This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.
The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.
I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.
A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
This leads to less lookups to the GWNShaderInterface and less uniform upload.
We still keep a legacy path so that Builtin uniforms can still work. We might restrict this path to Builtin shader only in the future.
You can now cancel your renders that are too long. This will still output the current status of the render. For example if you cancel at 50% rendering progress, you will have a render result with only half the render samples.
This also fix a bug with the probe debug display when there was more than 2 probes. ped->probe_id was equal to 0 for all planar probes until the next frame. Resulting in all planar data debug to show probe 0.
- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
The idea is to separate the most common case from symmetrical frustum. And to make a simple but efficient calculation.
The new radius is usually 98% the size of the radius size of the asymmetric solution.
Thanks to @fclem for reviewing the patch on IRC
Also get rid of the static var and initialization.
This enables the user to see the progress on the info header.
Closing blender or reading a file also kill the job which is good.
Unfortunatly, this job cannot be interrupt by users directly. We could make it interruptible but we need a way to resume the compilation.
In the gpus like `AMD Radeon HD 7570M` and `Intel(R) HD Graphics 4000` this solution improves performance a hundreds or even thousands of times depending on the resolution.
Reviewed By: @brecht and @fclem
Differential Revision: https://developer.blender.org/D3095
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.
This will makes multi layer rendering more efficient.