Age | Commit message (Collapse) | Author |
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This patch adds a specific extraction method when the mesh has only
one material. This method is multi-threaded.
There is a trade-off in this patch as the ibo isn't compressed (it adds
restart indexes for hidden faces). So it depends if threading is faster
than the additional GPU buffer upload.
# Subdivided cube
I used a cube subdivided 7 times, modifiers applied. that gives around 400000 faces.
The test is selecting some vertices and move them. During this test the next buffers are updated on each frame:
* vbo.pos_nor
* vbo.lnor
* vbo.edit_data
* ibo.tris
* ibo.points
System info:
|platform| Linux-5.11.0-7614-generic-x86_64-with-glibc2.33|
| renderer| AMD SIENNA_CICHLID (DRM 3.40.0, 5.11.0-7614-generic, LLVM 11.0.1)|
|vendor| AMD|
|version| 4.6 (Core Profile) Mesa 21.0.1|
|cpu| Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz|
|compiler| gcc version 10.3.0|
Timing have been measured using DEBUG_TIME in `draw_cache_extract_mesh`.
master: `rdata 8ms iter 45ms (frame 153ms)`
this patch `rdata 6ms iter 36ms (frame 132ms)`
Reviewed By: mano-wii
Maniphest Tasks: T88352
Differential Revision: https://developer.blender.org/D11290
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This is an optimization, but the difference is still not that
significant as some extractions are still done in single thread.
**Benchmarking**
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 14.246502 FPS|Average: 15.438118 FPS
||rdata 9ms iter 31ms (frame 69ms)|rdata 9ms iter 27ms (frame 65ms)
|large_mesh_editing_ledge: |Average: 14.913622 FPS|Average: 15.856538 FPS
||rdata 9ms iter 30ms (frame 67ms)|rdata 9ms iter 26ms (frame 63ms)
|looptris_test:|Average: 3.970774 FPS|Average: 4.095200 FPS
||rdata 11ms iter 90ms (frame 235ms)|rdata 12ms iter 87ms (frame 229ms)
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11467
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Current index builder is designed to be used in a single thread.
This makes all index buffer extractions single threaded.
This patch adds a thread safe solution enabling multithreaded
building of index buffers.
To reduce locking the solution would provide a task/thread local
index buffer builder (called sub builder).
When a thread is finished this thread local index buffer builder
can be joined with the initial index buffer builder.
`GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The
index list is shared between the parent and sub buffer, but the
counters are localized. Ensuring that updating counters would
not need any locking.
`GPU_indexbuf_subbuilder_finish`: merge the information of the
sub builder back to the parent builder. Needs to be invoked outside
the worker thread, or when sure that all worker threads have been
finished. Internal the function is not thread safe.
For testing purposes the extract_points extractor has been migrated to
the new API. Herefore changes to the mesh extractor were needed.
* When creating tasks, the task number of current task is stored in
ExtractTaskData including the total number of tasks.
* Adding two functions in `MeshExtract`.
** `task_init` will initialize the task specific userdata.
** `task_finish` should merge back the task specific userdata back.
* adding task_id parameter to the iteration functions so they can
access the correct task data without any need for locking.
There is no noticeable change in end user performance.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11499
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This reverts commit 43464c94f4def8689dd99a9e459f5ff77420d27b.
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`extract_points` doesn't support multithreading yet.
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The `loose_lines`' ibo was not being initialized.
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This implements T87633
This overlay renders a flash animation on the target object when
transfering the mode to it using the mode transfer operator.
This provides visual feedback when switching between objects without
extra overlays that affect the general color and lighting in the scene.
Differences with the design task:
- This uses just a fade out animation instead of a fade in/out animation.
The code is ready for fade in/out, but as the rest of the overlays
(face sets, masks...) change instantly without animation, having a fade
in/out effect gives the impression that the object flashes twice (once
for the face sets, twice for the peak alpha of the flash animation).
- The rendering uses a flat color without fresnel for now, but this can
be improved in the future to make it look more like the shader in the
prototype.
- Not enabled by default (can be enabled in the overlays panel), maybe
the defaults can change for 3.0 to disable fade inactive and enable this
instead.
Reviewed By: jbakker, JulienKaspar
Differential Revision: https://developer.blender.org/D11055
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Follow own code style docs.
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Some threads were always idle because of this.
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EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
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This reverts commit 730a46e87d261543c9550ddef406894e14d5bea6.
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EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
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This matches most declarations already in this file.
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More cleanups will come to make this more CPP-like.
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draw_cache_extract_mesh for task scheduling. Will be refactored to draw_cache_extract_mesh_scheduling later on after migrating to CPP.
draw_cache_extract_mesh_render_data extraction of mesh render data from edit mesh/mesh into a more generic structure.
draw_cache_extract_mesh_extractors containing all the extractors. This will be split up further into a single file per extractor.
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These identifiers were accidentally removed in rB44d2479dc36f.
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This patch replaces / redoes the entire MeshExtractors system.
Although they were useful and facilitated the addition of new buffers, they made it difficult to control the threads and added a lot of threading overhead.
Part of the problem was in traversing the same loop type in different threads. The concurrent access of the BMesh Elements slowed the reading.
This patch simplifies the use of threads by merging all the old callbacks from the extracts into a single series of iteration functions.
The type of extraction can be chosen using flags.
This optimized the process by around 34%.
Initial idea and implementation By @mano-wii.
Fine-tuning, cleanup by @atmind.
MASTER:
large_mesh_editing:
- rdata 9ms iter 50ms (frame 155ms)
- Average: 6.462874 FPS
PATCH:
large_mesh_editing:
- rdata 9ms iter 34ms (frame 136ms)
- Average: 7.379491 FPS
Differential Revision: https://developer.blender.org/D11425
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does not change.
Reuse loose geometry during selection (and other operations) from
previous calculation. Loose geometry stays the same, but was
recalculated to determine the size of GPU buffers. This patch would
reuse the previous loose geometry when geometry wasn't changed.
Although not the main bottleneck during selection it is measurable.
Master.
`rdata 46ms iter 55ms (frame 410ms)`
This patch.
`rdata 5ms iter 52ms (frame 342ms)`
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11339
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This was caused by unsafe sqrt calls.
Fixes T86578 white artifacts in EEVEE
Reviewed By: brecht, dfelinto
Differential Revision: https://developer.blender.org/D11428
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When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
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No real functional changes.
This is useful for benchmark cases when `cache->uv_cage` is passed but
has no buffers are requested.
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This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.
Timings before: between 0.000069s and 0.000362s.
Timings after: between 0.000032s and 0.000092s.
Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.
Future improvements are possible by generating the index buffer
of hair directly on the GPU.
NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
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