Files
test2/source/blender/blenkernel/BKE_subdiv_modifier.hh
Brecht Van Lommel 9e1d8e349d Cycles: Adaptive subdivision no longer doubles up with Blender levels
Use the mesh wrapper mechanism from GPU subdivision to get the base mesh.
This can significantly reduce memory usage and render setup time if the
level was not manually set to zero.

Pull Request: https://projects.blender.org/blender/blender/pulls/135895
2025-03-19 14:10:20 +01:00

93 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BKE_subdiv.hh"
/* Hardcoded for until GPU shaders are automatically generated, then we will have a more
* programmatic way of detecting this. */
#define MAX_GPU_SUBDIV_SSBOS 12
struct Mesh;
struct Object;
struct Scene;
struct SubsurfModifierData;
namespace blender::bke::subdiv {
struct Subdiv;
struct Settings;
} // namespace blender::bke::subdiv
/* Runtime subsurf modifier data, cached in modifier on evaluated meshes. */
struct SubsurfRuntimeData {
/* Subdivision settings, exists before descriptor or mesh wrapper is created. */
blender::bke::subdiv::Settings settings;
/* Cached subdivision surface descriptor, with topology and settings. */
blender::bke::subdiv::Subdiv *subdiv_cpu;
blender::bke::subdiv::Subdiv *subdiv_gpu;
/* Recent usage markers for UI diagnostics. To avoid UI flicker due to races
* between evaluation and UI redraw, they are set to 2 when an evaluator is used,
* and count down every frame. */
char used_cpu, used_gpu;
/* Cached mesh wrapper data, to be used for GPU subdiv or lazy evaluation on CPU. */
bool has_gpu_subdiv;
int resolution;
bool use_optimal_display;
bool use_loop_normals;
/* Cached from the draw code for stats display. */
int stats_totvert;
int stats_totedge;
int stats_faces_num;
int stats_totloop;
};
blender::bke::subdiv::Settings BKE_subsurf_modifier_settings_init(const SubsurfModifierData *smd,
bool use_render_params);
bool BKE_subsurf_modifier_runtime_init(SubsurfModifierData *smd, bool use_render_params);
bool BKE_subsurf_modifier_use_custom_loop_normals(const SubsurfModifierData *smd,
const Mesh *mesh);
bool BKE_subsurf_modifier_has_split_normals(const SubsurfModifierData *smd, const Mesh *mesh);
/**
* Return true if GPU subdivision evaluation is disabled by force due to incompatible mesh or
* modifier settings. This will only return true if GPU subdivision is enabled in the preferences
* and supported by the GPU. It is mainly useful for showing UI messages.
*/
bool BKE_subsurf_modifier_force_disable_gpu_evaluation_for_mesh(const SubsurfModifierData *smd,
const Mesh *mesh);
/**
* Return true if GPU subdivision can be used for this modifier. It does not check if
* the modifier is in the right place in the modifier stack, only if the settings and
* GPU are compatible.
*/
bool BKE_subsurf_modifier_can_do_gpu_subdiv(const SubsurfModifierData *smd, const Mesh *mesh);
bool BKE_subsurf_modifier_has_gpu_subdiv(const Mesh *mesh);
extern void (*BKE_subsurf_modifier_free_gpu_cache_cb)(blender::bke::subdiv::Subdiv *subdiv);
/**
* Main goal of this function is to give usable subdivision surface descriptor
* which matches settings and topology.
*/
blender::bke::subdiv::Subdiv *BKE_subsurf_modifier_subdiv_descriptor_ensure(
SubsurfRuntimeData *runtime_data, const Mesh *mesh, bool for_draw_code);
/**
* Return the #ModifierMode required for the evaluation of the subsurf modifier,
* which should be used to check if the modifier is enabled.
*/
int BKE_subsurf_modifier_eval_required_mode(bool is_final_render, bool is_edit_mode);