This patch adds a new `BLI_mutex.hh` header which adds `blender::Mutex` as alias for either `tbb::mutex` or `std::mutex` depending on whether TBB is enabled. Description copied from the patch: ``` /** * blender::Mutex should be used as the default mutex in Blender. It implements a subset of the API * of std::mutex but has overall better guaranteed properties. It can be used with RAII helpers * like std::lock_guard. However, it is not compatible with e.g. std::condition_variable. So one * still has to use std::mutex for that case. * * The mutex provided by TBB has these properties: * - It's as fast as a spin-lock in the non-contended case, i.e. when no other thread is trying to * lock the mutex at the same time. * - In the contended case, it spins a couple of times but then blocks to avoid draining system * resources by spinning for a long time. * - It's only 1 byte large, compared to e.g. 40 bytes when using the std::mutex of GCC. This makes * it more feasible to have many smaller mutexes which can improve scalability of algorithms * compared to using fewer larger mutexes. Also it just reduces "memory slop" across Blender. * - It is *not* a fair mutex, i.e. it's not guaranteed that a thread will ever be able to lock the * mutex when there are always more than one threads that try to lock it. In the majority of * cases, using a fair mutex just causes extra overhead without any benefit. std::mutex is not * guaranteed to be fair either. */ ``` The performance benchmark suggests that the impact is negilible in almost all cases. The only benchmarks that show interesting behavior are the once testing foreach zones in Geometry Nodes. These tests are explicitly testing overhead, which I still have to reduce over time. So it's not unexpected that changing the mutex has an impact there. What's interesting is that on macos the performance improves a lot while on linux it gets worse. Since that overhead should eventually be removed almost entirely, I don't really consider that blocking. Links: * Documentation of different mutex flavors in TBB: https://www.intel.com/content/www/us/en/docs/onetbb/developer-guide-api-reference/2021-12/mutex-flavors.html * Older implementation of a similar mutex by me: https://archive.blender.org/developer/differential/0016/0016711/index.html * Interesting read regarding how a mutex can be this small: https://webkit.org/blog/6161/locking-in-webkit/ Pull Request: https://projects.blender.org/blender/blender/pulls/138370
510 lines
16 KiB
C++
510 lines
16 KiB
C++
/* SPDX-FileCopyrightText: 2017 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw
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*
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* \brief PointCloud API for render engines
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*/
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#include <cstring>
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#include "MEM_guardedalloc.h"
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#include "BLI_color.hh"
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#include "BLI_listbase.h"
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#include "BLI_task.hh"
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#include "BLI_utildefines.h"
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#include "DNA_object_types.h"
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#include "DNA_pointcloud_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_attribute.hh"
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#include "BKE_material.hh"
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#include "BKE_pointcloud.hh"
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#include "GPU_batch.hh"
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#include "GPU_material.hh"
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#include "DRW_render.hh"
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#include "draw_attributes.hh"
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#include "draw_cache_impl.hh"
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#include "draw_cache_inline.hh"
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#include "draw_pointcloud_private.hh" /* own include */
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namespace blender::draw {
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/* -------------------------------------------------------------------- */
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/** \name gpu::Batch cache management
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* \{ */
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struct PointCloudEvalCache {
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/* Dot primitive types. */
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gpu::Batch *dots;
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/* Triangle primitive types. */
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gpu::Batch *surface;
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gpu::Batch **surface_per_mat;
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/* Triangles indices to draw the points. */
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gpu::IndexBuf *geom_indices;
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/* Position and radius. */
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gpu::VertBuf *pos_rad;
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/* Active attribute in 3D view. */
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gpu::VertBuf *attr_viewer;
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/* Requested attributes */
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gpu::VertBuf *attributes_buf[GPU_MAX_ATTR];
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/** Attributes currently being drawn or about to be drawn. */
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DRW_Attributes attr_used;
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/**
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* Attributes that were used at some point. This is used for garbage collection, to remove
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* attributes that are not used in shaders anymore due to user edits.
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*/
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DRW_Attributes attr_used_over_time;
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/**
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* The last time in seconds that the `attr_used` and `attr_used_over_time` were exactly the same.
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* If the delta between this time and the current scene time is greater than the timeout set in
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* user preferences (`U.vbotimeout`) then garbage collection is performed.
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*/
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int last_attr_matching_time;
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int mat_len;
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};
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struct PointCloudBatchCache {
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PointCloudEvalCache eval_cache;
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gpu::IndexBuf *edit_selection_indices = nullptr;
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gpu::Batch *edit_selection = nullptr;
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/* settings to determine if cache is invalid */
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bool is_dirty;
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/**
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* The draw cache extraction is currently not multi-threaded for multiple objects, but if it was,
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* some locking would be necessary because multiple objects can use the same object data with
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* different materials, etc. This is a placeholder to make multi-threading easier in the future.
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*/
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Mutex render_mutex;
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};
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static PointCloudBatchCache *pointcloud_batch_cache_get(PointCloud &pointcloud)
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{
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return static_cast<PointCloudBatchCache *>(pointcloud.batch_cache);
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}
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static bool pointcloud_batch_cache_valid(PointCloud &pointcloud)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
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if (cache == nullptr) {
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return false;
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}
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if (cache->eval_cache.mat_len != BKE_id_material_used_with_fallback_eval(pointcloud.id)) {
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return false;
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}
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return cache->is_dirty == false;
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}
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static void pointcloud_batch_cache_init(PointCloud &pointcloud)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
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if (!cache) {
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cache = MEM_new<PointCloudBatchCache>(__func__);
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pointcloud.batch_cache = cache;
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}
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else {
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cache->eval_cache = {};
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cache->edit_selection = nullptr;
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cache->edit_selection_indices = nullptr;
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}
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cache->eval_cache.mat_len = BKE_id_material_used_with_fallback_eval(pointcloud.id);
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cache->eval_cache.surface_per_mat = static_cast<gpu::Batch **>(
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MEM_callocN(sizeof(gpu::Batch *) * cache->eval_cache.mat_len, __func__));
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cache->is_dirty = false;
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}
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void DRW_pointcloud_batch_cache_dirty_tag(PointCloud *pointcloud, int mode)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
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if (cache == nullptr) {
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return;
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}
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switch (mode) {
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case BKE_POINTCLOUD_BATCH_DIRTY_ALL:
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cache->is_dirty = true;
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break;
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default:
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BLI_assert(0);
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}
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}
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static void pointcloud_discard_attributes(PointCloudBatchCache &cache)
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{
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for (const int j : IndexRange(GPU_MAX_ATTR)) {
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GPU_VERTBUF_DISCARD_SAFE(cache.eval_cache.attributes_buf[j]);
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}
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drw_attributes_clear(&cache.eval_cache.attr_used);
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}
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static void pointcloud_batch_cache_clear(PointCloud &pointcloud)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
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if (!cache) {
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return;
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}
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GPU_BATCH_DISCARD_SAFE(cache->eval_cache.dots);
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GPU_BATCH_DISCARD_SAFE(cache->eval_cache.surface);
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GPU_VERTBUF_DISCARD_SAFE(cache->eval_cache.pos_rad);
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GPU_VERTBUF_DISCARD_SAFE(cache->eval_cache.attr_viewer);
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GPU_INDEXBUF_DISCARD_SAFE(cache->eval_cache.geom_indices);
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GPU_INDEXBUF_DISCARD_SAFE(cache->edit_selection_indices);
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GPU_BATCH_DISCARD_SAFE(cache->edit_selection);
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if (cache->eval_cache.surface_per_mat) {
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for (int i = 0; i < cache->eval_cache.mat_len; i++) {
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GPU_BATCH_DISCARD_SAFE(cache->eval_cache.surface_per_mat[i]);
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}
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}
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MEM_SAFE_FREE(cache->eval_cache.surface_per_mat);
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pointcloud_discard_attributes(*cache);
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}
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void DRW_pointcloud_batch_cache_validate(PointCloud *pointcloud)
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{
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if (!pointcloud_batch_cache_valid(*pointcloud)) {
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pointcloud_batch_cache_clear(*pointcloud);
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pointcloud_batch_cache_init(*pointcloud);
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}
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}
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void DRW_pointcloud_batch_cache_free(PointCloud *pointcloud)
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{
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pointcloud_batch_cache_clear(*pointcloud);
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MEM_delete(static_cast<PointCloudBatchCache *>(pointcloud->batch_cache));
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pointcloud->batch_cache = nullptr;
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}
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void DRW_pointcloud_batch_cache_free_old(PointCloud *pointcloud, int ctime)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
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if (!cache) {
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return;
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}
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bool do_discard = false;
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if (drw_attributes_overlap(&cache->eval_cache.attr_used_over_time, &cache->eval_cache.attr_used))
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{
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cache->eval_cache.last_attr_matching_time = ctime;
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}
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if (ctime - cache->eval_cache.last_attr_matching_time > U.vbotimeout) {
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do_discard = true;
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}
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drw_attributes_clear(&cache->eval_cache.attr_used_over_time);
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if (do_discard) {
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pointcloud_discard_attributes(*cache);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name PointCloud extraction
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* \{ */
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static const uint half_octahedron_tris[4][3] = {
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{0, 1, 2},
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{0, 2, 3},
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{0, 3, 4},
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{0, 4, 1},
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};
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static void pointcloud_extract_indices(const PointCloud &pointcloud, PointCloudBatchCache &cache)
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{
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/* Overlap shape and point indices to avoid both having to store the indices into a separate
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* buffer and avoid rendering points as instances. */
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uint32_t vertid_max = pointcloud.totpoint << 3;
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constexpr uint32_t tri_count_per_point = ARRAY_SIZE(half_octahedron_tris);
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uint32_t primitive_len = pointcloud.totpoint * tri_count_per_point;
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GPUIndexBufBuilder builder;
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GPU_indexbuf_init(&builder, GPU_PRIM_TRIS, primitive_len, vertid_max);
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MutableSpan<uint3> data = GPU_indexbuf_get_data(&builder).cast<uint3>();
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/* TODO(fclem): Could be build on GPU or not be built at all. */
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threading::parallel_for(IndexRange(pointcloud.totpoint), 1024, [&](const IndexRange range) {
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for (int p : range) {
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for (int i : IndexRange(tri_count_per_point)) {
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data[p * tri_count_per_point + i] = uint3(half_octahedron_tris[i]) | (p << 3);
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}
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}
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});
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GPU_indexbuf_build_in_place_ex(
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&builder, 0, primitive_len * 3, false, cache.eval_cache.geom_indices);
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}
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static void pointcloud_extract_position_and_radius(const PointCloud &pointcloud,
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PointCloudBatchCache &cache)
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{
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const bke::AttributeAccessor attributes = pointcloud.attributes();
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const Span<float3> positions = pointcloud.positions();
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const VArray<float> radii = *attributes.lookup<float>("radius");
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static const GPUVertFormat format = [&]() {
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GPUVertFormat format{};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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GPU_vertformat_alias_add(&format, "pos_rad");
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return format;
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}();
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GPUUsageType usage_flag = GPU_USAGE_STATIC | GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY;
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GPU_vertbuf_init_with_format_ex(*cache.eval_cache.pos_rad, format, usage_flag);
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GPU_vertbuf_data_alloc(*cache.eval_cache.pos_rad, positions.size());
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MutableSpan<float4> vbo_data = cache.eval_cache.pos_rad->data<float4>();
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if (radii) {
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const VArraySpan<float> radii_span(std::move(radii));
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threading::parallel_for(vbo_data.index_range(), 4096, [&](IndexRange range) {
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for (const int i : range) {
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vbo_data[i].x = positions[i].x;
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vbo_data[i].y = positions[i].y;
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vbo_data[i].z = positions[i].z;
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vbo_data[i].w = radii_span[i];
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}
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});
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}
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else {
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threading::parallel_for(vbo_data.index_range(), 4096, [&](IndexRange range) {
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for (const int i : range) {
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vbo_data[i].x = positions[i].x;
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vbo_data[i].y = positions[i].y;
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vbo_data[i].z = positions[i].z;
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vbo_data[i].w = 0.01f;
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}
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});
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}
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}
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static void pointcloud_extract_attribute(const PointCloud &pointcloud,
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PointCloudBatchCache &cache,
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const DRW_AttributeRequest &request,
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int index)
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{
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gpu::VertBuf &attr_buf = *cache.eval_cache.attributes_buf[index];
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const bke::AttributeAccessor attributes = pointcloud.attributes();
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/* TODO(@kevindietrich): float4 is used for scalar attributes as the implicit conversion done
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* by OpenGL to float4 for a scalar `s` will produce a `float4(s, 0, 0, 1)`. However, following
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* the Blender convention, it should be `float4(s, s, s, 1)`. This could be resolved using a
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* similar texture state swizzle to map the attribute correctly as for volume attributes, so we
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* can control the conversion ourselves. */
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bke::AttributeReader<ColorGeometry4f> attribute = attributes.lookup_or_default<ColorGeometry4f>(
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request.attribute_name, request.domain, {0.0f, 0.0f, 0.0f, 1.0f});
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static const GPUVertFormat format = [&]() {
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GPUVertFormat format{};
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GPU_vertformat_attr_add(&format, "attr", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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return format;
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}();
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GPUUsageType usage_flag = GPU_USAGE_STATIC | GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY;
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GPU_vertbuf_init_with_format_ex(attr_buf, format, usage_flag);
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GPU_vertbuf_data_alloc(attr_buf, pointcloud.totpoint);
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attribute.varray.materialize(attr_buf.data<ColorGeometry4f>());
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Private API
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* \{ */
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gpu::VertBuf *pointcloud_position_and_radius_get(PointCloud *pointcloud)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
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DRW_vbo_request(nullptr, &cache->eval_cache.pos_rad);
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return cache->eval_cache.pos_rad;
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}
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gpu::Batch **pointcloud_surface_shaded_get(PointCloud *pointcloud,
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GPUMaterial **gpu_materials,
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int mat_len)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
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DRW_Attributes attrs_needed;
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drw_attributes_clear(&attrs_needed);
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for (GPUMaterial *gpu_material : Span<GPUMaterial *>(gpu_materials, mat_len)) {
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ListBase gpu_attrs = GPU_material_attributes(gpu_material);
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LISTBASE_FOREACH (GPUMaterialAttribute *, gpu_attr, &gpu_attrs) {
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const char *name = gpu_attr->name;
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int layer_index;
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eCustomDataType type;
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bke::AttrDomain domain = bke::AttrDomain::Point;
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if (!drw_custom_data_match_attribute(pointcloud->pdata, name, &layer_index, &type)) {
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continue;
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}
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drw_attributes_add_request(&attrs_needed, name, type, layer_index, domain);
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}
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}
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if (!drw_attributes_overlap(&cache->eval_cache.attr_used, &attrs_needed)) {
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/* Some new attributes have been added, free all and start over. */
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for (const int i : IndexRange(GPU_MAX_ATTR)) {
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GPU_VERTBUF_DISCARD_SAFE(cache->eval_cache.attributes_buf[i]);
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}
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drw_attributes_merge(&cache->eval_cache.attr_used, &attrs_needed, cache->render_mutex);
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}
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drw_attributes_merge(&cache->eval_cache.attr_used_over_time, &attrs_needed, cache->render_mutex);
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DRW_batch_request(&cache->eval_cache.surface_per_mat[0]);
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return cache->eval_cache.surface_per_mat;
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}
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gpu::Batch *pointcloud_surface_get(PointCloud *pointcloud)
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{
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
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return DRW_batch_request(&cache->eval_cache.surface);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name API
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* \{ */
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gpu::Batch *DRW_pointcloud_batch_cache_get_dots(Object *ob)
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{
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PointCloud &pointcloud = DRW_object_get_data_for_drawing<PointCloud>(*ob);
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PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
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return DRW_batch_request(&cache->eval_cache.dots);
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}
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gpu::VertBuf *DRW_pointcloud_position_and_radius_buffer_get(Object *ob)
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{
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PointCloud &pointcloud = DRW_object_get_data_for_drawing<PointCloud>(*ob);
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return pointcloud_position_and_radius_get(&pointcloud);
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}
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gpu::VertBuf **DRW_pointcloud_evaluated_attribute(PointCloud *pointcloud, const char *name)
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{
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PointCloudBatchCache &cache = *pointcloud_batch_cache_get(*pointcloud);
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int layer_index;
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eCustomDataType type;
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bke::AttrDomain domain = bke::AttrDomain::Point;
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if (drw_custom_data_match_attribute(pointcloud->pdata, name, &layer_index, &type)) {
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DRW_Attributes attributes{};
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drw_attributes_add_request(&attributes, name, type, layer_index, domain);
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drw_attributes_merge(&cache.eval_cache.attr_used, &attributes, cache.render_mutex);
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}
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int request_i = -1;
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for (const int i : IndexRange(cache.eval_cache.attr_used.num_requests)) {
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if (STREQ(cache.eval_cache.attr_used.requests[i].attribute_name, name)) {
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request_i = i;
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break;
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}
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}
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if (request_i == -1) {
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return nullptr;
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}
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return &cache.eval_cache.attributes_buf[request_i];
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}
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static void index_mask_to_ibo(const IndexMask &mask, gpu::IndexBuf &ibo)
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{
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const int max_index = mask.min_array_size();
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GPUIndexBufBuilder builder;
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GPU_indexbuf_init(&builder, GPU_PRIM_POINTS, mask.size(), max_index);
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MutableSpan<uint> data = GPU_indexbuf_get_data(&builder);
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mask.to_indices<int>(data.cast<int>());
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GPU_indexbuf_build_in_place_ex(&builder, 0, max_index, false, &ibo);
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}
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static void build_edit_selection_indices(const PointCloud &pointcloud, gpu::IndexBuf &ibo)
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{
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const VArray selection = *pointcloud.attributes().lookup_or_default<bool>(
|
|
".selection", bke::AttrDomain::Point, true);
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|
IndexMaskMemory memory;
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|
const IndexMask mask = IndexMask::from_bools(selection, memory);
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|
if (mask.is_empty()) {
|
|
return;
|
|
}
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|
index_mask_to_ibo(mask, ibo);
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|
}
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|
|
|
void DRW_pointcloud_batch_cache_create_requested(Object *ob)
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|
{
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|
PointCloud &pointcloud = DRW_object_get_data_for_drawing<PointCloud>(*ob);
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|
PointCloudBatchCache &cache = *pointcloud_batch_cache_get(pointcloud);
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|
|
|
if (DRW_batch_requested(cache.eval_cache.dots, GPU_PRIM_POINTS)) {
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|
DRW_vbo_request(cache.eval_cache.dots, &cache.eval_cache.pos_rad);
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|
}
|
|
|
|
if (DRW_batch_requested(cache.edit_selection, GPU_PRIM_POINTS)) {
|
|
DRW_ibo_request(cache.edit_selection, &cache.edit_selection_indices);
|
|
DRW_vbo_request(cache.edit_selection, &cache.eval_cache.pos_rad);
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|
}
|
|
|
|
if (DRW_batch_requested(cache.eval_cache.surface, GPU_PRIM_TRIS)) {
|
|
DRW_ibo_request(cache.eval_cache.surface, &cache.eval_cache.geom_indices);
|
|
DRW_vbo_request(cache.eval_cache.surface, &cache.eval_cache.pos_rad);
|
|
}
|
|
for (int i = 0; i < cache.eval_cache.mat_len; i++) {
|
|
if (DRW_batch_requested(cache.eval_cache.surface_per_mat[i], GPU_PRIM_TRIS)) {
|
|
/* TODO(fclem): Per material ranges. */
|
|
DRW_ibo_request(cache.eval_cache.surface_per_mat[i], &cache.eval_cache.geom_indices);
|
|
}
|
|
}
|
|
for (int j = 0; j < cache.eval_cache.attr_used.num_requests; j++) {
|
|
DRW_vbo_request(nullptr, &cache.eval_cache.attributes_buf[j]);
|
|
|
|
if (DRW_vbo_requested(cache.eval_cache.attributes_buf[j])) {
|
|
pointcloud_extract_attribute(pointcloud, cache, cache.eval_cache.attr_used.requests[j], j);
|
|
}
|
|
}
|
|
|
|
if (DRW_ibo_requested(cache.edit_selection_indices)) {
|
|
build_edit_selection_indices(pointcloud, *cache.edit_selection_indices);
|
|
}
|
|
|
|
if (DRW_ibo_requested(cache.eval_cache.geom_indices)) {
|
|
pointcloud_extract_indices(pointcloud, cache);
|
|
}
|
|
|
|
if (DRW_vbo_requested(cache.eval_cache.pos_rad)) {
|
|
pointcloud_extract_position_and_radius(pointcloud, cache);
|
|
}
|
|
}
|
|
|
|
gpu::Batch *DRW_pointcloud_batch_cache_get_edit_dots(PointCloud *pointcloud)
|
|
{
|
|
PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
|
|
return DRW_batch_request(&cache->edit_selection);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::draw
|