This adds feature parity with Cycles regarding light and shadow liking. Technically, this extends the GBuffer header to 32 bits, and uses the top bits to store the object's light set membership index. The same index is also added to `ObjectInfo` in place of padding bytes. For shadow linking, the shadow blocker sets bitmask is stored per tilemap. It is then used during the GPU culling phase to cull objects that do not belong to the shadow's sets. Co-authored-by: Clément Foucault <foucault.clem@gmail.com> Pull Request: https://projects.blender.org/blender/blender/pulls/127514
276 lines
7.8 KiB
C++
276 lines
7.8 KiB
C++
/* SPDX-FileCopyrightText: 2022 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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#include "BKE_global.hh"
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#include "GPU_compute.hh"
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#include "draw_debug.hh"
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#include "draw_defines.hh"
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#include "draw_manager.hh"
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#include "draw_manager_c.hh"
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#include "draw_pass.hh"
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#include "draw_shader.hh"
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namespace blender::draw {
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Manager::~Manager()
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{
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for (GPUTexture *texture : acquired_textures) {
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/* Decrease refcount and free if 0. */
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GPU_texture_free(texture);
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}
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}
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void Manager::begin_sync()
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{
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matrix_buf.swap();
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bounds_buf.swap();
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infos_buf.swap();
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matrix_buf.current().trim_to_next_power_of_2(resource_len_);
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bounds_buf.current().trim_to_next_power_of_2(resource_len_);
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infos_buf.current().trim_to_next_power_of_2(resource_len_);
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attributes_buf.trim_to_next_power_of_2(attribute_len_);
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/* TODO: This means the reference is kept until further redraw or manager tear-down. Instead,
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* they should be released after each draw loop. But for now, mimics old DRW behavior. */
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for (GPUTexture *texture : acquired_textures) {
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/* Decrease refcount and free if 0. */
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GPU_texture_free(texture);
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}
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acquired_textures.clear();
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layer_attributes.clear();
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/* For some reason, if this uninitialized data pattern was enabled (ie release asserts enabled),
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* The viewport just gives up rendering objects on ARM64 devices. Possibly Mesa GLOn12-related. */
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#if !defined(NDEBUG) && !defined(_M_ARM64)
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/* Detect uninitialized data. */
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memset(matrix_buf.current().data(),
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0xF0,
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matrix_buf.current().size() * sizeof(*matrix_buf.current().data()));
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memset(bounds_buf.current().data(),
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0xF0,
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matrix_buf.current().size() * sizeof(*bounds_buf.current().data()));
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memset(infos_buf.current().data(),
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0xF0,
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matrix_buf.current().size() * sizeof(*infos_buf.current().data()));
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#endif
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resource_len_ = 0;
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attribute_len_ = 0;
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/* TODO(fclem): Resize buffers if too big, but with an hysteresis threshold. */
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object_active = DST.draw_ctx.obact;
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/* Init the 0 resource. */
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resource_handle(float4x4::identity());
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}
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void Manager::sync_layer_attributes()
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{
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/* Sort the attribute IDs - the shaders use binary search. */
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Vector<uint32_t> id_list;
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id_list.reserve(layer_attributes.size());
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for (uint32_t id : layer_attributes.keys()) {
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id_list.append(id);
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}
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std::sort(id_list.begin(), id_list.end());
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/* Look up the attributes. */
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int count = 0, size = layer_attributes_buf.end() - layer_attributes_buf.begin();
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for (uint32_t id : id_list) {
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if (layer_attributes_buf[count].sync(
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DST.draw_ctx.scene, DST.draw_ctx.view_layer, layer_attributes.lookup(id)))
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{
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/* Check if the buffer is full. */
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if (++count == size) {
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break;
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}
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}
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}
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layer_attributes_buf[0].buffer_length = count;
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}
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void Manager::end_sync()
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{
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GPU_debug_group_begin("Manager.end_sync");
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sync_layer_attributes();
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matrix_buf.current().push_update();
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bounds_buf.current().push_update();
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infos_buf.current().push_update();
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attributes_buf.push_update();
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layer_attributes_buf.push_update();
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attributes_buf_legacy.push_update();
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/* Useful for debugging the following resource finalize. But will trigger the drawing of the GPU
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* debug draw/print buffers for every frame. Not nice for performance. */
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// debug_bind();
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/* Dispatch compute to finalize the resources on GPU. Save a bit of CPU time. */
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uint thread_groups = divide_ceil_u(resource_len_, DRW_FINALIZE_GROUP_SIZE);
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GPUShader *shader = DRW_shader_draw_resource_finalize_get();
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GPU_shader_bind(shader);
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GPU_shader_uniform_1i(shader, "resource_len", resource_len_);
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GPU_storagebuf_bind(matrix_buf.current(), GPU_shader_get_ssbo_binding(shader, "matrix_buf"));
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GPU_storagebuf_bind(bounds_buf.current(), GPU_shader_get_ssbo_binding(shader, "bounds_buf"));
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GPU_storagebuf_bind(infos_buf.current(), GPU_shader_get_ssbo_binding(shader, "infos_buf"));
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GPU_compute_dispatch(shader, thread_groups, 1, 1);
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GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
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GPU_debug_group_end();
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}
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void Manager::debug_bind()
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{
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#ifdef _DEBUG
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if (DST.debug == nullptr) {
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return;
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}
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GPU_storagebuf_bind(drw_debug_gpu_draw_buf_get(), DRW_DEBUG_DRAW_SLOT);
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GPU_storagebuf_bind(drw_debug_gpu_print_buf_get(), DRW_DEBUG_PRINT_SLOT);
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# ifndef DISABLE_DEBUG_SHADER_PRINT_BARRIER
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/* Add a barrier to allow multiple shader writing to the same buffer. */
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GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
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# endif
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#endif
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}
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void Manager::resource_bind()
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{
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GPU_storagebuf_bind(matrix_buf.current(), DRW_OBJ_MAT_SLOT);
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GPU_storagebuf_bind(infos_buf.current(), DRW_OBJ_INFOS_SLOT);
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GPU_storagebuf_bind(attributes_buf, DRW_OBJ_ATTR_SLOT);
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GPU_uniformbuf_bind(layer_attributes_buf, DRW_LAYER_ATTR_UBO_SLOT);
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/* 2 is the hardcoded location of the uniform attr UBO. */
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/* TODO(@fclem): Remove this workaround. */
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GPU_uniformbuf_bind(attributes_buf_legacy, 2);
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}
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void Manager::submit(PassSimple &pass, View &view)
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{
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view.bind();
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debug_bind();
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command::RecordingState state;
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state.inverted_view = view.is_inverted();
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pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_, pass.sub_passes_);
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resource_bind();
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pass.submit(state);
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state.cleanup();
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}
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void Manager::submit(PassMain &pass, View &view)
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{
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view.bind();
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debug_bind();
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bool freeze_culling = (U.experimental.use_viewport_debug && DST.draw_ctx.v3d &&
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(DST.draw_ctx.v3d->debug_flag & V3D_DEBUG_FREEZE_CULLING) != 0);
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view.compute_visibility(
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bounds_buf.current(), infos_buf.current(), resource_len_, freeze_culling);
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command::RecordingState state;
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state.inverted_view = view.is_inverted();
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pass.draw_commands_buf_.bind(state,
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pass.headers_,
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pass.commands_,
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view.get_visibility_buffer(),
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view.visibility_word_per_draw(),
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view.view_len_,
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pass.use_custom_ids);
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resource_bind();
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pass.submit(state);
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state.cleanup();
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}
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void Manager::submit(PassSortable &pass, View &view)
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{
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pass.sort();
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this->submit(static_cast<PassMain &>(pass), view);
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}
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void Manager::submit(PassSimple &pass)
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{
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debug_bind();
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command::RecordingState state;
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pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_, pass.sub_passes_);
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resource_bind();
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pass.submit(state);
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state.cleanup();
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}
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Manager::SubmitDebugOutput Manager::submit_debug(PassSimple &pass, View &view)
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{
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submit(pass, view);
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pass.draw_commands_buf_.resource_id_buf_.read();
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Manager::SubmitDebugOutput output;
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output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
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pass.draw_commands_buf_.resource_id_count_};
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/* There is no visibility data for PassSimple. */
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output.visibility = {(uint *)view.get_visibility_buffer().data(), 0};
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return output;
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}
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Manager::SubmitDebugOutput Manager::submit_debug(PassMain &pass, View &view)
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{
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submit(pass, view);
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GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
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pass.draw_commands_buf_.resource_id_buf_.read();
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view.get_visibility_buffer().read();
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Manager::SubmitDebugOutput output;
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output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
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pass.draw_commands_buf_.resource_id_count_};
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output.visibility = {(uint *)view.get_visibility_buffer().data(),
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divide_ceil_u(resource_len_, 32)};
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return output;
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}
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Manager::DataDebugOutput Manager::data_debug()
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{
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matrix_buf.current().read();
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bounds_buf.current().read();
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infos_buf.current().read();
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Manager::DataDebugOutput output;
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output.matrices = {matrix_buf.current().data(), resource_len_};
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output.bounds = {bounds_buf.current().data(), resource_len_};
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output.infos = {infos_buf.current().data(), resource_len_};
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return output;
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}
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} // namespace blender::draw
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