Implementation of the design task #142969. This adds the following: - Exact GPU interpolation of curves of all types. - Radius attribute support. - Cyclic curve support. - Resolution attribute support. - New Cylinder hair shape type.  What changed: - EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now. - EEVEE now have an internal shadow bias to avoid self shadowing on hair. - Workbench Curves Strip display option is no longer flat and has better shading. - Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles. - Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles. Notes: - This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests). - Legacy Hair Particle points is now stored in local space after interpolation. The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE. | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main |  |  | N/A | | PR |  |  |  | | | Strand | Strip | Cylinder | | ---- | --- | --- | --- | | Main |  | | N/A | | PR | ||  | Cyclic Curve, Mixed curve type, and proper radius support:  Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77) Follow Up Tasks: - Correct full tube segments orientation based on tangent and normal attributes - Correct V resolution property per object - More attribute type support (currently only color) TODO: - [x] Attribute Loading Changes - [x] Generic Attributes - [x] Length Attribute - [x] Intercept Attribute - [x] Original Coordinate Attribute - [x] Cyclic Curves - [x] Legacy Hair Particle conversion - [x] Attribute Loading - [x] Additional Subdivision - [x] Move some function to generic headers (VertBuf, OffsetIndices) - [x] Fix default UV/Color attribute assignment Pull Request: https://projects.blender.org/blender/blender/pulls/143180
356 lines
11 KiB
C++
356 lines
11 KiB
C++
/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* GPU vertex buffer
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*/
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#pragma once
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#include "BLI_math_base.h"
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#include "BLI_span.hh"
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#include "BLI_utildefines.h"
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#include "BLI_virtual_array.hh"
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#include "GPU_common.hh"
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#include "GPU_vertex_format.hh"
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enum GPUVertBufStatus {
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/** Initial state. */
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GPU_VERTBUF_INVALID = 0,
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/** Was init with a vertex format. */
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GPU_VERTBUF_INIT = (1 << 0),
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/** Data has been touched and need to be re-uploaded. */
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GPU_VERTBUF_DATA_DIRTY = (1 << 1),
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/** The buffer has been created inside GPU memory. */
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GPU_VERTBUF_DATA_UPLOADED = (1 << 2),
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};
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ENUM_OPERATORS(GPUVertBufStatus, GPU_VERTBUF_DATA_UPLOADED)
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/**
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* How to create a #VertBuf:
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* 1) verts = GPU_vertbuf_calloc()
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* 2) GPU_vertformat_attr_add(verts->format, ...)
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* 3) GPU_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format
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* 4) GPU_vertbuf_attr_fill(verts, pos, application_pos_buffer)
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*/
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enum GPUUsageType {
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/* can be extended to support more types */
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GPU_USAGE_STREAM = 0,
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GPU_USAGE_STATIC = 1, /* do not keep data in memory */
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GPU_USAGE_DYNAMIC = 2,
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GPU_USAGE_DEVICE_ONLY = 3, /* Do not do host->device data transfers. */
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/** Extended usage flags. */
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/* Flag for vertex buffers used for textures. Skips additional padding/compaction to ensure
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* format matches the texture exactly. Can be masked with other properties, and is stripped
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* during VertBuf::init. */
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GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY = 1 << 3,
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};
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ENUM_OPERATORS(GPUUsageType, GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY);
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namespace blender::gpu {
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class VertBuf;
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} // namespace blender::gpu
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void GPU_vertbuf_discard(blender::gpu::VertBuf *);
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blender::gpu::VertBuf *GPU_vertbuf_calloc();
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blender::gpu::VertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat &format,
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GPUUsageType usage);
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static inline blender::gpu::VertBuf *GPU_vertbuf_create_with_format(const GPUVertFormat &format)
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{
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return GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC);
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}
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namespace blender::gpu {
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class VertBufDeleter {
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public:
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void operator()(VertBuf *vbo)
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{
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GPU_vertbuf_discard(vbo);
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}
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};
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using VertBufPtr = std::unique_ptr<gpu::VertBuf, gpu::VertBufDeleter>;
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/**
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* Implementation of Vertex Buffers.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class VertBuf {
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public:
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static size_t memory_usage;
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GPUVertFormat format = {};
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/** Number of verts we want to draw. */
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uint vertex_len = 0;
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/** Number of verts data. */
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uint vertex_alloc = 0;
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/** Status flag. */
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GPUVertBufStatus flag = GPU_VERTBUF_INVALID;
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#ifndef NDEBUG
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/** Usage including extended usage flags. */
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GPUUsageType extended_usage_ = GPU_USAGE_STATIC;
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#endif
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protected:
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/** NULL indicates data in VRAM (unmapped) */
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uchar *data_ = nullptr;
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/** Usage hint for GL optimization. */
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GPUUsageType usage_ = GPU_USAGE_STATIC;
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private:
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/** This counter will only avoid freeing the #VertBuf, not the data. */
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int handle_refcount_ = 1;
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public:
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VertBuf();
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virtual ~VertBuf();
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template<typename T> static VertBufPtr from_size(const int size)
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{
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BLI_assert(size > 0);
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VertBufPtr buf = VertBufPtr(GPU_vertbuf_create_with_format(GenericVertexFormat<T>::format()));
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/* GPU formats needs to be aligned to 4 bytes. */
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buf->allocate(ceil_to_multiple_u(size * sizeof(T), 4) / sizeof(GenericVertexFormat<T>));
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return buf;
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}
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template<typename T> static VertBufPtr from_span(const Span<T> data)
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{
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BLI_assert(!data.is_empty());
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VertBufPtr buf = VertBufPtr(GPU_vertbuf_create_with_format_ex(
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GenericVertexFormat<T>::format(), GPU_USAGE_STATIC | GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY));
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/* GPU formats needs to be aligned to 4 bytes. */
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buf->allocate(ceil_to_multiple_u(data.size_in_bytes(), 4) / sizeof(GenericVertexFormat<T>));
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buf->data<T>().slice(0, data.size()).copy_from(data);
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return buf;
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}
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template<typename T> static VertBufPtr from_varray(const VArray<T> &array)
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{
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BLI_assert(!array.is_empty());
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VertBufPtr buf = VertBufPtr(GPU_vertbuf_create_with_format_ex(
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GenericVertexFormat<T>::format(), GPU_USAGE_STATIC | GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY));
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/* GPU formats needs to be aligned to 4 bytes. */
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buf->allocate(ceil_to_multiple_u(array.size() * sizeof(T), 4) /
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sizeof(GenericVertexFormat<T>));
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array.materialize(buf->data<T>().slice(0, array.size()));
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return buf;
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}
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template<typename T> static VertBufPtr device_only(uint size)
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{
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BLI_assert(size > 0);
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VertBufPtr buf = VertBufPtr(GPU_vertbuf_create_with_format_ex(
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GenericVertexFormat<T>::format(),
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GPU_USAGE_DEVICE_ONLY | GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY));
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buf->allocate(size);
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return buf;
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}
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void init(const GPUVertFormat &format, GPUUsageType usage);
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void clear();
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/* Data management. */
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void allocate(uint vert_len);
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void resize(uint vert_len);
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void upload();
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virtual void bind_as_ssbo(uint binding) = 0;
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virtual void bind_as_texture(uint binding) = 0;
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virtual void wrap_handle(uint64_t handle) = 0;
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/* Size of the data allocated. */
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size_t size_alloc_get() const
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{
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BLI_assert(this->format.packed);
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return size_t(this->vertex_alloc) * this->format.stride;
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}
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/* Size of the data uploaded to the GPU. */
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size_t size_used_get() const
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{
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BLI_assert(format.packed);
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return size_t(this->vertex_len) * this->format.stride;
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}
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void reference_add()
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{
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handle_refcount_++;
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}
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void reference_remove()
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{
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BLI_assert(handle_refcount_ > 0);
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handle_refcount_--;
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if (handle_refcount_ == 0) {
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delete this;
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}
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}
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GPUUsageType get_usage_type() const
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{
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return usage_;
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}
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/**
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* Returns access to the data allocated for the vertex buffer. The size of the data type must
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* match the data type used on the GPU.
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*/
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template<typename T> MutableSpan<T> data()
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{
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return MutableSpan<uchar>(data_, this->size_alloc_get()).cast<T>();
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}
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virtual void update_sub(uint start, uint len, const void *data) = 0;
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virtual void read(void *data) const = 0;
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protected:
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virtual void acquire_data() = 0;
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virtual void resize_data() = 0;
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virtual void release_data() = 0;
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virtual void upload_data() = 0;
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};
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} // namespace blender::gpu
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/**
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* (Download and) fill data with the data from the vertex buffer.
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* NOTE: caller is responsible to reserve enough memory of the data parameter.
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*/
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void GPU_vertbuf_read(const blender::gpu::VertBuf *verts, void *data);
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/** Same as discard but does not free. */
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void GPU_vertbuf_clear(blender::gpu::VertBuf *verts);
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/**
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* Avoid blender::gpu::VertBuf data-block being free but not its data.
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*/
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void GPU_vertbuf_handle_ref_add(blender::gpu::VertBuf *verts);
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void GPU_vertbuf_handle_ref_remove(blender::gpu::VertBuf *verts);
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void GPU_vertbuf_init_with_format_ex(blender::gpu::VertBuf &verts,
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const GPUVertFormat &format,
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GPUUsageType);
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void GPU_vertbuf_init_build_on_device(blender::gpu::VertBuf &verts,
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const GPUVertFormat &format,
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uint v_len);
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blender::gpu::VertBuf *GPU_vertbuf_create_on_device(const GPUVertFormat &format, uint v_len);
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#define GPU_vertbuf_init_with_format(verts, format) \
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GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
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/**
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* Create a new allocation, discarding any existing data.
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*/
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void GPU_vertbuf_data_alloc(blender::gpu::VertBuf &verts, uint v_len);
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/**
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* Resize buffer keeping existing data.
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*/
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void GPU_vertbuf_data_resize(blender::gpu::VertBuf &verts, uint v_len);
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/**
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* Set vertex count but does not change allocation.
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* Only this many verts will be uploaded to the GPU and rendered.
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* This is useful for streaming data.
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*/
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void GPU_vertbuf_data_len_set(blender::gpu::VertBuf &verts, uint v_len);
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/**
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* The most important #set_attr variant is the untyped one. Get it right first.
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* It takes a void* so the app developer is responsible for matching their app data types
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* to the vertex attribute's type and component count. They're in control of both, so this
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* should not be a problem.
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*/
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void GPU_vertbuf_attr_set(blender::gpu::VertBuf *, uint a_idx, uint v_idx, const void *data);
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/** Fills a whole vertex (all attributes). Data must match packed layout. */
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void GPU_vertbuf_vert_set(blender::gpu::VertBuf *verts, uint v_idx, const void *data);
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/**
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* Tightly packed, non interleaved input data.
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*/
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void GPU_vertbuf_attr_fill(blender::gpu::VertBuf *, uint a_idx, const void *data);
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void GPU_vertbuf_attr_fill_stride(blender::gpu::VertBuf *,
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uint a_idx,
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uint stride,
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const void *data);
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/**
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* For low level access only.
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*
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* \note This is obsolete, use #VertBuf::data<T>() instead.
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*/
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struct GPUVertBufRaw {
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uint size;
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uint stride;
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unsigned char *data;
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unsigned char *data_init;
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#ifndef NDEBUG
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/* Only for overflow check */
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unsigned char *_data_end;
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#endif
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};
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GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
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{
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unsigned char *data = a->data;
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a->data += a->stride;
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#ifndef NDEBUG
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BLI_assert(data < a->_data_end);
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#endif
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return (void *)data;
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}
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GPU_INLINE uint GPU_vertbuf_raw_used(const GPUVertBufRaw *a)
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{
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return ((a->data - a->data_init) / a->stride);
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}
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void GPU_vertbuf_attr_get_raw_data(blender::gpu::VertBuf *, uint a_idx, GPUVertBufRaw *access);
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const GPUVertFormat *GPU_vertbuf_get_format(const blender::gpu::VertBuf *verts);
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uint GPU_vertbuf_get_vertex_alloc(const blender::gpu::VertBuf *verts);
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uint GPU_vertbuf_get_vertex_len(const blender::gpu::VertBuf *verts);
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GPUVertBufStatus GPU_vertbuf_get_status(const blender::gpu::VertBuf *verts);
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void GPU_vertbuf_tag_dirty(blender::gpu::VertBuf *verts);
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/**
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* Should be rename to #GPU_vertbuf_data_upload.
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*/
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void GPU_vertbuf_use(blender::gpu::VertBuf *);
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void GPU_vertbuf_bind_as_ssbo(blender::gpu::VertBuf *verts, int binding);
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void GPU_vertbuf_bind_as_texture(blender::gpu::VertBuf *verts, int binding);
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void GPU_vertbuf_wrap_handle(blender::gpu::VertBuf *verts, uint64_t handle);
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/**
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* XXX: do not use!
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* This is just a wrapper for the use of the Hair refine workaround.
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* To be used with #GPU_vertbuf_use().
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*/
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void GPU_vertbuf_update_sub(blender::gpu::VertBuf *verts, uint start, uint len, const void *data);
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/* Metrics */
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uint GPU_vertbuf_get_memory_usage();
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/* Macros */
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#define GPU_VERTBUF_DISCARD_SAFE(verts) \
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do { \
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if (verts != nullptr) { \
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GPU_vertbuf_discard(verts); \
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verts = nullptr; \
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} \
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} while (0)
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