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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).
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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.
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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.
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Function parameters were mismatched, causing an assertion failure in
debug builds.
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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
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Also add groups in some files.
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`MeshBufferList` is more specific and can avoid confusion with
`MeshBufferExtractionCache`.
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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
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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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
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