326 lines
11 KiB
C++
326 lines
11 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2017 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup draw
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*
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* \brief Contains procedural GPU hair drawing methods.
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*/
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#include "BLI_string_utils.h"
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#include "BLI_utildefines.h"
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#include "DNA_customdata_types.h"
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#include "GPU_batch.h"
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#include "GPU_capabilities.h"
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#include "GPU_compute.h"
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#include "GPU_material.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_vertex_buffer.h"
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#include "DRW_render.h"
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#include "draw_hair_private.h"
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#include "draw_shader.h"
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#ifndef __APPLE__
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# define USE_TRANSFORM_FEEDBACK
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# define USE_COMPUTE_SHADERS
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#endif
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BLI_INLINE eParticleRefineShaderType drw_curves_shader_type_get()
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{
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#ifdef USE_COMPUTE_SHADERS
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if (GPU_compute_shader_support() && GPU_shader_storage_buffer_objects_support()) {
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return PART_REFINE_SHADER_COMPUTE;
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}
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#endif
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#ifdef USE_TRANSFORM_FEEDBACK
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return PART_REFINE_SHADER_TRANSFORM_FEEDBACK;
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#endif
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return PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND;
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}
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#ifndef USE_TRANSFORM_FEEDBACK
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struct CurvesEvalCall {
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struct CurvesEvalCall *next;
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GPUVertBuf *vbo;
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DRWShadingGroup *shgrp;
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uint vert_len;
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};
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static CurvesEvalCall *g_tf_calls = nullptr;
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static int g_tf_id_offset;
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static int g_tf_target_width;
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static int g_tf_target_height;
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#endif
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static GPUVertBuf *g_dummy_vbo = nullptr;
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static GPUTexture *g_dummy_texture = nullptr;
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static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
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static GPUShader *curves_eval_shader_get(CurvesEvalShader type)
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{
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return DRW_shader_curves_refine_get(type, drw_curves_shader_type_get());
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}
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void DRW_curves_init(void)
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{
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/* Initialize legacy hair too, to avoid verbosity in callers. */
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DRW_hair_init();
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#if defined(USE_TRANSFORM_FEEDBACK) || defined(USE_COMPUTE_SHADERS)
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g_tf_pass = DRW_pass_create("Update Curves Pass", (DRWState)0);
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#else
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g_tf_pass = DRW_pass_create("Update Curves Pass", DRW_STATE_WRITE_COLOR);
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#endif
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if (g_dummy_vbo == nullptr) {
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/* initialize vertex format */
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GPUVertFormat format = {0};
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uint dummy_id = GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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g_dummy_vbo = GPU_vertbuf_create_with_format(&format);
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const float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_vertbuf_data_alloc(g_dummy_vbo, 1);
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GPU_vertbuf_attr_fill(g_dummy_vbo, dummy_id, vert);
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/* Create vbo immediately to bind to texture buffer. */
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GPU_vertbuf_use(g_dummy_vbo);
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g_dummy_texture = GPU_texture_create_from_vertbuf("hair_dummy_attr", g_dummy_vbo);
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}
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}
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static void drw_curves_cache_shgrp_attach_resources(DRWShadingGroup *shgrp,
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CurvesEvalCache *cache,
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const int subdiv)
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{
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DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", cache->point_tex);
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DRW_shgroup_uniform_texture(shgrp, "hairStrandBuffer", cache->strand_tex);
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DRW_shgroup_uniform_texture(shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
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DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
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}
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static void drw_curves_cache_update_compute(CurvesEvalCache *cache, const int subdiv)
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{
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const int strands_len = cache->strands_len;
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const int final_points_len = cache->final[subdiv].strands_res * strands_len;
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if (final_points_len > 0) {
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GPUShader *shader = curves_eval_shader_get(CURVES_EVAL_CATMULL_ROM);
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DRWShadingGroup *shgrp = DRW_shgroup_create(shader, g_tf_pass);
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drw_curves_cache_shgrp_attach_resources(shgrp, cache, subdiv);
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DRW_shgroup_vertex_buffer(shgrp, "posTime", cache->final[subdiv].proc_buf);
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const int max_strands_per_call = GPU_max_work_group_count(0);
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int strands_start = 0;
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while (strands_start < strands_len) {
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int batch_strands_len = MIN2(strands_len - strands_start, max_strands_per_call);
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DRWShadingGroup *subgroup = DRW_shgroup_create_sub(shgrp);
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DRW_shgroup_uniform_int_copy(subgroup, "hairStrandOffset", strands_start);
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DRW_shgroup_call_compute(subgroup, batch_strands_len, cache->final[subdiv].strands_res, 1);
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strands_start += batch_strands_len;
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}
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}
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}
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static void drw_curves_cache_update_transform_feedback(CurvesEvalCache *cache, const int subdiv)
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{
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const int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
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if (final_points_len > 0) {
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GPUShader *tf_shader = curves_eval_shader_get(CURVES_EVAL_CATMULL_ROM);
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#ifdef USE_TRANSFORM_FEEDBACK
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DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
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tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
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#else
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DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
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CurvesEvalCall *pr_call = MEM_new<CurvesEvalCall>(__func__);
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pr_call->next = g_tf_calls;
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pr_call->vbo = cache->final[subdiv].proc_buf;
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pr_call->shgrp = tf_shgrp;
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pr_call->vert_len = final_points_len;
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g_tf_calls = pr_call;
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DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
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DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
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DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
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#endif
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drw_curves_cache_shgrp_attach_resources(tf_shgrp, cache, subdiv);
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DRW_shgroup_call_procedural_points(tf_shgrp, nullptr, final_points_len);
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}
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}
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static CurvesEvalCache *drw_curves_cache_get(Object *object,
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GPUMaterial *gpu_material,
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int subdiv,
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int thickness_res)
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{
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CurvesEvalCache *cache;
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bool update = curves_ensure_procedural_data(object, &cache, gpu_material, subdiv, thickness_res);
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if (update) {
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if (drw_curves_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
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drw_curves_cache_update_compute(cache, subdiv);
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}
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else {
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drw_curves_cache_update_transform_feedback(cache, subdiv);
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}
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}
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return cache;
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}
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GPUVertBuf *DRW_curves_pos_buffer_get(Object *object)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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int subdiv = scene->r.hair_subdiv;
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int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
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CurvesEvalCache *cache = drw_curves_cache_get(object, nullptr, subdiv, thickness_res);
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return cache->final[subdiv].proc_buf;
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}
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DRWShadingGroup *DRW_shgroup_curves_create_sub(Object *object,
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DRWShadingGroup *shgrp_parent,
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GPUMaterial *gpu_material)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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int subdiv = scene->r.hair_subdiv;
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int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
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CurvesEvalCache *curves_cache = drw_curves_cache_get(
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object, gpu_material, subdiv, thickness_res);
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DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
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/* Fix issue with certain driver not drawing anything if there is no texture bound to
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* "ac", "au", "u" or "c". */
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DRW_shgroup_uniform_texture(shgrp, "u", g_dummy_texture);
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DRW_shgroup_uniform_texture(shgrp, "au", g_dummy_texture);
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DRW_shgroup_uniform_texture(shgrp, "c", g_dummy_texture);
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DRW_shgroup_uniform_texture(shgrp, "ac", g_dummy_texture);
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/* TODO: Generalize radius implementation for curves data type. */
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float hair_rad_shape = 1.0f;
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float hair_rad_root = 0.005f;
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float hair_rad_tip = 0.0f;
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bool hair_close_tip = true;
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DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", curves_cache->final[subdiv].proc_tex);
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if (curves_cache->length_tex) {
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DRW_shgroup_uniform_texture(shgrp, "hairLen", curves_cache->length_tex);
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}
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DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &curves_cache->final[subdiv].strands_res, 1);
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DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
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DRW_shgroup_uniform_float_copy(shgrp, "hairRadShape", hair_rad_shape);
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DRW_shgroup_uniform_mat4_copy(shgrp, "hairDupliMatrix", object->obmat);
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DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", hair_rad_root);
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DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", hair_rad_tip);
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DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", hair_close_tip);
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/* TODO(fclem): Until we have a better way to cull the curves and render with orco, bypass
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* culling test. */
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GPUBatch *geom = curves_cache->final[subdiv].proc_hairs[thickness_res - 1];
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DRW_shgroup_call_no_cull(shgrp, geom, object);
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return shgrp;
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}
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void DRW_curves_update()
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{
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/* Update legacy hair too, to avoid verbosity in callers. */
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DRW_hair_update();
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#ifndef USE_TRANSFORM_FEEDBACK
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/**
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* Workaround to transform feedback not working on mac.
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* On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
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*
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* So instead of using transform feedback we render to a texture,
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* read back the result to system memory and re-upload as VBO data.
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* It is really not ideal performance wise, but it is the simplest
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* and the most local workaround that still uses the power of the GPU.
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*/
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if (g_tf_calls == nullptr) {
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return;
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}
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/* Search ideal buffer size. */
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uint max_size = 0;
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for (CurvesEvalCall *pr_call = g_tf_calls; pr_call; pr_call = pr_call->next) {
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max_size = max_ii(max_size, pr_call->vert_len);
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}
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/* Create target Texture / Frame-buffer */
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/* Don't use max size as it can be really heavy and fail.
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* Do chunks of maximum 2048 * 2048 hair points. */
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int width = 2048;
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int height = min_ii(width, 1 + max_size / width);
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GPUTexture *tex = DRW_texture_pool_query_2d(
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width, height, GPU_RGBA32F, (DrawEngineType *)DRW_curves_update);
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g_tf_target_height = height;
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g_tf_target_width = width;
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GPUFrameBuffer *fb = nullptr;
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GPU_framebuffer_ensure_config(&fb,
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{
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(tex),
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});
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float *data = static_cast<float *>(
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MEM_mallocN(sizeof(float[4]) * width * height, "tf fallback buffer"));
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GPU_framebuffer_bind(fb);
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while (g_tf_calls != nullptr) {
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CurvesEvalCall *pr_call = g_tf_calls;
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g_tf_calls = g_tf_calls->next;
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g_tf_id_offset = 0;
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while (pr_call->vert_len > 0) {
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int max_read_px_len = min_ii(width * height, pr_call->vert_len);
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DRW_draw_pass_subset(g_tf_pass, pr_call->shgrp, pr_call->shgrp);
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/* Read back result to main memory. */
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GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, GPU_DATA_FLOAT, data);
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/* Upload back to VBO. */
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GPU_vertbuf_use(pr_call->vbo);
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GPU_vertbuf_update_sub(pr_call->vbo,
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sizeof(float[4]) * g_tf_id_offset,
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sizeof(float[4]) * max_read_px_len,
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data);
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g_tf_id_offset += max_read_px_len;
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pr_call->vert_len -= max_read_px_len;
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}
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MEM_freeN(pr_call);
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}
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MEM_freeN(data);
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GPU_framebuffer_free(fb);
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#else
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/* Just render the pass when using compute shaders or transform feedback. */
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DRW_draw_pass(g_tf_pass);
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if (drw_curves_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
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GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
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}
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#endif
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}
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void DRW_curves_free()
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{
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DRW_hair_free();
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GPU_VERTBUF_DISCARD_SAFE(g_dummy_vbo);
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DRW_TEXTURE_FREE_SAFE(g_dummy_texture);
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}
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