAGE_DEVICE_ONLY);
/* Create a destination buffer for the transform feedback. Sized appropriately */
/* Those are points! not line segments. */
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index bca227a24e2..bf3b10bccd3 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -36,15 +36,28 @@
#include "BKE_duplilist.h"
#include "GPU_batch.h"
+#include "GPU_capabilities.h"
+#include "GPU_compute.h"
#include "GPU_shader.h"
+#include "GPU_texture.h"
#include "GPU_vertex_buffer.h"
#include "draw_hair_private.h"
#ifndef __APPLE__
# define USE_TRANSFORM_FEEDBACK
+# define USE_COMPUTE_SHADERS
#endif
+BLI_INLINE bool drw_hair_use_compute_shaders(void)
+{
+#ifdef USE_COMPUTE_SHADERS
+ return GPU_compute_shader_support();
+#else
+ return false;
+#endif
+}
+
typedef enum ParticleRefineShader {
PART_REFINE_CATMULL_ROM = 0,
PART_REFINE_MAX_SHADER,
@@ -71,38 +84,89 @@ static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in t
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_common_hair_refine_vert_glsl[];
+extern char datatoc_common_hair_refine_comp_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
-static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
+/* TODO(jbakker): move shader creation to `draw_shaders` and add test cases. */
+/* TODO(jbakker): replace defines with `constexpr` to check compilation on all OSs. Currently the
+ * APPLE codepath does not compile on other platforms and vice versa. */
+#ifdef USE_COMPUTE_SHADERS
+static GPUShader *hair_refine_shader_compute_create(ParticleRefineShader UNUSED(refinement))
{
- if (g_refine_shaders[sh]) {
- return g_refine_shaders[sh];
- }
-
- char *vert_with_lib = BLI_string_joinN(datatoc_common_hair_lib_glsl,
- datatoc_common_hair_refine_vert_glsl);
+ GPUShader *sh = NULL;
+ sh = GPU_shader_create_compute(datatoc_common_hair_refine_comp_glsl,
+ datatoc_common_hair_lib_glsl,
+ "#define HAIR_PHASE_SUBDIV\n",
+ __func__);
+ return sh;
+}
+#endif
#ifdef USE_TRANSFORM_FEEDBACK
+static GPUShader *hair_refine_shader_transform_feedback_create(
+ ParticleRefineShader UNUSED(refinement))
+{
+ GPUShader *sh = NULL;
+
+ char *shader_src = BLI_string_joinN(datatoc_common_hair_lib_glsl,
+ datatoc_common_hair_refine_vert_glsl);
const char *var_names[1] = {"finalColor"};
- g_refine_shaders[sh] = DRW_shader_create_with_transform_feedback(
- vert_with_lib, NULL, "#define HAIR_PHASE_SUBDIV\n", GPU_SHADER_TFB_POINTS, var_names, 1);
-#else
- g_refine_shaders[sh] = DRW_shader_create(vert_with_lib,
- NULL,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- "#define blender_srgb_to_framebuffer_space(a) a\n"
- "#define HAIR_PHASE_SUBDIV\n"
- "#define TF_WORKAROUND\n");
+ sh = DRW_shader_create_with_transform_feedback(
+ shader_src, NULL, "#define HAIR_PHASE_SUBDIV\n", GPU_SHADER_TFB_POINTS, var_names, 1);
+ MEM_freeN(shader_src);
+
+ return sh;
+}
#endif
- MEM_freeN(vert_with_lib);
+static GPUShader *hair_refine_shader_transform_feedback_workaround_create(
+ ParticleRefineShader UNUSED(refinement))
+{
+ GPUShader *sh = NULL;
+
+ char *shader_src = BLI_string_joinN(datatoc_common_hair_lib_glsl,
+ datatoc_common_hair_refine_vert_glsl);
+ sh = DRW_shader_create(shader_src,
+ NULL,
+ datatoc_gpu_shader_3D_smooth_color_frag_glsl,
+ "#define blender_srgb_to_framebuffer_space(a) a\n"
+ "#define HAIR_PHASE_SUBDIV\n"
+ "#define TF_WORKAROUND\n");
+ MEM_freeN(shader_src);
+
+ return sh;
+}
+
+static GPUShader *hair_refine_shader_get(ParticleRefineShader refinement)
+{
+ if (g_refine_shaders[refinement]) {
+ return g_refine_shaders[refinement];
+ }
+
+#ifdef USE_COMPUTE_SHADERS
+ if (drw_hair_use_compute_shaders()) {
+ g_refine_shaders[refinement] = hair_refine_shader_compute_create(refinement);
+ if (g_refine_shaders[refinement]) {
+ return g_refine_shaders[refinement];
+ }
+ }
+#endif
+
+#ifdef USE_TRANSFORM_FEEDBACK
+ g_refine_shaders[refinement] = hair_refine_shader_transform_feedback_create(refinement);
+ if (g_refine_shaders[refinement]) {
+ return g_refine_shaders[refinement];
+ }
+#endif
- return g_refine_shaders[sh];
+ g_refine_shaders[refinement] = hair_refine_shader_transform_feedback_workaround_create(
+ refinement);
+ return g_refine_shaders[refinement];
}
void DRW_hair_init(void)
{
-#ifdef USE_TRANSFORM_FEEDBACK
+#if defined(USE_TRANSFORM_FEEDBACK) || defined(USE_COMPUTE_SHADERS)
g_tf_pass = DRW_pass_create("Update Hair Pass", 0);
#else
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_WRITE_COLOR);
@@ -125,6 +189,67 @@ void DRW_hair_init(void)
}
}
+static void drw_hair_particle_cache_shgrp_attach_resources(DRWShadingGroup *shgrp,
+ ParticleHairCache *cache,
+ const int subdiv)
+{
+ DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", cache->point_tex);
+ DRW_shgroup_uniform_texture(shgrp, "hairStrandBuffer", cache->strand_tex);
+ DRW_shgroup_uniform_texture(shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
+ DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
+}
+
+static void drw_hair_particle_cache_update_compute(ParticleHairCache *cache, const int subdiv)
+{
+ const int strands_len = cache->strands_len;
+ const int final_points_len = cache->final[subdiv].strands_res * strands_len;
+ if (final_points_len > 0) {
+ GPUShader *shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(shader, g_tf_pass);
+ drw_hair_particle_cache_shgrp_attach_resources(shgrp, cache, subdiv);
+ DRW_shgroup_vertex_buffer(shgrp, "hairPointOutputBuffer", cache->final[subdiv].proc_buf);
+
+ const int max_strands_per_call = GPU_max_work_group_count(0);
+ int strands_start = 0;
+ while (strands_start < strands_len) {
+ int batch_strands_len = MIN2(strands_len - strands_start, max_strands_per_call);
+ DRWShadingGroup *subgroup = DRW_shgroup_create_sub(shgrp);
+ DRW_shgroup_uniform_int_copy(subgroup, "hairStrandOffset", strands_start);
+ DRW_shgroup_call_compute(subgroup, batch_strands_len, cache->final[subdiv].strands_res, 1);
+ strands_start += batch_strands_len;
+ }
+ }
+}
+
+static void drw_hair_particle_cache_update_transform_feedback(ParticleHairCache *cache,
+ const int subdiv)
+{
+ const int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
+ if (final_points_len > 0) {
+ GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
+
+#ifdef USE_TRANSFORM_FEEDBACK
+ DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
+ tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
+#else
+ DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
+
+ ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
+ pr_call->next = g_tf_calls;
+ pr_call->vbo = cache->final[subdiv].proc_buf;
+ pr_call->shgrp = tf_shgrp;
+ pr_call->vert_len = final_points_len;
+ g_tf_calls = pr_call;
+ DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
+ DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
+ DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
+#endif
+
+ drw_hair_particle_cache_shgrp_attach_resources(tf_shgrp, cache, subdiv);
+ DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
+ }
+}
+
static ParticleHairCache *drw_hair_particle_cache_get(
Object *object, ParticleSystem *psys, ModifierData *md, int subdiv, int thickness_res)
{
@@ -140,32 +265,11 @@ static ParticleHairCache *drw_hair_particle_cache_get(
}
if (update) {
- int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
- if (final_points_len > 0) {
- GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
-
-#ifdef USE_TRANSFORM_FEEDBACK
- DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
- tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
-#else
- DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
-
- ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
- pr_call->next = g_tf_calls;
- pr_call->vbo = cache->final[subdiv].proc_buf;
- pr_call->shgrp = tf_shgrp;
- pr_call->vert_len = final_points_len;
- g_tf_calls = pr_call;
- DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
- DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
- DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
-#endif
-
- DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", cache->point_tex);
- DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", cache->strand_tex);
- DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
- DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
- DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
+ if (drw_hair_use_compute_shaders()) {
+ drw_hair_particle_cache_update_compute(cache, subdiv);
+ }
+ else {
+ drw_hair_particle_cache_update_transform_feedback(cache, subdiv);
}
}
return cache;
@@ -367,9 +471,11 @@ void DRW_hair_update(void)
MEM_freeN(data);
GPU_framebuffer_free(fb);
#else
- /* TODO(fclem): replace by compute shader. */
- /* Just render using transform feedback. */
+ /* Just render the pass when using compute shaders or transform feedback. */
DRW_draw_pass(g_tf_pass);
+ if (drw_hair_use_compute_shaders()) {
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
#endif
}
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 84bc0327aa2..d4e22c83798 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -187,6 +187,10 @@ typedef enum {
DRW_CMD_DRAW_INSTANCE = 2,
DRW_CMD_DRAW_INSTANCE_RANGE = 3,
DRW_CMD_DRAW_PROCEDURAL = 4,
+
+ /* Compute Commands. */
+ DRW_CMD_COMPUTE = 8,
+
/* Other Commands */
DRW_CMD_CLEAR = 12,
DRW_CMD_DRWSTATE = 13,
@@ -224,6 +228,12 @@ typedef struct DRWCommandDrawInstanceRange {
uint inst_count;
} DRWCommandDrawInstanceRange;
+typedef struct DRWCommandCompute {
+ int groups_x_len;
+ int groups_y_len;
+ int groups_z_len;
+} DRWCommandCompute;
+
typedef struct DRWCommandDrawProcedural {
GPUBatch *batch;
DRWResourceHandle handle;
@@ -260,6 +270,7 @@ typedef union DRWCommand {
DRWCommandDrawInstance instance;
DRWCommandDrawInstanceRange instance_range;
DRWCommandDrawProcedural procedural;
+ DRWCommandCompute compute;
DRWCommandSetMutableState state;
DRWCommandSetStencil stencil;
DRWCommandSetSelectID select_id;
@@ -274,6 +285,7 @@ struct DRWCallBuffer {
};
/** Used by #DRWUniform.type */
+/* TODO(jbakker): rename to DRW_RESOURCE/DRWResourceType. */
typedef enum {
DRW_UNIFORM_INT = 0,
DRW_UNIFORM_INT_COPY,
@@ -286,6 +298,7 @@ typedef enum {
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_REF,
DRW_UNIFORM_TFEEDBACK_TARGET,
+ DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE,
/** Per drawcall uniforms/UBO */
DRW_UNIFORM_BLOCK_OBMATS,
DRW_UNIFORM_BLOCK_OBINFOS,
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 6bdc5305fed..3b852e7f8c8 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -47,6 +47,7 @@
#endif
#include "GPU_buffers.h"
+#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_uniform_buffer.h"
@@ -446,6 +447,19 @@ void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
}
}
+void DRW_shgroup_vertex_buffer(DRWShadingGroup *shgroup,
+ const char *name,
+ GPUVertBuf *vertex_buffer)
+{
+ int location = GPU_shader_get_ssbo(shgroup->shader, name);
+ if (location == -1) {
+ BLI_assert(false && "Unable to locate binding of shader storage buffer objects.");
+ return;
+ }
+ drw_shgroup_uniform_create_ex(
+ shgroup, location, DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE, vertex_buffer, 0, 0, 1);
+}
+
/** \} */
/* -------------------------------------------------------------------- */
@@ -700,6 +714,17 @@ static void drw_command_draw_intance_range(
cmd->inst_count = count;
}
+static void drw_command_compute(DRWShadingGroup *shgroup,
+ int groups_x_len,
+ int groups_y_len,
+ int groups_z_len)
+{
+ DRWCommandCompute *cmd = drw_command_create(shgroup, DRW_CMD_COMPUTE);
+ cmd->groups_x_len = groups_x_len;
+ cmd->groups_y_len = groups_y_len;
+ cmd->groups_z_len = groups_z_len;
+}
+
static void drw_command_draw_procedural(DRWShadingGroup *shgroup,
GPUBatch *batch,
DRWResourceHandle handle,
@@ -815,6 +840,17 @@ void DRW_shgroup_call_instance_range(
drw_command_draw_intance_range(shgroup, geom, handle, i_sta, i_ct);
}
+void DRW_shgroup_call_compute(DRWShadingGroup *shgroup,
+ int groups_x_len,
+ int groups_y_len,
+ int groups_z_len)
+{
+ BLI_assert(groups_x_len > 0 && groups_y_len > 0 && groups_z_len > 0);
+ BLI_assert(GPU_compute_shader_support());
+
+ drw_command_compute(shgroup, groups_x_len, groups_y_len, groups_z_len);
+}
+
static void drw_shgroup_call_procedural_add_ex(DRWShadingGroup *shgroup,
GPUBatch *geom,
Object *ob,
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 4c8fcb0e016..f29caebeb84 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -29,6 +29,7 @@
#include "BKE_global.h"
+#include "GPU_compute.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_state.h"
@@ -672,6 +673,9 @@ static void draw_update_uniforms(DRWShadingGroup *shgroup,
*use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
((GPUVertBuf *)uni->pvalue));
break;
+ case DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE:
+ GPU_vertbuf_bind_as_ssbo((GPUVertBuf *)uni->pvalue, uni->location);
+ break;
/* Legacy/Fallback support. */
case DRW_UNIFORM_BASE_INSTANCE:
state->baseinst_loc = uni->location;
@@ -1050,6 +1054,12 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
cmd->instance_range.inst_count,
false);
break;
+ case DRW_CMD_COMPUTE:
+ GPU_compute_dispatch(shgroup->shader,
+ cmd->compute.groups_x_len,
+ cmd->compute.groups_y_len,
+ cmd->compute.groups_z_len);
+ break;
}
}
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
index 8684d82f228..02c335ddae2 100644
--- a/source/blender/draw/intern/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -28,6 +28,9 @@ uniform bool hairCloseTip = true;
uniform vec4 hairDupliMatrix[4];
+/* Strand batch offset when used in compute shaders. */
+uniform int hairStrandOffset = 0;
+
/* -- Per control points -- */
uniform samplerBuffer hairPointBuffer; /* RGBA32F */
#define point_position xyz
@@ -43,13 +46,37 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* -- Subdivision stage -- */
/**
- * We use a transform feedback to preprocess the strands and add more subdivision to it.
- * For the moment these are simple smooth interpolation but one could hope to see the full
+ * We use a transform feedback or compute shader to preprocess the strands and add more subdivision
+ * to it. For the moment these are simple smooth interpolation but one could hope to see the full
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.
*/
+#ifdef GPU_VERTEX_SHADER
+float hair_get_local_time()
+{
+ return float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
+}
+
+int hair_get_id()
+{
+ return gl_VertexID / hairStrandsRes;
+}
+#endif
+
+#ifdef GPU_COMPUTE_SHADER
+float hair_get_local_time()
+{
+ return float(gl_GlobalInvocationID.y) / float(hairStrandsRes - 1);
+}
+
+int hair_get_id()
+{
+ return int(gl_GlobalInvocationID.x) + hairStrandOffset;
+}
+#endif
+
#ifdef HAIR_PHASE_SUBDIV
int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
{
@@ -64,9 +91,9 @@ int hair_get_base_id(float local_time, int strand_segments, out float interp_tim
void hair_get_interp_attrs(
out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
{
- float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
+ float local_time = hair_get_local_time();
- int hair_id = gl_VertexID / hairStrandsRes;
+ int hair_id = hair_get_id();
int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
@@ -96,6 +123,7 @@ void hair_get_interp_attrs(
*/
#if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
+
int hair_get_strand_id(void)
{
return gl_VertexID / (hairStrandsRes * hairThicknessRes);
@@ -227,3 +255,45 @@ vec2 hair_resolve_barycentric(vec2 vert_barycentric)
return vec2(1.0 - vert_barycentric.x, 0.0);
}
}
+
+/* Hair interpolation functions. */
+vec4 hair_get_weights_cardinal(float t)
+{
+ float t2 = t * t;
+ float t3 = t2 * t;
+#if defined(CARDINAL)
+ float fc = 0.71;
+#else /* defined(CATMULL_ROM) */
+ float fc = 0.5;
+#endif
+
+ vec4 weights;
+ /* GLSL Optimized version of key_curve_position_weights() */
+ float fct = t * fc;
+ float fct2 = t2 * fc;
+ float fct3 = t3 * fc;
+ weights.x = (fct2 * 2.0 - fct3) - fct;
+ weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
+ weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
+ weights.w = fct3 - fct2;
+ return weights;
+}
+
+/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
+vec4 hair_get_weights_bspline(float t)
+{
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ vec4 weights;
+ /* GLSL Optimized version of key_curve_position_weights() */
+ weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
+ weights.y = (0.5 * t3 - t2 + 0.66666666);
+ weights.w = (0.16666666 * t3);
+ return weights;
+}
+
+vec4 hair_interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
+{
+ return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
+}
diff --git a/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl b/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl
new file mode 100644
index 00000000000..4dcde4b0245
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_hair_refine_comp.glsl
@@ -0,0 +1,24 @@
+
+/*
+ * To be compiled with common_hair_lib.glsl.
+ */
+
+layout(local_size_x = 1, local_size_y = 1) in;
+layout(std430, binding = 0) writeonly buffer hairPointOutputBuffer
+{
+ vec4 posTime[];
+}
+out_vertbuf;
+
+void main(void)
+{
+ float interp_time;
+ vec4 data0, data1, data2, data3;
+ hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
+
+ vec4 weights = hair_get_weights_cardinal(interp_time);
+ vec4 result = hair_interp_data(data0, data1, data2, data3, weights);
+
+ uint index = uint(hair_get_id() * hairStrandsRes) + gl_GlobalInvocationID.y;
+ out_vertbuf.posTime[index] = result;
+}
diff --git a/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl
index 3f5e3f8226f..371d43827b9 100644
--- a/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl
@@ -3,47 +3,6 @@
out vec4 finalColor;
-vec4 get_weights_cardinal(float t)
-{
- float t2 = t * t;
- float t3 = t2 * t;
-#if defined(CARDINAL)
- float fc = 0.71;
-#else /* defined(CATMULL_ROM) */
- float fc = 0.5;
-#endif
-
- vec4 weights;
- /* GLSL Optimized version of key_curve_position_weights() */
- float fct = t * fc;
- float fct2 = t2 * fc;
- float fct3 = t3 * fc;
- weights.x = (fct2 * 2.0 - fct3) - fct;
- weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
- weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
- weights.w = fct3 - fct2;
- return weights;
-}
-
-/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
-vec4 get_weights_bspline(float t)
-{
- float t2 = t * t;
- float t3 = t2 * t;
-
- vec4 weights;
- /* GLSL Optimized version of key_curve_position_weights() */
- weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
- weights.y = (0.5 * t3 - t2 + 0.66666666);
- weights.w = (0.16666666 * t3);
- return weights;
-}
-
-vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
-{
- return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
-}
-
#ifdef TF_WORKAROUND
uniform int targetWidth;
uniform int targetHeight;
@@ -56,8 +15,8 @@ void main(void)
vec4 data0, data1, data2, data3;
hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
- vec4 weights = get_weights_cardinal(interp_time);
- finalColor = interp_data(data0, data1, data2, data3, weights);
+ vec4 weights = hair_get_weights_cardinal(interp_time);
+ finalColor = hair_interp_data(data0, data1, data2, data3, weights);
#ifdef TF_WORKAROUND
int id = gl_VertexID - idOffset;
diff --git a/source/blender/gpu/GPU_capabilities.h b/source/blender/gpu/GPU_capabilities.h
index 45c656b49be..0c054d4f264 100644
--- a/source/blender/gpu/GPU_capabilities.h
+++ b/source/blender/gpu/GPU_capabilities.h
@@ -37,6 +37,8 @@ int GPU_max_textures(void);
int GPU_max_textures_vert(void);
int GPU_max_textures_geom(void);
int GPU_max_textures_frag(void);
+int GPU_max_work_group_count(int index);
+int GPU_max_work_group_size(int index);
int GPU_max_uniforms_vert(void);
int GPU_max_uniforms_frag(void);
int GPU_max_batch_indices(void);
diff --git a/source/blender/gpu/intern/gpu_capabilities.cc b/source/blender/gpu/intern/gpu_capabilities.cc
index bedc9ad3092..c6e9dc210cb 100644
--- a/source/blender/gpu/intern/gpu_capabilities.cc
+++ b/source/blender/gpu/intern/gpu_capabilities.cc
@@ -82,6 +82,16 @@ int GPU_max_textures(void)
return GCaps.max_textures;
}
+int GPU_max_work_group_count(int index)
+{
+ return GCaps.max_work_group_count[index];
+}
+
+int GPU_max_work_group_size(int index)
+{
+ return GCaps.max_work_group_size[index];
+}
+
int GPU_max_uniforms_vert(void)
{
return GCaps.max_uniforms_vert;
diff --git a/source/blender/gpu/intern/gpu_capabilities_private.hh b/source/blender/gpu/intern/gpu_capabilities_private.hh
index ee7ef1e69e6..95cf7fd335d 100644
--- a/source/blender/gpu/intern/gpu_capabilities_private.hh
+++ b/source/blender/gpu/intern/gpu_capabilities_private.hh
@@ -41,6 +41,8 @@ struct GPUCapabilities {
int max_textures_vert = 0;
int max_textures_geom = 0;
int max_textures_frag = 0;
+ int max_work_group_count[3] = {0, 0, 0};
+ int max_work_group_size[3] = {0, 0, 0};
int max_uniforms_vert = 0;
int max_uniforms_frag = 0;
int max_batch_indices = 0;
diff --git a/source/blender/gpu/opengl/gl_backend.cc b/source/blender/gpu/opengl/gl_backend.cc
index fb03a2c2d2a..d85f9f7684d 100644
--- a/source/blender/gpu/opengl/gl_backend.cc
+++ b/source/blender/gpu/opengl/gl_backend.cc
@@ -438,6 +438,14 @@ void GLBackend::capabilities_init()
GCaps.mem_stats_support = GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo;
GCaps.shader_image_load_store_support = GLEW_ARB_shader_image_load_store;
GCaps.compute_shader_support = GLEW_ARB_compute_shader;
+ if (GCaps.compute_shader_support) {
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &GCaps.max_work_group_count[0]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &GCaps.max_work_group_count[1]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &GCaps.max_work_group_count[2]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &GCaps.max_work_group_size[0]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &GCaps.max_work_group_size[1]);
+ glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &GCaps.max_work_group_size[2]);
+ }
GCaps.shader_storage_buffer_objects_support = GLEW_ARB_shader_storage_buffer_object;
/* GL specific capabilities. */
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GLContext::max_texture_3d_size);