Fix T62880 Severe FPS drop with multiple bone shapes
Fix instancing batches not being reused by custom bone shapes. Drawing thoses is now faster than 2.79 (40fps instead of 30fps)
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Notes:
blender-bot
2023-02-14 07:39:44 +01:00
Referenced by issue #62880, [Regression] Severe FPS drop with multiple bone shapes in 2.8
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@ -345,7 +345,6 @@ static void drw_shgroup_bone_custom_solid(const float (*bone_mat)[4],
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const eGPUShaderConfig sh_cfg,
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Object *custom)
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{
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/* grr, not re-using instances! */
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struct GPUBatch *surf = DRW_cache_object_surface_get(custom);
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struct GPUBatch *edges = DRW_cache_object_edge_detection_get(custom, NULL);
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struct GPUBatch *ledges = DRW_cache_object_loose_edges_get(custom);
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@ -358,23 +357,43 @@ static void drw_shgroup_bone_custom_solid(const float (*bone_mat)[4],
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mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
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}
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BLI_assert(g_data.passes.custom_shapes != NULL);
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if (surf && g_data.passes.bone_solid != NULL) {
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DRWShadingGroup *shgrp_geom_solid = shgroup_instance_bone_shape_solid(
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g_data.passes.bone_solid, surf, g_data.transparent, sh_cfg);
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DRWShadingGroup *shgrp_geom_solid = BLI_ghash_lookup(g_data.passes.custom_shapes, surf);
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if (shgrp_geom_solid == NULL) {
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/* NOTE! g_data.transparent require a separate shading group if the
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* object is transparent. This is done by passing a different ghash
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* for transparent armature in pose mode. */
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shgrp_geom_solid = shgroup_instance_bone_shape_solid(
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g_data.passes.bone_solid, surf, g_data.transparent, sh_cfg);
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BLI_ghash_insert(g_data.passes.custom_shapes, surf, shgrp_geom_solid);
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}
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DRW_shgroup_call_dynamic_add(shgrp_geom_solid, final_bonemat, bone_color, hint_color);
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}
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if (edges && outline_color[3] > 0.0f) {
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DRWShadingGroup *shgrp_geom_wire = shgroup_instance_bone_shape_outline(
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g_data.passes.bone_outline, edges, sh_cfg);
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DRWShadingGroup *shgrp_geom_wire = BLI_ghash_lookup(g_data.passes.custom_shapes, edges);
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if (shgrp_geom_wire == NULL) {
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shgrp_geom_wire = shgroup_instance_bone_shape_outline(
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g_data.passes.bone_outline, edges, sh_cfg);
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BLI_ghash_insert(g_data.passes.custom_shapes, edges, shgrp_geom_wire);
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}
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DRW_shgroup_call_dynamic_add(shgrp_geom_wire, final_bonemat, outline_color);
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}
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if (ledges) {
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DRWShadingGroup *shgrp_geom_ledges = shgroup_instance_wire(g_data.passes.bone_wire, ledges);
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float final_color[4];
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copy_v3_v3(final_color, outline_color);
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final_color[3] = 1.0f; /* hack */
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DRWShadingGroup *shgrp_geom_ledges = BLI_ghash_lookup(g_data.passes.custom_shapes, ledges);
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if (shgrp_geom_ledges == NULL) {
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shgrp_geom_ledges = shgroup_instance_wire(g_data.passes.bone_wire, ledges);
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BLI_ghash_insert(g_data.passes.custom_shapes, ledges, shgrp_geom_ledges);
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}
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float final_color[4] = {outline_color[0], outline_color[1], outline_color[2], 1.0f};
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DRW_shgroup_call_dynamic_add(shgrp_geom_ledges, final_bonemat, final_color);
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}
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}
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@ -216,6 +216,7 @@ typedef struct DRWArmaturePasses {
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struct DRWPass *bone_envelope;
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struct DRWPass *bone_axes;
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struct DRWPass *relationship_lines;
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struct GHash *custom_shapes;
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} DRWArmaturePasses;
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void DRW_shgroup_armature_object(struct Object *ob,
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@ -126,6 +126,7 @@ static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
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.bone_envelope = psl->bone_envelope[ghost],
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.bone_axes = psl->bone_axes,
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.relationship_lines = psl->relationship[ghost],
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.custom_shapes = NULL, /* Not needed in edit mode. */
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};
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DRW_shgroup_armature_edit(ob, passes, transp);
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}
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@ -53,6 +53,8 @@
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#include "BKE_particle.h"
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#include "BKE_tracking.h"
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#include "BLI_ghash.h"
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#include "ED_view3d.h"
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#include "GPU_batch.h"
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@ -273,6 +275,8 @@ typedef struct OBJECT_PrivateData {
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OBJECT_ShadingGroupList sgl;
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OBJECT_ShadingGroupList sgl_ghost;
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GHash *custom_shapes;
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/* Outlines */
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DRWShadingGroup *outlines_active;
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DRWShadingGroup *outlines_select;
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@ -1040,6 +1044,8 @@ static void OBJECT_cache_init(void *vedata)
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g_data->xray_enabled_and_not_wire = g_data->xray_enabled &&
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draw_ctx->v3d->shading.type > OB_WIRE;
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g_data->custom_shapes = BLI_ghash_ptr_new(__func__);
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
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DRW_STATE_WIRE;
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@ -3288,6 +3294,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
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.bone_envelope = sgl->bone_envelope,
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.bone_axes = sgl->bone_axes,
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.relationship_lines = NULL, /* Don't draw relationship lines */
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.custom_shapes = stl->g_data->custom_shapes,
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};
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DRW_shgroup_armature_object(ob, view_layer, passes, is_wire);
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}
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@ -3395,6 +3402,11 @@ static void OBJECT_cache_finish(void *vedata)
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DRW_pass_sort_shgroup_z(stl->g_data->sgl.image_empties);
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DRW_pass_sort_shgroup_z(stl->g_data->sgl_ghost.image_empties);
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if (stl->g_data->custom_shapes) {
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/* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */
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BLI_ghash_free(stl->g_data->custom_shapes, NULL, NULL);
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}
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}
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static void OBJECT_draw_scene(void *vedata)
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@ -72,6 +72,7 @@ typedef struct POSE_Data {
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typedef struct POSE_PrivateData {
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DRWShadingGroup *bone_selection_shgrp;
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DRWShadingGroup *bone_selection_invert_shgrp;
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GHash *custom_shapes[2];
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float blend_color[4];
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float blend_color_invert[4];
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bool transparent_bones;
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@ -139,6 +140,8 @@ static void POSE_cache_init(void *vedata)
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state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
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DRW_STATE_BLEND | DRW_STATE_WIRE;
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psl->relationship[i] = DRW_pass_create("Bone Relationship Pass", state);
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ppd->custom_shapes[i] = BLI_ghash_ptr_new(__func__);
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}
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{
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@ -213,6 +216,7 @@ static void POSE_cache_populate(void *vedata, Object *ob)
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.bone_envelope = psl->bone_envelope[ghost],
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.bone_axes = psl->bone_axes,
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.relationship_lines = psl->relationship[ghost],
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.custom_shapes = ppd->custom_shapes[transp],
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};
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DRW_shgroup_armature_pose(ob, passes, transp);
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}
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@ -231,6 +235,16 @@ static void POSE_cache_populate(void *vedata, Object *ob)
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}
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}
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static void POSE_cache_finish(void *vedata)
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{
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POSE_PrivateData *ppd = ((POSE_Data *)vedata)->stl->g_data;
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/* TODO(fclem): Do not free it for each frame but reuse it. Avoiding alloc cost. */
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for (int i = 0; i < 2; i++) {
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BLI_ghash_free(ppd->custom_shapes[i], NULL, NULL);
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}
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}
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/**
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* Return true if armature should be handled by the pose mode engine.
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*/
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@ -323,7 +337,7 @@ DrawEngineType draw_engine_pose_type = {
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&POSE_engine_free,
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&POSE_cache_init,
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&POSE_cache_populate,
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NULL,
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&POSE_cache_finish,
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NULL,
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&POSE_draw_scene,
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NULL,
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