Workbench: reuse similar materials

Similar materials will reuse the same shadergroup. Currently using
a custom hash function that might select too similar colors into the
same material.

Reintroduced the workbench_materials.c this file will be responsible for
material lookup/creation and shader compilation

Fixed a GPUShader mem leak
This commit is contained in:
Jeroen Bakker
2018-04-18 13:44:33 +02:00
parent d9051c46fd
commit a091da7ffa
8 changed files with 173 additions and 72 deletions

View File

@@ -105,6 +105,7 @@ set(SRC
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_materials.c
engines/workbench/solid_flat_mode.c
engines/workbench/solid_studio_mode.c
engines/external/external_engine.c
@@ -208,6 +209,7 @@ data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_flat_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_studio_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_diffuse_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)

View File

@@ -5,7 +5,7 @@ out vec4 fragColor;
void main()
{
float intensity = dot(normal, vec3(0.0, 0.0, 1.0));
float intensity = lambert_diffuse(vec3(0.0, 0.0, 1.0), normal);
vec3 shaded_color = color * intensity;
fragColor = vec4(shaded_color, 1.0);
}

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@@ -0,0 +1,3 @@
float lambert_diffuse(vec3 light_direction, vec3 surface_normal) {
return max(0.0, dot(light_direction, surface_normal));
}

View File

@@ -6,7 +6,6 @@ in vec3 nor;
out vec3 normal;
void main()
{
normal = normalize(NormalMatrix * nor);

View File

@@ -31,38 +31,15 @@
#include "GPU_shader.h"
#include "workbench_private.h"
/* Shaders */
extern char datatoc_solid_flat_frag_glsl[];
extern char datatoc_workbench_vert_glsl[];
/* *********** STATIC *********** */
static struct {
struct GPUShader *depth_sh;
/* Shading Pass */
struct GPUShader *solid_sh;
} e_data = {NULL};
/* Functions */
static void workbench_solid_flat_engine_init(void *UNUSED(vedata))
{
if (!e_data.depth_sh) {
/* Depth pass */
e_data.depth_sh = DRW_shader_create_3D_depth_only();
/* Shading pass */
e_data.solid_sh = DRW_shader_create(
datatoc_workbench_vert_glsl, NULL, datatoc_solid_flat_frag_glsl, "\n");
}
workbench_materials_engine_init();
}
static void workbench_solid_flat_cache_init(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
@@ -76,7 +53,6 @@ static void workbench_solid_flat_cache_init(void *vedata)
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Solid Pass */
@@ -84,13 +60,14 @@ static void workbench_solid_flat_cache_init(void *vedata)
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
workbench_materials_cache_init(data);
}
static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
@@ -100,26 +77,26 @@ static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
return;
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
DRWShadingGroup *grp;
WORKBENCH_MaterialData *material;
if (geom) {
/* Depth */
DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
/* Solid */
grp = DRW_shgroup_create(e_data.solid_sh, psl->solid_pass);
DRW_shgroup_uniform_vec3(grp, "color", color, 1);
DRW_shgroup_call_add(grp, geom, ob->obmat);
material = workbench_get_or_create_solid_flat_material_data(data, color);
DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
}
}
static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
static void workbench_solid_flat_cache_finish(void *vedata)
{
workbench_materials_cache_finish((WORKBENCH_Data*)vedata);
}
static void workbench_solid_flat_draw_scene(void *vedata)
{
// WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
@@ -127,7 +104,7 @@ static void workbench_solid_flat_draw_scene(void *vedata)
static void workbench_solid_flat_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.solid_sh);
workbench_materials_engine_finish();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);

View File

@@ -31,33 +31,12 @@
#include "GPU_shader.h"
#include "workbench_private.h"
/* Shaders */
extern char datatoc_solid_studio_frag_glsl[];
extern char datatoc_workbench_studio_vert_glsl[];
/* *********** STATIC *********** */
static struct {
struct GPUShader *depth_sh;
/* Shading Pass */
struct GPUShader *solid_sh;
} e_data = {NULL};
/* Functions */
static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
{
if (!e_data.depth_sh) {
/* Depth pass */
e_data.depth_sh = DRW_shader_create_3D_depth_only();
/* Shading pass */
e_data.solid_sh = DRW_shader_create(
datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, "\n");
}
workbench_materials_engine_init();
}
static void workbench_solid_studio_cache_init(void *vedata)
@@ -76,7 +55,6 @@ static void workbench_solid_studio_cache_init(void *vedata)
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Solid Pass */
@@ -84,13 +62,12 @@ static void workbench_solid_studio_cache_init(void *vedata)
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
workbench_materials_cache_init(data);
}
static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
@@ -100,26 +77,26 @@ static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
return;
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
DRWShadingGroup *grp;
WORKBENCH_MaterialData *material;
if (geom) {
/* Depth */
DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
/* Solid */
grp = DRW_shgroup_create(e_data.solid_sh, psl->solid_pass);
DRW_shgroup_uniform_vec3(grp, "color", color, 1);
DRW_shgroup_call_add(grp, geom, ob->obmat);
material = workbench_get_or_create_solid_studio_material_data(data, color);
DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
}
}
static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
static void workbench_solid_studio_cache_finish(void *vedata)
{
workbench_materials_cache_finish((WORKBENCH_Data*)vedata);
}
static void workbench_solid_studio_draw_scene(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
@@ -127,7 +104,7 @@ static void workbench_solid_studio_draw_scene(void *vedata)
static void workbench_solid_studio_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.solid_sh);
workbench_materials_engine_finish();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);

View File

@@ -0,0 +1,128 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_materials.c
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "GPU_shader.h"
/* *********** STATIC *********** */
static struct {
struct GPUShader *depth_sh;
/* Solid flat mode */
struct GPUShader *solid_flat_sh;
/* Solid studio mode */
struct GPUShader *solid_studio_sh;
} e_data = {NULL};
/* Shaders */
extern char datatoc_solid_flat_frag_glsl[];
extern char datatoc_solid_studio_frag_glsl[];
extern char datatoc_workbench_vert_glsl[];
extern char datatoc_workbench_studio_vert_glsl[];
extern char datatoc_workbench_diffuse_lib_glsl[];
/* Functions */
static uint get_material_hash(const float color[3]) {
uint r = (uint)(color[0] * 512);
uint g = (uint)(color[1] * 512);
uint b = (uint)(color[2] * 512);
return r + g * 4096 + b * 4096*4096;
}
WORKBENCH_MaterialData* workbench_get_or_create_solid_flat_material_data(WORKBENCH_Data *vedata, const float color[3]) {
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData* wpd = stl->g_data;
uint hash = get_material_hash(color);
WORKBENCH_MaterialData *material;
material = BLI_ghash_lookup(wpd->material_hash, (void *)hash);
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
material->shgrp = DRW_shgroup_create(e_data.solid_flat_sh, psl->solid_pass);
material->color[0] = color[0];
material->color[1] = color[1];
material->color[2] = color[2];
DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
BLI_ghash_insert(wpd->material_hash, (void *)hash, material);
}
return material;
}
WORKBENCH_MaterialData* workbench_get_or_create_solid_studio_material_data(WORKBENCH_Data *vedata, const float color[3]) {
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData* wpd = stl->g_data;
uint hash = get_material_hash(color);
WORKBENCH_MaterialData *material;
material = BLI_ghash_lookup(wpd->material_hash, (void *)hash);
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
material->shgrp = DRW_shgroup_create(e_data.solid_studio_sh, psl->solid_pass);
material->color[0] = color[0];
material->color[1] = color[1];
material->color[2] = color[2];
DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
BLI_ghash_insert(wpd->material_hash, (void *)hash, material);
}
return material;
}
void workbench_materials_engine_init(void) {
if (!e_data.depth_sh) {
/* Depth pass */
e_data.depth_sh = DRW_shader_create_3D_depth_only();
/* Solid flat */
e_data.solid_flat_sh = DRW_shader_create(datatoc_workbench_vert_glsl, NULL, datatoc_solid_flat_frag_glsl, "\n");
e_data.solid_studio_sh = DRW_shader_create(datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, datatoc_workbench_diffuse_lib_glsl);
}
}
void workbench_materials_engine_finish(void) {
DRW_SHADER_FREE_SAFE(e_data.solid_flat_sh);
DRW_SHADER_FREE_SAFE(e_data.solid_studio_sh);
}
void workbench_materials_cache_init(WORKBENCH_Data *vedata) {
WORKBENCH_StorageList* stl = vedata->stl;
WORKBENCH_PassList* psl = vedata->psl;
WORKBENCH_PrivateData* wpd = stl->g_data;
wpd->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
wpd->material_hash = BLI_ghash_ptr_new("Workbench material_hash");
}
void workbench_materials_cache_finish(WORKBENCH_Data *vedata) {
WORKBENCH_StorageList* stl = vedata->stl;
WORKBENCH_PrivateData* wpd = stl->g_data;
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
}

View File

@@ -61,12 +61,19 @@ typedef struct WORKBENCH_PrivateData {
DRWShadingGroup *shadeless_shgrp;
// Lighting passes
DRWShadingGroup *flat_lighting_shgrp;
struct GHash *material_hash;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_MaterialData {
// Solid color
float color[3];
// Linked shgroup for drawing
DRWShadingGroup * shgrp;
} WORKBENCH_MaterialData;
/* workbench_materials.c */
/* workbench_engine.c */
void workbench_solid_materials_init(void);
void workbench_solid_materials_cache_init(WORKBENCH_Data* vedata);
void workbench_solid_materials_cache_populate(WORKBENCH_Data* vedata, Object* ob);
@@ -74,5 +81,13 @@ void workbench_solid_materials_cache_finish(WORKBENCH_Data* vedata);
void workbench_solid_materials_draw_scene(WORKBENCH_Data* vedata);
void workbench_solid_materials_free(void);
/* workbench_materials.c */
void workbench_materials_engine_init(void);
void workbench_materials_engine_finish(void);
void workbench_materials_cache_init(WORKBENCH_Data *vedata);
WORKBENCH_MaterialData* workbench_get_or_create_solid_flat_material_data(WORKBENCH_Data *vedata, const float color[3]);
WORKBENCH_MaterialData* workbench_get_or_create_solid_studio_material_data(WORKBENCH_Data *vedata, const float color[3]);
void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
#endif