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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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One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.
Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.
The benefit is most evident on hardware with fewer cores.
This is the result on an 4-core laptop:
||before:|after:
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|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Differential Revision: https://developer.blender.org/D11558
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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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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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Moving the bounds code to the builder can be useful
for future optimizations like building multithreaded.
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D11455
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With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.
NOTE: As this is an OpenGL4.3 feature it must always have a fallback.
Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.
This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.
An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10913
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- Use the syntactic wrap/unwrap method to make code more readable.
- Update comment about hidden struct behind opaque types.
- Cleanup GPUDrawList type.
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This is part of the Vulkan backend task T68990.
There is no real change, only making some code re-organisation.
This also make the IndexBuf completely abstract from outside the
GPU module.
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Makes it follow the functions names.
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