Workbench: Performance

Small performance improvements by caching the world_ubo in the World.
It was detected that NVIDIA driver created threads to update the
world_ubo (304 bytes). This patch will reuse the previous created
ubo when not changed.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6087
This commit is contained in:
Jeroen Bakker 2019-10-17 15:27:53 +02:00
parent 2e6159a494
commit 83d3a7c12d
4 changed files with 95 additions and 17 deletions

View File

@ -30,6 +30,77 @@
#include "GPU_batch.h"
/* -------------------------------------------------------------------- */
/** \name World Data
* \{ */
static void workbench_world_data_free(DrawData *dd)
{
WORKBENCH_WorldData *data = (WORKBENCH_WorldData *)dd;
DRW_UBO_FREE_SAFE(data->world_ubo);
}
/* Ensure the availability of the world_ubo in the given WORKBENCH_PrivateData
*
* See T70167: Some platforms create threads to upload ubo's.
*
* Reuses the last previous created `world_ubo`. Due to limitations of
* DrawData it will only be reused when there is a world attached to the Scene.
* Future development: The best location would be to store it in the View3D.
*
* We don't cache the data itself as there was no indication that that lead to
* an improvement.
*
* This functions also sets the `WORKBENCH_PrivateData.is_world_ubo_owner` that must
* be respected.
*/
static void workbench_world_data_ubo_ensure(const Scene *scene, WORKBENCH_PrivateData *wpd)
{
World *world = scene->world;
if (world) {
WORKBENCH_WorldData *engine_world_data = (WORKBENCH_WorldData *)DRW_drawdata_ensure(
&world->id,
&draw_engine_workbench_solid,
sizeof(WORKBENCH_WorldData),
NULL,
&workbench_world_data_free);
if (engine_world_data->world_ubo == NULL) {
engine_world_data->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World),
&wpd->world_data);
}
else {
DRW_uniformbuffer_update(engine_world_data->world_ubo, &wpd->world_data);
}
/* Borrow world data ubo */
wpd->is_world_ubo_owner = false;
wpd->world_ubo = engine_world_data->world_ubo;
}
else {
/* there is no world so we cannot cache the UBO. */
BLI_assert(!wpd->world_ubo || wpd->is_world_ubo_owner);
if (!wpd->world_ubo) {
wpd->is_world_ubo_owner = true;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}
}
}
static void workbench_world_data_update_shadow_direction_vs(WORKBENCH_PrivateData *wpd)
{
WORKBENCH_UBO_World *wd = &wpd->world_data;
float light_direction[3];
float view_matrix[4][4];
DRW_view_viewmat_get(NULL, view_matrix, false);
workbench_private_data_get_light_direction(light_direction);
/* Shadow direction. */
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, light_direction);
}
/* \} */
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
effect_info->jitter_index = 0;
@ -139,7 +210,8 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
}
}
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
workbench_world_data_update_shadow_direction_vs(wpd);
workbench_world_data_ubo_ensure(scene, wpd);
/* Cavity settings */
{
@ -203,31 +275,29 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
BLI_listbase_clear(&wpd->smoke_domains);
}
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd,
float r_light_direction[3])
void workbench_private_data_get_light_direction(float r_light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
WORKBENCH_UBO_World *wd = &wpd->world_data;
float view_matrix[4][4];
DRW_view_viewmat_get(NULL, view_matrix, false);
copy_v3_v3(r_light_direction, scene->display.light_direction);
SWAP(float, r_light_direction[2], r_light_direction[1]);
r_light_direction[2] = -r_light_direction[2];
r_light_direction[0] = -r_light_direction[0];
/* Shadow direction. */
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, r_light_direction);
DRW_uniformbuffer_update(wpd->world_ubo, wd);
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
BLI_ghash_free(wpd->material_transp_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
if (wpd->is_world_ubo_owner) {
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}
else {
wpd->world_ubo = NULL;
}
DRW_UBO_FREE_SAFE(wpd->dof_ubo);
GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
}

View File

@ -746,7 +746,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
/* Deferred Mix Pass */
{
workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
workbench_private_data_get_light_direction(e_data.display.light_direction);
studiolight_update_light(wpd, e_data.display.light_direction);
if (SHADOW_ENABLED(wpd)) {

View File

@ -337,8 +337,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
}
WORKBENCH_PrivateData *wpd = stl->g_data;
workbench_private_data_init(wpd);
float light_direction[3];
workbench_private_data_get_light_direction(wpd, light_direction);
if (!e_data.checker_depth_sh) {
e_data.checker_depth_sh = DRW_shader_create_fullscreen(

View File

@ -217,6 +217,11 @@ typedef struct WORKBENCH_PrivateData {
View3DShading shading;
StudioLight *studio_light;
const UserDef *preferences;
/* Does this instance owns the `world_ubo` field.
* Normally the field is borrowed from `WORKBENCH_WorldData`. In case that
* there is no World attached to the scene the UBO cannot be cached and should
* be freed after using. */
bool is_world_ubo_owner;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
@ -307,6 +312,12 @@ typedef struct WORKBENCH_ObjectData {
bool shadow_bbox_dirty;
} WORKBENCH_ObjectData;
typedef struct WORKBENCH_WorldData {
DrawData dd;
/* The cached `GPUUniformBuffer`, that is reused between draw calls. */
struct GPUUniformBuffer *world_ubo;
} WORKBENCH_WorldData;
/* inline helper functions */
BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd)
{
@ -526,8 +537,7 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd,
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd,
float r_light_direction[3]);
void workbench_private_data_get_light_direction(float r_light_direction[3]);
/* workbench_volume.c */
void workbench_volume_engine_init(void);