From bf34b0c8f4b8c64bcc4ec0f3371d343e9c2fe029 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Tue, 2 Jun 2020 15:07:17 +0200 Subject: DrawManager: Graph Task Scheduling MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This patch uses a graph flow scheduler for creating all mesh batches. On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps. For each mesh where batches needs to be updated a sub-graph will be added to the task_graph. This sub-graph starts with an extract_render_data_node. This fills/converts the required data from Mesh. Small extractions and extractions that can't be multi-threaded are grouped in a single `extract_single_threaded_task_node`. Other extractions will create a node for each loop exceeding 4096 items. these nodes are linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata needed for the extraction based on the data extracted from the mesh. Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created as part of the lines extraction. When the lines_loose is only requested the sub-buffer is created from the existing `lines` buffer. It is assumed that the lines buffer is always requested before or together with the lines_loose what is always the case (see `DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`). Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7618 --- source/blender/editors/uvedit/uvedit_draw.c | 18 ++++++++++++++---- 1 file changed, 14 insertions(+), 4 deletions(-) (limited to 'source/blender/editors/uvedit') diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c index f8cef95c776..897e2f13774 100644 --- a/source/blender/editors/uvedit/uvedit_draw.c +++ b/source/blender/editors/uvedit/uvedit_draw.c @@ -39,6 +39,7 @@ #include "../../draw/intern/draw_cache_impl.h" #include "BLI_math.h" +#include "BLI_task.h" #include "BLI_utildefines.h" #include "BKE_deform.h" @@ -206,8 +207,10 @@ static void uvedit_get_batches(Object *ob, else { batches->faces = NULL; } - - DRW_mesh_batch_cache_create_requested(ob, ob->data, scene, false, false); + struct TaskGraph *task_graph = BLI_task_graph_create(); + DRW_mesh_batch_cache_create_requested(task_graph, ob, ob->data, scene, false, false); + BLI_task_graph_work_and_wait(task_graph); + BLI_task_graph_free(task_graph); if (draw_stretch && (sima->dt_uvstretch == SI_UVDT_STRETCH_AREA)) { /* after create_requested we can load the actual areas */ @@ -229,7 +232,11 @@ static void draw_uvs_shadow(SpaceImage *sima, DRW_mesh_batch_cache_validate(me); GPUBatch *edges = DRW_mesh_batch_cache_get_uv_edges(me); - DRW_mesh_batch_cache_create_requested(ob_eval, me, scene, false, false); + + struct TaskGraph *task_graph = BLI_task_graph_create(); + DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false); + BLI_task_graph_work_and_wait(task_graph); + BLI_task_graph_free(task_graph); if (edges) { if (sima->flag & SI_SMOOTH_UV) { @@ -269,7 +276,10 @@ static void draw_uvs_texpaint(const Scene *scene, Object *ob, Depsgraph *depsgra DRW_mesh_batch_cache_validate(me); GPUBatch *geom = DRW_mesh_batch_cache_get_uv_edges(me); - DRW_mesh_batch_cache_create_requested(ob_eval, me, scene, false, false); + struct TaskGraph *task_graph = BLI_task_graph_create(); + DRW_mesh_batch_cache_create_requested(task_graph, ob_eval, me, scene, false, false); + BLI_task_graph_work_and_wait(task_graph); + BLI_task_graph_free(task_graph); GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_UV_UNIFORM_COLOR); GPU_batch_uniform_4fv(geom, "color", col); -- cgit v1.2.3