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
236 lines
8.1 KiB
C
236 lines
8.1 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2018 by Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#include "BKE_subdiv.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_modifier.h"
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#include "BKE_subdiv_modifier.h"
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#include "MEM_guardedalloc.h"
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#include "subdiv_converter.h"
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#include "opensubdiv_capi.h"
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#include "opensubdiv_converter_capi.h"
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#include "opensubdiv_evaluator_capi.h"
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#include "opensubdiv_topology_refiner_capi.h"
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/* =================----====--===== MODULE ==========================------== */
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void BKE_subdiv_init()
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{
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openSubdiv_init();
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}
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void BKE_subdiv_exit()
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{
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openSubdiv_cleanup();
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}
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/* ========================== CONVERSION HELPERS ============================ */
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eSubdivFVarLinearInterpolation BKE_subdiv_fvar_interpolation_from_uv_smooth(int uv_smooth)
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{
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switch (uv_smooth) {
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case SUBSURF_UV_SMOOTH_NONE:
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_ALL;
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case SUBSURF_UV_SMOOTH_PRESERVE_CORNERS:
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_ONLY;
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case SUBSURF_UV_SMOOTH_PRESERVE_CORNERS_AND_JUNCTIONS:
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_AND_JUNCTIONS;
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case SUBSURF_UV_SMOOTH_PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE:
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_CORNERS_JUNCTIONS_AND_CONCAVE;
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case SUBSURF_UV_SMOOTH_PRESERVE_BOUNDARIES:
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_BOUNDARIES;
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case SUBSURF_UV_SMOOTH_ALL:
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_NONE;
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}
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BLI_assert_msg(0, "Unknown uv smooth flag");
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return SUBDIV_FVAR_LINEAR_INTERPOLATION_ALL;
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}
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eSubdivVtxBoundaryInterpolation BKE_subdiv_vtx_boundary_interpolation_from_subsurf(
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int boundary_smooth)
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{
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switch (boundary_smooth) {
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case SUBSURF_BOUNDARY_SMOOTH_PRESERVE_CORNERS:
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return SUBDIV_VTX_BOUNDARY_EDGE_AND_CORNER;
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case SUBSURF_BOUNDARY_SMOOTH_ALL:
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return SUBDIV_VTX_BOUNDARY_EDGE_ONLY;
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}
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BLI_assert_msg(0, "Unknown boundary smooth flag");
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return SUBDIV_VTX_BOUNDARY_EDGE_ONLY;
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}
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/* ================================ SETTINGS ================================ */
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bool BKE_subdiv_settings_equal(const SubdivSettings *settings_a, const SubdivSettings *settings_b)
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{
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return (settings_a->is_simple == settings_b->is_simple &&
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settings_a->is_adaptive == settings_b->is_adaptive &&
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settings_a->level == settings_b->level &&
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settings_a->vtx_boundary_interpolation == settings_b->vtx_boundary_interpolation &&
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settings_a->fvar_linear_interpolation == settings_b->fvar_linear_interpolation);
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}
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/* ============================== CONSTRUCTION ============================== */
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/* Creation from scratch. */
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Subdiv *BKE_subdiv_new_from_converter(const SubdivSettings *settings,
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struct OpenSubdiv_Converter *converter)
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{
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SubdivStats stats;
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BKE_subdiv_stats_init(&stats);
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BKE_subdiv_stats_begin(&stats, SUBDIV_STATS_TOPOLOGY_REFINER_CREATION_TIME);
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OpenSubdiv_TopologyRefinerSettings topology_refiner_settings;
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topology_refiner_settings.level = settings->level;
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topology_refiner_settings.is_adaptive = settings->is_adaptive;
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struct OpenSubdiv_TopologyRefiner *osd_topology_refiner = NULL;
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if (converter->getNumVertices(converter) != 0) {
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osd_topology_refiner = openSubdiv_createTopologyRefinerFromConverter(
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converter, &topology_refiner_settings);
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}
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else {
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/* TODO(sergey): Check whether original geometry had any vertices.
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* The thing here is: OpenSubdiv can only deal with faces, but our
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* side of subdiv also deals with loose vertices and edges. */
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}
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Subdiv *subdiv = MEM_callocN(sizeof(Subdiv), "subdiv from converetr");
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subdiv->settings = *settings;
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subdiv->topology_refiner = osd_topology_refiner;
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subdiv->evaluator = NULL;
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subdiv->displacement_evaluator = NULL;
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BKE_subdiv_stats_end(&stats, SUBDIV_STATS_TOPOLOGY_REFINER_CREATION_TIME);
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subdiv->stats = stats;
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return subdiv;
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}
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Subdiv *BKE_subdiv_new_from_mesh(const SubdivSettings *settings, const Mesh *mesh)
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{
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if (mesh->totvert == 0) {
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return NULL;
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}
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OpenSubdiv_Converter converter;
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BKE_subdiv_converter_init_for_mesh(&converter, settings, mesh);
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Subdiv *subdiv = BKE_subdiv_new_from_converter(settings, &converter);
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BKE_subdiv_converter_free(&converter);
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return subdiv;
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}
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/* Creation with cached-aware semantic. */
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Subdiv *BKE_subdiv_update_from_converter(Subdiv *subdiv,
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const SubdivSettings *settings,
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OpenSubdiv_Converter *converter)
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{
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/* Check if the existing descriptor can be re-used. */
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bool can_reuse_subdiv = true;
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if (subdiv != NULL && subdiv->topology_refiner != NULL) {
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if (!BKE_subdiv_settings_equal(&subdiv->settings, settings)) {
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can_reuse_subdiv = false;
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}
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else {
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BKE_subdiv_stats_begin(&subdiv->stats, SUBDIV_STATS_TOPOLOGY_COMPARE);
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can_reuse_subdiv = openSubdiv_topologyRefinerCompareWithConverter(subdiv->topology_refiner,
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converter);
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BKE_subdiv_stats_end(&subdiv->stats, SUBDIV_STATS_TOPOLOGY_COMPARE);
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}
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}
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else {
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can_reuse_subdiv = false;
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}
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if (can_reuse_subdiv) {
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return subdiv;
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}
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/* Create new subdiv. */
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if (subdiv != NULL) {
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BKE_subdiv_free(subdiv);
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}
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return BKE_subdiv_new_from_converter(settings, converter);
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}
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Subdiv *BKE_subdiv_update_from_mesh(Subdiv *subdiv,
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const SubdivSettings *settings,
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const Mesh *mesh)
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{
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OpenSubdiv_Converter converter;
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BKE_subdiv_converter_init_for_mesh(&converter, settings, mesh);
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subdiv = BKE_subdiv_update_from_converter(subdiv, settings, &converter);
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BKE_subdiv_converter_free(&converter);
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return subdiv;
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}
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/* Memory release. */
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void BKE_subdiv_free(Subdiv *subdiv)
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{
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if (subdiv->evaluator != NULL) {
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const eOpenSubdivEvaluator evaluator_type = subdiv->evaluator->type;
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if (evaluator_type != OPENSUBDIV_EVALUATOR_CPU) {
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/* Let the draw code do the freeing, to ensure that the OpenGL context is valid. */
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BKE_subsurf_modifier_free_gpu_cache_cb(subdiv);
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return;
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}
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openSubdiv_deleteEvaluator(subdiv->evaluator);
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}
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if (subdiv->topology_refiner != NULL) {
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openSubdiv_deleteTopologyRefiner(subdiv->topology_refiner);
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}
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BKE_subdiv_displacement_detach(subdiv);
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if (subdiv->cache_.face_ptex_offset != NULL) {
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MEM_freeN(subdiv->cache_.face_ptex_offset);
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}
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MEM_freeN(subdiv);
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}
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/* =========================== PTEX FACES AND GRIDS ========================= */
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int *BKE_subdiv_face_ptex_offset_get(Subdiv *subdiv)
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{
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if (subdiv->cache_.face_ptex_offset != NULL) {
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return subdiv->cache_.face_ptex_offset;
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}
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OpenSubdiv_TopologyRefiner *topology_refiner = subdiv->topology_refiner;
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if (topology_refiner == NULL) {
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return NULL;
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}
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const int num_coarse_faces = topology_refiner->getNumFaces(topology_refiner);
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subdiv->cache_.face_ptex_offset = MEM_malloc_arrayN(
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num_coarse_faces + 1, sizeof(int), "subdiv face_ptex_offset");
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int ptex_offset = 0;
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for (int face_index = 0; face_index < num_coarse_faces; face_index++) {
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const int num_ptex_faces = topology_refiner->getNumFacePtexFaces(topology_refiner, face_index);
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subdiv->cache_.face_ptex_offset[face_index] = ptex_offset;
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ptex_offset += num_ptex_faces;
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}
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subdiv->cache_.face_ptex_offset[num_coarse_faces] = ptex_offset;
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return subdiv->cache_.face_ptex_offset;
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}
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