[Bf-blender-cvs] [0e6d17edfeb] tmp-drw-callbatching: Workbench: Remove object_id and optimize material hash generation
Clément Foucault
noreply at git.blender.org
Sat Aug 17 14:50:26 CEST 2019
Commit: 0e6d17edfeb9ede447b5bbe9e84fbb4c48175ac9
Author: Clément Foucault
Date: Tue Jun 18 01:19:11 2019 +0200
Branches: tmp-drw-callbatching
https://developer.blender.org/rB0e6d17edfeb9ede447b5bbe9e84fbb4c48175ac9
Workbench: Remove object_id and optimize material hash generation
This greatly reduce shgroup count when rendering with outlines.
In my testcase (30K suzanes with random instancing, 5 materials) it went
from 27 to 39 fps (playback performance, no update).
===================================================================
M source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
M source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
M source/blender/draw/engines/workbench/workbench_deferred.c
M source/blender/draw/engines/workbench/workbench_forward.c
M source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/draw/engines/workbench/workbench_private.h
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index c78b2182d04..34777ed31b0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -8,8 +8,7 @@ uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
-uniform vec3 materialDiffuseColor;
-uniform vec3 materialSpecularColor;
+uniform vec4 materialColorAndMetal;
uniform float materialRoughness;
uniform float shadowMultiplier = 0.5;
@@ -41,17 +40,17 @@ layout(location = 1) out
void main()
{
- vec4 diffuse_color;
+ vec4 base_color;
#if defined(V3D_SHADING_TEXTURE_COLOR)
- diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
- if (diffuse_color.a < ImageTransparencyCutoff) {
+ base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
+ if (base_color.a < ImageTransparencyCutoff) {
discard;
}
#elif defined(V3D_SHADING_VERTEX_COLOR)
- diffuse_color = vec4(vertexColor, 1.0);
+ base_color.rgb = vertexColor;
#else
- diffuse_color = vec4(materialDiffuseColor, 1.0);
+ base_color.rgb = materialColorAndMetal.rgb;
#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
@@ -72,8 +71,17 @@ void main()
vec3 shaded_color = matcap * diffuse_color.rgb;
#elif defined(V3D_LIGHTING_STUDIO)
+# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ float metallic = materialColorAndMetal.a;
+ vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
+ vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
+# else
+ vec3 specular_color = vec3(0.0);
+ vec3 diffuse_color = base_color.rgb;
+# endif
+
vec3 shaded_color = get_world_lighting(
- world_data, diffuse_color.rgb, materialSpecularColor, materialRoughness, nor, I_vs);
+ world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs);
#endif
#ifdef V3D_SHADING_SHADOW
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index ca45806d294..b5f95f2dcf8 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -1,6 +1,5 @@
-uniform vec3 materialDiffuseColor;
-uniform float materialMetallic;
+uniform vec4 materialColorAndMetal;
uniform float materialRoughness;
uniform sampler2D image;
@@ -47,7 +46,7 @@ void main()
# elif defined(V3D_SHADING_VERTEX_COLOR)
color.rgb = vertexColor;
# else
- color.rgb = materialDiffuseColor;
+ color.rgb = materialColorAndMetal.rgb;
# endif
# ifdef V3D_LIGHTING_MATCAP
@@ -55,7 +54,7 @@ void main()
metallic = float(gl_FrontFacing);
roughness = 0.0;
# else
- metallic = materialMetallic;
+ metallic = materialColorAndMetal.a;
roughness = materialRoughness;
# endif
@@ -63,7 +62,7 @@ void main()
/* Add some variation to the hairs to avoid uniform look. */
float hair_variation = hair_rand * 0.1;
color = clamp(color - hair_variation, 0.0, 1.0);
- metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);
+ metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0);
roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);
# endif
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 7fab41a1480..cdbc94d2995 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -83,7 +83,6 @@ static struct {
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
SceneDisplay display; /* world light direction for shadows */
- int next_object_id;
struct GPUUniformBuffer *sampling_ubo;
struct GPUTexture *jitter_tx;
@@ -331,7 +330,6 @@ static struct GPUTexture *create_jitter_texture(int num_samples)
static void workbench_init_object_data(DrawData *dd)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
- data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
data->shadow_bbox_dirty = true;
}
@@ -380,11 +378,10 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
workbench_effect_info_init(stl->effects);
}
- if (!e_data.next_object_id) {
+ if (!e_data.shadow_pass_sh) {
WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache));
memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache));
- e_data.next_object_id = 1;
#ifdef DEBUG_SHADOW_VOLUME
const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
#else
@@ -863,18 +860,11 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
- WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
- &ob->id,
- &draw_engine_workbench_solid,
- sizeof(WORKBENCH_ObjectData),
- &workbench_init_object_data,
- NULL);
WORKBENCH_MaterialData material_template;
const bool is_ghost = (ob->dtx & OB_DRAWXRAY);
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
- material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
@@ -894,8 +884,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
shader, (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass);
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
- DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
- workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp);
+ workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, interp);
BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material);
}
return material;
@@ -938,8 +927,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
(ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass,
shader);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
- DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
- workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true, interp);
+ workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, interp);
}
}
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index abc1feac75e..31ff383c597 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -63,8 +63,6 @@ static struct {
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
-
- int next_object_id;
} e_data = {{{{NULL}}}};
/* Shaders */
@@ -141,12 +139,6 @@ static char *workbench_build_forward_composite_frag(void)
return str;
}
-static void workbench_init_object_data(DrawData *dd)
-{
- WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
- data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
-}
-
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata,
Object *ob,
Material *mat,
@@ -161,18 +153,11 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
- WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
- &ob->id,
- &draw_engine_workbench_solid,
- sizeof(WORKBENCH_ObjectData),
- &workbench_init_object_data,
- NULL);
WORKBENCH_MaterialData material_template;
DRWShadingGroup *grp;
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
- material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
@@ -211,7 +196,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
}
- workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp);
+ workbench_material_shgroup_uniform(wpd, grp, material, ob, false, interp);
material->shgrp = grp;
/* Depth */
@@ -225,8 +210,6 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_sh,
psl->object_outline_pass);
}
- material->object_id = engine_object_data->object_id;
- DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(material->shgrp_object_outline, DRW_STATE_CLIP_PLANES);
}
@@ -537,7 +520,7 @@ static void workbench_forward_cac
@@ Diff output truncated at 10240 characters. @@
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