[Bf-blender-cvs] [2ebde4c82bd] blender2.8: Eevee: Optimize scene with a large number of objects.

Clément Foucault noreply at git.blender.org
Mon Jun 5 22:05:48 CEST 2017


Commit: 2ebde4c82bd478d19a9b3116ac600e715ffc0165
Author: Clément Foucault
Date:   Mon Jun 5 22:05:21 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB2ebde4c82bd478d19a9b3116ac600e715ffc0165

Eevee: Optimize scene with a large number of objects.

Using a GHash to store the shgroup of every Material. This way we do not duplicates the DRWShadingGroups allocations on every object.

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

M	source/blender/draw/engines/eevee/eevee_engine.c
M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/eevee/eevee_private.h

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

diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 769edc3503c..2a75777c15e 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -109,10 +109,11 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
 	}
 }
 
-static void EEVEE_cache_finish(void *UNUSED(vedata))
+static void EEVEE_cache_finish(void *vedata)
 {
 	EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
 
+	EEVEE_materials_cache_finish(vedata);
 	EEVEE_lights_cache_finish(sldata);
 	EEVEE_probes_cache_finish(sldata);
 }
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 3f01267fba0..a5f29872e58 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -28,6 +28,7 @@
 #include "DNA_world_types.h"
 
 #include "BLI_dynstr.h"
+#include "BLI_ghash.h"
 
 #include "GPU_material.h"
 
@@ -276,6 +277,11 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
 	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
 	EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
 
+	/* Create Material Ghash */
+	{
+		stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash");
+	}
+
 	{
 		psl->background_pass = DRW_pass_create("Background Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
 
@@ -356,6 +362,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
 	EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
 	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
 	const DRWContextState *draw_ctx = DRW_context_state_get();
+	GHash *material_hash = stl->g_data->material_hash;
 
 	IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, "");
 	const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
@@ -392,6 +399,12 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
 			float *spec_p = &ma->spec;
 			float *rough_p = &ma->gloss_mir;
 
+			shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
+			if (shgrp) {
+				ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
+				continue;
+			}
+
 			if (ma->use_nodes && ma->nodetree) {
 				Scene *scene = draw_ctx->scene;
 				struct GPUMaterial *gpumat = EEVEE_material_mesh_get(scene, ma);
@@ -400,6 +413,8 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
 				if (shgrp) {
 					add_standard_uniforms(shgrp, sldata);
 
+					BLI_ghash_insert(material_hash, ma, shgrp);
+
 					ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
 				}
 				else {
@@ -420,12 +435,21 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
 				DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
 				DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
 
+				BLI_ghash_insert(material_hash, ma, shgrp);
+
 				ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
 			}
 		}
 	}
 }
 
+void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
+{
+	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+	BLI_ghash_free(stl->g_data->material_hash, NULL, NULL);
+}
+
 void EEVEE_materials_free(void)
 {
 	MEM_SAFE_FREE(e_data.frag_shader_lib);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 0d5ab592563..84c6de8593c 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -303,6 +303,7 @@ typedef struct EEVEE_PrivateData {
 	struct DRWShadingGroup *shadow_shgrp;
 	struct DRWShadingGroup *depth_shgrp;
 	struct DRWShadingGroup *depth_shgrp_cull;
+	struct GHash *material_hash;
 } EEVEE_PrivateData; /* Transient data */
 
 /* eevee_data.c */
@@ -315,6 +316,7 @@ EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
 void EEVEE_materials_init(void);
 void EEVEE_materials_cache_init(EEVEE_Data *vedata);
 void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob, struct Batch *geom);
+void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
 struct GPUMaterial *EEVEE_material_world_probe_get(struct Scene *scene, struct World *wo);
 struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
 struct GPUMaterial *EEVEE_material_mesh_probe_get(struct Scene *scene, Material *ma);




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