[Bf-blender-cvs] [c7bcf80e46c] uvimage-editor-drawing: Use DrawManager for Image/UV Editor

Jeroen Bakker noreply at git.blender.org
Tue Sep 8 14:12:57 CEST 2020


Commit: c7bcf80e46cb8dd11a3a4f56b641211ffb2b87ee
Author: Jeroen Bakker
Date:   Tue Sep 8 13:24:36 2020 +0200
Branches: uvimage-editor-drawing
https://developer.blender.org/rBc7bcf80e46cb8dd11a3a4f56b641211ffb2b87ee

Use DrawManager for Image/UV Editor

This project moves the current UV/Image editor drawing to the draw manager. Why would we do this:
**Performance**:

Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn.

**Alpha drawing**:
Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images.
Old:
{F8780114}

New:
{F8780113}

This addresses {T52680}, {T74709}, {T79518}

The image editor now can show emission only colors.
{F8787296}

**Current Limitations**

Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail.

**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background.

The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader.

The project can be activated in the user preferences as experimental features. When support of huge textures is implemented we can switch over.

**Future developments**
* Support huge texture sizes. {T80113}
* Share overlay shaders between 3d view and image editor, makes it possible to render certain overlays in both editors.
* Connect smooth wire to `USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE`.
* Move overlay options to a pop-over and other UI improvements.
* Replace the unavailability shader with the overlay grid.

Maniphest Tasks: T67530

Differential Revision: https://developer.blender.org/D8234

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

M	release/datafiles/userdef/userdef_default_theme.c
M	release/scripts/startup/bl_ui/space_userpref.py
M	source/blender/blenkernel/intern/image_gpu.c
M	source/blender/blenloader/intern/versioning_userdef.c
M	source/blender/compositor/operations/COM_ViewerOperation.cpp
M	source/blender/draw/CMakeLists.txt
M	source/blender/draw/DRW_engine.h
A	source/blender/draw/engines/image/image_engine.c
A	source/blender/draw/engines/image/image_engine.h
A	source/blender/draw/engines/image/image_private.h
A	source/blender/draw/engines/image/image_shader.c
A	source/blender/draw/engines/image/shaders/engine_image_frag.glsl
A	source/blender/draw/engines/image/shaders/engine_image_vert.glsl
M	source/blender/draw/engines/overlay/overlay_background.c
A	source/blender/draw/engines/overlay/overlay_edit_uv.c
M	source/blender/draw/engines/overlay/overlay_engine.c
M	source/blender/draw/engines/overlay/overlay_grid.c
M	source/blender/draw/engines/overlay/overlay_private.h
M	source/blender/draw/engines/overlay/overlay_shader.c
M	source/blender/draw/engines/overlay/shaders/background_frag.glsl
A	source/blender/draw/engines/overlay/shaders/common_overlay_lib.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_stretching_vert.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl
A	source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
M	source/blender/draw/engines/overlay/shaders/grid_vert.glsl
M	source/blender/draw/intern/DRW_render.h
M	source/blender/draw/intern/draw_common.c
M	source/blender/draw/intern/draw_common.h
M	source/blender/draw/intern/draw_manager.c
M	source/blender/draw/intern/draw_manager_text.c
M	source/blender/draw/intern/draw_view.c
M	source/blender/draw/intern/draw_view.h
M	source/blender/draw/intern/shaders/common_globals_lib.glsl
M	source/blender/draw/tests/shaders_test.cc
M	source/blender/editors/render/render_internal.c
M	source/blender/editors/space_image/image_draw.c
M	source/blender/editors/space_image/image_intern.h
M	source/blender/editors/space_image/space_image.c
M	source/blender/makesdna/DNA_image_defaults.h
M	source/blender/makesdna/DNA_image_types.h
M	source/blender/makesdna/DNA_userdef_types.h
M	source/blender/makesrna/intern/rna_userdef.c

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

diff --git a/release/datafiles/userdef/userdef_default_theme.c b/release/datafiles/userdef/userdef_default_theme.c
index 7604a06f7df..cd6be1903ec 100644
--- a/release/datafiles/userdef/userdef_default_theme.c
+++ b/release/datafiles/userdef/userdef_default_theme.c
@@ -714,6 +714,7 @@ const bTheme U_theme_default = {
     .paint_curve_pivot = RGBA(0xff7f7f7f),
     .paint_curve_handle = RGBA(0x7fff7f7f),
     .metadatatext = RGBA(0xffffffff),
+    .grid = RGBA(0x505050ff),
   },
   .space_text = {
     .back = RGBA(0x30303000),
diff --git a/release/scripts/startup/bl_ui/space_userpref.py b/release/scripts/startup/bl_ui/space_userpref.py
index 9548de20752..85b09dfac1d 100644
--- a/release/scripts/startup/bl_ui/space_userpref.py
+++ b/release/scripts/startup/bl_ui/space_userpref.py
@@ -2175,6 +2175,7 @@ class USERPREF_PT_experimental_prototypes(ExperimentalPanel, Panel):
         self._draw_items(
             context, (
                 ({"property": "use_new_hair_type"}, "T68981"),
+                ({"property": "use_drw_image_editor"}, "T67530"),
             ),
         )
 
diff --git a/source/blender/blenkernel/intern/image_gpu.c b/source/blender/blenkernel/intern/image_gpu.c
index 8b6bd47a0db..56dcd63637c 100644
--- a/source/blender/blenkernel/intern/image_gpu.c
+++ b/source/blender/blenkernel/intern/image_gpu.c
@@ -272,6 +272,13 @@ static GPUTexture *image_get_gpu_texture(Image *ima,
    * context and might as well ensure we have as much space free as possible. */
   gpu_free_unused_buffers();
 
+  /* Free GPU textures when requesting a different render pass/layer. */
+  if (ima->gpu_pass != iuser->pass || ima->gpu_layer != iuser->layer) {
+    ima->gpu_pass = iuser->pass;
+    ima->gpu_layer = iuser->layer;
+    ima->gpuflag |= IMA_GPU_REFRESH;
+  }
+
   /* currently, gpu refresh tagging is used by ima sequences */
   if (ima->gpuflag & IMA_GPU_REFRESH) {
     image_free_gpu(ima, true);
@@ -282,7 +289,10 @@ static GPUTexture *image_get_gpu_texture(Image *ima,
   BKE_image_tag_time(ima);
 
   /* Test if we already have a texture. */
-  GPUTexture **tex = get_image_gpu_texture_ptr(ima, textarget, iuser ? iuser->multiview_eye : 0);
+  const int current_view = iuser ? ((iuser->flag & IMA_SHOW_STEREO) != 0 ? iuser->multiview_eye :
+                                                                           iuser->view) :
+                                   0;
+  GPUTexture **tex = get_image_gpu_texture_ptr(ima, textarget, current_view);
   if (*tex) {
     return *tex;
   }
diff --git a/source/blender/blenloader/intern/versioning_userdef.c b/source/blender/blenloader/intern/versioning_userdef.c
index d04907872b7..de4cff0101d 100644
--- a/source/blender/blenloader/intern/versioning_userdef.c
+++ b/source/blender/blenloader/intern/versioning_userdef.c
@@ -233,6 +233,8 @@ static void do_versions_theme(const UserDef *userdef, bTheme *btheme)
      * the outliner's, and it's less disruptive to just copy them. */
     copy_v4_v4_uchar(btheme->space_file.back, btheme->space_outliner.back);
     copy_v4_v4_uchar(btheme->space_file.row_alternate, btheme->space_outliner.row_alternate);
+
+    FROM_DEFAULT_V4_UCHAR(space_image.grid);
   }
 
 #undef FROM_DEFAULT_V4_UCHAR
diff --git a/source/blender/compositor/operations/COM_ViewerOperation.cpp b/source/blender/compositor/operations/COM_ViewerOperation.cpp
index 3d5d50e1c7f..e1d891559a7 100644
--- a/source/blender/compositor/operations/COM_ViewerOperation.cpp
+++ b/source/blender/compositor/operations/COM_ViewerOperation.cpp
@@ -190,7 +190,7 @@ void ViewerOperation::updateImage(rcti *rect)
                                     rect->ymin,
                                     rect->xmax,
                                     rect->ymax);
-
+  this->m_image->gpuflag |= IMA_GPU_REFRESH;
   this->updateDraw();
 }
 
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 8aea2f8e969..8fbf30507a5 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -77,6 +77,8 @@ set(SRC
   intern/draw_select_buffer.c
   intern/draw_view.c
   engines/basic/basic_engine.c
+  engines/image/image_engine.c
+  engines/image/image_shader.c
   engines/eevee/eevee_bloom.c
   engines/eevee/eevee_data.c
   engines/eevee/eevee_depth_of_field.c
@@ -132,6 +134,7 @@ set(SRC
   engines/overlay/overlay_edit_curve.c
   engines/overlay/overlay_edit_mesh.c
   engines/overlay/overlay_edit_text.c
+  engines/overlay/overlay_edit_uv.c
   engines/overlay/overlay_engine.c
   engines/overlay/overlay_extra.c
   engines/overlay/overlay_facing.c
@@ -319,6 +322,7 @@ data_to_c_simple(engines/basic/shaders/conservative_depth_geom.glsl SRC)
 data_to_c_simple(engines/basic/shaders/depth_vert.glsl SRC)
 data_to_c_simple(engines/basic/shaders/depth_frag.glsl SRC)
 
+data_to_c_simple(engines/overlay/shaders/common_overlay_lib.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC)
@@ -362,6 +366,15 @@ data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_edges_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_edges_geom.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_edges_frag.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_verts_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_verts_frag.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_faces_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_face_dots_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_stretching_vert.glsl SRC)
+data_to_c_simple(engines/overlay/shaders/edit_uv_tiled_image_borders_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC)
@@ -402,6 +415,9 @@ data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC)
 data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC)
 
+data_to_c_simple(engines/image/shaders/engine_image_frag.glsl SRC)
+data_to_c_simple(engines/image/shaders/engine_image_vert.glsl SRC)
+
 list(APPEND INC
 )
 
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 6db3bb39643..ca5c2c94b40 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -99,6 +99,10 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
                                     const bool do_color_management,
                                     struct GPUOffScreen *ofs,
                                     struct GPUViewport *viewport);
+void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
+                                struct ARegion *region,
+                                struct GPUViewport *viewport,
+                                const struct bContext *evil_C);
 void DRW_draw_select_loop(struct Depsgraph *depsgraph,
                           struct ARegion *region,
                           struct View3D *v3d,
diff --git a/source/blender/draw/engines/image/image_engine.c b/source/blender/draw/engines/image/image_engine.c
new file mode 100644
index 00000000000..436d373e684
--- /dev/null
+++ b/source/blender/draw/engines/image/image_engine.c
@@ -0,0 +1,304 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_editors
+ *
+ * Draw engine to draw the Image/UV editor
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_image.h"
+#include "BKE_object.h"
+
+#include "DNA_camera_types.h"
+
+#include "IMB_imbuf_types.h"
+
+#include "ED_image.h"
+
+#include "GPU_batch.h"
+
+#include "image_engine.h"
+#include "image_private.h"
+
+#define SIMA_DRAW_FLAG_SHOW_ALPHA (1 << 0)
+#define SIMA_DRAW_FLAG_APPLY_ALPHA (1 << 1)
+#define SIMA_DRAW_FLAG_SHUFFLING (1 << 2)
+#define SIMA_DRAW_FLAG_DEPTH (1 << 3)
+#define SIMA_DRAW_FLAG_TILED (1 << 4)
+#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5)
+
+static void image_cache_image_add(DRWShadingGroup *grp, Image *image)
+{
+  const bool is_tiled_texture = image && image->source == IMA_SRC_TILED;
+  float obmat[4][4];
+  unit_m4(obmat);
+
+  GPUBatch *geom = DRW_cache_quad_get();
+
+  if (is_tiled_texture) {
+    LISTBASE_FOREACH (ImageTile *, tile, &image->tiles) {
+      const int tile_x = ((tile->tile_number - 1001) % 10);
+      const int tile_y = ((tile->tile_number - 1001) / 10);
+      obmat[3][1] = (float)tile_y;
+      obmat[3][0] = (float)tile_x;
+      DRW_shgroup_call_obmat(grp, geom, obmat);
+    }
+  }
+  else {
+    DRW_shgroup_call_obmat(grp, geom, obmat);
+  }
+}
+
+static void image_gpu_texture_get(Image *image,
+                                  ImageUser *iuser,
+                                  ImBuf *ibuf,
+                                  GPUTexture **r_gpu_texture,
+                                  bool *r_owns_texture,
+                                  GPUTexture **r_tex_tile_data)
+{
+
+  const DRWContextState *draw_ctx = DRW_context_state_get();
+  SpaceImage *sima = (SpaceI

@@ Diff output truncated at 10240 characters. @@



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