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2022-01-16Fix T94865: GPU subdiv crash switching to texpaint areaKévin Dietrich
The crash is due to the fact that GPU subdivision extraction routines for edit data (including UVs) only worked for BMesh. However, a Mesh based version is still needed for texture painting. This adds the missing components. This also ensures all data are properly initialized (at least the ones revealed by the bug).
2022-01-16Cleanup: deduplicate GPU subdiv data extraction loopsKévin Dietrich
This puts the loop over the final subdivision quads outside of the mesh iteration callback. This can also allow for easier parallel execution in the future if need be.
2022-01-06Fix T94672: incorrect Workbench shadows with GPU subdivisionKévin Dietrich
The `lines_adjacency` IBO build in the GPU subdivision case was missing edges at the boundaries of open meshes. As it is used for the shadow pass, the shadows were then not clipped properly. This would also make X-Ray mode render differently in those cases. To fix this, we can simply reuse the buffer finalization routine from the non-subdivision case, as such edges are handled there.
2022-01-06GPU subdiv: fix wrong data sizes used for lines adjacency IBOKévin Dietrich
Function parameters were mismatched, causing an assertion failure in debug builds.
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-08-23Cleanup: rename 'MeshBufferCache' to 'MeshBufferList'Germano Cavalcante
`MeshBufferList` is more specific and can avoid confusion with `MeshBufferExtractionCache`.
2021-07-26Cleanup: Rearrange mesh extraction filesGermano Cavalcante
In the draw module, it's not easy to identify what its header is, and where the shared functions are. So move `draw_cache_extract_mesh_extractors.c` and `draw_cache_extract_mesh_private.h` to the same folder as the extractors and rename these files to make them more identifiable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11991
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-18Cleanup: clang-tidyCampbell Barton
2021-06-11Refactor: Draw Cache: use 'BLI_task_parallel_range'Germano Cavalcante
This is an adaptation of {D11488}. A disadvantage of manually setting the iter ranges per thread is that we don't know how many threads are running in the background and so we don't know how to best distribute the ranges. To solve this limitation we can use `parallel_reduce` and thus let the driver choose the best distribution of ranges among the threads. This proved to be especially beneficial for computers with few cores. **Benchmarking:** Here's the result on an 4-core laptop: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Here's the result on an 8-core PC: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS ||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms) |large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS ||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms) |looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS ||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms) |subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS ||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms) ||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms) |subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS ||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms) |subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS ||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms) **Notes:** - The improvement can only be noticed if all extracts are multithreaded. - This patch touches different areas of the code, so it can be split into another patch if the idea is accepted. These screenshots show how threads behave in a quadcore: Master: {F10164664} Patch: {F10164666} Differential Revision: https://developer.blender.org/D11558
2021-06-08Cleanup: replace NULL with nullptr.Jeroen Bakker
2021-06-08Cleanup: replace typedef structs with structs.Jeroen Bakker
2021-06-08Cleanup: Separate compile unit lines_adjacency.Jeroen Bakker