Files
test/source/blender/draw/intern/draw_curves.cc
2022-04-25 16:37:42 +10:00

326 lines
11 KiB
C++

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