[Bf-blender-cvs] [3a209c28575] blender2.8: DRW: Deferred compilation initial implementation.
Clément Foucault
noreply at git.blender.org
Tue Mar 6 16:45:36 CET 2018
Commit: 3a209c285754a08339c654d075b5d273fa264c08
Author: Clément Foucault
Date: Mon Mar 5 00:54:31 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB3a209c285754a08339c654d075b5d273fa264c08
DRW: Deferred compilation initial implementation.
===================================================================
M source/blender/draw/DRW_engine.h
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager.c
M source/blender/draw/intern/draw_manager.h
M source/blender/draw/intern/draw_manager_shader.c
M source/blender/gpu/GPU_material.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
===================================================================
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 4043f39b46d..cc4c0ed10e8 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -46,6 +46,7 @@ struct ViewContext;
struct ViewportEngineData;
struct View3D;
struct rcti;
+struct GPUMaterial;
struct GPUOffScreen;
struct GPUViewport;
struct RenderEngine;
@@ -136,4 +137,6 @@ void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
+void DRW_deferred_shader_remove(struct GPUMaterial *mat);
+
#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 31ef26a1e9e..1cf49d7166c 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -630,8 +630,8 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
if (mat != NULL) {
return mat;
}
- return GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
SHADER_DEFINES "#define PROBE_CAPTURE\n");
}
@@ -645,8 +645,8 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
if (mat != NULL) {
return mat;
}
- return GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
@@ -663,8 +663,8 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
char *defines = eevee_get_volume_defines(options);
- mat = GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_world(
+ scene, wo, engine, options,
datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
defines);
@@ -698,8 +698,8 @@ struct GPUMaterial *EEVEE_material_mesh_get(
char *defines = eevee_get_defines(options);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
defines);
@@ -720,8 +720,8 @@ struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material
char *defines = eevee_get_volume_defines(options);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
defines);
@@ -758,8 +758,8 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(
e_data.frag_shader_lib,
datatoc_prepass_frag_glsl);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
(is_shadow) ? datatoc_shadow_vert_glsl : datatoc_lit_surface_vert_glsl,
(is_shadow) ? datatoc_shadow_geom_glsl : NULL,
frag_str,
@@ -786,8 +786,8 @@ struct GPUMaterial *EEVEE_material_hair_get(
char *defines = eevee_get_defines(options);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
defines);
@@ -883,17 +883,24 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
col = &wo->horr;
if (wo->use_nodes && wo->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
struct GPUMaterial *gpumat = EEVEE_material_world_background_get(scene, wo);
- grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
- if (grp) {
- DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
- DRW_shgroup_call_add(grp, geom, NULL);
- }
- else {
- /* Shader failed : pink background */
- static float pink[3] = {1.0f, 0.0f, 1.0f};
- col = pink;
+ switch (GPU_material_status(gpumat)) {
+ case GPU_MAT_SUCCESS:
+ grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ break;
+ case GPU_MAT_QUEUED:
+ /* TODO Bypass probe compilation. */
+ col = compile_col;
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ col = error_col;
+ break;
}
}
}
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index d8885bd77c5..4815c117a8c 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -268,6 +268,12 @@ struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D_depth_only(void);
+struct GPUMaterial *DRW_shader_create_from_world(
+ struct Scene *scene, struct World *wo, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines);
+struct GPUMaterial *DRW_shader_create_from_material(
+ struct Scene *scene, struct Material *ma, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) do { \
if (shader != NULL) { \
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 8feffa246ef..ac39bbf132a 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1957,6 +1957,7 @@ void DRW_opengl_context_create(void)
immDeactivate();
/* This changes the active context. */
+ DRW_deferred_compiler_init();
DST.ogl_context = WM_opengl_context_create();
/* Be sure to create gawain.context too. */
DST.gwn_context = GWN_context_create();
@@ -1971,6 +1972,7 @@ void DRW_opengl_context_destroy(void)
{
BLI_assert(BLI_thread_is_main());
if (DST.ogl_context != NULL) {
+ DRW_deferred_compiler_exit();
WM_opengl_context_activate(DST.ogl_context);
GWN_context_active_set(DST.gwn_context);
GWN_context_discard(DST.gwn_context);
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index f8989a0703a..3c6682050cf 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -356,4 +356,7 @@ void *drw_viewport_engine_data_ensure(void *engine_type);
void drw_state_set(DRWState state);
+void DRW_deferred_compiler_init(void);
+void DRW_deferred_compiler_exit(void);
+
#endif /* __DRAW_MANAGER_H__ */
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index e9d2ac14e57..27605012993 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -25,15 +25,181 @@
#include "draw_manager.h"
+#include "DNA_world_types.h"
+#include "DNA_material_types.h"
+
+#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
+#include "BLI_threads.h"
+#include "BLI_task.h"
#include "GPU_shader.h"
+#include "GPU_material.h"
+
+#include "WM_api.h"
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
+
+/* -------------------------------------------------------------------- */
+
+/** \name Deferred Compilation (DRW_deferred)
+ *
+ * Since compiling shader can take a long time, we do it in a non blocking
+ * manner in another thread.
+ *
+ * \{ */
+
+typedef struct DRWDeferredShader {
+ struct DRWDeferredShader *prev, *next;
+
+ GPUMaterial *mat;
+ char *vert, *geom, *frag, *defs;
+
+ ThreadMutex compilation_mutex;
+} DRWDeferredShader;
+
+typedef struct DRWShaderCompiler {
+ ListBase queue; /* DRWDeferredShader */
+ ThreadMutex list_mutex;
+
+ DRWDeferredShader *mat_compiling;
+ ThreadMutex compilation_mutex;
+
+ TaskScheduler *task_scheduler; /* NULL if nothing is running. */
+ TaskPool *task_pool;
+
+ void *ogl_context;
+} DRWShaderCompiler;
+
+static DRWShaderCompiler DSC = {{NULL}};
+
+static void drw_deferred_shader_free(DRWDeferredShader *dsh)
+{
+ /* Make sure it is not queued before freeing. */
+ BLI_assert(BLI_findindex(&DSC.queue, dsh) == -1);
+
+ MEM_SAFE_FREE(dsh->vert);
+ MEM_SAFE_FREE(dsh->geom);
+ MEM_SAFE_FREE(dsh->frag);
+ MEM_SAFE_FREE(dsh->defs);
+
+ MEM_freeN(dsh);
+}
+
+static void drw_deferred_shader_compilation_exec(TaskPool * __restrict UNUSED(pool), void *UNUSED(taskdata), int UNUSED(threadid))
+{
+ WM_opengl_context_activate(DSC.ogl_context);
+
+ while (true) {
+ BLI_mutex_lock(&DSC.list_mutex);
+ DSC.mat_compiling = BLI_pophead(&DSC.queue);
+ if (DSC.mat_compiling == NULL) {
+ break;
+ }
+ BLI_mutex_lock(&DSC.compilation_mutex);
+ BLI_mutex_unlock(&DSC.list_mutex);
+
+ /* Do the compilation. */
+ GPU_material_generate_pass(
+ DSC.mat_compiling->mat,
+ DSC.mat_compiling->vert,
+ DSC.mat_compiling->geom,
+ DSC.mat_compiling->frag,
+ DSC.mat_compiling->defs);
+
+ BLI_mutex_unlock(&DSC.compilation_mutex);
+
+ drw_deferred_shader_free(DSC.mat_compiling);
+ }
+
+ WM_opengl_context_release(DSC.ogl_context);
+ BLI_mutex_unloc
@@ Diff output truncated at 10240 characters. @@
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