Cleanup: ImageEngine-Move Responsibility of Texture Creation.
It used to be a number of fixed full screen images where the responsibility was at image engine. Now moved the responsibility to the drawing mode to make sure we can allocate non-full region-size textures in a future refactoring.
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@ -31,6 +31,14 @@ struct FullScreenTextures {
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{
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}
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/**
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* \brief Ensure enough texture infos are allocated in `instance_data`.
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*/
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void ensure_texture_infos()
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{
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instance_data->texture_infos.resize(4);
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}
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/**
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* \brief Update the uv and region bounds of all texture_infos of instance_data.
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*/
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@ -45,7 +53,7 @@ struct FullScreenTextures {
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BLI_rctf_init(
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®ion_uv_bounds, region_uv_min.x, region_uv_max.x, region_uv_min.y, region_uv_max.y);
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/* Calculate 9 coordinates that will be used as uv bounds of the 4 textures. */
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/* Calculate 9 coordinates that will be used as uv bounds of the textures. */
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float2 onscreen_multiple = (blender::math::floor(region_uv_min / region_uv_span) +
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float2(1.0f)) *
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region_uv_span;
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@ -135,6 +143,15 @@ struct FullScreenTextures {
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info.calc_region_bounds_from_uv_bounds(uv_to_screen);
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}
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}
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void ensure_gpu_textures_allocation()
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{
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float2 viewport_size = DRW_viewport_size_get();
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int2 texture_size(viewport_size.x, viewport_size.y);
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for (TextureInfo &info : instance_data->texture_infos) {
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info.ensure_gpu_texture(texture_size);
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}
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}
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};
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using namespace blender::bke::image::partial_update;
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@ -171,8 +188,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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DRW_shgroup_uniform_texture(shgrp, "depth_texture", dtxl->depth);
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float image_mat[4][4];
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unit_m4(image_mat);
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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const TextureInfo &info = instance_data->texture_infos[i];
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for (const TextureInfo &info : instance_data->texture_infos) {
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DRWShadingGroup *shgrp_sub = DRW_shgroup_create_sub(shgrp);
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DRW_shgroup_uniform_ivec2_copy(shgrp_sub, "offset", info.offset());
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DRW_shgroup_uniform_texture_ex(shgrp_sub, "imageTexture", info.texture, GPU_SAMPLER_DEFAULT);
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@ -200,8 +216,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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tile_user = *image_user;
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}
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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const TextureInfo &info = instance_data.texture_infos[i];
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for (const TextureInfo &info : instance_data.texture_infos) {
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LISTBASE_FOREACH (ImageTile *, image_tile_ptr, &image->tiles) {
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const ImageTileWrapper image_tile(image_tile_ptr);
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const int tile_x = image_tile.get_tile_x_offset();
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@ -305,8 +320,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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const float tile_width = float(iterator.tile_data.tile_buffer->x);
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const float tile_height = float(iterator.tile_data.tile_buffer->y);
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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const TextureInfo &info = instance_data.texture_infos[i];
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for (const TextureInfo &info : instance_data.texture_infos) {
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/* Dirty images will receive a full update. No need to do a partial one now. */
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if (info.need_full_update) {
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continue;
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@ -407,8 +421,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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void do_full_update_for_dirty_textures(IMAGE_InstanceData &instance_data,
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const ImageUser *image_user) const
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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TextureInfo &info = instance_data.texture_infos[i];
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for (TextureInfo &info : instance_data.texture_infos) {
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if (!info.need_full_update) {
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continue;
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}
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@ -518,6 +531,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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/* Step: Find out which screen space textures are needed to draw on the screen. Remove the
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* screen space textures that aren't needed. */
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method.ensure_texture_infos();
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const ARegion *region = draw_ctx->region;
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method.update_bounds(region);
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@ -525,7 +539,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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instance_data->update_image_usage(iuser);
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/* Step: Update the GPU textures based on the changes in the image. */
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instance_data->update_gpu_texture_allocations();
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method.ensure_gpu_textures_allocation();
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update_textures(*instance_data, image, iuser);
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/* Step: Add the GPU textures to the shgroup. */
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@ -21,15 +21,6 @@
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namespace blender::draw::image_engine {
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/**
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* \brief max allowed textures to use by the ScreenSpaceDrawingMode.
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*
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* The image engine uses 4 full screen textures to draw the image. With 4 textures it is possible
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* to pan the screen where only the texture needs to be updated when they are not visible on the
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* screen.
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*/
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constexpr int SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN = 4;
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struct IMAGE_InstanceData {
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struct Image *image;
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/** Usage data of the previous time, to identify changes that require a full update. */
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@ -61,7 +52,8 @@ struct IMAGE_InstanceData {
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/** \brief Transform matrix to convert a normalized screen space coordinates to texture space. */
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float ss_to_texture[4][4];
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TextureInfo texture_infos[SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN];
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Vector<TextureInfo> texture_infos;
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public:
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virtual ~IMAGE_InstanceData() = default;
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@ -75,33 +67,9 @@ struct IMAGE_InstanceData {
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reset_need_full_update(true);
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}
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void update_gpu_texture_allocations()
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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TextureInfo &info = texture_infos[i];
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const bool is_allocated = info.texture != nullptr;
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const bool resolution_changed = assign_if_different(info.last_viewport_size,
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float2(DRW_viewport_size_get()));
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const bool should_be_freed = is_allocated && resolution_changed;
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const bool should_be_created = !is_allocated || resolution_changed;
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if (should_be_freed) {
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GPU_texture_free(info.texture);
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info.texture = nullptr;
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}
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if (should_be_created) {
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DRW_texture_ensure_fullscreen_2d(
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&info.texture, GPU_RGBA16F, static_cast<DRWTextureFlag>(0));
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}
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info.need_full_update |= should_be_created;
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}
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}
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void update_batches()
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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TextureInfo &info = texture_infos[i];
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for (TextureInfo &info : texture_infos) {
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BatchUpdater batch_updater(info);
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batch_updater.update_batch();
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}
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@ -121,8 +89,8 @@ struct IMAGE_InstanceData {
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/** \brief Set dirty flag of all texture slots to the given value. */
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void reset_need_full_update(bool new_value)
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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texture_infos[i].need_full_update = new_value;
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for (TextureInfo &info : texture_infos) {
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info.need_full_update = new_value;
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}
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}
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};
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@ -42,7 +42,7 @@ struct TextureInfo {
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*/
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GPUTexture *texture;
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float2 last_viewport_size = float2(0.0f, 0.0f);
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int2 last_texture_size = int2(0);
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~TextureInfo()
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{
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@ -83,6 +83,28 @@ struct TextureInfo {
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bottom_left_region.y,
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top_right_region.y);
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}
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void ensure_gpu_texture(int2 texture_size)
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{
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const bool is_allocated = texture != nullptr;
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const bool resolution_changed = assign_if_different(last_texture_size, texture_size);
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const bool should_be_freed = is_allocated && resolution_changed;
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const bool should_be_created = !is_allocated || resolution_changed;
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if (should_be_freed) {
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GPU_texture_free(texture);
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texture = nullptr;
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}
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if (should_be_created) {
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texture = DRW_texture_create_2d_ex(UNPACK2(texture_size),
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_GENERAL,
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static_cast<DRWTextureFlag>(0),
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nullptr);
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}
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need_full_update |= should_be_created;
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}
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};
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} // namespace blender::draw::image_engine
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