[Bf-blender-cvs] [f25e459f8f9] blender2.8: DRW: Make the Procedural hair update part of the drawmanager.

Clément Foucault noreply at git.blender.org
Sat Jun 2 21:22:43 CEST 2018


Commit: f25e459f8f9231a4e8a827149b35dfb38c4aea1d
Author: Clément Foucault
Date:   Sat Jun 2 20:45:03 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf25e459f8f9231a4e8a827149b35dfb38c4aea1d

DRW: Make the Procedural hair update part of the drawmanager.

Instead of relying on the engine integration which is redundant.

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

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
M	source/blender/draw/intern/draw_common.h
M	source/blender/draw/intern/draw_hair.c
M	source/blender/draw/intern/draw_manager.c

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

diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index c922ee61700..f159bf21d03 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -193,9 +193,6 @@ static void eevee_draw_background(void *vedata)
 	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
 	DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
 
-	/* Refresh Hair */
-	DRW_draw_pass(psl->hair_tf_pass);
-
 	/* Sort transparents before the loop. */
 	DRW_pass_sort_shgroup_z(psl->transparent_pass);
 
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index bad8178e8ab..52c8ec985b8 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -894,7 +894,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
 
 	if (is_hair) {
 		DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md,
-		                                                 vedata->psl->default_pass[options], vedata->psl->hair_tf_pass,
+		                                                 vedata->psl->default_pass[options],
 		                                                 e_data.default_lit[options]);
 		add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
 		return shgrp;
@@ -1071,10 +1071,6 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
 		DRW_shgroup_uniform_vec3(grp, "offsets", e_data.noise_offsets, 1);
 		DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
 	}
-
-	{
-		psl->hair_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
-	}
 }
 
 #define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
@@ -1619,12 +1615,12 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
 
 				shgrp = DRW_shgroup_hair_create(
 				        ob, psys, md,
-				        psl->depth_pass, psl->hair_tf_pass,
+				        psl->depth_pass,
 				        e_data.default_hair_prepass_sh);
 
 				shgrp = DRW_shgroup_hair_create(
 				        ob, psys, md,
-				        psl->depth_pass_clip, psl->hair_tf_pass,
+				        psl->depth_pass_clip,
 				        e_data.default_hair_prepass_clip_sh);
 				DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
 
@@ -1642,7 +1638,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
 						{
 							shgrp = DRW_shgroup_material_hair_create(
 							        ob, psys, md,
-							        psl->material_pass, psl->hair_tf_pass,
+							        psl->material_pass,
 							        gpumat);
 							add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
 							break;
@@ -1677,7 +1673,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
 				/* Shadows */
 				DRW_shgroup_hair_create(
 				        ob, psys, md,
-				        psl->shadow_pass, psl->hair_tf_pass,
+				        psl->shadow_pass,
 				        e_data.default_hair_prepass_sh);
 				*cast_shadow = true;
 			}
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index c7fe5e30c0f..9feac625f10 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -212,7 +212,6 @@ typedef struct EEVEE_PassList {
 	struct DRWPass *background_pass;
 	struct DRWPass *update_noise_pass;
 	struct DRWPass *lookdev_pass;
-	struct DRWPass *hair_tf_pass;
 } EEVEE_PassList;
 
 typedef struct EEVEE_FramebufferList {
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index e4c038006b5..6227130fb05 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -162,14 +162,16 @@ void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passe
  * The draw call is already added by this function, just add additional uniforms. */
 struct DRWShadingGroup *DRW_shgroup_hair_create(
         struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
-        struct DRWPass *hair_pass, struct DRWPass *tf_pass,
+        struct DRWPass *hair_pass,
         struct GPUShader *shader);
 
 struct DRWShadingGroup *DRW_shgroup_material_hair_create(
         struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
-        struct DRWPass *hair_pass, struct DRWPass *tf_pass,
+        struct DRWPass *hair_pass,
         struct GPUMaterial *material);
 
+void DRW_hair_init(void);
+void DRW_hair_update(void);
 void DRW_hair_free(void);
 
 /* pose_mode.c */
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 8cb9e0886a9..2c03caf0ac3 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -57,6 +57,7 @@ typedef enum ParticleRefineShader {
 } ParticleRefineShader;
 
 static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
+static DRWPass *g_tf_pass; /* XXX can be a problem with mulitple DRWManager in the future */
 
 extern char datatoc_common_hair_lib_glsl[];
 extern char datatoc_common_hair_refine_vert_glsl[];
@@ -79,9 +80,14 @@ static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
 	return g_refine_shaders[sh];
 }
 
+void DRW_hair_init(void)
+{
+	g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
+}
+
 static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
         Object *object, ParticleSystem *psys, ModifierData *md,
-        DRWPass *hair_pass, DRWPass *tf_pass,
+        DRWPass *hair_pass,
         struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
 {
 	/* TODO(fclem): Pass the scene as parameter */
@@ -132,7 +138,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
 	if (need_ft_update) {
 		int final_points_ct = hair_cache->final[subdiv].strands_res * hair_cache->strands_count;
 		GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
-		DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, tf_pass,
+		DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, g_tf_pass,
 		                                                                  hair_cache->final[subdiv].proc_buf);
 		DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
 		DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
@@ -145,18 +151,23 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
 
 DRWShadingGroup *DRW_shgroup_hair_create(
         Object *object, ParticleSystem *psys, ModifierData *md,
-        DRWPass *hair_pass, DRWPass *tf_pass,
+        DRWPass *hair_pass,
         GPUShader *shader)
 {
-	return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, NULL, shader);
+	return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, shader);
 }
 
 DRWShadingGroup *DRW_shgroup_material_hair_create(
         Object *object, ParticleSystem *psys, ModifierData *md,
-        DRWPass *hair_pass, DRWPass *tf_pass,
+        DRWPass *hair_pass,
         struct GPUMaterial *material)
 {
-	return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, material, NULL);
+	return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, material, NULL);
+}
+
+void DRW_hair_update(void)
+{
+	DRW_draw_pass(g_tf_pass);
 }
 
 void DRW_hair_free(void)
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 60e9af78df9..e8ea2c58056 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1279,6 +1279,7 @@ void DRW_draw_render_loop_ex(
 	DRW_globals_update();
 
 	drw_debug_init();
+	DRW_hair_init();
 
 	/* No framebuffer allowed before drawing. */
 	BLI_assert(GPU_framebuffer_current_get() == 0);
@@ -1308,6 +1309,7 @@ void DRW_draw_render_loop_ex(
 	}
 
 	DRW_stats_begin();
+	DRW_hair_update();
 
 	GPU_framebuffer_bind(DST.default_framebuffer);
 
@@ -1540,12 +1542,16 @@ void DRW_render_object_iter(
 	void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
 	void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
 {
+	DRW_hair_init();
+
 	DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
 	{
 		DST.ob_state = NULL;
 		callback(vedata, ob, engine, depsgraph);
 	}
 	DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
+
+	DRW_hair_update();
 }
 
 static struct DRWSelectBuffer {
@@ -1666,6 +1672,7 @@ void DRW_draw_select_loop(
 
 	/* Init engines */
 	drw_engines_init();
+	DRW_hair_init();
 
 	{
 		drw_engines_cache_init();
@@ -1700,6 +1707,8 @@ void DRW_draw_select_loop(
 		DRW_render_instance_buffer_finish();
 	}
 
+	DRW_hair_update();
+
 	/* Setup framebuffer */
 	draw_select_framebuffer_setup(rect);
 	GPU_framebuffer_bind(g_select_buffer.framebuffer);
@@ -1839,6 +1848,7 @@ void DRW_draw_depth_loop(
 
 	/* Init engines */
 	drw_engines_init();
+	DRW_hair_init();
 
 	/* TODO : tag to refresh by the dependency graph */
 	/* ideally only refresh when objects are added/removed */
@@ -1857,6 +1867,8 @@ void DRW_draw_depth_loop(
 		DRW_render_instance_buffer_finish();
 	}
 
+	DRW_hair_update();
+
 	/* Start Drawing */
 	DRW_state_reset();
 	DRW_draw_callbacks_pre_scene();



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