Fix T65958: GPencil glitches in line strokes with alpha

Following @fclem comments, I have implemented the use of Stencil for Solid line strokes. For Dots, Boxes and Lines with texture, the stencil is not activated because "kill" some artistic effects.

We have done test in greasepencil-object branch and all it's working as expected and the FPS are equal, so the stencil hasn't any appreciable impact in the drawing time.

The Stencil is used in groups of 255 and the passes are done in the same way. If the stencil is not use for the type of stroke (Dot/Box/Texture), the drawing is grouped as much as possible to reduce GPU overhead and limit the times the stencil bit must be cleared.

For doing this patch I had to add 2 new functions for reading private data to Draw manager. We decided add these function as a temporary solution while the Draw Manager implements the option to clear the stencil by groups. When this option will be implemented, these functions must be removed.

Thanks to Clément for his help and support. It's always a pleasure working with him.

Review by: @fclem
Testers: @mendio @pepeland
See D5126 for more details
This commit is contained in:
Antonio Vazquez 2019-06-26 13:37:33 +02:00
parent 9dea69149a
commit 57bb575aa8
Notes: blender-bot 2023-02-14 08:25:14 +01:00
Referenced by issue #65958, GPencil glitches in line strokes with alpha
3 changed files with 136 additions and 20 deletions

View File

@ -1453,6 +1453,12 @@ void DRW_gpencil_triangulate_stroke_fill(Object *ob, bGPDstroke *gps)
MEM_SAFE_FREE(uv);
}
/* Check if stencil is required */
static bool gpencil_is_stencil_required(MaterialGPencilStyle *gp_style)
{
return (bool)(gp_style->stroke_style == GP_STYLE_STROKE_STYLE_SOLID);
}
/* draw stroke in drawing buffer */
void DRW_gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
void *vedata,
@ -1515,6 +1521,15 @@ void DRW_gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
false,
1.0f,
(const int *)stl->storage->shade_render);
if (gpencil_is_stencil_required(gp_style)) {
DRW_shgroup_stencil_mask(stl->g_data->shgrps_drawing_stroke, 0x01);
}
else {
/* Disable stencil for this type */
DRW_shgroup_state_disable(stl->g_data->shgrps_drawing_stroke,
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
}
}
else {
stl->g_data->shgrps_drawing_stroke = DRW_gpencil_shgroup_point_create(
@ -1530,6 +1545,9 @@ void DRW_gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
false,
1.0f,
(const int *)stl->storage->shade_render);
/* Disable stencil for this type */
DRW_shgroup_state_disable(stl->g_data->shgrps_drawing_stroke,
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
}
/* use unit matrix because the buffer is in screen space and does not need conversion */
@ -1555,6 +1573,9 @@ void DRW_gpencil_populate_buffer_strokes(GPENCIL_e_data *e_data,
}
stl->g_data->shgrps_drawing_fill = DRW_shgroup_create(e_data->gpencil_drawing_fill_sh,
psl->drawing_pass);
/* Disable stencil for this type */
DRW_shgroup_state_disable(stl->g_data->shgrps_drawing_stroke,
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
stl->g_data->batch_buffer_fill = DRW_gpencil_get_buffer_fill_geom(gpd);
DRW_shgroup_call(stl->g_data->shgrps_drawing_fill, stl->g_data->batch_buffer_fill, NULL);
@ -1644,11 +1665,17 @@ static void DRW_gpencil_shgroups_create(GPENCIL_e_data *e_data,
int start_edit = 0;
int start_edlin = 0;
uint stencil_id = 1;
for (int i = 0; i < cache->grp_used; i++) {
elm = &cache->grp_cache[i];
array_elm = &cache_ob->shgrp_array[idx];
const float scale = cache_ob->scale;
/* Limit stencil id */
if (stencil_id > 255) {
stencil_id = 1;
}
/* save last group when change */
if (gpl_prev == NULL) {
gpl_prev = elm->gpl;
@ -1702,6 +1729,18 @@ static void DRW_gpencil_shgroups_create(GPENCIL_e_data *e_data,
}
stl->storage->shgroup_id++;
start_stroke = elm->vertex_idx;
/* set stencil mask id */
if (gpencil_is_stencil_required(gp_style)) {
DRW_shgroup_stencil_mask(shgrp, stencil_id);
stencil_id++;
}
else {
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* set stencil mask id as not used */
DRW_shgroup_stencil_mask(shgrp, 0x0);
}
break;
}
case eGpencilBatchGroupType_Point: {
@ -1725,6 +1764,11 @@ static void DRW_gpencil_shgroups_create(GPENCIL_e_data *e_data,
}
stl->storage->shgroup_id++;
start_point = elm->vertex_idx;
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* set stencil mask id as not used */
DRW_shgroup_stencil_mask(shgrp, 0x0);
break;
}
case eGpencilBatchGroupType_Fill: {
@ -1745,6 +1789,11 @@ static void DRW_gpencil_shgroups_create(GPENCIL_e_data *e_data,
}
stl->storage->shgroup_id++;
start_fill = elm->vertex_idx;
/* Disable stencil for this type */
DRW_shgroup_state_disable(shgrp, DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* set stencil mask id as not used */
DRW_shgroup_stencil_mask(shgrp, 0x0);
break;
}
case eGpencilBatchGroupType_Edit: {

View File

@ -88,7 +88,7 @@ void DRW_gpencil_multisample_ensure(GPENCIL_Data *vedata, int rect_w, int rect_h
}
if (txl->multisample_depth == NULL) {
txl->multisample_depth = GPU_texture_create_2d_multisample(
rect_w, rect_h, GPU_DEPTH_COMPONENT24, NULL, samples, NULL);
rect_w, rect_h, GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
}
GPU_framebuffer_ensure_config(&fbl->multisample_fb,
{GPU_ATTACHMENT_TEXTURE(txl->multisample_depth),
@ -121,7 +121,7 @@ static void GPENCIL_create_framebuffers(void *vedata)
if (stl->storage->framebuffer_flag & GP_FRAMEBUFFER_BASIC) {
/* temp textures for ping-pong buffers */
stl->g_data->temp_depth_tx_a = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type);
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
stl->g_data->temp_color_tx_a = DRW_texture_pool_query_2d(
size[0], size[1], fb_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->temp_fb_a,
@ -131,7 +131,7 @@ static void GPENCIL_create_framebuffers(void *vedata)
});
stl->g_data->temp_depth_tx_b = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type);
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
stl->g_data->temp_color_tx_b = DRW_texture_pool_query_2d(
size[0], size[1], fb_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->temp_fb_b,
@ -142,7 +142,7 @@ static void GPENCIL_create_framebuffers(void *vedata)
/* used for FX effects and Layer blending */
stl->g_data->temp_depth_tx_fx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type);
size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
stl->g_data->temp_color_tx_fx = DRW_texture_pool_query_2d(
size[0], size[1], fb_format, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->temp_fb_fx,
@ -358,12 +358,14 @@ void GPENCIL_cache_init(void *vedata)
/* Stroke pass 2D */
psl->stroke_pass_2d = DRW_pass_create("GPencil Stroke Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA);
DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA |
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
stl->storage->shgroup_id = 0;
/* Stroke pass 3D */
psl->stroke_pass_3d = DRW_pass_create("GPencil Stroke Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA);
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA |
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
stl->storage->shgroup_id = 0;
/* edit pass */
@ -462,7 +464,8 @@ void GPENCIL_cache_init(void *vedata)
*/
psl->drawing_pass = DRW_pass_create("GPencil Drawing Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA |
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_NEQUAL);
/* full screen pass to combine the result with default framebuffer */
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
@ -756,7 +759,7 @@ static void gpencil_prepare_fast_drawing(GPENCIL_StorageList *stl,
GPU_framebuffer_bind(fbl->background_fb);
/* clean only in first loop cycle */
if (stl->g_data->session_flag & GP_DRW_PAINT_IDLE) {
GPU_framebuffer_clear_color_depth(fbl->background_fb, clearcol, 1.0f);
GPU_framebuffer_clear_color_depth_stencil(fbl->background_fb, clearcol, 1.0f, 0x0);
stl->g_data->session_flag = GP_DRW_PAINT_FILLING;
}
/* repeat pass to fill temp texture */
@ -822,16 +825,80 @@ static void gpencil_draw_pass_range(GPENCIL_FramebufferList *fbl,
return;
}
/* previews don't use AA */
if ((!stl->storage->is_mat_preview) && (multi)) {
const bool do_antialiasing = ((!stl->storage->is_mat_preview) && (multi));
DRWShadingGroup *shgrp = init_shgrp;
DRWShadingGroup *from_shgrp = init_shgrp;
DRWShadingGroup *to_shgrp = init_shgrp;
int stencil_tot = 0;
bool do_last = true;
if (do_antialiasing) {
MULTISAMPLE_GP_SYNC_ENABLE(stl->storage->multisamples, fbl);
}
DRW_draw_pass_subset(GPENCIL_3D_DRAWMODE(ob, gpd) ? psl->stroke_pass_3d : psl->stroke_pass_2d,
init_shgrp,
end_shgrp);
/* Loop all shading groups to separate by stencil groups. */
while ((shgrp) && (shgrp != end_shgrp)) {
do_last = true;
/* Count number of groups using stencil. */
if (DRW_shgroup_stencil_mask_get(shgrp) != 0) {
stencil_tot++;
}
if ((!stl->storage->is_mat_preview) && (multi)) {
/* Draw stencil group and clear stencil bit. This is required because the number of
* shading groups can be greater than the limit of 255 stencil values.
* Only count as stencil if the shading group has an stencil value assigned. This reduces
* the number of clears because Dots, Fills and some Line strokes don't need stencil.
*/
if (stencil_tot == 255) {
DRW_draw_pass_subset(GPENCIL_3D_DRAWMODE(ob, gpd) ? psl->stroke_pass_3d :
psl->stroke_pass_2d,
from_shgrp,
to_shgrp);
/* Clear Stencil and prepare for next group. */
if (do_antialiasing) {
GPU_framebuffer_clear_stencil(fbl->multisample_fb, 0x0);
}
else {
GPU_framebuffer_clear_stencil(fb, 0x0);
}
/* Set new init group and reset. */
do_last = false;
shgrp = DRW_shgroup_get_next(shgrp);
if (shgrp) {
from_shgrp = to_shgrp = shgrp;
stencil_tot = 0;
if (shgrp != end_shgrp) {
continue;
}
else {
do_last = true;
break;
}
}
else {
/* No more groups. */
break;
}
}
/* Still below stencil group limit. */
shgrp = DRW_shgroup_get_next(shgrp);
if (shgrp) {
to_shgrp = shgrp;
}
}
/* Draw last pending groups. */
if (do_last) {
DRW_draw_pass_subset(GPENCIL_3D_DRAWMODE(ob, gpd) ? psl->stroke_pass_3d : psl->stroke_pass_2d,
from_shgrp,
to_shgrp);
}
if (do_antialiasing) {
MULTISAMPLE_GP_SYNC_DISABLE(stl->storage->multisamples, fbl, fb, txl);
}
}
@ -965,8 +1032,7 @@ void GPENCIL_draw_scene(void *ved)
init_shgrp = NULL;
/* Render stroke in separated framebuffer */
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_a, clearcol, 1.0f, 0x0);
/* Stroke Pass:
* draw only a subset that usually starts with a fill and ends with stroke
*/
@ -995,13 +1061,13 @@ void GPENCIL_draw_scene(void *ved)
end_shgrp = array_elm->end_shgrp;
GPU_framebuffer_bind(fbl->temp_fb_fx);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_fx, clearcol, 1.0f);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_fx, clearcol, 1.0f, 0x0);
gpencil_draw_pass_range(
fbl, stl, psl, txl, fbl->temp_fb_fx, ob, gpd, init_shgrp, end_shgrp, is_last);
/* Blend A texture and FX texture */
GPU_framebuffer_bind(fbl->temp_fb_b);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_b, clearcol, 1.0f);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_b, clearcol, 1.0f, 0x0);
stl->storage->blend_mode = array_elm->mode;
stl->storage->clamp_layer = (int)array_elm->clamp_layer;
stl->storage->tonemapping = DRW_state_do_color_management() ? 0 : 1;
@ -1013,7 +1079,7 @@ void GPENCIL_draw_scene(void *ved)
stl->g_data->input_color_tx = stl->g_data->temp_color_tx_b;
GPU_framebuffer_bind(fbl->temp_fb_a);
GPU_framebuffer_clear_color_depth(fbl->temp_fb_a, clearcol, 1.0f);
GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_a, clearcol, 1.0f, 0x0);
DRW_draw_pass(psl->mix_pass_noblend);
/* prepare next group */

View File

@ -514,7 +514,8 @@ void GPENCIL_render_to_image(void *vedata,
if ((lvl > 0) && (fbl->multisample_fb != NULL) && (DRW_state_is_fbo())) { \
DRW_stats_query_start("GP Multisample Blit"); \
GPU_framebuffer_bind(fbl->multisample_fb); \
GPU_framebuffer_clear_color_depth(fbl->multisample_fb, (const float[4]){0.0f}, 1.0f); \
GPU_framebuffer_clear_color_depth_stencil( \
fbl->multisample_fb, (const float[4]){0.0f}, 1.0f, 0x0); \
DRW_stats_query_end(); \
} \
} \