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
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@ -30,6 +30,77 @@
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#include "GPU_batch.h"
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/* -------------------------------------------------------------------- */
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/** \name World Data
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* \{ */
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static void workbench_world_data_free(DrawData *dd)
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{
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WORKBENCH_WorldData *data = (WORKBENCH_WorldData *)dd;
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DRW_UBO_FREE_SAFE(data->world_ubo);
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}
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/* Ensure the availability of the world_ubo in the given WORKBENCH_PrivateData
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*
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* See T70167: Some platforms create threads to upload ubo's.
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*
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* Reuses the last previous created `world_ubo`. Due to limitations of
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* DrawData it will only be reused when there is a world attached to the Scene.
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* Future development: The best location would be to store it in the View3D.
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*
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* We don't cache the data itself as there was no indication that that lead to
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* an improvement.
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*
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* This functions also sets the `WORKBENCH_PrivateData.is_world_ubo_owner` that must
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* be respected.
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*/
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static void workbench_world_data_ubo_ensure(const Scene *scene, WORKBENCH_PrivateData *wpd)
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{
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World *world = scene->world;
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if (world) {
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WORKBENCH_WorldData *engine_world_data = (WORKBENCH_WorldData *)DRW_drawdata_ensure(
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&world->id,
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&draw_engine_workbench_solid,
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sizeof(WORKBENCH_WorldData),
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NULL,
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&workbench_world_data_free);
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if (engine_world_data->world_ubo == NULL) {
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engine_world_data->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World),
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&wpd->world_data);
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}
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else {
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DRW_uniformbuffer_update(engine_world_data->world_ubo, &wpd->world_data);
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}
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/* Borrow world data ubo */
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wpd->is_world_ubo_owner = false;
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wpd->world_ubo = engine_world_data->world_ubo;
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}
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else {
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/* there is no world so we cannot cache the UBO. */
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BLI_assert(!wpd->world_ubo || wpd->is_world_ubo_owner);
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if (!wpd->world_ubo) {
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wpd->is_world_ubo_owner = true;
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wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
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}
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}
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}
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static void workbench_world_data_update_shadow_direction_vs(WORKBENCH_PrivateData *wpd)
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{
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WORKBENCH_UBO_World *wd = &wpd->world_data;
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float light_direction[3];
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float view_matrix[4][4];
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DRW_view_viewmat_get(NULL, view_matrix, false);
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workbench_private_data_get_light_direction(light_direction);
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/* Shadow direction. */
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mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, light_direction);
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}
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/* \} */
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void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
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{
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effect_info->jitter_index = 0;
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@ -139,7 +210,8 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
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}
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}
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wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
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workbench_world_data_update_shadow_direction_vs(wpd);
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workbench_world_data_ubo_ensure(scene, wpd);
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/* Cavity settings */
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{
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@ -203,31 +275,29 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
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BLI_listbase_clear(&wpd->smoke_domains);
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}
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void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd,
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float r_light_direction[3])
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void workbench_private_data_get_light_direction(float r_light_direction[3])
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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WORKBENCH_UBO_World *wd = &wpd->world_data;
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float view_matrix[4][4];
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DRW_view_viewmat_get(NULL, view_matrix, false);
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copy_v3_v3(r_light_direction, scene->display.light_direction);
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SWAP(float, r_light_direction[2], r_light_direction[1]);
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r_light_direction[2] = -r_light_direction[2];
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r_light_direction[0] = -r_light_direction[0];
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/* Shadow direction. */
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mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, r_light_direction);
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DRW_uniformbuffer_update(wpd->world_ubo, wd);
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}
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void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
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{
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BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
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BLI_ghash_free(wpd->material_transp_hash, NULL, MEM_freeN);
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DRW_UBO_FREE_SAFE(wpd->world_ubo);
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if (wpd->is_world_ubo_owner) {
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DRW_UBO_FREE_SAFE(wpd->world_ubo);
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}
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else {
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wpd->world_ubo = NULL;
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}
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DRW_UBO_FREE_SAFE(wpd->dof_ubo);
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GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
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}
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@ -746,7 +746,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
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/* Deferred Mix Pass */
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{
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workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
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workbench_private_data_get_light_direction(e_data.display.light_direction);
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studiolight_update_light(wpd, e_data.display.light_direction);
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if (SHADOW_ENABLED(wpd)) {
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@ -337,8 +337,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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}
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WORKBENCH_PrivateData *wpd = stl->g_data;
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workbench_private_data_init(wpd);
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float light_direction[3];
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workbench_private_data_get_light_direction(wpd, light_direction);
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if (!e_data.checker_depth_sh) {
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e_data.checker_depth_sh = DRW_shader_create_fullscreen(
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@ -217,6 +217,11 @@ typedef struct WORKBENCH_PrivateData {
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View3DShading shading;
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StudioLight *studio_light;
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const UserDef *preferences;
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/* Does this instance owns the `world_ubo` field.
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* Normally the field is borrowed from `WORKBENCH_WorldData`. In case that
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* there is no World attached to the scene the UBO cannot be cached and should
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* be freed after using. */
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bool is_world_ubo_owner;
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struct GPUUniformBuffer *world_ubo;
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struct DRWShadingGroup *shadow_shgrp;
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struct DRWShadingGroup *depth_shgrp;
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@ -307,6 +312,12 @@ typedef struct WORKBENCH_ObjectData {
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bool shadow_bbox_dirty;
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} WORKBENCH_ObjectData;
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typedef struct WORKBENCH_WorldData {
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DrawData dd;
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/* The cached `GPUUniformBuffer`, that is reused between draw calls. */
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struct GPUUniformBuffer *world_ubo;
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} WORKBENCH_WorldData;
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/* inline helper functions */
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BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd)
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{
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@ -526,8 +537,7 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd,
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void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info);
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void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
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void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
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void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd,
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float r_light_direction[3]);
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void workbench_private_data_get_light_direction(float r_light_direction[3]);
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/* workbench_volume.c */
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void workbench_volume_engine_init(void);
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