[Bf-blender-cvs] [2a489273d7e] blender2.8: Implement Uniformbuffer objects for nodetree parameters

Dalai Felinto noreply at git.blender.org
Fri Jul 14 17:47:26 CEST 2017


Commit: 2a489273d7e2354a9f1afc3212863ff4b463cf86
Author: Dalai Felinto
Date:   Fri Jul 14 17:40:54 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB2a489273d7e2354a9f1afc3212863ff4b463cf86

Implement Uniformbuffer objects for nodetree parameters

For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

>From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739

===================================================================

M	source/blender/blenkernel/intern/node.c
M	source/blender/draw/intern/draw_manager.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/GPU_uniformbuffer.h
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_codegen.h
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/gpu/intern/gpu_uniformbuffer.c
M	source/blender/makesrna/intern/rna_nodetree.c
M	source/blender/nodes/shader/node_shader_util.h
M	source/blender/nodes/shader/nodes/node_shader_add_shader.c
M	source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
M	source/blender/nodes/shader/nodes/node_shader_attribute.c
M	source/blender/nodes/shader/nodes/node_shader_background.c
M	source/blender/nodes/shader/nodes/node_shader_brightness.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
M	source/blender/nodes/shader/nodes/node_shader_bump.c
M	source/blender/nodes/shader/nodes/node_shader_camera.c
M	source/blender/nodes/shader/nodes/node_shader_curves.c
M	source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
M	source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
M	source/blender/nodes/shader/nodes/node_shader_emission.c
M	source/blender/nodes/shader/nodes/node_shader_fresnel.c
M	source/blender/nodes/shader/nodes/node_shader_gamma.c
M	source/blender/nodes/shader/nodes/node_shader_geom.c
M	source/blender/nodes/shader/nodes/node_shader_geometry.c
M	source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
M	source/blender/nodes/shader/nodes/node_shader_invert.c
M	source/blender/nodes/shader/nodes/node_shader_lamp.c
M	source/blender/nodes/shader/nodes/node_shader_layer_weight.c
M	source/blender/nodes/shader/nodes/node_shader_light_falloff.c
M	source/blender/nodes/shader/nodes/node_shader_light_path.c
M	source/blender/nodes/shader/nodes/node_shader_mapping.c
M	source/blender/nodes/shader/nodes/node_shader_math.c
M	source/blender/nodes/shader/nodes/node_shader_mixRgb.c
M	source/blender/nodes/shader/nodes/node_shader_mix_shader.c
M	source/blender/nodes/shader/nodes/node_shader_normal.c
M	source/blender/nodes/shader/nodes/node_shader_object_info.c
M	source/blender/nodes/shader/nodes/node_shader_output.c
M	source/blender/nodes/shader/nodes/node_shader_output_eevee_material.c
M	source/blender/nodes/shader/nodes/node_shader_output_material.c
M	source/blender/nodes/shader/nodes/node_shader_output_world.c
M	source/blender/nodes/shader/nodes/node_shader_particle_info.c
M	source/blender/nodes/shader/nodes/node_shader_rgb.c
M	source/blender/nodes/shader/nodes/node_shader_sepcombHSV.c
M	source/blender/nodes/shader/nodes/node_shader_sepcombRGB.c
M	source/blender/nodes/shader/nodes/node_shader_sepcombXYZ.c
M	source/blender/nodes/shader/nodes/node_shader_squeeze.c
M	source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
M	source/blender/nodes/shader/nodes/node_shader_tangent.c
M	source/blender/nodes/shader/nodes/node_shader_tex_brick.c
M	source/blender/nodes/shader/nodes/node_shader_tex_checker.c
M	source/blender/nodes/shader/nodes/node_shader_tex_coord.c
M	source/blender/nodes/shader/nodes/node_shader_tex_environment.c
M	source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
M	source/blender/nodes/shader/nodes/node_shader_tex_image.c
M	source/blender/nodes/shader/nodes/node_shader_tex_magic.c
M	source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c
M	source/blender/nodes/shader/nodes/node_shader_tex_noise.c
M	source/blender/nodes/shader/nodes/node_shader_tex_sky.c
M	source/blender/nodes/shader/nodes/node_shader_tex_voronoi.c
M	source/blender/nodes/shader/nodes/node_shader_tex_wave.c
M	source/blender/nodes/shader/nodes/node_shader_texture.c
M	source/blender/nodes/shader/nodes/node_shader_uvmap.c
M	source/blender/nodes/shader/nodes/node_shader_valToRgb.c
M	source/blender/nodes/shader/nodes/node_shader_value.c
M	source/blender/nodes/shader/nodes/node_shader_vectMath.c
M	source/blender/nodes/shader/nodes/node_shader_volume_absorption.c
M	source/blender/nodes/shader/nodes/node_shader_volume_scatter.c

===================================================================

diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 0ec6d930e07..05d6b981dc1 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -2025,7 +2025,7 @@ bNodeTree *ntreeLocalize(bNodeTree *ntree)
 
 		for (node = ntree->nodes.first; node; node = node->next) {
 			/* store new_node pointer to original */
-			node->new_node->new_node = node;
+			node->new_node->original = node;
 		}
 
 		if (ntree->typeinfo->localize)
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 54e5ddc6c5a..70e9d985e6c 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -779,6 +779,11 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
 		}
 	}
 
+	GPUUniformBuffer *ubo = GPU_material_get_uniform_buffer(material);
+	if (ubo != NULL) {
+		DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
+	}
+
 	return grp;
 }
 
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index ec50bd9d9f5..47035c8c64e 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -43,6 +43,7 @@ extern "C" {
 
 struct Image;
 struct ImageUser;
+struct ListBase;
 struct Material;
 struct Object;
 struct Scene;
@@ -53,9 +54,11 @@ struct GPUNodeLink;
 struct GPUNodeStack;
 struct GPUMaterial;
 struct GPUTexture;
+struct GPUUniformBuffer;
 struct GPULamp;
 struct PreviewImage;
 struct World;
+struct bNode;
 struct bNodeTree;
 
 typedef struct GPUNode GPUNode;
@@ -143,6 +146,7 @@ typedef struct GPUNodeStack {
 #define GPU_DYNAMIC_GROUP_MIST     0x00050000
 #define GPU_DYNAMIC_GROUP_WORLD    0x00060000
 #define GPU_DYNAMIC_GROUP_MAT      0x00070000
+#define GPU_DYNAMIC_UBO            0x00080000
 
 typedef enum GPUDynamicType {
 
@@ -202,6 +206,7 @@ typedef enum GPUDynamicType {
 GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
 GPUNodeLink *GPU_uniform(float *num);
 GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data);
+GPUNodeLink *GPU_uniform_buffer(float *num, GPUType gputype);
 GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
 GPUNodeLink *GPU_cube_map(struct Image *ima, struct ImageUser *iuser, bool is_data);
 GPUNodeLink *GPU_image_preview(struct PreviewImage *prv);
@@ -212,7 +217,10 @@ GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin);
 void GPU_node_link_set_type(GPUNodeLink *link, GPUType type);
 
 bool GPU_link(GPUMaterial *mat, const char *name, ...);
-bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
+bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
+GPUNodeLink *GPU_uniformbuffer_link_out(
+        struct GPUMaterial *mat, struct bNode *node,
+        struct GPUNodeStack *stack, const int index);
 
 void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
 void GPU_material_enable_alpha(GPUMaterial *material);
@@ -244,6 +252,10 @@ struct Scene *GPU_material_scene(GPUMaterial *material);
 GPUMatType GPU_Material_get_type(GPUMaterial *material);
 struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
 
+struct GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material);
+void GPU_material_create_uniform_buffer(GPUMaterial *material, struct ListBase *inputs);
+void GPU_material_uniform_buffer_tag_dirty(struct ListBase *gpumaterials);
+
 void GPU_material_vertex_attributes(GPUMaterial *material,
 	struct GPUVertexAttribs *attrib);
 
diff --git a/source/blender/gpu/GPU_uniformbuffer.h b/source/blender/gpu/GPU_uniformbuffer.h
index 36b659e30b1..e342078d8fd 100644
--- a/source/blender/gpu/GPU_uniformbuffer.h
+++ b/source/blender/gpu/GPU_uniformbuffer.h
@@ -32,12 +32,19 @@
 #ifndef __GPU_UNIFORMBUFFER_H__
 #define __GPU_UNIFORMBUFFER_H__
 
+typedef enum GPUType GPUType;
+struct ListBase;
+
 typedef struct GPUUniformBuffer GPUUniformBuffer;
+typedef struct GPUUniformBufferDynamicItem GPUUniformBufferDynamicItem;
 
 GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]);
+GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(struct ListBase *inputs, char err_out[256]);
+
 void GPU_uniformbuffer_free(GPUUniformBuffer *ubo);
 
 void GPU_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data);
+void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_);
 
 void GPU_uniformbuffer_bind(GPUUniformBuffer *ubo, int number);
 #if 0 
@@ -46,4 +53,10 @@ void GPU_uniformbuffer_unbind(GPUUniformBuffer *ubo);
 
 int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo);
 
+bool GPU_uniformbuffer_is_empty(GPUUniformBuffer *ubo);
+bool GPU_uniformbuffer_is_dirty(GPUUniformBuffer *ubo);
+void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo);
+
+#define GPU_UBO_BLOCK_NAME "nodeTree"
+
 #endif  /* __GPU_UNIFORMBUFFER_H__ */
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index cd367c821ba..9fa78bfe5b9 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -36,6 +36,7 @@
 #include "DNA_customdata_types.h"
 #include "DNA_image_types.h"
 #include "DNA_material_types.h"
+#include "DNA_node_types.h"
 
 #include "BLI_blenlib.h"
 #include "BLI_utildefines.h"
@@ -47,6 +48,7 @@
 #include "GPU_material.h"
 #include "GPU_shader.h"
 #include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
 
 #include "BLI_sys_types.h" /* for intptr_t support */
 
@@ -508,12 +510,16 @@ static void codegen_set_unique_ids(ListBase *nodes)
 	BLI_ghash_free(definehash, NULL, NULL);
 }
 
-static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
+/**
+ * It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
+ */
+static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, ListBase *nodes)
 {
 	GPUNode *node;
 	GPUInput *input;
 	const char *name;
 	int builtins = 0;
+	ListBase ubo_inputs = {NULL, NULL};
 
 	/* print uniforms */
 	for (node = nodes->first; node; node = node->next) {
@@ -545,7 +551,13 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
 				}
 			}
 			else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
-				if (input->dynamicvec) {
+				if (input->dynamictype == GPU_DYNAMIC_UBO) {
+					if (!input->link) {
+						/* We handle the UBOuniforms separately. */
+						BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
+					}
+				}
+				else if (input->dynamicvec) {
 					/* only create uniforms for dynamic vectors */
 					BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
 						GPU_DATATYPE_STR[input->type], input->id);
@@ -584,6 +596,22 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
 		}
 	}
 
+	/* Handle the UBO block separately. */
+	if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
+		GPU_material_create_uniform_buffer(material, &ubo_inputs);
+
+		/* Inputs are sorted */
+		BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
+
+		for (LinkData *link = ubo_inputs.first; link; link = link->next) {
+			input = link->data;
+			BLI_dynstr_appendf(ds, "\t%s unf%d;\n",
+				GPU_DATATYPE_STR[input->type], input->id);
+		}
+		BLI_dynstr_append(ds, "};\n");
+		BLI_freelistN(&ubo_inputs);
+	}
+
 	BLI_dynstr_append(ds, "\n");
 
 	return builtins;
@@ -686,7 +714,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
 	BLI_dynstr_append(ds, ";\n");
 }
 
-static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use_new_shading)
+static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output, bool use_new_shading)
 {
 	DynStr *ds = BLI_dynstr_new();
 	char *code;
@@ -703,7 +731,7 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use
 #endif
 
 	codegen_set_unique_ids(nodes);
-	builtins = codegen_print_uniforms_functions(ds, nodes);
+	builtins = codegen_process_uniforms_functions(material, ds, nodes);
 
 #if 0
 	if (G.debug & G_DEBUG)
@@ -1397,7 +1425,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
 		name = outnode->name;
 		input = outnode->inputs.first;
 
-		if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
+		if ((STREQ(name, "set_value") || STREQ(name, "set_rgb") || STREQ(name, "set_rgba")) &&
 		    (input->type == type))
 		{
 			input = MEM_dupallocN(outnode->inputs.first);
@@ -1514,15 +1542,84 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
 	BLI_addtail(&node->inputs, input);
 }
 
-static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
+
+static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
 {
-	GPUNodeLink *link;
+	switch (type) {
+		case SOCK_FLOAT:
+			return "set_value";
+		case SOCK_VECTOR:
+			return "set_rgb";
+		case SOCK_RGBA:
+			return "set_rgba";
+		default:
+			 BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
+			 return NULL;
+	}
+}
+
+/**
+ * Link stack uniform buffer.
+ * This is called for the input/output sockets that are note connected.
+ */
+static GPUNodeLink *gpu_uniformbuffer_link(
+        GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index, const eNodeSocketInOut in_out)
+{
+	bNodeSocket *socket;
+	if (in_out == SOCK_IN) {
+		socket = BLI_findlink(&node->original->inputs, index);
+	}
+	else {
+		socket = BLI_findlink(&node->original->outputs, index);
+	}
+
+	BLI_assert(socket != NULL);
+	BLI_assert(socket->in_out == in_out);
+
+	if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
+		GPUNodeLink *link;
+		switch (socket->type) {
+			case SOCK_FLOAT:
+			{
+				bNodeSocketValueFloat *socket_data = socket->default_value;
+				link = GPU_uniform_buffer(&socket_data->value, GPU_FLOAT);
+				break;
+			}
+			case SOCK_VECTOR:
+			{
+				bNodeSocketValueRGBA *socket_data = socket->default_value;
+				link = GPU_uniform_buffer(socket_data->value, GPU_VEC3);
+				break;
+			}
+			case SOCK_RGBA:
+			{
+				bNodeSocketValueRGBA *socket_data = socket->default_va

@@ Diff output truncated at 10240 characters. @@




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