Files
test/source/blender/draw/intern/draw_cache_impl_volume.cc
Jason Fielder 18f7d158fe GPU: cleanup texture view usage flags
Texture usage flag `GPU_TEXTURE_USAGE_MIP_SWIZZLE_VIEW`
was originally implemented and used too conservatively for many
cases in which the underlying API flags were not required.

Renaming to `GPU_TEXTURE_USAGE_FORMAT_VIEW` to reflect
the only essential use case for when a texture view is initialized with
a different texture format to the source texture. Texture views can
still be created without this flag when mip range or base level is
adjusted,

This flag is still required by stencil views and internally by the Metal
backend for certain feature support such as SRGB render toggling.

Patch also includes some small changes to the Metal backend to
adapt to this new compatibility and correctly capture all texture view
use-cases.

Related to #115269

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/115300
2023-11-24 15:21:00 +01:00

349 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2017 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*
* \brief Volume API for render engines
*/
#include <cstring>
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
#include "DNA_volume_types.h"
#include "BKE_global.h"
#include "BKE_volume.hh"
#include "BKE_volume_render.hh"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_texture.h"
#include "DEG_depsgraph_query.hh"
#include "DRW_render.h"
#include "draw_cache.h" /* own include */
#include "draw_cache_impl.hh" /* own include */
static void volume_batch_cache_clear(Volume *volume);
/* ---------------------------------------------------------------------- */
/* Volume GPUBatch Cache */
struct VolumeBatchCache {
/* 3D textures */
ListBase grids;
/* Wireframe */
struct {
GPUVertBuf *pos_nor_in_order;
GPUBatch *batch;
} face_wire;
/* Surface for selection */
GPUBatch *selection_surface;
/* settings to determine if cache is invalid */
bool is_dirty;
};
/* GPUBatch cache management. */
static bool volume_batch_cache_valid(Volume *volume)
{
VolumeBatchCache *cache = static_cast<VolumeBatchCache *>(volume->batch_cache);
return (cache && cache->is_dirty == false);
}
static void volume_batch_cache_init(Volume *volume)
{
VolumeBatchCache *cache = static_cast<VolumeBatchCache *>(volume->batch_cache);
if (!cache) {
volume->batch_cache = cache = MEM_cnew<VolumeBatchCache>(__func__);
}
else {
memset(cache, 0, sizeof(*cache));
}
cache->is_dirty = false;
}
void DRW_volume_batch_cache_validate(Volume *volume)
{
if (!volume_batch_cache_valid(volume)) {
volume_batch_cache_clear(volume);
volume_batch_cache_init(volume);
}
}
static VolumeBatchCache *volume_batch_cache_get(Volume *volume)
{
DRW_volume_batch_cache_validate(volume);
return static_cast<VolumeBatchCache *>(volume->batch_cache);
}
void DRW_volume_batch_cache_dirty_tag(Volume *volume, int mode)
{
VolumeBatchCache *cache = static_cast<VolumeBatchCache *>(volume->batch_cache);
if (cache == nullptr) {
return;
}
switch (mode) {
case BKE_VOLUME_BATCH_DIRTY_ALL:
cache->is_dirty = true;
break;
default:
BLI_assert(0);
}
}
static void volume_batch_cache_clear(Volume *volume)
{
VolumeBatchCache *cache = static_cast<VolumeBatchCache *>(volume->batch_cache);
if (!cache) {
return;
}
LISTBASE_FOREACH (DRWVolumeGrid *, grid, &cache->grids) {
MEM_SAFE_FREE(grid->name);
DRW_TEXTURE_FREE_SAFE(grid->texture);
}
BLI_freelistN(&cache->grids);
GPU_VERTBUF_DISCARD_SAFE(cache->face_wire.pos_nor_in_order);
GPU_BATCH_DISCARD_SAFE(cache->face_wire.batch);
GPU_BATCH_DISCARD_SAFE(cache->selection_surface);
}
void DRW_volume_batch_cache_free(Volume *volume)
{
volume_batch_cache_clear(volume);
MEM_SAFE_FREE(volume->batch_cache);
}
struct VolumeWireframeUserData {
Volume *volume;
Scene *scene;
};
static void drw_volume_wireframe_cb(
void *userdata, const float (*verts)[3], const int (*edges)[2], int totvert, int totedge)
{
VolumeWireframeUserData *data = static_cast<VolumeWireframeUserData *>(userdata);
Scene *scene = data->scene;
Volume *volume = data->volume;
VolumeBatchCache *cache = static_cast<VolumeBatchCache *>(volume->batch_cache);
const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
GPU_use_hq_normals_workaround();
/* Create vertex buffer. */
static GPUVertFormat format = {0};
static GPUVertFormat format_hq = {0};
static struct {
uint pos_id, nor_id;
uint pos_hq_id, nor_hq_id;
} attr_id;
if (format.attr_len == 0) {
attr_id.pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
attr_id.nor_id = GPU_vertformat_attr_add(
&format, "nor", GPU_COMP_I10, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
attr_id.pos_id = GPU_vertformat_attr_add(&format_hq, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
attr_id.nor_id = GPU_vertformat_attr_add(
&format_hq, "nor", GPU_COMP_I16, 3, GPU_FETCH_INT_TO_FLOAT_UNIT);
}
static float normal[3] = {1.0f, 0.0f, 0.0f};
GPUNormal packed_normal;
GPU_normal_convert_v3(&packed_normal, normal, do_hq_normals);
uint pos_id = do_hq_normals ? attr_id.pos_hq_id : attr_id.pos_id;
uint nor_id = do_hq_normals ? attr_id.nor_hq_id : attr_id.nor_id;
cache->face_wire.pos_nor_in_order = GPU_vertbuf_create_with_format(do_hq_normals ? &format_hq :
&format);
GPU_vertbuf_data_alloc(cache->face_wire.pos_nor_in_order, totvert);
GPU_vertbuf_attr_fill(cache->face_wire.pos_nor_in_order, pos_id, verts);
GPU_vertbuf_attr_fill_stride(cache->face_wire.pos_nor_in_order, nor_id, 0, &packed_normal);
/* Create wiredata. */
GPUVertBuf *vbo_wiredata = GPU_vertbuf_calloc();
DRW_vertbuf_create_wiredata(vbo_wiredata, totvert);
if (volume->display.wireframe_type == VOLUME_WIREFRAME_POINTS) {
/* Create batch. */
cache->face_wire.batch = GPU_batch_create(
GPU_PRIM_POINTS, cache->face_wire.pos_nor_in_order, nullptr);
}
else {
/* Create edge index buffer. */
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_LINES, totedge, totvert);
for (int i = 0; i < totedge; i++) {
GPU_indexbuf_add_line_verts(&elb, edges[i][0], edges[i][1]);
}
GPUIndexBuf *ibo = GPU_indexbuf_build(&elb);
/* Create batch. */
cache->face_wire.batch = GPU_batch_create_ex(
GPU_PRIM_LINES, cache->face_wire.pos_nor_in_order, ibo, GPU_BATCH_OWNS_INDEX);
}
GPU_batch_vertbuf_add(cache->face_wire.batch, vbo_wiredata, true);
}
GPUBatch *DRW_volume_batch_cache_get_wireframes_face(Volume *volume)
{
if (volume->display.wireframe_type == VOLUME_WIREFRAME_NONE) {
return nullptr;
}
VolumeBatchCache *cache = volume_batch_cache_get(volume);
if (cache->face_wire.batch == nullptr) {
const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume);
if (volume_grid == nullptr) {
return nullptr;
}
/* Create wireframe from OpenVDB tree. */
const DRWContextState *draw_ctx = DRW_context_state_get();
VolumeWireframeUserData userdata;
userdata.volume = volume;
userdata.scene = draw_ctx->scene;
BKE_volume_grid_wireframe(volume, volume_grid, drw_volume_wireframe_cb, &userdata);
}
return cache->face_wire.batch;
}
static void drw_volume_selection_surface_cb(
void *userdata, float (*verts)[3], int (*tris)[3], int totvert, int tottris)
{
Volume *volume = static_cast<Volume *>(userdata);
VolumeBatchCache *cache = static_cast<VolumeBatchCache *>(volume->batch_cache);
static GPUVertFormat format = {0};
static uint pos_id;
if (format.attr_len == 0) {
pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
}
/* Create vertex buffer. */
GPUVertBuf *vbo_surface = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo_surface, totvert);
GPU_vertbuf_attr_fill(vbo_surface, pos_id, verts);
/* Create index buffer. */
GPUIndexBufBuilder elb;
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottris, totvert);
for (int i = 0; i < tottris; i++) {
GPU_indexbuf_add_tri_verts(&elb, UNPACK3(tris[i]));
}
GPUIndexBuf *ibo_surface = GPU_indexbuf_build(&elb);
cache->selection_surface = GPU_batch_create_ex(
GPU_PRIM_TRIS, vbo_surface, ibo_surface, GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
}
GPUBatch *DRW_volume_batch_cache_get_selection_surface(Volume *volume)
{
VolumeBatchCache *cache = volume_batch_cache_get(volume);
if (cache->selection_surface == nullptr) {
const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume);
if (volume_grid == nullptr) {
return nullptr;
}
BKE_volume_grid_selection_surface(
volume, volume_grid, drw_volume_selection_surface_cb, volume);
}
return cache->selection_surface;
}
static DRWVolumeGrid *volume_grid_cache_get(const Volume *volume,
const VolumeGrid *grid,
VolumeBatchCache *cache)
{
const char *name = BKE_volume_grid_name(grid);
/* Return cached grid. */
LISTBASE_FOREACH (DRWVolumeGrid *, cache_grid, &cache->grids) {
if (STREQ(cache_grid->name, name)) {
return cache_grid;
}
}
/* Allocate new grid. */
DRWVolumeGrid *cache_grid = MEM_cnew<DRWVolumeGrid>(__func__);
cache_grid->name = BLI_strdup(name);
BLI_addtail(&cache->grids, cache_grid);
/* TODO: can we load this earlier, avoid accessing the global and take
* advantage of dependency graph multi-threading? */
BKE_volume_load(volume, G.main);
/* Test if we support textures with the number of channels. */
size_t channels = BKE_volume_grid_channels(grid);
if (!ELEM(channels, 1, 3)) {
return cache_grid;
}
/* Remember if grid was loaded. If it was not, we want to unload it after the GPUTexture has been
* created. */
const bool was_loaded = BKE_volume_grid_is_loaded(grid);
DenseFloatVolumeGrid dense_grid;
if (BKE_volume_grid_dense_floats(volume, grid, &dense_grid)) {
copy_m4_m4(cache_grid->texture_to_object, dense_grid.texture_to_object);
invert_m4_m4(cache_grid->object_to_texture, dense_grid.texture_to_object);
/* Create GPU texture. */
eGPUTextureFormat format = (channels == 3) ? GPU_RGB16F : GPU_R16F;
cache_grid->texture = GPU_texture_create_3d("volume_grid",
UNPACK3(dense_grid.resolution),
1,
format,
GPU_TEXTURE_USAGE_SHADER_READ,
dense_grid.voxels);
/* The texture can be null if the resolution along one axis is larger than
* GL_MAX_3D_TEXTURE_SIZE. */
if (cache_grid->texture != nullptr) {
GPU_texture_swizzle_set(cache_grid->texture, (channels == 3) ? "rgb1" : "rrr1");
GPU_texture_extend_mode(cache_grid->texture, GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER);
BKE_volume_dense_float_grid_clear(&dense_grid);
}
else {
MEM_freeN(dense_grid.voxels);
printf("Error: Could not allocate 3D texture for volume.\n");
}
}
/* Free grid from memory if it wasn't previously loaded. */
if (!was_loaded) {
BKE_volume_grid_unload(volume, grid);
}
return cache_grid;
}
DRWVolumeGrid *DRW_volume_batch_cache_get_grid(Volume *volume, const VolumeGrid *volume_grid)
{
VolumeBatchCache *cache = volume_batch_cache_get(volume);
DRWVolumeGrid *grid = volume_grid_cache_get(volume, volume_grid, cache);
return (grid->texture != nullptr) ? grid : nullptr;
}
int DRW_volume_material_count_get(Volume *volume)
{
return max_ii(1, volume->totcol);
}