Only draw the depth buffer when overlays are enabled and scene or view has changed. When using Cycles in the viewport for every viewport draw call the depth buffer was renewed. Draw calls happened when a sample was finished or the status report was updated. This could waist some CPU/GPU cycles. This change will check when the depth buffer needs to be updated or when the last known depth buffer could be reused. Reviewers: brecht, fclem Maniphest Tasks: T63525 Differential Revision: https://developer.blender.org/D4775
331 lines
8.8 KiB
C
331 lines
8.8 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2017, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* Base engine for external render engines.
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* We use it for depth and non-mesh objects.
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*/
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#include "DRW_render.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "ED_screen.h"
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#include "GPU_matrix.h"
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#include "GPU_shader.h"
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#include "GPU_viewport.h"
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#include "external_engine.h" /* own include */
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/* Shaders */
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#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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typedef struct EXTERNAL_Storage {
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int dummy;
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} EXTERNAL_Storage;
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typedef struct EXTERNAL_StorageList {
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struct EXTERNAL_Storage *storage;
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struct EXTERNAL_PrivateData *g_data;
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} EXTERNAL_StorageList;
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typedef struct EXTERNAL_FramebufferList {
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struct GPUFrameBuffer *depth_buffer_fb;
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} EXTERNAL_FramebufferList;
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typedef struct EXTERNAL_TextureList {
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/* default */
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struct GPUTexture *depth_buffer_tx;
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} EXTERNAL_TextureList;
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typedef struct EXTERNAL_PassList {
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struct DRWPass *depth_pass;
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} EXTERNAL_PassList;
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typedef struct EXTERNAL_Data {
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void *engine_type;
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EXTERNAL_FramebufferList *fbl;
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EXTERNAL_TextureList *txl;
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EXTERNAL_PassList *psl;
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EXTERNAL_StorageList *stl;
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char info[GPU_INFO_SIZE];
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} EXTERNAL_Data;
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/* *********** STATIC *********** */
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static struct {
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/* Depth Pre Pass */
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struct GPUShader *depth_sh;
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bool draw_depth;
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} e_data = {NULL}; /* Engine data */
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typedef struct EXTERNAL_PrivateData {
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DRWShadingGroup *depth_shgrp;
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/* Do we need to update the depth or can we reuse the last calculated texture. */
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bool update_depth;
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bool view_updated;
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float last_mat[4][4];
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float curr_mat[4][4];
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} EXTERNAL_PrivateData; /* Transient data */
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/* Functions */
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static void external_engine_init(void *vedata)
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{
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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/* Depth prepass */
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if (!e_data.depth_sh) {
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e_data.depth_sh = DRW_shader_create_3d_depth_only(GPU_SHADER_CFG_DEFAULT);
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}
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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stl->g_data->update_depth = true;
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stl->g_data->view_updated = false;
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}
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if (stl->g_data->update_depth == false) {
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if (rv3d && rv3d->rflag & RV3D_NAVIGATING) {
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stl->g_data->update_depth = true;
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}
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}
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if (stl->g_data->view_updated) {
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stl->g_data->update_depth = true;
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stl->g_data->view_updated = false;
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}
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{
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float view[4][4];
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float win[4][4];
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DRW_viewport_matrix_get(view, DRW_MAT_VIEW);
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DRW_viewport_matrix_get(win, DRW_MAT_WIN);
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mul_m4_m4m4(stl->g_data->curr_mat, view, win);
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if (!equals_m4m4(stl->g_data->curr_mat, stl->g_data->last_mat)) {
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stl->g_data->update_depth = true;
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}
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}
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}
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static void external_cache_init(void *vedata)
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{
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EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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EXTERNAL_TextureList *txl = ((EXTERNAL_Data *)vedata)->txl;
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EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
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{
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DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0);
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GPU_framebuffer_ensure_config(&fbl->depth_buffer_fb,
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{
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GPU_ATTACHMENT_TEXTURE(txl->depth_buffer_tx),
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});
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}
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/* Depth Pass */
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{
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psl->depth_pass = DRW_pass_create("Depth Pass",
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DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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}
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/* Do not draw depth pass when overlays are turned off. */
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e_data.draw_depth = false;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const View3D *v3d = draw_ctx->v3d;
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if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
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/* mark `update_depth` for when overlays are turned on again. */
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stl->g_data->update_depth = true;
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return;
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}
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}
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static void external_cache_populate(void *vedata, Object *ob)
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{
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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if (!DRW_object_is_renderable(ob)) {
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return;
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}
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/* Do not draw depth pass when overlays are turned off. */
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const View3D *v3d = draw_ctx->v3d;
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if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
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return;
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}
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if (stl->g_data->update_depth) {
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e_data.draw_depth = true;
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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/* Depth Prepass */
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
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}
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}
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}
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static void external_cache_finish(void *UNUSED(vedata))
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{
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}
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static void external_draw_scene_do(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *ar = draw_ctx->ar;
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RenderEngineType *type;
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DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS_EQUAL);
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/* Create render engine. */
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if (!rv3d->render_engine) {
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RenderEngineType *engine_type = draw_ctx->engine_type;
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if (!(engine_type->view_update && engine_type->view_draw)) {
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return;
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}
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RenderEngine *engine = RE_engine_create_ex(engine_type, true);
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engine->tile_x = scene->r.tilex;
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engine->tile_y = scene->r.tiley;
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engine_type->view_update(engine, draw_ctx->evil_C);
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rv3d->render_engine = engine;
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}
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/* Rendered draw. */
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GPU_matrix_push_projection();
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ED_region_pixelspace(ar);
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/* Render result draw. */
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type = rv3d->render_engine->type;
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type->view_draw(rv3d->render_engine, draw_ctx->evil_C);
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GPU_matrix_pop_projection();
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/* Set render info. */
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EXTERNAL_Data *data = vedata;
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if (rv3d->render_engine->text[0] != '\0') {
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BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
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}
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else {
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data->info[0] = '\0';
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}
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}
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static void external_draw_scene(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
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EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
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EXTERNAL_FramebufferList *fbl = ((EXTERNAL_Data *)vedata)->fbl;
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const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Will be NULL during OpenGL render.
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* OpenGL render is used for quick preview (thumbnails or sequencer preview)
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* where using the rendering engine to preview doesn't make so much sense. */
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if (draw_ctx->evil_C) {
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external_draw_scene_do(vedata);
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}
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if (e_data.draw_depth) {
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DRW_draw_pass(psl->depth_pass);
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// copy result to tmp buffer
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GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->depth_buffer_fb, 0, GPU_DEPTH_BIT);
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stl->g_data->update_depth = false;
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}
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else {
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// copy tmp buffer to default
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GPU_framebuffer_blit(fbl->depth_buffer_fb, 0, dfbl->depth_only_fb, 0, GPU_DEPTH_BIT);
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}
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copy_m4_m4(stl->g_data->last_mat, stl->g_data->curr_mat);
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}
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static void external_view_update(void *vedata)
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{
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EXTERNAL_Data *data = vedata;
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EXTERNAL_StorageList *stl = data->stl;
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if (stl && stl->g_data) {
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stl->g_data->view_updated = true;
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}
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}
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static void external_engine_free(void)
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{
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/* All shaders are builtin. */
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}
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static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
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static DrawEngineType draw_engine_external_type = {
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NULL,
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NULL,
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N_("External"),
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&external_data_size,
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&external_engine_init,
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&external_engine_free,
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&external_cache_init,
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&external_cache_populate,
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&external_cache_finish,
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NULL,
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&external_draw_scene,
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&external_view_update,
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NULL,
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NULL,
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};
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/* Note: currently unused,
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* we should not register unless we want to see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_external_type = {
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NULL,
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NULL,
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EXTERNAL_ENGINE,
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N_("External"),
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RE_INTERNAL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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&draw_engine_external_type,
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{NULL, NULL, NULL},
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};
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#undef EXTERNAL_ENGINE
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