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. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs