Add a `--profile-gpu` launch argument.
When set, it generates a profile in the Trace Event Format with CPU and
GPU metrics based on GPU debug scopes.
https://profilerpedia.markhansen.co.nz/formats/trace-event-format/
The profiles are best viewed at https://ui.perfetto.dev/
Notes:
- The profiler captures everything form app start to exit.
- Being JSON based the profiles can become relatively large, but they
compress very well.
- Only OpenGL profiling is supported for now, but the report formatting
code can be shared across backends.
Pull Request: https://projects.blender.org/blender/blender/pulls/133557
Previously we generally expected CustomData layers to have implicit
sharing info, but we didn't require it. This PR clarifies that we do
require layers with non-null data to have implicit sharing info. This
generally makes code simpler because we don't have to have a separate
code path for non-shared layers. For example, it makes the "totelem"
arguments for layer freeing functions unnecessary, since shared data
knows how to free itself. Those arguments are removed in this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/134578
Avoid calling `GPU_indexbuf_add_line_verts` and the triangle
version of that function. It's faster to avoid function calls and
just write to the data arrays directly. I did some very rough tests
and observed about a 10% improvement in runtime for the
entire index buffer creation process.
Subdivision had its own store of shaders. Best to move them to
`draw_shader.cc` where all draw manager related shaders are stored.
Includes some small tweaks:
- Use enum class for shader types
- patch evaluation must now be retrieved via the
`DRW_shader_subdiv_get`. Previously there were 2 ways to retrieve
them, and one didn't support all the variations.
- Use strongly types when possible (`GPUVertCompType`).
Pull Request: https://projects.blender.org/blender/blender/pulls/134213
The cause was that the shader was expecting both `pos` and `nor`
attribute but only one would be extracted.
This is because the mesh has cage display on but the batch cache
wouldn't extract the `vbo.vnor`.
This patch just make sure the vertex normal just follow the same
condition as the other edit normals batches.
Avoid function call overhead and parallelize the creation of the edit
and sculpt mode lines index buffers. Also, remove an extra index that
was added for each curve when there are no cyclic curves.
Though ideally these index buffers would be generated on the GPU, this
simple change makes this part of the GPU data building almost 5x faster
(from 1.23 ms to 0.25 ms for curves with 80 thousand points).
Pull Request: https://projects.blender.org/blender/blender/pulls/133897
The Indices Overlay used a blue color without shadow to render the
indices in edit mode unlike the Attribute Viewer which uses white text
with shadow. So for consistency, the Indices Overlay has been changed
to use the same style.
Pull Request: https://projects.blender.org/blender/blender/pulls/133262
The core issue was that the geometry batch cache (e.g. `MeshBatchCache` or
`PointCloudBatchCache`) was dependent on the object. This is problematic when
the the same geometry is used with multiple different objects because the cache
can't be consistent with all of them.
Fortunately, the only thing that was retrieved from the object was the number of
material slots, so if that can be avoided we should be fine. We can't just use
the number of material slots stored on the geometry because that may have no
material slots but still has material indices which are overridden on the object
level.
The solution is to take make the number of materials for a geometry only
dependent on the actual `material_index` attribute and not on the number of
available slots. More specifically, we find the maximal referenced material
index and handle that many materials. This number does not depend on how many
material slots there are on the object, but it still allows the object to
override materials slots that the mesh references.
A downside is that the maximum material index has to be computed which often
requires an iteration over the mesh. Fortunately, we can cache that quite easily
and the computation can be done in parallel. Also we are probably able to
eagerly update the material index in many cases when it's set instead of
computing it lazily. That is not implemented in this patch though.
The largest part of the patch is making the maximal material index easily
available on all the geometry types. Besides that, the material API is slightly
replaced and the drawing code now makes use of the updated API.
Pull Request: https://projects.blender.org/blender/blender/pulls/133498
This add back the NDC offset that was present in the legacy overlay.
But instead of adding a new view for it, we add `ndc_offset_factor`
to `State` to simplify wire offseting
Instead of modifying the projection matrix, we compute the unit
offset and pass it to the shader which choose the appropriate
factor to apply to the vertex position.
The value is put inside `State` so that it can be referenced
easily by multiple overlays.
Later on (once we move the global UBO inside Overlay) we can
move this to a UBO.
This only implements it for wireframe and edit mesh vert and
edges.
Note: that there seems to be some code duplication with the
edit mesh vertex code. That's to be tackled in another commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/133433
Especially through DRW_render.hh, there were a lot of unnecessary
includes almost everywhere in the module. This typically makes
dependencies less explicit and slows down compile times, so switch
to including what files actual use.
Pull Request: https://projects.blender.org/blender/blender/pulls/133450
Prevents creation of Bezier curve's `IndexMask` when it is not needed.
It was created on every request, even when `CurvesBatchCache` was valid.
Also prevents redundant initialization of `GeometryDeformation`.
Pull Request: https://projects.blender.org/blender/blender/pulls/133017
This creates more boilerplate code, but it's easier to extend,
it's follows the same structure as the mesh extraction, and
it's more aligned to planned future performance improvements.
Pull Request: https://projects.blender.org/blender/blender/pulls/132866
The material index in Grease Pencil attributes can be negative, since they are a
generic attribute. The shader, however, requires clamping of the material index
to avoid an invalid lookup. This was already happening for the material buffer
setup (`grease_pencil_object_cache_populate`), but not for the actual VBO.
Fixes#131670
Pull Request: https://projects.blender.org/blender/blender/pulls/132804