Files
test/source/blender/blenkernel/intern/subdiv_modifier.cc
Hans Goudey 54c3c8f411 Draw: Inline small functions to reduce overhead
Some functions used at least once per object/instance
when drawing are so trivial that function call overhead
becomes significant. Allowing these functions to be
inlined can remove that overhead and also give the
compiler more information it can use for optimization.

In the Erindale Flower Shop file, this change gives me
a 10% improvement in playback FPS, from 8.77 to 9.65.

Pull Request: https://projects.blender.org/blender/blender/pulls/140402
2025-06-17 16:06:05 +02:00

148 lines
4.9 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_userdef_types.h"
#include "BKE_attribute.hh"
#include "BKE_mesh.hh"
#include "BKE_modifier.hh"
#include "BKE_subdiv.hh"
#include "GPU_capabilities.hh"
#include "GPU_context.hh"
using namespace blender::bke;
subdiv::Settings BKE_subsurf_modifier_settings_init(const SubsurfModifierData *smd,
const bool use_render_params)
{
const int requested_levels = (use_render_params) ? smd->renderLevels : smd->levels;
subdiv::Settings 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 = subdiv::vtx_boundary_interpolation_from_subsurf(
smd->boundary_smooth);
settings.fvar_linear_interpolation = subdiv::fvar_interpolation_from_uv_smooth(smd->uv_smooth);
return settings;
}
bool BKE_subsurf_modifier_runtime_init(SubsurfModifierData *smd, const bool use_render_params)
{
subdiv::Settings 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_callocN<SubsurfRuntimeData>(__func__);
smd->modifier.runtime = runtime_data;
}
runtime_data->settings = settings;
return true;
}
bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd, const Mesh *mesh)
{
if ((smd->flags & eSubsurfModifierFlag_UseCustomNormals) == 0) {
return false;
}
const std::optional<AttributeMetaData> meta_data = mesh->attributes().lookup_meta_data(
"custom_normal");
return meta_data && meta_data->domain == AttrDomain::Corner &&
meta_data->data_type == CD_PROP_INT16_2D;
}
bool BKE_subsurf_modifier_has_split_normals(const SubsurfModifierData *smd, const Mesh *mesh)
{
return BKE_subsurf_modifier_use_custom_loop_normals(smd, mesh) ||
mesh->normals_domain() == MeshNormalDomain::Corner;
}
static bool is_subdivision_evaluation_possible_on_gpu()
{
if (GPU_backend_get_type() == GPU_BACKEND_NONE) {
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;
}
/* Deactivate GPU subdivision if sharp edges or custom normals are used as those are
* complicated to support on GPU, and should really be separate workflows. */
return BKE_subsurf_modifier_has_split_normals(smd, mesh);
}
bool BKE_subsurf_modifier_can_do_gpu_subdiv(const SubsurfModifierData *smd, const Mesh *mesh)
{
return (U.gpu_flag & USER_GPU_FLAG_SUBDIVISION_EVALUATION) &&
is_subdivision_evaluation_possible_on_gpu() &&
!BKE_subsurf_modifier_has_split_normals(smd, mesh);
}
void (*BKE_subsurf_modifier_free_gpu_cache_cb)(subdiv::Subdiv *subdiv) = nullptr;
subdiv::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 = subdiv::update_from_mesh(
runtime_data->subdiv_gpu, &runtime_data->settings, mesh);
}
runtime_data->used_cpu = 2;
return runtime_data->subdiv_cpu = 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);
}