From a091da7ffad137c114139dd59db79b2d7fbd8006 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Wed, 18 Apr 2018 13:44:33 +0200 Subject: [PATCH] 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 --- source/blender/draw/CMakeLists.txt | 2 + .../workbench/shaders/solid_studio_frag.glsl | 2 +- .../shaders/workbench_diffuse_lib.glsl | 3 + .../shaders/workbench_studio_vert.glsl | 1 - .../draw/engines/workbench/solid_flat_mode.c | 47 ++----- .../engines/workbench/solid_studio_mode.c | 41 ++---- .../engines/workbench/workbench_materials.c | 128 ++++++++++++++++++ .../engines/workbench/workbench_private.h | 21 ++- 8 files changed, 173 insertions(+), 72 deletions(-) create mode 100644 source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl create mode 100644 source/blender/draw/engines/workbench/workbench_materials.c diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index fc91d674c41..a59f1c5f1c1 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -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) diff --git a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl index 1093e543010..46f5409e4ca 100644 --- a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl @@ -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); } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl new file mode 100644 index 00000000000..c4ac62c2cfc --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl @@ -0,0 +1,3 @@ +float lambert_diffuse(vec3 light_direction, vec3 surface_normal) { + return max(0.0, dot(light_direction, surface_normal)); +} diff --git a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl index 1ff53691e80..819caa6e807 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl @@ -6,7 +6,6 @@ in vec3 nor; out vec3 normal; - void main() { normal = normalize(NormalMatrix * nor); diff --git a/source/blender/draw/engines/workbench/solid_flat_mode.c b/source/blender/draw/engines/workbench/solid_flat_mode.c index cb3ae755609..5ae46c060db 100644 --- a/source/blender/draw/engines/workbench/solid_flat_mode.c +++ b/source/blender/draw/engines/workbench/solid_flat_mode.c @@ -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); diff --git a/source/blender/draw/engines/workbench/solid_studio_mode.c b/source/blender/draw/engines/workbench/solid_studio_mode.c index 386b5b0c690..e8664bda740 100644 --- a/source/blender/draw/engines/workbench/solid_studio_mode.c +++ b/source/blender/draw/engines/workbench/solid_studio_mode.c @@ -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); diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c new file mode 100644 index 00000000000..4aef21c736f --- /dev/null +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -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); +} diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 1fa7812f4c3..cec0c2f4bf9 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -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