Eevee: Optimize scene with a large number of objects.

Using a GHash to store the shgroup of every Material. This way we do not duplicates the DRWShadingGroups allocations on every object.
This commit is contained in:
Clément Foucault 2017-06-05 22:05:21 +02:00
parent 6d4f084677
commit 2ebde4c82b
Notes: blender-bot 2023-02-14 06:54:31 +01:00
Referenced by issue #51724, Blender 2.80 EEVEE, Cycles, Clay Black Wall Graphical Glitch
3 changed files with 28 additions and 1 deletions

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@ -109,10 +109,11 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
}
}
static void EEVEE_cache_finish(void *UNUSED(vedata))
static void EEVEE_cache_finish(void *vedata)
{
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
EEVEE_materials_cache_finish(vedata);
EEVEE_lights_cache_finish(sldata);
EEVEE_probes_cache_finish(sldata);
}

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@ -28,6 +28,7 @@
#include "DNA_world_types.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "GPU_material.h"
@ -276,6 +277,11 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
/* Create Material Ghash */
{
stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash");
}
{
psl->background_pass = DRW_pass_create("Background Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR);
@ -356,6 +362,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
GHash *material_hash = stl->g_data->material_hash;
IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, "");
const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
@ -392,6 +399,12 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
float *spec_p = &ma->spec;
float *rough_p = &ma->gloss_mir;
shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
if (shgrp) {
ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
continue;
}
if (ma->use_nodes && ma->nodetree) {
Scene *scene = draw_ctx->scene;
struct GPUMaterial *gpumat = EEVEE_material_mesh_get(scene, ma);
@ -400,6 +413,8 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
if (shgrp) {
add_standard_uniforms(shgrp, sldata);
BLI_ghash_insert(material_hash, ma, shgrp);
ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
}
else {
@ -420,12 +435,21 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
BLI_ghash_insert(material_hash, ma, shgrp);
ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
}
}
}
}
void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
BLI_ghash_free(stl->g_data->material_hash, NULL, NULL);
}
void EEVEE_materials_free(void)
{
MEM_SAFE_FREE(e_data.frag_shader_lib);

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@ -303,6 +303,7 @@ typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
struct DRWShadingGroup *depth_shgrp_cull;
struct GHash *material_hash;
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
@ -315,6 +316,7 @@ EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
void EEVEE_materials_init(void);
void EEVEE_materials_cache_init(EEVEE_Data *vedata);
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob, struct Batch *geom);
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_probe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_probe_get(struct Scene *scene, Material *ma);