Workbench: Speed up fo scene with many duplis

The ObjectID pass was generating per material per dupli a specific
number for the outline what results in a GPU context switch. In spring scene
01-050 a scene with many trees (duplis) generated 28000 GPU materials.

Now only new materials are created when objectid pass is enabled. Also
added a hard limit to the number of objects for the objectid pass (255)
Basically the outline between objects will not be drawn, but it will be
very hard to detect them also.

Also fixed for XRay mode.
This commit is contained in:
Jeroen Bakker 2018-06-06 08:45:31 +02:00
parent 1889eec918
commit 14251d4615
2 changed files with 6 additions and 6 deletions

View File

@ -191,7 +191,7 @@ static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
static void workbench_init_object_data(ObjectEngineData *engine_data)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
data->object_id = e_data.next_object_id++;
data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
data->shadow_bbox_dirty = true;
}
@ -441,18 +441,18 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = engine_object_data->object_id;
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd)? engine_object_data->object_id: 1;
material_template.drawtype = drawtype;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(
drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = engine_object_data->object_id;
material->object_id = material_template.object_id;
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
material->material_data.roughness = material_template.material_data.roughness;

View File

@ -163,7 +163,7 @@ static char *workbench_build_forward_composite_frag(void)
static void workbench_init_object_data(ObjectEngineData *engine_data)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
data->object_id = e_data.next_object_id++;
data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
}
static WORKBENCH_MaterialData *get_or_create_material_data(
@ -180,7 +180,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = engine_object_data->object_id;
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd)? engine_object_data->object_id: 1;
material_template.drawtype = drawtype;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);