Files
test2/source/blender/draw/intern/draw_cache_impl_subdivision.cc
Sergey Sharybin 963569caf4 Fix #146086: Regression: OpenSubdiv: GPU Shaders gets recompiled for each evaluation
Regression in 1e4764a9a5 which accidentally removed use of
the g_subdiv_evaluator_cache.

Pull Request: https://projects.blender.org/blender/blender/pulls/146097
2025-09-11 17:17:30 +02:00

1849 lines
74 KiB
C++

/* 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::VertAttrType::SINT_32);
GPU_vertformat_attr_add(&format, "array_index", gpu::VertAttrType::SINT_32);
GPU_vertformat_attr_add(&format, "patch_index", gpu::VertAttrType::SINT_32);
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::VertAttrType::UINT_32_32_32_32);
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::VertAttrType::UINT_32);
GPU_vertformat_attr_add(&format, "uv", gpu::VertAttrType::UINT_32);
return format;
}();
return format;
}
#endif
static const GPUVertFormat &get_origindex_format()
{
static const GPUVertFormat format = [&]() {
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "index", gpu::VertAttrType::SINT_32);
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<int32_t>().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();
}
gpu::VertBufPtr draw_subdiv_init_origindex_buffer(Span<int32_t> vert_origindex, 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, vert_origindex.size() + loose_len);
buffer->data<int32_t>().take_front(vert_origindex.size()).copy_from(vert_origindex);
return buffer;
}
gpu::VertBuf *draw_subdiv_build_origindex_buffer(Span<int> vert_origindex)
{
return draw_subdiv_init_origindex_buffer(vert_origindex, 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 = false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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<uint32_t> 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<uint32_t> 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<uint32_t> 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::VertAttrType::UINT_32);
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<uint32_t> flags_data = cache.extra_coarse_face_data->data<uint32_t>();
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<DRWSubdivCache>(__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<int *>(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<int>(cache->num_subdiv_loops,
"subdiv_loop_subdiv_vert_index");
cache->subdiv_loop_subdiv_edge_index = MEM_malloc_arrayN<int>(cache->num_subdiv_loops,
"subdiv_loop_subdiv_edge_index");
cache->subdiv_loop_face_index = MEM_malloc_arrayN<int>(cache->num_subdiv_loops,
"subdiv_loop_face_index");
/* Initialize context pointers and temporary buffers. */
ctx->patch_coords = cache->patch_coords->data<CompressedPatchCoord>().data();
ctx->subdiv_loop_vert_index = cache->verts_orig_index->data<int>().data();
ctx->subdiv_loop_edge_index = cache->edges_orig_index->data<int>().data();
ctx->subdiv_loop_edge_draw_flag = cache->edges_draw_flag->data<int>().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<const int *>(
CustomData_get_layer(&ctx->coarse_mesh->vert_data, CD_ORIGINDEX));
ctx->orig_index_edge = static_cast<const int *>(
CustomData_get_layer(&ctx->coarse_mesh->edge_data, CD_ORIGINDEX));
if (cache->num_subdiv_verts) {
ctx->vert_origindex_map = MEM_malloc_arrayN<int>(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<int>(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<int>(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)
{
*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<int> vertex_offsets = cache.subdiv_vertex_face_adjacency_offsets->data<int>();
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<int> adjacent_faces = cache.subdiv_vertex_face_adjacency->data<int>();
int *tmp_set_faces = MEM_calloc_arrayN<int>(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<CompressedPatchCoord>().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);
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<int> 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<CompressedPatchCoord>().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<DRWSubdivCache *>(&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,
gpu::Shader *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(const DRWSubdivCache &cache, gpu::VertBuf *pos, 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();
}
gpu::StorageBuf *patch_arrays_buffer = evaluator->eval_output->create_patch_arrays_buf();
gpu::StorageBuf *patch_index_buffer = evaluator->eval_output->get_patch_index_buf();
gpu::StorageBuf *patch_param_buffer = evaluator->eval_output->get_patch_param_buf();
gpu::Shader *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_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(pos, PATCH_EVALUATION_OUTPUT_POS_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, pos, 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);
gpu::StorageBuf *patch_arrays_buffer =
evaluator->eval_output->create_face_varying_patch_array_buf(face_varying_channel);
gpu::StorageBuf *patch_index_buffer = evaluator->eval_output->get_face_varying_patch_index_buf(
face_varying_channel);
gpu::StorageBuf *patch_param_buffer = evaluator->eval_output->get_face_varying_patch_param_buf(
face_varying_channel);
gpu::Shader *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_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;
}
gpu::Shader *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_interp_corner_normals(const DRWSubdivCache &cache,
gpu::VertBuf &src_data,
gpu::VertBuf &dst_data)
{
if (!draw_subdiv_cache_need_face_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
gpu::Shader *shader = DRW_shader_subdiv_interp_corner_normals_get();
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, 0, 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)
{
gpu::Shader *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,
gpu::VertBuf *face_adjacency_offsets,
gpu::VertBuf *face_adjacency_lists,
gpu::VertBuf *vertex_loop_map,
gpu::VertBuf *vert_normals)
{
gpu::Shader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_NORMALS_ACCUMULATE);
GPU_shader_bind(shader);
GPU_vertbuf_bind_as_ssbo(pos, NORMALS_ACCUMULATE_POS_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_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;
gpu::Shader *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();
gpu::StorageBuf *patch_arrays_buffer = evaluator->eval_output->create_patch_arrays_buf();
gpu::StorageBuf *patch_index_buffer = evaluator->eval_output->get_patch_index_buf();
gpu::StorageBuf *patch_param_buffer = evaluator->eval_output->get_patch_param_buf();
gpu::Shader *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)
{
gpu::Shader *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)
{
gpu::Shader *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,
gpu::VertBuf *edge_draw_flag,
gpu::VertBuf *poly_other_map,
gpu::VertBuf *edge_fac)
{
gpu::Shader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_EDGE_FAC);
GPU_shader_bind(shader);
GPU_vertbuf_bind_as_ssbo(pos, EDGE_FAC_POS_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,
gpu::VertBuf *vert_normals,
gpu::VertBuf *subdiv_corner_verts,
gpu::VertBuf *lnor)
{
if (!draw_subdiv_cache_need_face_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
gpu::Shader *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, LOOP_NORMALS_POS_SLOT);
GPU_vertbuf_bind_as_ssbo(cache.extra_coarse_face_data,
LOOP_NORMALS_EXTRA_COARSE_FACE_DATA_BUF_SLOT);
GPU_vertbuf_bind_as_ssbo(vert_normals, LOOP_NORMALS_VERT_NORMALS_BUF_SLOT);
GPU_vertbuf_bind_as_ssbo(subdiv_corner_verts, LOOP_NORMALS_VERTEX_LOOP_MAP_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_paint_overlay_flag_buffer(const DRWSubdivCache &cache, gpu::VertBuf &flags)
{
if (!draw_subdiv_cache_need_face_data(cache)) {
/* Happens on meshes with only loose geometry. */
return;
}
gpu::Shader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_PAINT_OVERLAY_FLAG);
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(cache.extra_coarse_face_data,
PAINT_OVERLAY_EXTRA_COARSE_FACE_DATA_BUF_SLOT);
GPU_vertbuf_bind_as_ssbo(cache.verts_orig_index, PAINT_OVERLAY_EXTRA_INPUT_VERT_ORIG_INDEX_SLOT);
/* Outputs */
GPU_vertbuf_bind_as_ssbo(&flags, PAINT_OVERLAY_OUTPUT_FLAG_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)
{
gpu::Shader *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,
gpu::VertBuf *uvs,
int uvs_offset,
gpu::VertBuf *stretch_angles)
{
gpu::Shader *shader = DRW_shader_subdiv_get(SubdivShaderType::BUFFER_UV_STRETCH_ANGLE);
GPU_shader_bind(shader);
/* Inputs */
GPU_vertbuf_bind_as_ssbo(pos, STRETCH_ANGLE_POS_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<int>("subdiv mat_end");
cache.mat_end = MEM_callocN<int>("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<int> material_indices = *attributes.lookup_or_default<int>(
"material_index", bke::AttrDomain::Face, 0);
/* Count number of subdivided polygons for each material. */
int *mat_start = MEM_calloc_arrayN<int>(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 uint mat_index = uint(material_indices[i]) < mat_len ? uint(material_indices[i]) : 0;
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<int *>(MEM_dupallocN(mat_start));
int *per_face_mat_offset = MEM_malloc_arrayN<int>(mesh_eval->faces_num, "per_face_mat_offset");
for (int i = 0; i < mesh_eval->faces_num; i++) {
const uint mat_index = uint(material_indices[i]) < mat_len ? uint(material_indices[i]) : 0;
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<IBOType> ibo_requests,
const Span<VBOType> 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<int> 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<float3> coarse_positions = coarse_mesh->vert_positions();
const Span<int2> coarse_edges = coarse_mesh->edges();
Array<int> vert_to_edge_offsets;
Array<int> vert_to_edge_indices;
const GroupedSpan<int> 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<float3> 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<IBOType> ibo_requests,
const Span<VBOType> 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<bke::subdiv::Subdiv *>(
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