Files
test/source/blender/blenkernel/intern/subdiv_modifier.cc
Jeroen Bakker 6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00

187 lines
6.0 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BKE_subdiv_modifier.hh"
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BKE_mesh.hh"
#include "BKE_modifier.h"
#include "BKE_subdiv.hh"
#include "GPU_capabilities.h"
#include "GPU_context.h"
#include "opensubdiv_capi.h"
SubdivSettings BKE_subsurf_modifier_settings_init(const SubsurfModifierData *smd,
const bool use_render_params)
{
const int requested_levels = (use_render_params) ? smd->renderLevels : smd->levels;
SubdivSettings settings{};
settings.is_simple = (smd->subdivType == SUBSURF_TYPE_SIMPLE);
settings.is_adaptive = !(smd->flags & eSubsurfModifierFlag_UseRecursiveSubdivision);
settings.level = settings.is_simple ? 1 :
(settings.is_adaptive ? smd->quality : requested_levels);
settings.use_creases = (smd->flags & eSubsurfModifierFlag_UseCrease);
settings.vtx_boundary_interpolation = BKE_subdiv_vtx_boundary_interpolation_from_subsurf(
smd->boundary_smooth);
settings.fvar_linear_interpolation = BKE_subdiv_fvar_interpolation_from_uv_smooth(
smd->uv_smooth);
return settings;
}
bool BKE_subsurf_modifier_runtime_init(SubsurfModifierData *smd, const bool use_render_params)
{
SubdivSettings settings = BKE_subsurf_modifier_settings_init(smd, use_render_params);
SubsurfRuntimeData *runtime_data = (SubsurfRuntimeData *)smd->modifier.runtime;
if (settings.level == 0) {
/* Modifier is effectively disabled, but still update settings if runtime data
* was already allocated. */
if (runtime_data) {
runtime_data->settings = settings;
runtime_data->used_cpu = runtime_data->used_gpu = 0;
}
return false;
}
/* Allocate runtime data if it did not exist yet. */
if (runtime_data == nullptr) {
runtime_data = MEM_cnew<SubsurfRuntimeData>(__func__);
smd->modifier.runtime = runtime_data;
}
runtime_data->settings = settings;
return true;
}
static ModifierData *modifier_get_last_enabled_for_mode(const Scene *scene,
const Object *ob,
int required_mode)
{
ModifierData *md = static_cast<ModifierData *>(ob->modifiers.last);
while (md) {
if (BKE_modifier_is_enabled(scene, md, required_mode)) {
break;
}
md = md->prev;
}
return md;
}
bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd, const Mesh *mesh)
{
return (smd->flags & eSubsurfModifierFlag_UseCustomNormals) && (mesh->flag & ME_AUTOSMOOTH) &&
CustomData_has_layer(&mesh->loop_data, CD_CUSTOMLOOPNORMAL);
}
static bool subsurf_modifier_use_autosmooth_or_split_normals(const SubsurfModifierData *smd,
const Mesh *mesh)
{
return (mesh->flag & ME_AUTOSMOOTH) || BKE_subsurf_modifier_use_custom_loop_normals(smd, mesh);
}
static bool is_subdivision_evaluation_possible_on_gpu()
{
/* Only OpenGL is supported for OpenSubdiv evaluation for now. */
if (GPU_backend_get_type() != GPU_BACKEND_OPENGL) {
return false;
}
if (!(GPU_compute_shader_support())) {
return false;
}
if (GPU_max_compute_shader_storage_blocks() < MAX_GPU_SUBDIV_SSBOS) {
return false;
}
return true;
}
bool BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(const SubsurfModifierData *smd,
const Mesh *mesh)
{
if ((U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) == 0) {
/* GPU subdivision is explicitly disabled, so we don't force it. */
return false;
}
if (!is_subdivision_evaluation_possible_on_gpu()) {
/* The GPU type is not compatible with the subdivision. */
return false;
}
return subsurf_modifier_use_autosmooth_or_split_normals(smd, mesh);
}
bool BKE_subsurf_modifier_can_do_gpu_subdiv(const Scene *scene,
const Object *ob,
const Mesh *mesh,
const SubsurfModifierData *smd,
int required_mode)
{
if ((U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) == 0) {
return false;
}
/* Deactivate GPU subdivision if autosmooth or custom split normals are used as those are
* complicated to support on GPU, and should really be separate workflows. */
if (subsurf_modifier_use_autosmooth_or_split_normals(smd, mesh)) {
return false;
}
ModifierData *md = modifier_get_last_enabled_for_mode(scene, ob, required_mode);
if (md != (const ModifierData *)smd) {
return false;
}
return is_subdivision_evaluation_possible_on_gpu();
}
bool BKE_subsurf_modifier_has_gpu_subdiv(const Mesh *mesh)
{
SubsurfRuntimeData *runtime_data = mesh->runtime->subsurf_runtime_data;
return runtime_data && runtime_data->has_gpu_subdiv;
}
void (*BKE_subsurf_modifier_free_gpu_cache_cb)(Subdiv *subdiv) = nullptr;
Subdiv *BKE_subsurf_modifier_subdiv_descriptor_ensure(SubsurfRuntimeData *runtime_data,
const Mesh *mesh,
const bool for_draw_code)
{
if (for_draw_code) {
runtime_data->used_gpu = 2; /* countdown in frames */
return runtime_data->subdiv_gpu = BKE_subdiv_update_from_mesh(
runtime_data->subdiv_gpu, &runtime_data->settings, mesh);
}
runtime_data->used_cpu = 2;
return runtime_data->subdiv_cpu = BKE_subdiv_update_from_mesh(
runtime_data->subdiv_cpu, &runtime_data->settings, mesh);
}
int BKE_subsurf_modifier_eval_required_mode(bool is_final_render, bool is_edit_mode)
{
if (is_final_render) {
return eModifierMode_Render;
}
return eModifierMode_Realtime | (is_edit_mode ? int(eModifierMode_Editmode) : 0);
}