[Bf-blender-cvs] [14251d46155] blender2.8: Workbench: Speed up fo scene with many duplis

Jeroen Bakker noreply at git.blender.org
Wed Jun 6 08:50:50 CEST 2018


Commit: 14251d46155b1f781b45d17eba1e6480fbb15be9
Author: Jeroen Bakker
Date:   Wed Jun 6 08:45:31 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB14251d46155b1f781b45d17eba1e6480fbb15be9

Workbench: Speed up fo scene with many duplis

The ObjectID pass was generating per material per dupli a specific
number for the outline what results in a GPU context switch. In spring scene
01-050 a scene with many trees (duplis) generated 28000 GPU materials.

Now only new materials are created when objectid pass is enabled. Also
added a hard limit to the number of objects for the objectid pass (255)
Basically the outline between objects will not be drawn, but it will be
very hard to detect them also.

Also fixed for XRay mode.

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

M	source/blender/draw/engines/workbench/workbench_deferred.c
M	source/blender/draw/engines/workbench/workbench_forward.c

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

diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 285551abb12..a91e9ab10df 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -191,7 +191,7 @@ static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
 static void workbench_init_object_data(ObjectEngineData *engine_data)
 {
 	WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
-	data->object_id = e_data.next_object_id++;
+	data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
 	data->shadow_bbox_dirty = true;
 }
 
@@ -441,18 +441,18 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
 
 	/* Solid */
 	workbench_material_update_data(wpd, ob, mat, &material_template);
-	material_template.object_id = engine_object_data->object_id;
+	material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd)? engine_object_data->object_id: 1;
 	material_template.drawtype = drawtype;
 	material_template.ima = ima;
 	uint hash = workbench_material_get_hash(&material_template);
-
+	
 	material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
 	if (material == NULL) {
 		material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
 		material->shgrp = DRW_shgroup_create(
 		        drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
 		DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
-		material->object_id = engine_object_data->object_id;
+		material->object_id = material_template.object_id;
 		copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
 		copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
 		material->material_data.roughness = material_template.material_data.roughness;
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 931ffc61810..01e10bbefbe 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -163,7 +163,7 @@ static char *workbench_build_forward_composite_frag(void)
 static void workbench_init_object_data(ObjectEngineData *engine_data)
 {
 	WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
-	data->object_id = e_data.next_object_id++;
+	data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
 }
 
 static WORKBENCH_MaterialData *get_or_create_material_data(
@@ -180,7 +180,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
 
 	/* Solid */
 	workbench_material_update_data(wpd, ob, mat, &material_template);
-	material_template.object_id = engine_object_data->object_id;
+	material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd)? engine_object_data->object_id: 1;
 	material_template.drawtype = drawtype;
 	material_template.ima = ima;
 	uint hash = workbench_material_get_hash(&material_template);



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