/* SPDX-FileCopyrightText: 2021 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #include "draw_context_private.hh" #include "draw_subdivision.hh" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BKE_attribute.hh" #include "BKE_editmesh.hh" #include "BKE_mesh.hh" #include "BKE_mesh_mapping.hh" #include "BKE_object.hh" #include "BKE_subdiv.hh" #include "BKE_subdiv_eval.hh" #include "BKE_subdiv_foreach.hh" #include "BKE_subdiv_mesh.hh" #include "BKE_subdiv_modifier.hh" #include "BLI_linklist.h" #include "BLI_mutex.hh" #include "BLI_virtual_array.hh" #include "DRW_engine.hh" #include "DRW_render.hh" #include "GPU_capabilities.hh" #include "GPU_compute.hh" #include "GPU_index_buffer.hh" #include "GPU_state.hh" #include "GPU_uniform_buffer.hh" #include "GPU_vertex_buffer.hh" #include "opensubdiv_capi_type.hh" #include "opensubdiv_evaluator_capi.hh" #ifdef WITH_OPENSUBDIV # include "opensubdiv_evaluator.hh" # include "opensubdiv_topology_refiner.hh" #endif #include "draw_cache_extract.hh" #include "draw_cache_impl.hh" #include "draw_cache_inline.hh" #include "draw_common_c.hh" #include "draw_shader.hh" #include "draw_subdiv_shader_shared.hh" #include "mesh_extractors/extract_mesh.hh" namespace blender::draw { /* -------------------------------------------------------------------- */ /** \name Vertex Formats * * Used for data transfer from OpenSubdiv, and for data processing on our side. * \{ */ #ifdef WITH_OPENSUBDIV /* Vertex format used for the `PatchTable::PatchHandle`. */ static const GPUVertFormat &get_patch_handle_format() { static const GPUVertFormat format = [&]() { GPUVertFormat format{}; GPU_vertformat_attr_add(&format, "vertex_index", GPU_COMP_I32, 1, GPU_FETCH_INT); GPU_vertformat_attr_add(&format, "array_index", GPU_COMP_I32, 1, GPU_FETCH_INT); GPU_vertformat_attr_add(&format, "patch_index", GPU_COMP_I32, 1, GPU_FETCH_INT); return format; }(); return format; } /* Vertex format used for the quad-tree nodes of the PatchMap. */ static const GPUVertFormat &get_quadtree_format() { static const GPUVertFormat format = [&]() { GPUVertFormat format{}; GPU_vertformat_attr_add(&format, "child", GPU_COMP_U32, 4, GPU_FETCH_INT); return format; }(); return format; } struct CompressedPatchCoord { int ptex_face_index; /* UV coordinate encoded as u << 16 | v, where u and v are quantized on 16-bits. */ uint encoded_uv; }; MINLINE CompressedPatchCoord make_patch_coord(int ptex_face_index, float u, float v) { CompressedPatchCoord patch_coord = { ptex_face_index, (uint(u * 65535.0f) << 16) | uint(v * 65535.0f), }; return patch_coord; } /* Vertex format used for the #CompressedPatchCoord. */ static const GPUVertFormat &get_blender_patch_coords_format() { static const GPUVertFormat format = [&]() { GPUVertFormat format{}; /* WARNING! Adjust #CompressedPatchCoord accordingly. */ GPU_vertformat_attr_add(&format, "ptex_face_index", GPU_COMP_U32, 1, GPU_FETCH_INT); GPU_vertformat_attr_add(&format, "uv", GPU_COMP_U32, 1, GPU_FETCH_INT); return format; }(); return format; } #endif static const GPUVertFormat &get_origindex_format() { static const GPUVertFormat format = [&]() { GPUVertFormat format{}; GPU_vertformat_attr_add(&format, "index", GPU_COMP_I32, 1, GPU_FETCH_INT); return format; }(); return format; } const GPUVertFormat &draw_subdiv_get_pos_nor_format() { static const GPUVertFormat format = [&]() { GPUVertFormat format{}; GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); GPU_vertformat_alias_add(&format, "vnor"); return format; }(); return format; } /** \} */ // -------------------------------------------------------- static uint tris_count_from_number_of_loops(const uint number_of_loops) { const uint32_t number_of_quads = number_of_loops / 4; return number_of_quads * 2; } /* -------------------------------------------------------------------- */ /** \name Utilities to build a gpu::VertBuf from an origindex buffer. * \{ */ gpu::VertBufPtr draw_subdiv_init_origindex_buffer(int32_t *vert_origindex, uint num_loops, uint loose_len) { gpu::VertBufPtr buffer = gpu::VertBufPtr( GPU_vertbuf_create_with_format_ex(get_origindex_format(), GPU_USAGE_STATIC)); GPU_vertbuf_data_alloc(*buffer, num_loops + loose_len); buffer->data().take_front(num_loops).copy_from({vert_origindex, num_loops}); return buffer; } gpu::VertBuf *draw_subdiv_build_origindex_buffer(int *vert_origindex, uint num_loops) { return draw_subdiv_init_origindex_buffer(vert_origindex, num_loops, 0).release(); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Utilities for DRWPatchMap. * \{ */ #ifdef WITH_OPENSUBDIV static void draw_patch_map_build(DRWPatchMap *gpu_patch_map, bke::subdiv::Subdiv *subdiv) { gpu::VertBuf *patch_map_handles = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex(*patch_map_handles, get_patch_handle_format(), GPU_USAGE_STATIC); gpu::VertBuf *patch_map_quadtree = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex(*patch_map_quadtree, get_quadtree_format(), GPU_USAGE_STATIC); int min_patch_face = 0; int max_patch_face = 0; int max_depth = 0; int patches_are_triangular = 0; OpenSubdiv_Evaluator *evaluator = subdiv->evaluator; evaluator->eval_output->getPatchMap(patch_map_handles, patch_map_quadtree, &min_patch_face, &max_patch_face, &max_depth, &patches_are_triangular); gpu_patch_map->patch_map_handles = patch_map_handles; gpu_patch_map->patch_map_quadtree = patch_map_quadtree; gpu_patch_map->min_patch_face = min_patch_face; gpu_patch_map->max_patch_face = max_patch_face; gpu_patch_map->max_depth = max_depth; gpu_patch_map->patches_are_triangular = patches_are_triangular; } #endif static void draw_patch_map_free(DRWPatchMap *gpu_patch_map) { GPU_VERTBUF_DISCARD_SAFE(gpu_patch_map->patch_map_handles); GPU_VERTBUF_DISCARD_SAFE(gpu_patch_map->patch_map_quadtree); gpu_patch_map->min_patch_face = 0; gpu_patch_map->max_patch_face = 0; gpu_patch_map->max_depth = 0; gpu_patch_map->patches_are_triangular = 0; } /** \} */ /* -------------------------------------------------------------------- */ /** \name DRWSubdivCache * \{ */ static bool draw_subdiv_cache_need_face_data(const DRWSubdivCache &cache) { return cache.subdiv && cache.subdiv->evaluator && cache.num_subdiv_loops != 0; } static void draw_subdiv_cache_free_material_data(DRWSubdivCache &cache) { GPU_VERTBUF_DISCARD_SAFE(cache.face_mat_offset); MEM_SAFE_FREE(cache.mat_start); MEM_SAFE_FREE(cache.mat_end); } static void draw_subdiv_free_edit_mode_cache(DRWSubdivCache &cache) { GPU_VERTBUF_DISCARD_SAFE(cache.verts_orig_index); GPU_VERTBUF_DISCARD_SAFE(cache.edges_orig_index); GPU_VERTBUF_DISCARD_SAFE(cache.edges_draw_flag); GPU_VERTBUF_DISCARD_SAFE(cache.fdots_patch_coords); } void draw_subdiv_cache_free(DRWSubdivCache &cache) { GPU_VERTBUF_DISCARD_SAFE(cache.patch_coords); GPU_VERTBUF_DISCARD_SAFE(cache.corner_patch_coords); GPU_VERTBUF_DISCARD_SAFE(cache.face_ptex_offset_buffer); GPU_VERTBUF_DISCARD_SAFE(cache.subdiv_face_offset_buffer); GPU_VERTBUF_DISCARD_SAFE(cache.extra_coarse_face_data); MEM_SAFE_FREE(cache.subdiv_loop_subdiv_vert_index); MEM_SAFE_FREE(cache.subdiv_loop_subdiv_edge_index); MEM_SAFE_FREE(cache.subdiv_loop_face_index); MEM_SAFE_FREE(cache.subdiv_face_offset); GPU_VERTBUF_DISCARD_SAFE(cache.subdiv_vertex_face_adjacency_offsets); GPU_VERTBUF_DISCARD_SAFE(cache.subdiv_vertex_face_adjacency); cache.resolution = 0; cache.num_subdiv_loops = 0; cache.num_subdiv_edges = 0; cache.num_subdiv_verts = 0; cache.num_subdiv_triangles = 0; cache.num_coarse_faces = 0; cache.num_subdiv_quads = 0; cache.may_have_loose_geom = false; draw_subdiv_free_edit_mode_cache(cache); draw_subdiv_cache_free_material_data(cache); draw_patch_map_free(&cache.gpu_patch_map); if (cache.ubo) { GPU_uniformbuf_free(cache.ubo); cache.ubo = nullptr; } cache.loose_edge_positions = {}; } /* Flags used in #DRWSubdivCache.extra_coarse_face_data. The flags are packed in the upper bits of * each uint (one per coarse face), #SUBDIV_COARSE_FACE_FLAG_OFFSET tells where they are in the * packed bits. */ #define SUBDIV_COARSE_FACE_FLAG_SMOOTH 1u #define SUBDIV_COARSE_FACE_FLAG_SELECT 2u #define SUBDIV_COARSE_FACE_FLAG_ACTIVE 4u #define SUBDIV_COARSE_FACE_FLAG_HIDDEN 8u #define SUBDIV_COARSE_FACE_FLAG_OFFSET 28u #define SUBDIV_COARSE_FACE_FLAG_SMOOTH_MASK \ (SUBDIV_COARSE_FACE_FLAG_SMOOTH << SUBDIV_COARSE_FACE_FLAG_OFFSET) #define SUBDIV_COARSE_FACE_FLAG_SELECT_MASK \ (SUBDIV_COARSE_FACE_FLAG_SELECT << SUBDIV_COARSE_FACE_FLAG_OFFSET) #define SUBDIV_COARSE_FACE_FLAG_ACTIVE_MASK \ (SUBDIV_COARSE_FACE_FLAG_ACTIVE << SUBDIV_COARSE_FACE_FLAG_OFFSET) #define SUBDIV_COARSE_FACE_FLAG_HIDDEN_MASK \ (SUBDIV_COARSE_FACE_FLAG_HIDDEN << SUBDIV_COARSE_FACE_FLAG_OFFSET) #define SUBDIV_COARSE_FACE_LOOP_START_MASK \ ~((SUBDIV_COARSE_FACE_FLAG_SMOOTH | SUBDIV_COARSE_FACE_FLAG_SELECT | \ SUBDIV_COARSE_FACE_FLAG_ACTIVE | SUBDIV_COARSE_FACE_FLAG_HIDDEN) \ << SUBDIV_COARSE_FACE_FLAG_OFFSET) static uint32_t compute_coarse_face_flag_bm(BMFace *f, BMFace *efa_act) { uint32_t flag = 0; if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { flag |= SUBDIV_COARSE_FACE_FLAG_SELECT; } if (BM_elem_flag_test(f, BM_ELEM_HIDDEN)) { flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN; } if (f == efa_act) { flag |= SUBDIV_COARSE_FACE_FLAG_ACTIVE; } return flag; } static void draw_subdiv_cache_extra_coarse_face_data_bm(BMesh *bm, BMFace *efa_act, MutableSpan flags_data) { BMFace *f; BMIter iter; BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) { const int index = BM_elem_index_get(f); uint32_t flag = compute_coarse_face_flag_bm(f, efa_act); if (BM_elem_flag_test(f, BM_ELEM_SMOOTH)) { flag |= SUBDIV_COARSE_FACE_FLAG_SMOOTH; } const int loopstart = BM_elem_index_get(f->l_first); flags_data[index] = uint(loopstart) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET); } } static void draw_subdiv_cache_extra_coarse_face_data_mesh(const MeshRenderData &mr, const Mesh *mesh, MutableSpan flags_data) { const OffsetIndices faces = mesh->faces(); for (const int i : faces.index_range()) { uint32_t flag = 0; if (!(mr.normals_domain == bke::MeshNormalDomain::Face || (!mr.sharp_faces.is_empty() && mr.sharp_faces[i]))) { flag |= SUBDIV_COARSE_FACE_FLAG_SMOOTH; } if (!mr.select_poly.is_empty() && mr.select_poly[i]) { flag |= SUBDIV_COARSE_FACE_FLAG_SELECT; } if (!mr.hide_poly.is_empty() && mr.hide_poly[i]) { flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN; } flags_data[i] = uint(faces[i].start()) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET); } } static void draw_subdiv_cache_extra_coarse_face_data_mapped(const Mesh *mesh, BMesh *bm, MeshRenderData &mr, MutableSpan flags_data) { if (bm == nullptr) { draw_subdiv_cache_extra_coarse_face_data_mesh(mr, mesh, flags_data); return; } const OffsetIndices faces = mesh->faces(); for (const int i : faces.index_range()) { BMFace *f = bm_original_face_get(mr, i); /* Selection and hiding from bmesh. */ uint32_t flag = (f) ? compute_coarse_face_flag_bm(f, mr.efa_act) : 0; /* Smooth from mesh. */ if (!(mr.normals_domain == bke::MeshNormalDomain::Face || (!mr.sharp_faces.is_empty() && mr.sharp_faces[i]))) { flag |= SUBDIV_COARSE_FACE_FLAG_SMOOTH; } flags_data[i] = uint(faces[i].start()) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET); } } static void draw_subdiv_cache_update_extra_coarse_face_data(DRWSubdivCache &cache, const Mesh *mesh, MeshRenderData &mr) { if (cache.extra_coarse_face_data == nullptr) { cache.extra_coarse_face_data = GPU_vertbuf_calloc(); static const GPUVertFormat format = []() { GPUVertFormat format{}; GPU_vertformat_attr_add(&format, "data", GPU_COMP_U32, 1, GPU_FETCH_INT); return format; }(); GPU_vertbuf_init_with_format_ex(*cache.extra_coarse_face_data, format, GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(*cache.extra_coarse_face_data, mr.extract_type == MeshExtractType::BMesh ? cache.bm->totface : mesh->faces_num); } MutableSpan flags_data = cache.extra_coarse_face_data->data(); if (mr.extract_type == MeshExtractType::BMesh) { draw_subdiv_cache_extra_coarse_face_data_bm(cache.bm, mr.efa_act, flags_data); } else if (mr.orig_index_face != nullptr) { draw_subdiv_cache_extra_coarse_face_data_mapped(mesh, cache.bm, mr, flags_data); } else { draw_subdiv_cache_extra_coarse_face_data_mesh(mr, mesh, flags_data); } /* Make sure updated data is re-uploaded. */ GPU_vertbuf_tag_dirty(cache.extra_coarse_face_data); } static DRWSubdivCache &mesh_batch_cache_ensure_subdiv_cache(MeshBatchCache &mbc) { DRWSubdivCache *subdiv_cache = mbc.subdiv_cache; if (subdiv_cache == nullptr) { subdiv_cache = MEM_new(__func__); } mbc.subdiv_cache = subdiv_cache; return *subdiv_cache; } #ifdef WITH_OPENSUBDIV static void draw_subdiv_invalidate_evaluator_for_orco(bke::subdiv::Subdiv *subdiv, const Mesh *mesh) { if (!(subdiv && subdiv->evaluator)) { return; } const bool has_orco = CustomData_has_layer(&mesh->vert_data, CD_ORCO); if (has_orco && !subdiv->evaluator->eval_output->hasVertexData()) { /* If we suddenly have/need original coordinates, recreate the evaluator if the extra * source was not created yet. The refiner also has to be recreated as refinement for source * and vertex data is done only once. */ delete subdiv->evaluator; subdiv->evaluator = nullptr; delete subdiv->topology_refiner; subdiv->topology_refiner = nullptr; } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Subdivision grid traversal. * * Traverse the uniform subdivision grid over coarse faces and gather useful information for * building the draw buffers on the GPU. We primarily gather the patch coordinates for all * subdivision faces, as well as the original coarse indices for each subdivision element (vertex, * face, or edge) which directly maps to its coarse counterpart (note that all subdivision faces * map to a coarse face). This information will then be cached in #DRWSubdivCache for subsequent * reevaluations, as long as the topology does not change. * \{ */ struct DRWCacheBuildingContext { const Mesh *coarse_mesh; const bke::subdiv::Subdiv *subdiv; const bke::subdiv::ToMeshSettings *settings; DRWSubdivCache *cache; /* Pointers into #DRWSubdivCache buffers for easier access during traversal. */ CompressedPatchCoord *patch_coords; int *subdiv_loop_vert_index; int *subdiv_loop_subdiv_vert_index; int *subdiv_loop_edge_index; int *subdiv_loop_edge_draw_flag; int *subdiv_loop_subdiv_edge_index; int *subdiv_loop_face_index; /* Temporary buffers used during traversal. */ int *vert_origindex_map; int *edge_draw_flag_map; int *edge_origindex_map; /* #CD_ORIGINDEX layers from the mesh to directly look up during traversal the original-index * from the base mesh for edit data so that we do not have to handle yet another GPU buffer and * do this in the shaders. */ const int *orig_index_vert; const int *orig_index_edge; }; static bool draw_subdiv_topology_info_cb(const bke::subdiv::ForeachContext *foreach_context, const int num_verts, const int num_edges, const int num_loops, const int num_faces, const int *subdiv_face_offset) { /* num_loops does not take into account meshes with only loose geometry, which might be meshes * used as custom bone shapes, so let's check the num_verts also. */ if (num_verts == 0 && num_loops == 0) { return false; } DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data); DRWSubdivCache *cache = ctx->cache; /* Set topology information only if we have loops. */ if (num_loops != 0) { cache->num_subdiv_edges = uint(num_edges); cache->num_subdiv_loops = uint(num_loops); cache->num_subdiv_verts = uint(num_verts); cache->num_subdiv_quads = uint(num_faces); cache->subdiv_face_offset = static_cast(MEM_dupallocN(subdiv_face_offset)); } cache->may_have_loose_geom = num_verts != 0 || num_edges != 0; /* Initialize cache buffers, prefer dynamic usage so we can reuse memory on the host even after * it was sent to the device, since we may use the data while building other buffers on the CPU * side. * * These VBOs are created even when there are no faces and only loose geometry. This avoids the * need for many null checks. Binding them must be avoided if they are empty though. */ cache->patch_coords = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex( *cache->patch_coords, get_blender_patch_coords_format(), GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(*cache->patch_coords, cache->num_subdiv_loops); cache->corner_patch_coords = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex( *cache->corner_patch_coords, get_blender_patch_coords_format(), GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(*cache->corner_patch_coords, cache->num_subdiv_loops); cache->verts_orig_index = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex( *cache->verts_orig_index, get_origindex_format(), GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(*cache->verts_orig_index, cache->num_subdiv_loops); cache->edges_orig_index = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex( *cache->edges_orig_index, get_origindex_format(), GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(*cache->edges_orig_index, cache->num_subdiv_loops); cache->edges_draw_flag = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format_ex( *cache->edges_draw_flag, get_origindex_format(), GPU_USAGE_DYNAMIC); GPU_vertbuf_data_alloc(*cache->edges_draw_flag, cache->num_subdiv_loops); cache->subdiv_loop_subdiv_vert_index = MEM_malloc_arrayN(cache->num_subdiv_loops, "subdiv_loop_subdiv_vert_index"); cache->subdiv_loop_subdiv_edge_index = MEM_malloc_arrayN(cache->num_subdiv_loops, "subdiv_loop_subdiv_edge_index"); cache->subdiv_loop_face_index = MEM_malloc_arrayN(cache->num_subdiv_loops, "subdiv_loop_face_index"); /* Initialize context pointers and temporary buffers. */ ctx->patch_coords = cache->patch_coords->data().data(); ctx->subdiv_loop_vert_index = cache->verts_orig_index->data().data(); ctx->subdiv_loop_edge_index = cache->edges_orig_index->data().data(); ctx->subdiv_loop_edge_draw_flag = cache->edges_draw_flag->data().data(); ctx->subdiv_loop_subdiv_vert_index = cache->subdiv_loop_subdiv_vert_index; ctx->subdiv_loop_subdiv_edge_index = cache->subdiv_loop_subdiv_edge_index; ctx->subdiv_loop_face_index = cache->subdiv_loop_face_index; ctx->orig_index_vert = static_cast( CustomData_get_layer(&ctx->coarse_mesh->vert_data, CD_ORIGINDEX)); ctx->orig_index_edge = static_cast( CustomData_get_layer(&ctx->coarse_mesh->edge_data, CD_ORIGINDEX)); if (cache->num_subdiv_verts) { ctx->vert_origindex_map = MEM_malloc_arrayN(cache->num_subdiv_verts, "subdiv_vert_origindex_map"); for (int i = 0; i < num_verts; i++) { ctx->vert_origindex_map[i] = -1; } } if (cache->num_subdiv_edges) { ctx->edge_origindex_map = MEM_malloc_arrayN(cache->num_subdiv_edges, "subdiv_edge_origindex_map"); for (int i = 0; i < num_edges; i++) { ctx->edge_origindex_map[i] = -1; } ctx->edge_draw_flag_map = MEM_calloc_arrayN(cache->num_subdiv_edges, "subdiv_edge_draw_flag_map"); } return true; } static void draw_subdiv_vertex_corner_cb(const bke::subdiv::ForeachContext *foreach_context, void * /*tls*/, const int /*ptex_face_index*/, const float /*u*/, const float /*v*/, const int coarse_vertex_index, const int /*coarse_face_index*/, const int /*coarse_corner*/, const int subdiv_vertex_index) { BLI_assert(coarse_vertex_index != ORIGINDEX_NONE); DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data); ctx->vert_origindex_map[subdiv_vertex_index] = coarse_vertex_index; } static void draw_subdiv_vertex_edge_cb(const bke::subdiv::ForeachContext * /*foreach_context*/, void * /*tls_v*/, const int /*ptex_face_index*/, const float /*u*/, const float /*v*/, const int /*coarse_edge_index*/, const int /*coarse_face_index*/, const int /*coarse_corner*/, const int /*subdiv_vertex_index*/) { /* Required if bke::subdiv::ForeachContext.vertex_corner is also set. */ } static void draw_subdiv_edge_cb(const bke::subdiv::ForeachContext *foreach_context, void * /*tls*/, const int coarse_edge_index, const int subdiv_edge_index, const bool /*is_loose*/, const int /*subdiv_v1*/, const int /*subdiv_v2*/) { DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data); if (!ctx->edge_origindex_map) { return; } if (coarse_edge_index == ORIGINDEX_NONE) { /* Not mapped to edge in the subdivision base mesh. */ ctx->edge_origindex_map[subdiv_edge_index] = ORIGINDEX_NONE; if (!ctx->cache->optimal_display) { ctx->edge_draw_flag_map[subdiv_edge_index] = 1; } } else { if (ctx->orig_index_edge) { const int origindex = ctx->orig_index_edge[coarse_edge_index]; ctx->edge_origindex_map[subdiv_edge_index] = origindex; if (!(origindex == ORIGINDEX_NONE && ctx->cache->hide_unmapped_edges)) { /* Not mapped to edge in original mesh (generated by a preceding modifier). */ ctx->edge_draw_flag_map[subdiv_edge_index] = 1; } } else { ctx->edge_origindex_map[subdiv_edge_index] = coarse_edge_index; ctx->edge_draw_flag_map[subdiv_edge_index] = 1; } } } static void draw_subdiv_loop_cb(const bke::subdiv::ForeachContext *foreach_context, void * /*tls_v*/, const int ptex_face_index, const float u, const float v, const int /*coarse_loop_index*/, const int coarse_face_index, const int /*coarse_corner*/, const int subdiv_loop_index, const int subdiv_vertex_index, const int subdiv_edge_index) { DRWCacheBuildingContext *ctx = (DRWCacheBuildingContext *)(foreach_context->user_data); ctx->patch_coords[subdiv_loop_index] = make_patch_coord(ptex_face_index, u, v); int coarse_vertex_index = ctx->vert_origindex_map[subdiv_vertex_index]; ctx->subdiv_loop_subdiv_vert_index[subdiv_loop_index] = subdiv_vertex_index; ctx->subdiv_loop_subdiv_edge_index[subdiv_loop_index] = subdiv_edge_index; ctx->subdiv_loop_face_index[subdiv_loop_index] = coarse_face_index; ctx->subdiv_loop_vert_index[subdiv_loop_index] = coarse_vertex_index; } static void draw_subdiv_foreach_callbacks(bke::subdiv::ForeachContext *foreach_context) { memset(foreach_context, 0, sizeof(*foreach_context)); foreach_context->topology_info = draw_subdiv_topology_info_cb; foreach_context->loop = draw_subdiv_loop_cb; foreach_context->edge = draw_subdiv_edge_cb; foreach_context->vertex_corner = draw_subdiv_vertex_corner_cb; foreach_context->vertex_edge = draw_subdiv_vertex_edge_cb; } static void do_subdiv_traversal(DRWCacheBuildingContext *cache_building_context, bke::subdiv::Subdiv *subdiv) { bke::subdiv::ForeachContext foreach_context; draw_subdiv_foreach_callbacks(&foreach_context); foreach_context.user_data = cache_building_context; bke::subdiv::foreach_subdiv_geometry(subdiv, &foreach_context, cache_building_context->settings, cache_building_context->coarse_mesh); /* Now that traversal is done, we can set up the right original indices for the * subdiv-loop-to-coarse-edge map. */ for (int i = 0; i < cache_building_context->cache->num_subdiv_loops; i++) { const int edge_index = cache_building_context->subdiv_loop_subdiv_edge_index[i]; cache_building_context->subdiv_loop_edge_index[i] = cache_building_context->edge_origindex_map[edge_index]; cache_building_context->subdiv_loop_edge_draw_flag[i] = cache_building_context->edge_draw_flag_map[edge_index]; } } static gpu::VertBuf *gpu_vertbuf_create_from_format(const GPUVertFormat &format, uint len) { gpu::VertBuf *verts = GPU_vertbuf_calloc(); GPU_vertbuf_init_with_format(*verts, format); GPU_vertbuf_data_alloc(*verts, len); return verts; } /* Build maps to hold enough information to tell which face is adjacent to which vertex; those will * be used for computing normals if limit surfaces are unavailable. */ static void build_vertex_face_adjacency_maps(DRWSubdivCache &cache) { /* +1 so that we do not require a special case for the last vertex, this extra offset will * contain the total number of adjacent faces. */ cache.subdiv_vertex_face_adjacency_offsets = gpu_vertbuf_create_from_format( get_origindex_format(), cache.num_subdiv_verts + 1); MutableSpan vertex_offsets = cache.subdiv_vertex_face_adjacency_offsets->data(); vertex_offsets.fill(0); offset_indices::build_reverse_offsets( {cache.subdiv_loop_subdiv_vert_index, cache.num_subdiv_loops}, vertex_offsets); cache.subdiv_vertex_face_adjacency = gpu_vertbuf_create_from_format(get_origindex_format(), cache.num_subdiv_loops); MutableSpan adjacent_faces = cache.subdiv_vertex_face_adjacency->data(); int *tmp_set_faces = MEM_calloc_arrayN(cache.num_subdiv_verts, "tmp subdiv vertex offset"); for (int i = 0; i < cache.num_subdiv_loops / 4; i++) { for (int j = 0; j < 4; j++) { const int subdiv_vertex = cache.subdiv_loop_subdiv_vert_index[i * 4 + j]; int first_face_offset = vertex_offsets[subdiv_vertex] + tmp_set_faces[subdiv_vertex]; adjacent_faces[first_face_offset] = i; tmp_set_faces[subdiv_vertex] += 1; } } MEM_freeN(tmp_set_faces); } static bool draw_subdiv_build_cache(DRWSubdivCache &cache, bke::subdiv::Subdiv *subdiv, const Mesh *mesh_eval, const SubsurfRuntimeData *runtime_data) { bke::subdiv::ToMeshSettings to_mesh_settings; to_mesh_settings.resolution = runtime_data->resolution; to_mesh_settings.use_optimal_display = false; if (cache.resolution != to_mesh_settings.resolution) { /* Resolution changed, we need to rebuild, free any existing cached data. */ draw_subdiv_cache_free(cache); } /* If the resolution between the cache and the settings match for some reason, check if the patch * coordinates were not already generated. Those coordinates are specific to the resolution, so * they should be null either after initialization, or after freeing if the resolution (or some * other subdivision setting) changed. */ if (cache.patch_coords != nullptr) { return true; } DRWCacheBuildingContext cache_building_context; memset(&cache_building_context, 0, sizeof(DRWCacheBuildingContext)); cache_building_context.coarse_mesh = mesh_eval; cache_building_context.settings = &to_mesh_settings; cache_building_context.cache = &cache; do_subdiv_traversal(&cache_building_context, subdiv); if (cache.num_subdiv_loops == 0 && cache.num_subdiv_verts == 0 && !cache.may_have_loose_geom) { /* Either the traversal failed, or we have an empty mesh, either way we cannot go any further. * The subdiv_face_offset cannot then be reliably stored in the cache, so free it directly. */ MEM_SAFE_FREE(cache.subdiv_face_offset); return false; } /* Only build face related data if we have polygons. */ const OffsetIndices faces = mesh_eval->faces(); if (cache.num_subdiv_loops != 0) { /* Build buffers for the PatchMap. */ draw_patch_map_build(&cache.gpu_patch_map, subdiv); cache.face_ptex_offset = bke::subdiv::face_ptex_offset_get(subdiv); /* Build patch coordinates for all the face dots. */ cache.fdots_patch_coords = gpu_vertbuf_create_from_format(get_blender_patch_coords_format(), mesh_eval->faces_num); CompressedPatchCoord *blender_fdots_patch_coords = cache.fdots_patch_coords->data().data(); for (int i = 0; i < mesh_eval->faces_num; i++) { const int ptex_face_index = cache.face_ptex_offset[i]; if (faces[i].size() == 4) { /* For quads, the center coordinate of the coarse face has `u = v = 0.5`. */ blender_fdots_patch_coords[i] = make_patch_coord(ptex_face_index, 0.5f, 0.5f); } else { /* For N-gons, since they are split into quads from the center, and since the center is * chosen to be the top right corner of each quad, the center coordinate of the coarse face * is any one of those top right corners with `u = v = 1.0`. */ blender_fdots_patch_coords[i] = make_patch_coord(ptex_face_index, 1.0f, 1.0f); } } cache.subdiv_face_offset_buffer = draw_subdiv_build_origindex_buffer(cache.subdiv_face_offset, faces.size()); cache.face_ptex_offset_buffer = draw_subdiv_build_origindex_buffer(cache.face_ptex_offset, faces.size() + 1); build_vertex_face_adjacency_maps(cache); } cache.resolution = to_mesh_settings.resolution; cache.num_coarse_faces = faces.size(); /* To avoid floating point precision issues when evaluating patches at patch boundaries, * ensure that all loops sharing a vertex use the same patch coordinate. This could cause * the mesh to not be watertight, leading to shadowing artifacts (see #97877). */ Vector first_loop_index(cache.num_subdiv_verts, -1); /* Save coordinates for corners, as attributes may vary for each loop connected to the same * vertex. */ if (cache.num_subdiv_loops > 0) { memcpy(cache.corner_patch_coords->data().data(), cache_building_context.patch_coords, sizeof(CompressedPatchCoord) * cache.num_subdiv_loops); for (int i = 0; i < cache.num_subdiv_loops; i++) { const int vertex = cache_building_context.subdiv_loop_subdiv_vert_index[i]; if (first_loop_index[vertex] != -1) { continue; } first_loop_index[vertex] = i; } for (int i = 0; i < cache.num_subdiv_loops; i++) { const int vertex = cache_building_context.subdiv_loop_subdiv_vert_index[i]; cache_building_context.patch_coords[i] = cache_building_context.patch_coords[first_loop_index[vertex]]; } } /* Cleanup. */ MEM_SAFE_FREE(cache_building_context.vert_origindex_map); MEM_SAFE_FREE(cache_building_context.edge_origindex_map); MEM_SAFE_FREE(cache_building_context.edge_draw_flag_map); return true; } #endif /** \} */ /* -------------------------------------------------------------------- */ /** \name DRWSubdivUboStorage. * * Common uniforms for the various shaders. * \{ */ static void draw_subdiv_init_ubo_storage(const DRWSubdivCache &cache, DRWSubdivUboStorage *ubo, const int src_offset, const int dst_offset, const uint total_dispatch_size, const bool has_sculpt_mask, const uint edge_loose_offset) { ubo->src_offset = src_offset; ubo->dst_offset = dst_offset; ubo->min_patch_face = cache.gpu_patch_map.min_patch_face; ubo->max_patch_face = cache.gpu_patch_map.max_patch_face; ubo->max_depth = cache.gpu_patch_map.max_depth; ubo->patches_are_triangular = cache.gpu_patch_map.patches_are_triangular; ubo->coarse_face_count = cache.num_coarse_faces; ubo->num_subdiv_loops = cache.num_subdiv_loops; ubo->edge_loose_offset = edge_loose_offset; ubo->has_sculpt_mask = has_sculpt_mask; ubo->coarse_face_smooth_mask = SUBDIV_COARSE_FACE_FLAG_SMOOTH_MASK; ubo->coarse_face_select_mask = SUBDIV_COARSE_FACE_FLAG_SELECT_MASK; ubo->coarse_face_active_mask = SUBDIV_COARSE_FACE_FLAG_ACTIVE_MASK; ubo->coarse_face_hidden_mask = SUBDIV_COARSE_FACE_FLAG_HIDDEN_MASK; ubo->coarse_face_loopstart_mask = SUBDIV_COARSE_FACE_LOOP_START_MASK; ubo->total_dispatch_size = total_dispatch_size; ubo->is_edit_mode = cache.is_edit_mode; ubo->use_hide = cache.use_hide; } static void draw_subdiv_ubo_update_and_bind(const DRWSubdivCache &cache, const int src_offset, const int dst_offset, const uint total_dispatch_size, const bool has_sculpt_mask = false, const uint edge_loose_offset = 0) { DRWSubdivUboStorage storage; draw_subdiv_init_ubo_storage(cache, &storage, src_offset, dst_offset, total_dispatch_size, has_sculpt_mask, edge_loose_offset); if (!cache.ubo) { const_cast(&cache)->ubo = GPU_uniformbuf_create_ex( sizeof(DRWSubdivUboStorage), &storage, "DRWSubdivUboStorage"); } GPU_uniformbuf_update(cache.ubo, &storage); GPU_uniformbuf_bind(cache.ubo, SHADER_DATA_BUF_SLOT); } /** \} */ // -------------------------------------------------------- #define SUBDIV_LOCAL_WORK_GROUP_SIZE 64 static uint get_dispatch_size(uint elements) { return divide_ceil_u(elements, SUBDIV_LOCAL_WORK_GROUP_SIZE); } /** * Helper to ensure that the UBO is always initialized before dispatching computes and that the * same number of elements that need to be processed is used for the UBO and the dispatch size. * Use this instead of a raw call to #GPU_compute_dispatch. */ static void drw_subdiv_compute_dispatch(const DRWSubdivCache &cache, GPUShader *shader, const int src_offset, const int dst_offset, uint total_dispatch_size, const bool has_sculpt_mask = false, const uint edge_loose_offset = 0) { const uint max_res_x = uint(GPU_max_work_group_count(0)); const uint dispatch_size = get_dispatch_size(total_dispatch_size); uint dispatch_rx = dispatch_size; uint dispatch_ry = 1u; if (dispatch_rx > max_res_x) { /* Since there are some limitations with regards to the maximum work group size (could be as * low as 64k elements per call), we split the number elements into a "2d" number, with the * final index being computed as `res_x + res_y * max_work_group_size`. Even with a maximum * work group size of 64k, that still leaves us with roughly `64k * 64k = 4` billion elements * total, which should be enough. If not, we could also use the 3rd dimension. */ /* TODO(fclem): We could dispatch fewer groups if we compute the prime factorization and * get the smallest rect fitting the requirements. */ dispatch_rx = dispatch_ry = ceilf(sqrtf(dispatch_size)); /* Avoid a completely empty dispatch line caused by rounding. */ if ((dispatch_rx * (dispatch_ry - 1)) >= dispatch_size) { dispatch_ry -= 1; } } /* X and Y dimensions may have different limits so the above computation may not be right, but * even with the standard 64k minimum on all dimensions we still have a lot of room. Therefore, * we presume it all fits. */ BLI_assert(dispatch_ry < uint(GPU_max_work_group_count(1))); draw_subdiv_ubo_update_and_bind( cache, src_offset, dst_offset, total_dispatch_size, has_sculpt_mask, edge_loose_offset); GPU_compute_dispatch(shader, dispatch_rx, dispatch_ry, 1); } void draw_subdiv_extract_pos_nor(const DRWSubdivCache &cache, gpu::VertBuf *flags_buffer, gpu::VertBuf *pos_nor, gpu::VertBuf *orco) { #ifdef WITH_OPENSUBDIV if (!draw_subdiv_cache_need_face_data(cache)) { /* Happens on meshes with only loose geometry. */ return; } bke::subdiv::Subdiv *subdiv = cache.subdiv; OpenSubdiv_Evaluator *evaluator = subdiv->evaluator; gpu::VertBuf *src_buffer = evaluator->eval_output->get_source_buf(); gpu::VertBuf *src_extra_buffer = nullptr; if (orco) { src_extra_buffer = evaluator->eval_output->get_source_data_buf(); } GPUStorageBuf *patch_arrays_buffer = evaluator->eval_output->create_patch_arrays_buf(); GPUStorageBuf *patch_index_buffer = evaluator->eval_output->get_patch_index_buf(); GPUStorageBuf *patch_param_buffer = evaluator->eval_output->get_patch_param_buf(); GPUShader *shader = DRW_shader_subdiv_get(orco ? SubdivShaderType::PATCH_EVALUATION_ORCO : SubdivShaderType::PATCH_EVALUATION); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(src_buffer, PATCH_EVALUATION_SOURCE_VERTEX_BUFFER_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.gpu_patch_map.patch_map_handles, PATCH_EVALUATION_INPUT_PATCH_HANDLES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.gpu_patch_map.patch_map_quadtree, PATCH_EVALUATION_QUAD_NODES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.patch_coords, PATCH_EVALUATION_PATCH_COORDS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.verts_orig_index, PATCH_EVALUATION_INPUT_VERTEX_ORIG_INDEX_BUF_SLOT); GPU_storagebuf_bind(patch_arrays_buffer, PATCH_EVALUATION_PATCH_ARRAY_BUFFER_BUF_SLOT); GPU_storagebuf_bind(patch_index_buffer, PATCH_EVALUATION_PATCH_INDEX_BUFFER_BUF_SLOT); GPU_storagebuf_bind(patch_param_buffer, PATCH_EVALUATION_PATCH_PARAM_BUFFER_BUF_SLOT); if (flags_buffer) { GPU_vertbuf_bind_as_ssbo(flags_buffer, PATCH_EVALUATION_FLAGS_BUFFER_BUF_SLOT); } GPU_vertbuf_bind_as_ssbo(pos_nor, PATCH_EVALUATION_OUTPUT_VERTS_BUF_SLOT); if (orco) { GPU_vertbuf_bind_as_ssbo(src_extra_buffer, PATCH_EVALUATION_SOURCE_EXTRA_VERTEX_BUFFER_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(orco, PATCH_EVALUATION_OUTPUT_ORCOS_BUF_SLOT); } drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. * We also need it for subsequent compute shaders, so a barrier on the shader storage is also * needed. */ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); GPU_storagebuf_free(patch_arrays_buffer); #else UNUSED_VARS(cache, flags_buffer, pos_nor, orco); #endif } void draw_subdiv_extract_uvs(const DRWSubdivCache &cache, gpu::VertBuf *uvs, const int face_varying_channel, const int dst_offset) { #ifdef WITH_OPENSUBDIV if (!draw_subdiv_cache_need_face_data(cache)) { /* Happens on meshes with only loose geometry. */ return; } bke::subdiv::Subdiv *subdiv = cache.subdiv; OpenSubdiv_Evaluator *evaluator = subdiv->evaluator; gpu::VertBuf *src_buffer = evaluator->eval_output->get_face_varying_source_buf( face_varying_channel); int src_buffer_offset = evaluator->eval_output->get_face_varying_source_offset( face_varying_channel); GPUStorageBuf *patch_arrays_buffer = evaluator->eval_output->create_face_varying_patch_array_buf( face_varying_channel); GPUStorageBuf *patch_index_buffer = evaluator->eval_output->get_face_varying_patch_index_buf( face_varying_channel); GPUStorageBuf *patch_param_buffer = evaluator->eval_output->get_face_varying_patch_param_buf( face_varying_channel); GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::PATCH_EVALUATION_FVAR); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(src_buffer, PATCH_EVALUATION_SOURCE_VERTEX_BUFFER_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.gpu_patch_map.patch_map_handles, PATCH_EVALUATION_INPUT_PATCH_HANDLES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.gpu_patch_map.patch_map_quadtree, PATCH_EVALUATION_QUAD_NODES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.corner_patch_coords, PATCH_EVALUATION_PATCH_COORDS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.verts_orig_index, PATCH_EVALUATION_INPUT_VERTEX_ORIG_INDEX_BUF_SLOT); GPU_storagebuf_bind(patch_arrays_buffer, PATCH_EVALUATION_PATCH_ARRAY_BUFFER_BUF_SLOT); GPU_storagebuf_bind(patch_index_buffer, PATCH_EVALUATION_PATCH_INDEX_BUFFER_BUF_SLOT); GPU_storagebuf_bind(patch_param_buffer, PATCH_EVALUATION_PATCH_PARAM_BUFFER_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(uvs, PATCH_EVALUATION_OUTPUT_FVAR_BUF_SLOT); /* The buffer offset has the stride baked in (which is 2 as we have UVs) so remove the stride by * dividing by 2 */ drw_subdiv_compute_dispatch( cache, shader, src_buffer_offset / 2, dst_offset, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. * Since it may also be used for computing UV stretches, we also need a barrier on the shader * storage. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY | GPU_BARRIER_SHADER_STORAGE); /* Cleanup. */ GPU_shader_unbind(); GPU_storagebuf_free(patch_arrays_buffer); #else UNUSED_VARS(cache, uvs, face_varying_channel, dst_offset); #endif } void draw_subdiv_interp_custom_data(const DRWSubdivCache &cache, gpu::VertBuf &src_data, gpu::VertBuf &dst_data, GPUVertCompType comp_type, int dimensions, int dst_offset) { if (!draw_subdiv_cache_need_face_data(cache)) { /* Happens on meshes with only loose geometry. */ return; } GPUShader *shader = DRW_shader_subdiv_custom_data_get(comp_type, dimensions); GPU_shader_bind(shader); /* subdiv_face_offset is always at binding point 0 for each shader using it. */ GPU_vertbuf_bind_as_ssbo(cache.subdiv_face_offset_buffer, SUBDIV_FACE_OFFSET_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(&src_data, CUSTOM_DATA_SOURCE_DATA_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.face_ptex_offset_buffer, CUSTOM_DATA_FACE_PTEX_OFFSET_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.corner_patch_coords, CUSTOM_DATA_PATCH_COORDS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.extra_coarse_face_data, CUSTOM_DATA_EXTRA_COARSE_FACE_DATA_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(&dst_data, CUSTOM_DATA_DESTINATION_DATA_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, dst_offset, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. Put * a barrier on the shader storage as we may use the result in another compute shader. */ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_sculpt_data_buffer(const DRWSubdivCache &cache, gpu::VertBuf *mask_vbo, gpu::VertBuf *face_set_vbo, gpu::VertBuf *sculpt_data) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_SCULPT_DATA); GPU_shader_bind(shader); /* Mask VBO is always at binding point 0. */ if (mask_vbo) { GPU_vertbuf_bind_as_ssbo(mask_vbo, SCULPT_DATA_SCULPT_MASK_BUF_SLOT); } GPU_vertbuf_bind_as_ssbo(face_set_vbo, SCULPT_DATA_SCULPT_FACE_SET_COLOR_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(sculpt_data, SCULPT_DATA_SCULPT_DATA_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads, mask_vbo != nullptr); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_accumulate_normals(const DRWSubdivCache &cache, gpu::VertBuf *pos_nor, gpu::VertBuf *face_adjacency_offsets, gpu::VertBuf *face_adjacency_lists, gpu::VertBuf *vertex_loop_map, gpu::VertBuf *vert_normals) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_NORMALS_ACCUMULATE); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(pos_nor, NORMALS_ACCUMULATE_POS_NOR_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(face_adjacency_offsets, NORMALS_ACCUMULATE_FACE_ADJACENCY_OFFSETS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(face_adjacency_lists, NORMALS_ACCUMULATE_FACE_ADJACENCY_LISTS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(vertex_loop_map, NORMALS_ACCUMULATE_VERTEX_LOOP_MAP_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(vert_normals, NORMALS_ACCUMULATE_NORMALS_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_verts); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. * We also need it for subsequent compute shaders, so a barrier on the shader storage is also * needed. */ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_finalize_normals(const DRWSubdivCache &cache, gpu::VertBuf *vert_normals, gpu::VertBuf *subdiv_loop_subdiv_vert_index, gpu::VertBuf *pos_nor) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_NORMALS_FINALIZE); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(vert_normals, NORMALS_FINALIZE_VERTEX_NORMALS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(subdiv_loop_subdiv_vert_index, NORMALS_FINALIZE_VERTEX_LOOP_MAP_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(pos_nor, NORMALS_FINALIZE_POS_NOR_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. * We also need it for subsequent compute shaders, so a barrier on the shader storage is also * needed. */ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_finalize_custom_normals(const DRWSubdivCache &cache, gpu::VertBuf *src_custom_normals, gpu::VertBuf *pos_nor) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_CUSTOM_NORMALS_FINALIZE); GPU_shader_bind(shader); int binding_point = 0; GPU_vertbuf_bind_as_ssbo(src_custom_normals, binding_point++); /* outputPosNor is bound at index 2 in the base shader. */ binding_point = 2; GPU_vertbuf_bind_as_ssbo(pos_nor, binding_point++); BLI_assert(binding_point <= MAX_GPU_SUBDIV_SSBOS); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. * We also need it for subsequent compute shaders, so a barrier on the shader storage is also * needed. */ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_tris_buffer(const DRWSubdivCache &cache, gpu::IndexBuf *subdiv_tris, const int material_count) { if (!draw_subdiv_cache_need_face_data(cache)) { /* Happens on meshes with only loose geometry. */ return; } const bool do_single_material = material_count <= 1; GPUShader *shader = DRW_shader_subdiv_get(do_single_material ? SubdivShaderType::BUFFER_TRIS : SubdivShaderType::BUFFER_TRIS_MULTIPLE_MATERIALS); GPU_shader_bind(shader); /* subdiv_face_offset is always at binding point 0 for each shader using it. */ GPU_vertbuf_bind_as_ssbo(cache.subdiv_face_offset_buffer, SUBDIV_FACE_OFFSET_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.extra_coarse_face_data, TRIS_EXTRA_COARSE_FACE_DATA_BUF_SLOT); if (!do_single_material) { GPU_vertbuf_bind_as_ssbo(cache.face_mat_offset, TRIS_FACE_MAT_OFFSET); } /* Outputs */ GPU_indexbuf_bind_as_ssbo(subdiv_tris, TRIS_OUTPUT_TRIS_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates an index buffer, so we need to put a barrier on the element array. */ GPU_memory_barrier(GPU_BARRIER_ELEMENT_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_fdots_buffers(const DRWSubdivCache &cache, gpu::VertBuf *fdots_pos, gpu::VertBuf *fdots_nor, gpu::IndexBuf *fdots_indices) { #ifdef WITH_OPENSUBDIV if (!draw_subdiv_cache_need_face_data(cache)) { /* Happens on meshes with only loose geometry. */ return; } bke::subdiv::Subdiv *subdiv = cache.subdiv; OpenSubdiv_Evaluator *evaluator = subdiv->evaluator; gpu::VertBuf *src_buffer = evaluator->eval_output->get_source_buf(); GPUStorageBuf *patch_arrays_buffer = evaluator->eval_output->create_patch_arrays_buf(); GPUStorageBuf *patch_index_buffer = evaluator->eval_output->get_patch_index_buf(); GPUStorageBuf *patch_param_buffer = evaluator->eval_output->get_patch_param_buf(); GPUShader *shader = DRW_shader_subdiv_get( fdots_nor ? SubdivShaderType::PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS : SubdivShaderType::PATCH_EVALUATION_FACE_DOTS); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(src_buffer, PATCH_EVALUATION_SOURCE_VERTEX_BUFFER_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.gpu_patch_map.patch_map_handles, PATCH_EVALUATION_INPUT_PATCH_HANDLES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.gpu_patch_map.patch_map_quadtree, PATCH_EVALUATION_QUAD_NODES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.fdots_patch_coords, PATCH_EVALUATION_PATCH_COORDS_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.verts_orig_index, PATCH_EVALUATION_INPUT_VERTEX_ORIG_INDEX_BUF_SLOT); GPU_storagebuf_bind(patch_arrays_buffer, PATCH_EVALUATION_PATCH_ARRAY_BUFFER_BUF_SLOT); GPU_storagebuf_bind(patch_index_buffer, PATCH_EVALUATION_PATCH_INDEX_BUFFER_BUF_SLOT); GPU_storagebuf_bind(patch_param_buffer, PATCH_EVALUATION_PATCH_PARAM_BUFFER_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(fdots_pos, PATCH_EVALUATION_OUTPUT_FDOTS_VERTEX_BUFFER_BUF_SLOT); /* F-dots normals may not be requested, still reserve the binding point. */ if (fdots_nor) { GPU_vertbuf_bind_as_ssbo(fdots_nor, PATCH_EVALUATION_OUTPUT_NORMALS_BUF_SLOT); } GPU_indexbuf_bind_as_ssbo(fdots_indices, PATCH_EVALUATION_OUTPUT_INDICES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.extra_coarse_face_data, PATCH_EVALUATION_EXTRA_COARSE_FACE_DATA_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_coarse_faces); /* This generates two vertex buffers and an index buffer, so we need to put a barrier on the * vertex attributes and element arrays. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY | GPU_BARRIER_ELEMENT_ARRAY); /* Cleanup. */ GPU_shader_unbind(); GPU_storagebuf_free(patch_arrays_buffer); #else UNUSED_VARS(cache, fdots_pos, fdots_nor, fdots_indices); #endif } void draw_subdiv_build_lines_buffer(const DRWSubdivCache &cache, gpu::IndexBuf *lines_indices) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_LINES); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(cache.subdiv_face_offset_buffer, SUBDIV_FACE_OFFSET_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.edges_draw_flag, LINES_INPUT_EDGE_DRAW_FLAG_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.extra_coarse_face_data, LINES_EXTRA_COARSE_FACE_DATA_BUF_SLOT); GPU_indexbuf_bind_as_ssbo(lines_indices, LINES_OUTPUT_LINES_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates an index buffer, so we need to put a barrier on the element array. */ GPU_memory_barrier(GPU_BARRIER_ELEMENT_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_lines_loose_buffer(const DRWSubdivCache &cache, gpu::IndexBuf *lines_indices, gpu::VertBuf *lines_flags, uint edge_loose_offset, uint num_loose_edges) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_LINES_LOOSE); GPU_shader_bind(shader); GPU_indexbuf_bind_as_ssbo(lines_indices, LINES_OUTPUT_LINES_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(lines_flags, LINES_LINES_LOOSE_FLAGS); drw_subdiv_compute_dispatch(cache, shader, 0, 0, num_loose_edges, false, edge_loose_offset); /* This generates an index buffer, so we need to put a barrier on the element array. */ GPU_memory_barrier(GPU_BARRIER_ELEMENT_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_edge_fac_buffer(const DRWSubdivCache &cache, gpu::VertBuf *pos_nor, gpu::VertBuf *edge_draw_flag, gpu::VertBuf *poly_other_map, gpu::VertBuf *edge_fac) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_EDGE_FAC); GPU_shader_bind(shader); GPU_vertbuf_bind_as_ssbo(pos_nor, EDGE_FAC_POS_NOR_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(edge_draw_flag, EDGE_FAC_EDGE_DRAW_FLAG_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(poly_other_map, EDGE_FAC_POLY_OTHER_MAP_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(edge_fac, EDGE_FAC_EDGE_FAC_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_lnor_buffer(const DRWSubdivCache &cache, gpu::VertBuf *pos_nor, gpu::VertBuf *lnor) { if (!draw_subdiv_cache_need_face_data(cache)) { /* Happens on meshes with only loose geometry. */ return; } GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_LNOR); GPU_shader_bind(shader); /* Inputs */ GPU_vertbuf_bind_as_ssbo(cache.subdiv_face_offset_buffer, SUBDIV_FACE_OFFSET_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(pos_nor, LOOP_NORMALS_POS_NOR_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.extra_coarse_face_data, LOOP_NORMALS_EXTRA_COARSE_FACE_DATA_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(cache.verts_orig_index, LOOP_NORMALS_INPUT_VERT_ORIG_INDEX_BUF_SLOT); /* Outputs */ GPU_vertbuf_bind_as_ssbo(lnor, LOOP_NORMALS_OUTPUT_LNOR_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_edituv_stretch_area_buffer(const DRWSubdivCache &cache, gpu::VertBuf *coarse_data, gpu::VertBuf *subdiv_data) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_UV_STRETCH_AREA); GPU_shader_bind(shader); /* Inputs */ /* subdiv_face_offset is always at binding point 0 for each shader using it. */ GPU_vertbuf_bind_as_ssbo(cache.subdiv_face_offset_buffer, SUBDIV_FACE_OFFSET_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(coarse_data, STRETCH_AREA_COARSE_STRETCH_AREA_BUF_SLOT); /* Outputs */ GPU_vertbuf_bind_as_ssbo(subdiv_data, STRETCH_AREA_SUBDIV_STRETCH_AREA_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } void draw_subdiv_build_edituv_stretch_angle_buffer(const DRWSubdivCache &cache, gpu::VertBuf *pos_nor, gpu::VertBuf *uvs, int uvs_offset, gpu::VertBuf *stretch_angles) { GPUShader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_UV_STRETCH_ANGLE); GPU_shader_bind(shader); /* Inputs */ GPU_vertbuf_bind_as_ssbo(pos_nor, STRETCH_ANGLE_POS_NOR_BUF_SLOT); GPU_vertbuf_bind_as_ssbo(uvs, STRETCH_ANGLE_UVS_BUF_SLOT); /* Outputs */ GPU_vertbuf_bind_as_ssbo(stretch_angles, STRETCH_ANGLE_UV_STRETCHES_BUF_SLOT); drw_subdiv_compute_dispatch(cache, shader, uvs_offset, 0, cache.num_subdiv_quads); /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array. */ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY); /* Cleanup. */ GPU_shader_unbind(); } /* -------------------------------------------------------------------- */ /** * For material assignments we want indices for triangles that share a common material to be laid * out contiguously in memory. To achieve this, we sort the indices based on which material the * coarse face was assigned. The sort is performed by offsetting the loops indices so that they * are directly assigned to the right sorted indices. * * \code{.unparsed} * Here is a visual representation, considering four quads: * +---------+---------+---------+---------+ * | 3 2 | 7 6 | 11 10 | 15 14 | * | | | | | * | 0 1 | 4 5 | 8 9 | 12 13 | * +---------+---------+---------+---------+ * * If the first and third quads have the same material, we should have: * +---------+---------+---------+---------+ * | 3 2 | 11 10 | 7 6 | 15 14 | * | | | | | * | 0 1 | 8 9 | 4 5 | 12 13 | * +---------+---------+---------+---------+ * * So the offsets would be: * +---------+---------+---------+---------+ * | 0 0 | 4 4 | -4 -4 | 0 0 | * | | | | | * | 0 0 | 4 4 | -4 -4 | 0 0 | * +---------+---------+---------+---------+ * \endcode * * The offsets are computed not based on the loops indices, but on the number of subdivided * polygons for each coarse face. We then only store a single offset for each coarse face, * since all sub-faces are contiguous, they all share the same offset. */ static void draw_subdiv_cache_ensure_mat_offsets(DRWSubdivCache &cache, const Mesh *mesh_eval, uint mat_len) { draw_subdiv_cache_free_material_data(cache); const int number_of_quads = cache.num_subdiv_loops / 4; if (mat_len == 1) { cache.mat_start = MEM_callocN("subdiv mat_end"); cache.mat_end = MEM_callocN("subdiv mat_end"); cache.mat_start[0] = 0; cache.mat_end[0] = number_of_quads; return; } const bke::AttributeAccessor attributes = mesh_eval->attributes(); const VArraySpan material_indices = *attributes.lookup_or_default( "material_index", bke::AttrDomain::Face, 0); /* Count number of subdivided polygons for each material. */ int *mat_start = MEM_calloc_arrayN(mat_len, "subdiv mat_start"); int *subdiv_face_offset = cache.subdiv_face_offset; /* TODO: parallel_reduce? */ for (int i = 0; i < mesh_eval->faces_num; i++) { const int next_offset = (i == mesh_eval->faces_num - 1) ? number_of_quads : subdiv_face_offset[i + 1]; const int quad_count = next_offset - subdiv_face_offset[i]; const int mat_index = material_indices[i]; mat_start[mat_index] += quad_count; } /* Accumulate offsets. */ int ofs = mat_start[0]; mat_start[0] = 0; for (uint i = 1; i < mat_len; i++) { int tmp = mat_start[i]; mat_start[i] = ofs; ofs += tmp; } /* Compute per face offsets. */ int *mat_end = static_cast(MEM_dupallocN(mat_start)); int *per_face_mat_offset = MEM_malloc_arrayN(mesh_eval->faces_num, "per_face_mat_offset"); for (int i = 0; i < mesh_eval->faces_num; i++) { const int mat_index = material_indices[i]; const int single_material_index = subdiv_face_offset[i]; const int material_offset = mat_end[mat_index]; const int next_offset = (i == mesh_eval->faces_num - 1) ? number_of_quads : subdiv_face_offset[i + 1]; const int quad_count = next_offset - subdiv_face_offset[i]; mat_end[mat_index] += quad_count; per_face_mat_offset[i] = material_offset - single_material_index; } cache.face_mat_offset = draw_subdiv_build_origindex_buffer(per_face_mat_offset, mesh_eval->faces_num); cache.mat_start = mat_start; cache.mat_end = mat_end; MEM_freeN(per_face_mat_offset); } /** * The evaluators are owned by the `OpenSubdiv_EvaluatorCache` which is being referenced by * `bke::subdiv::Subdiv->evaluator`. So the evaluator cache cannot be freed until all references * are gone. The user counting allows to free the evaluator when there is no more subdiv. */ static OpenSubdiv_EvaluatorCache *g_subdiv_evaluator_cache = nullptr; static uint64_t g_subdiv_evaluator_users = 0; /* The evaluator cache is global, so we cannot allow concurrent usage and need synchronization. */ static Mutex g_subdiv_eval_mutex; static bool draw_subdiv_create_requested_buffers(Object &ob, Mesh &mesh, MeshBatchCache &batch_cache, MeshBufferCache &mbc, const Span ibo_requests, const Span vbo_requests, const bool is_editmode, const bool is_paint_mode, const bool do_final, const bool do_uvedit, const bool do_cage, const ToolSettings *ts, const bool use_hide) { SubsurfRuntimeData *runtime_data = mesh.runtime->subsurf_runtime_data; BLI_assert(runtime_data && runtime_data->has_gpu_subdiv); if (runtime_data->settings.level == 0) { return false; } const Mesh *mesh_eval = &mesh; BMesh *bm = nullptr; if (mesh.runtime->edit_mesh) { mesh_eval = BKE_object_get_editmesh_eval_final(&ob); bm = mesh.runtime->edit_mesh->bm; } #ifdef WITH_OPENSUBDIV draw_subdiv_invalidate_evaluator_for_orco(runtime_data->subdiv_gpu, mesh_eval); #endif bke::subdiv::Subdiv *subdiv = BKE_subsurf_modifier_subdiv_descriptor_ensure( runtime_data, mesh_eval, true); if (!subdiv) { return false; } /* Lock the entire evaluation to avoid concurrent usage of shader objects in evaluator cache. */ std::scoped_lock lock(g_subdiv_eval_mutex); if (g_subdiv_evaluator_cache == nullptr) { g_subdiv_evaluator_cache = openSubdiv_createEvaluatorCache(OPENSUBDIV_EVALUATOR_GPU); } /* Increment evaluator cache reference if an evaluator has been assigned to it. */ bool evaluator_might_be_assigned = subdiv->evaluator == nullptr; auto maybe_increment_cache_ref = [evaluator_might_be_assigned](bke::subdiv::Subdiv *subdiv) { if (evaluator_might_be_assigned && subdiv->evaluator != nullptr) { /* An evaluator was assigned. */ g_subdiv_evaluator_users++; } }; if (!bke::subdiv::eval_begin_from_mesh( subdiv, mesh_eval, {}, bke::subdiv::SUBDIV_EVALUATOR_TYPE_GPU, g_subdiv_evaluator_cache)) { /* This could happen in two situations: * - OpenSubdiv is disabled. * - Something totally bad happened, and OpenSubdiv rejected our * topology. * In either way, we can't safely continue. However, we still have to handle potential loose * geometry, which is done separately. */ if (mesh_eval->faces_num) { maybe_increment_cache_ref(subdiv); return false; } } DRWSubdivCache &draw_cache = mesh_batch_cache_ensure_subdiv_cache(batch_cache); draw_cache.optimal_display = runtime_data->use_optimal_display; /* If there is no distinct cage, hide unmapped edges that can't be selected. */ draw_cache.hide_unmapped_edges = is_editmode && !do_cage; draw_cache.bm = bm; draw_cache.mesh = mesh_eval; draw_cache.subdiv = subdiv; #ifdef WITH_OPENSUBDIV if (!draw_subdiv_build_cache(draw_cache, subdiv, mesh_eval, runtime_data)) { maybe_increment_cache_ref(subdiv); return false; } #endif draw_cache.num_subdiv_triangles = tris_count_from_number_of_loops(draw_cache.num_subdiv_loops); /* Copy topology information for stats display. */ runtime_data->stats_totvert = draw_cache.num_subdiv_verts; runtime_data->stats_totedge = draw_cache.num_subdiv_edges; runtime_data->stats_faces_num = draw_cache.num_subdiv_quads; runtime_data->stats_totloop = draw_cache.num_subdiv_loops; draw_cache.use_custom_loop_normals = (runtime_data->use_loop_normals) && mesh_eval->attributes().contains("custom_normal"); if (ibo_requests.contains(IBOType::Tris)) { draw_subdiv_cache_ensure_mat_offsets(draw_cache, mesh_eval, batch_cache.mat_len); } MeshRenderData mr = mesh_render_data_create( ob, mesh, is_editmode, is_paint_mode, do_final, do_uvedit, use_hide, ts); draw_cache.use_hide = use_hide; /* Used for setting loop normals flags. Mapped extraction is only used during edit mode. * See comments in #extract_lnor_iter_face_mesh. */ draw_cache.is_edit_mode = mr.edit_bmesh != nullptr; draw_subdiv_cache_update_extra_coarse_face_data(draw_cache, mesh_eval, mr); mesh_buffer_cache_create_requested_subdiv( batch_cache, mbc, ibo_requests, vbo_requests, draw_cache, mr); maybe_increment_cache_ref(subdiv); return true; } void DRW_subdivide_loose_geom(DRWSubdivCache &subdiv_cache, const MeshBufferCache &cache) { const Span loose_edges = cache.loose_geom.edges; if (loose_edges.is_empty()) { return; } if (!subdiv_cache.loose_edge_positions.is_empty()) { /* Already processed. */ return; } const Mesh *coarse_mesh = subdiv_cache.mesh; const bool is_simple = subdiv_cache.subdiv->settings.is_simple; const int resolution = subdiv_cache.resolution; const int resolution_1 = resolution - 1; const float inv_resolution_1 = 1.0f / float(resolution_1); const Span coarse_positions = coarse_mesh->vert_positions(); const Span coarse_edges = coarse_mesh->edges(); Array vert_to_edge_offsets; Array vert_to_edge_indices; const GroupedSpan vert_to_edge_map = bke::mesh::build_vert_to_edge_map( coarse_edges, coarse_mesh->verts_num, vert_to_edge_offsets, vert_to_edge_indices); /* Also store the last vertex to simplify copying the positions to the VBO. */ subdiv_cache.loose_edge_positions.reinitialize(loose_edges.size() * resolution); MutableSpan edge_positions = subdiv_cache.loose_edge_positions; threading::parallel_for(loose_edges.index_range(), 1024, [&](const IndexRange range) { for (const int i : range) { const int coarse_edge = loose_edges[i]; MutableSpan positions = edge_positions.slice(i * resolution, resolution); for (const int j : positions.index_range()) { positions[j] = bke::subdiv::mesh_interpolate_position_on_edge(coarse_positions, coarse_edges, vert_to_edge_map, coarse_edge, is_simple, j * inv_resolution_1); } } }); } /** * The #bke::subdiv::Subdiv data is being owned the modifier. * Since the modifier can be freed from any thread (e.g. from depsgraph multi-threaded update) * which may not have a valid #GPUContext active, we move the data to discard to this free list * until a code-path with a active GPUContext is hit. * This is kind of garbage collection. */ static LinkNode *gpu_subdiv_free_queue = nullptr; static blender::Mutex gpu_subdiv_queue_mutex; void DRW_create_subdivision(Object &ob, Mesh &mesh, MeshBatchCache &batch_cache, MeshBufferCache &mbc, const Span ibo_requests, const Span vbo_requests, const bool is_editmode, const bool is_paint_mode, const bool do_final, const bool do_uvedit, const bool do_cage, const ToolSettings *ts, const bool use_hide) { #undef TIME_SUBDIV #ifdef TIME_SUBDIV const double begin_time = BLI_time_now_seconds(); #endif if (!draw_subdiv_create_requested_buffers(ob, mesh, batch_cache, mbc, ibo_requests, vbo_requests, is_editmode, is_paint_mode, do_final, do_uvedit, do_cage, ts, use_hide)) { /* Did not run. */ return; } #ifdef TIME_SUBDIV const double end_time = BLI_time_now_seconds(); fprintf(stderr, "Time to update subdivision: %f\n", end_time - begin_time); fprintf(stderr, "Maximum FPS: %f\n", 1.0 / (end_time - begin_time)); #endif } void DRW_subdiv_cache_free(bke::subdiv::Subdiv *subdiv) { std::scoped_lock lock(gpu_subdiv_queue_mutex); BLI_linklist_prepend(&gpu_subdiv_free_queue, subdiv); } void DRW_cache_free_old_subdiv() { { std::scoped_lock lock(gpu_subdiv_queue_mutex); while (gpu_subdiv_free_queue != nullptr) { bke::subdiv::Subdiv *subdiv = static_cast( BLI_linklist_pop(&gpu_subdiv_free_queue)); { std::scoped_lock lock(g_subdiv_eval_mutex); if (subdiv->evaluator != nullptr) { g_subdiv_evaluator_users--; } } #ifdef WITH_OPENSUBDIV /* Set the type to CPU so that we do actually free the cache. */ subdiv->evaluator->type = OPENSUBDIV_EVALUATOR_CPU; #endif bke::subdiv::free(subdiv); } } { std::scoped_lock lock(g_subdiv_eval_mutex); /* Free evaluator cache if there is no more reference to it.. */ if (g_subdiv_evaluator_users == 0) { openSubdiv_deleteEvaluatorCache(g_subdiv_evaluator_cache); g_subdiv_evaluator_cache = nullptr; } } } } // namespace blender::draw