[Bf-blender-cvs] [e449861b64e] tmp-workbench-rewrite2: Group passes by material
Miguel Pozo
noreply at git.blender.org
Fri Jan 27 20:53:41 CET 2023
Commit: e449861b64e31e7015206420fc229d3454bef071
Author: Miguel Pozo
Date: Fri Jan 27 18:21:40 2023 +0100
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rBe449861b64e31e7015206420fc229d3454bef071
Group passes by material
===================================================================
M source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
M source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
M source/blender/draw/engines/workbench/workbench_engine.cc
M source/blender/draw/engines/workbench/workbench_mesh_passes.cc
M source/blender/draw/engines/workbench/workbench_private.hh
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
index 92452eefed2..d49e500a32c 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
@@ -126,19 +126,18 @@ GPU_SHADER_CREATE_INFO(workbench_next_prepass)
GPU_SHADER_CREATE_INFO(workbench_color_material)
.define("WORKBENCH_COLOR_MATERIAL")
- .storage_buf(WB_MATERIAL_SLOT, Qualifier::READ, "vec4", "materials_data[]");
+ .push_constant(Type::VEC4, "material_data");
GPU_SHADER_CREATE_INFO(workbench_color_texture)
.define("WORKBENCH_COLOR_TEXTURE")
.define("WORKBENCH_TEXTURE_IMAGE_ARRAY")
- .define("WORKBENCH_COLOR_MATERIAL")
- .storage_buf(WB_MATERIAL_SLOT, Qualifier::READ, "vec4", "materials_data[]")
.sampler(1, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
.sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
.sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
.push_constant(Type::BOOL, "isImageTile")
.push_constant(Type::BOOL, "imagePremult")
- .push_constant(Type::FLOAT, "imageTransparencyCutoff");
+ .push_constant(Type::FLOAT, "imageTransparencyCutoff")
+ .additional_info("workbench_color_material");
GPU_SHADER_CREATE_INFO(workbench_color_vertex).define("WORKBENCH_COLOR_VERTEX");
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
index 59e30b310bb..47eadab28c3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
@@ -17,7 +17,7 @@ void workbench_material_data_get(int handle,
#else
# ifdef WORKBENCH_COLOR_MATERIAL
- vec4 data = materials_data[handle];
+ vec4 data = material_data;
# else
vec4 data = vec4(0.0);
# endif
diff --git a/source/blender/draw/engines/workbench/workbench_engine.cc b/source/blender/draw/engines/workbench/workbench_engine.cc
index a04f61418f6..abd3b3f1027 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.cc
+++ b/source/blender/draw/engines/workbench/workbench_engine.cc
@@ -196,12 +196,7 @@ class Instance {
if (batches[i] == nullptr) {
continue;
}
- /* TODO(fclem): This create a cull-able instance for each sub-object. This is done
- * for simplicity to reduce complexity. But this increase the overhead per object.
- * Instead, we should use an indirection buffer to the material buffer. */
- ResourceHandle _handle = i == 0 ? handle : manager.resource_handle(ob_ref);
-
- Material &mat = resources.material_buf.get_or_resize(_handle.resource_index());
+ Material mat;
if (::Material *_mat = BKE_object_material_get_eval(ob_ref.object, i + 1)) {
mat = Material(*_mat);
@@ -219,7 +214,7 @@ class Instance {
get_material_image(ob_ref.object, i + 1, image, iuser, sampler_state);
}
- draw_mesh(ob_ref, mat, batches[i], _handle, image, sampler_state, iuser);
+ draw_mesh(ob_ref, mat, batches[i], handle, image, sampler_state, iuser);
}
}
}
@@ -241,7 +236,7 @@ class Instance {
}
if (batch) {
- Material &mat = resources.material_buf.get_or_resize(handle.resource_index());
+ Material mat;
if (object_state.color_type == V3D_SHADING_OBJECT_COLOR) {
mat = Material(*ob_ref.object);
@@ -287,7 +282,7 @@ class Instance {
const bool in_front = (ob_ref.object->dtx & OB_DRAW_IN_FRONT) != 0;
auto draw = [&](MeshPass &pass) {
- pass.draw(ob_ref, batch, handle, image, sampler_state, iuser);
+ pass.draw(ob_ref, batch, handle, material, image, sampler_state, iuser);
};
if (scene_state.xray_mode || material.is_transparent()) {
diff --git a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
index bc90f26b33d..6edbe2ac63c 100644
--- a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
+++ b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
@@ -34,6 +34,7 @@ void MeshPass::init_subpasses(ePipelineType pipeline,
bool clip,
ShaderCache &shaders)
{
+ material_subpass_map_.clear();
texture_subpass_map_.clear();
static std::string pass_names[geometry_type_len][shader_type_len] = {};
@@ -57,6 +58,7 @@ void MeshPass::init_subpasses(ePipelineType pipeline,
void MeshPass::draw(ObjectRef &ref,
GPUBatch *batch,
ResourceHandle handle,
+ Material material,
::Image *image /* = nullptr */,
eGPUSamplerState sampler_state /* = GPU_SAMPLER_DEFAULT */,
ImageUser *iuser /* = nullptr */)
@@ -64,6 +66,7 @@ void MeshPass::draw(ObjectRef &ref,
is_empty_ = false;
eGeometryType geometry_type = geometry_type_from_object(ref.object);
+
if (image) {
GPUTexture *texture = nullptr;
GPUTexture *tilemap = nullptr;
@@ -75,33 +78,47 @@ void MeshPass::draw(ObjectRef &ref,
texture = BKE_image_get_gpu_texture(image, iuser, nullptr);
}
if (texture) {
- auto add_cb = [&] {
- PassMain::Sub *sub_pass =
- passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::TEXTURE)];
- sub_pass = &sub_pass->sub(image->id.name);
+ auto add_texture_cb = [&] {
+ PassMain::Sub &sub_pass =
+ passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::TEXTURE)]->sub(
+ image->id.name);
+
+ sub_pass.push_constant("material_data", *reinterpret_cast<float4 *>(&material));
if (tilemap) {
- sub_pass->bind_texture(WB_TILE_ARRAY_SLOT, texture, sampler_state);
- sub_pass->bind_texture(WB_TILE_DATA_SLOT, tilemap);
+ sub_pass.bind_texture(WB_TILE_ARRAY_SLOT, texture, sampler_state);
+ sub_pass.bind_texture(WB_TILE_DATA_SLOT, tilemap);
}
else {
- sub_pass->bind_texture(WB_TEXTURE_SLOT, texture, sampler_state);
+ sub_pass.bind_texture(WB_TEXTURE_SLOT, texture, sampler_state);
}
- sub_pass->push_constant("isImageTile", tilemap != nullptr);
- sub_pass->push_constant("imagePremult", image && image->alpha_mode == IMA_ALPHA_PREMUL);
+ sub_pass.push_constant("isImageTile", tilemap != nullptr);
+ sub_pass.push_constant("imagePremult", image && image->alpha_mode == IMA_ALPHA_PREMUL);
/* TODO(Miguel Pozo): This setting should be exposed on the user side,
* either as a global parameter (and set it here)
* or by reading the Material Clipping Threshold (and set it per material) */
- sub_pass->push_constant("imageTransparencyCutoff", 0.1f);
- return sub_pass;
+ sub_pass.push_constant("imageTransparencyCutoff", 0.1f);
+ return &sub_pass;
};
- texture_subpass_map_.lookup_or_add_cb(TextureSubPassKey(texture, geometry_type), add_cb)
+ texture_subpass_map_
+ .lookup_or_add_cb(TextureSubPassKey(texture, geometry_type), add_texture_cb)
->draw(batch, handle);
return;
}
}
- passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::MATERIAL)]->draw(batch,
- handle);
+
+ auto add_material_cb = [&] {
+ PassMain::Sub &sub_pass =
+ passes_[static_cast<int>(geometry_type)][static_cast<int>(eShaderType::MATERIAL)]->sub(
+ "Material");
+
+ sub_pass.push_constant("material_data", *reinterpret_cast<float4 *>(&material));
+ return &sub_pass;
+ };
+
+ material_subpass_map_
+ .lookup_or_add_cb(MaterialSubPassKey(material, geometry_type), add_material_cb)
+ ->draw(batch, handle);
}
/** \} */
diff --git a/source/blender/draw/engines/workbench/workbench_private.hh b/source/blender/draw/engines/workbench/workbench_private.hh
index 086553ca5c1..fa809377272 100644
--- a/source/blender/draw/engines/workbench/workbench_private.hh
+++ b/source/blender/draw/engines/workbench/workbench_private.hh
@@ -51,6 +51,16 @@ struct Material {
static uint32_t pack_data(float metallic, float roughness, float alpha);
bool is_transparent();
+
+ inline bool operator==(const Material &a) const
+ {
+ return packed_data == a.packed_data && base_color == a.base_color;
+ }
+
+ inline uint64_t hash() const
+ {
+ return get_default_hash_4(base_color.x, base_color.y, base_color.z, packed_data);
+ }
};
void get_material_image(Object *ob,
@@ -161,8 +171,10 @@ struct SceneResources {
class MeshPass : public PassMain {
private:
+ using MaterialSubPassKey = std::pair<Material, eGeometryType>;
using TextureSubPassKey = std::pair<GPUTexture *, eGeometryType>;
+ Map<MaterialSubPassKey, PassMain::Sub *> material_subpass_map_ = {};
Map<TextureSubPassKey, PassMain::Sub *> texture_subpass_map_ = {};
PassMain::Sub *passes_[geometry_type_len][shader_type_len] = {{nullptr}};
@@ -184,6 +196,7 @@ class MeshPass : public PassMain {
void draw(ObjectRef &ref,
GPUBatch *batch,
ResourceHandle handle,
+ Material material,
::Image *image = nullptr,
eGPUSamplerState sampler_state = eGPUSamplerState::GPU_SAMPLER_DEFAULT,
ImageUser *iuser = nullptr);
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