DRW: Refactor simple instancing.

Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
This commit is contained in:
Clément Foucault 2018-03-01 19:27:38 +01:00
parent 62390527b2
commit d63829117c
14 changed files with 112 additions and 110 deletions

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@ -119,9 +119,6 @@ void GWN_batch_draw(Gwn_Batch*);
// This does not bind/unbind shader and does not call gpuBindMatrices()
void GWN_batch_draw_range_ex(Gwn_Batch*, int v_first, int v_count, bool force_instance);
#define GWN_batch_draw_range(batch, first, count) \
GWN_batch_draw_range_ex(batch, first, count, false)
// Does not even need batch
void GWN_draw_primitive(Gwn_PrimType, int v_count);

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@ -240,13 +240,13 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
static int zero = 0;
static unsigned int six = 6;
psl->color_downsample_cube_ps = DRW_pass_create("Downsample Cube", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps,
quad, NULL);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps);
DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
DRW_shgroup_set_instance_count(grp, 6);
DRW_shgroup_call_instances_add(grp, quad, NULL, &six);
}
{

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@ -96,14 +96,13 @@ static void eevee_engine_init(void *ved)
static void eevee_cache_init(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_bloom_cache_init(sldata, vedata);
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_lights_cache_init(sldata, psl);
EEVEE_lights_cache_init(sldata, vedata);
EEVEE_materials_cache_init(vedata);
EEVEE_motion_blur_cache_init(sldata, vedata);
EEVEE_occlusion_cache_init(sldata, vedata);

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@ -538,14 +538,10 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
{
psl->probe_planar_downsample_ps = DRW_pass_create("LightProbe Planar Downsample", DRW_STATE_WRITE_COLOR);
struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = DRW_shgroup_instance_create(
e_data.probe_planar_downsample_sh,
psl->probe_planar_downsample_ps,
geom, NULL);
stl->g_data->planar_downsample = grp;
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps);
DRW_shgroup_uniform_buffer(grp, "source", &txl->planar_pool);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1);
DRW_shgroup_call_instances_add(grp, DRW_cache_fullscreen_quad_get(), NULL, (unsigned int *)&pinfo->num_planar);
}
}
@ -846,12 +842,7 @@ static void EEVEE_lightprobes_updates(EEVEE_ViewLayerData *sldata, EEVEE_PassLis
if (DRW_state_draw_support() &&
(probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
{
struct Gwn_Batch *geom = DRW_cache_sphere_get();
DRWShadingGroup *grp = DRW_shgroup_instance_create(
e_data.probe_grid_display_sh,
psl->probe_display,
geom, NULL);
DRW_shgroup_set_instance_count(grp, ped->num_cell);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_display_sh, psl->probe_display);
DRW_shgroup_uniform_int(grp, "offset", &egrid->offset, 1);
DRW_shgroup_uniform_ivec3(grp, "grid_resolution", egrid->resolution, 1);
DRW_shgroup_uniform_vec3(grp, "corner", egrid->corner, 1);
@ -860,6 +851,7 @@ static void EEVEE_lightprobes_updates(EEVEE_ViewLayerData *sldata, EEVEE_PassLis
DRW_shgroup_uniform_vec3(grp, "increment_z", egrid->increment_z, 1);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_float(grp, "sphere_size", &probe->data_draw_size, 1);
DRW_shgroup_call_instances_add(grp, DRW_cache_sphere_get(), NULL, (unsigned int *)&ped->num_cell);
}
}
}
@ -898,9 +890,6 @@ void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
/* XXX this should be run each frame as it ensure planar_depth is set */
planar_pool_ensure_alloc(vedata, pinfo->num_planar);
/* Setup planar filtering pass */
DRW_shgroup_set_instance_count(stl->g_data->planar_downsample, pinfo->num_planar);
if (!sldata->probe_pool) {
sldata->probe_pool = DRW_texture_create_2D_array(pinfo->cubemap_res, pinfo->cubemap_res, max_ff(1, pinfo->num_cube),
DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);

View File

@ -205,9 +205,11 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
}
}
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
linfo->shcaster_frontbuffer->count = 0;
linfo->num_light = 0;
@ -271,15 +273,11 @@ void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
}
{
psl->shadow_cube_pass = DRW_pass_create(
"Shadow Cube Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
}
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->shadow_pass = DRW_pass_create("Shadow Pass", state);
{
psl->shadow_cascade_pass = DRW_pass_create(
"Shadow Cascade Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
DRWShadingGroup *grp = stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
}
}
@ -378,24 +376,20 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
/* Add a shadow caster to the shadowpasses */
void EEVEE_lights_cache_shcaster_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4])
EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct Gwn_Batch *geom, Object *ob)
{
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cube_pass, geom, NULL);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
DRW_shgroup_set_instance_count(grp, 6);
grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom, NULL);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
DRW_shgroup_set_instance_count(grp, MAX_CASCADE_NUM);
DRW_shgroup_call_object_instances_add(
stl->g_data->shadow_shgrp,
geom, ob,
&sldata->lamps->shadow_instance_count);
}
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct GPUMaterial *gpumat,
struct Gwn_Batch *geom, struct Object *ob, float (*obmat)[4], float *alpha_threshold)
{
DRWShadingGroup *grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cube_pass, geom, ob, NULL);
/* TODO / PERF : reuse the same shading group for objects with the same material */
DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass);
if (grp == NULL) return;
@ -405,16 +399,7 @@ void EEVEE_lights_cache_shcaster_material_add(
if (alpha_threshold != NULL)
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
DRW_shgroup_set_instance_count(grp, 6);
grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cascade_pass, geom, ob, NULL);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
if (alpha_threshold != NULL)
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
DRW_shgroup_set_instance_count(grp, MAX_CASCADE_NUM);
DRW_shgroup_call_object_instances_add(grp, geom, ob, &sldata->lamps->shadow_instance_count);
}
/* Make that object update shadow casting lamps inside its influence bounding box. */
@ -1036,7 +1021,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_framebuffer_clear(true, true, false, clear_col, 1.0f);
/* Render shadow cube */
DRW_draw_pass(psl->shadow_cube_pass);
linfo->shadow_instance_count = 6;
DRW_draw_pass(psl->shadow_pass);
/* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. */
float filter_texture_size = la->soft * 0.001f;
@ -1110,7 +1096,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_framebuffer_clear(false, true, false, NULL, 1.0);
/* Render shadow cascades */
DRW_draw_pass(psl->shadow_cascade_pass);
linfo->shadow_instance_count = la->cascade_count;
DRW_draw_pass(psl->shadow_pass);
/* TODO: OPTI: Filter all cascade in one/two draw call */
for (linfo->current_shadow_cascade = 0;

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@ -1232,8 +1232,8 @@ static void material_transparent(
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
GHash *material_hash = stl->g_data->material_hash;
@ -1349,7 +1349,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
struct GPUMaterial *gpumat;
switch (ma->blend_shadow) {
case MA_BS_SOLID:
EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat);
EEVEE_lights_cache_shcaster_add(sldata, stl, mat_geom[i], ob);
break;
case MA_BS_CLIP:
gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
@ -1365,7 +1365,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
}
}
else {
EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat);
EEVEE_lights_cache_shcaster_add(sldata, stl, mat_geom[i], ob);
}
}
}

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@ -142,10 +142,8 @@ typedef struct EEVEE_BoundBox {
typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
struct DRWPass *shadow_cube_pass;
struct DRWPass *shadow_cube_copy_pass;
struct DRWPass *shadow_cube_store_pass;
struct DRWPass *shadow_cascade_pass;
struct DRWPass *shadow_cascade_copy_pass;
struct DRWPass *shadow_cascade_store_pass;
@ -367,6 +365,7 @@ typedef struct EEVEE_LampsInfo {
int shadow_cube_target_size;
int current_shadow_cascade;
int current_shadow_face;
unsigned int shadow_instance_count;
float filter_size;
/* List of lights in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
@ -734,7 +733,6 @@ typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
struct DRWShadingGroup *cube_display_shgrp;
struct DRWShadingGroup *planar_display_shgrp;
struct DRWShadingGroup *planar_downsample;
struct GHash *material_hash;
struct GHash *hair_material_hash;
struct GPUTexture *minzbuffer;
@ -785,10 +783,10 @@ void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const d
/* eevee_lights.c */
void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_shcaster_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct Gwn_Batch *geom, Object *ob);
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
struct GPUMaterial *gpumat, struct Gwn_Batch *geom, struct Object *ob,

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@ -115,7 +115,7 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_lights_cache_init(sldata, psl);
EEVEE_lights_cache_init(sldata, vedata);
EEVEE_materials_cache_init(vedata);
EEVEE_motion_blur_cache_init(sldata, vedata);
EEVEE_occlusion_cache_init(sldata, vedata);

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@ -1,5 +1,5 @@
uniform mat4 ShadowModelMatrix;
uniform mat4 ModelMatrix;
#ifdef MESH_SHADER
uniform mat3 WorldNormalMatrix;
#endif
@ -17,7 +17,7 @@ out vec3 vNor;
flat out int face;
void main() {
vPos = ShadowModelMatrix * vec4(pos, 1.0);
vPos = ModelMatrix * vec4(pos, 1.0);
face = gl_InstanceID;
#ifdef MESH_SHADER

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@ -347,6 +347,11 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Gwn_Batch *batc
void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Gwn_Batch *geom, float (*obmat)[4]);
void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, struct Gwn_Batch *geom, struct Object *ob);
/* Used for drawing a batch with instancing without instance attribs. */
void DRW_shgroup_call_instances_add(
DRWShadingGroup *shgroup, struct Gwn_Batch *geom, float (*obmat)[4], unsigned int *count);
void DRW_shgroup_call_object_instances_add(
DRWShadingGroup *shgroup, struct Gwn_Batch *geom, struct Object *ob, unsigned int *count);
void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, struct Object *ob, float (*obmat)[4]);
void DRW_shgroup_call_generate_add(
DRWShadingGroup *shgroup, DRWCallGenerateFn *geometry_fn, void *user_data, float (*obmat)[4]);
@ -355,8 +360,7 @@ void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *at
const void *array[] = {__VA_ARGS__}; \
DRW_shgroup_call_dynamic_add_array(shgroup, array, (sizeof(array) / sizeof(*array))); \
} while (0)
/* Use this to set a high number of instances. */
void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, unsigned int count);
unsigned int DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup);
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);

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@ -128,6 +128,7 @@ typedef struct DRWCallState {
typedef enum {
DRW_CALL_SINGLE, /* A single batch */
DRW_CALL_INSTANCES, /* Draw instances without any instancing attribs. */
DRW_CALL_GENERATE, /* Uses a callback to draw with any number of batches. */
} DRWCallType;
@ -139,6 +140,11 @@ typedef struct DRWCall {
struct { /* type == DRW_CALL_SINGLE */
Gwn_Batch *geometry;
} single;
struct { /* type == DRW_CALL_INSTANCES */
Gwn_Batch *geometry;
/* Count can be adjusted between redraw. If needed, we can add fixed count. */
unsigned int *count;
} instances;
struct { /* type == DRW_CALL_GENERATE */
DRWCallGenerateFn *geometry_fn;
void *user_data;

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@ -335,6 +335,41 @@ void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, Obje
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_instances_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, float (*obmat)[4], unsigned int *count)
{
BLI_assert(geom != NULL);
BLI_assert(shgroup->type == DRW_SHG_NORMAL);
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_create(shgroup, obmat, NULL);
call->type = DRW_CALL_INSTANCES;
call->instances.geometry = geom;
call->instances.count = count;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
/* These calls can be culled and are optimized for redraw */
void DRW_shgroup_call_object_instances_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, Object *ob, unsigned int *count)
{
BLI_assert(geom != NULL);
BLI_assert(shgroup->type == DRW_SHG_NORMAL);
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
call->state = drw_call_state_object(shgroup, ob->obmat, ob);
call->type = DRW_CALL_INSTANCES;
call->instances.geometry = geom;
call->instances.count = count;
#ifdef USE_GPU_SELECT
call->select_id = DST.select_id;
#endif
BLI_LINKS_APPEND(&shgroup->calls, call);
}
void DRW_shgroup_call_generate_add(
DRWShadingGroup *shgroup,
DRWCallGenerateFn *geometry_fn, void *user_data,
@ -466,18 +501,17 @@ static void drw_interface_instance_init(
{
BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
BLI_assert(batch != NULL);
BLI_assert(format != NULL);
drw_interface_init(shgroup, shader);
shgroup->instance_geom = batch;
#ifndef NDEBUG
shgroup->attribs_count = (format != NULL) ? format->attrib_ct : 0;
shgroup->attribs_count = format->attrib_ct;
#endif
if (format != NULL) {
DRW_instancing_buffer_request(DST.idatalist, format, batch, shgroup,
&shgroup->instance_geom, &shgroup->instance_vbo);
}
DRW_instancing_buffer_request(DST.idatalist, format, batch, shgroup,
&shgroup->instance_geom, &shgroup->instance_vbo);
}
static void drw_interface_batching_init(
@ -741,22 +775,6 @@ void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Gwn_Batch *batc
#endif
}
/* Used for instancing with no attributes */
void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, unsigned int count)
{
BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
BLI_assert(shgroup->instance_count == 0);
BLI_assert(shgroup->attribs_count == 0);
#ifdef USE_GPU_SELECT
if (G.f & G_PICKSEL) {
shgroup->override_selectid = DST.select_id;
}
#endif
shgroup->instance_count = count;
}
unsigned int DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup)
{
return shgroup->instance_count;

View File

@ -618,7 +618,7 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCallState *state)
}
static void draw_geometry_execute_ex(
DRWShadingGroup *shgroup, Gwn_Batch *geom, unsigned int start, unsigned int count)
DRWShadingGroup *shgroup, Gwn_Batch *geom, unsigned int start, unsigned int count, bool draw_instance)
{
/* Special case: empty drawcall, placement is done via shader, don't bind anything. */
if (geom == NULL) {
@ -632,18 +632,15 @@ static void draw_geometry_execute_ex(
GWN_batch_program_set_no_use(geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
/* XXX hacking gawain. we don't want to call glUseProgram! (huge performance loss) */
geom->program_in_use = true;
if (ELEM(shgroup->type, DRW_SHG_INSTANCE, DRW_SHG_INSTANCE_EXTERNAL)) {
GWN_batch_draw_range_ex(geom, start, count, true);
}
else {
GWN_batch_draw_range(geom, start, count);
}
GWN_batch_draw_range_ex(geom, start, count, draw_instance);
geom->program_in_use = false; /* XXX hacking gawain */
}
static void draw_geometry_execute(DRWShadingGroup *shgroup, Gwn_Batch *geom)
{
draw_geometry_execute_ex(shgroup, geom, 0, 0);
draw_geometry_execute_ex(shgroup, geom, 0, 0, false);
}
static void bind_texture(GPUTexture *tex)
@ -817,7 +814,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
if (shgroup->instance_geom != NULL) {
GPU_SELECT_LOAD_IF_PICKSEL(shgroup->override_selectid);
draw_geometry_prepare(shgroup, NULL);
draw_geometry_execute(shgroup, shgroup->instance_geom);
draw_geometry_execute_ex(shgroup, shgroup->instance_geom, 0, 0, true);
}
}
else {
@ -826,7 +823,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
draw_geometry_prepare(shgroup, NULL);
GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup, start, count)
{
draw_geometry_execute_ex(shgroup, shgroup->instance_geom, start, count);
draw_geometry_execute_ex(shgroup, shgroup->instance_geom, start, count, true);
}
GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
}
@ -839,7 +836,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
draw_geometry_prepare(shgroup, NULL);
GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup, start, count)
{
draw_geometry_execute_ex(shgroup, shgroup->batch_geom, start, count);
draw_geometry_execute_ex(shgroup, shgroup->batch_geom, start, count, false);
}
GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
}
@ -865,12 +862,18 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
GPU_SELECT_LOAD_IF_PICKSEL_CALL(call);
draw_geometry_prepare(shgroup, call->state);
if (call->type == DRW_CALL_SINGLE) {
draw_geometry_execute(shgroup, call->single.geometry);
}
else {
BLI_assert(call->type == DRW_CALL_GENERATE);
call->generate.geometry_fn(shgroup, draw_geometry_execute, call->generate.user_data);
switch (call->type) {
case DRW_CALL_SINGLE:
draw_geometry_execute(shgroup, call->single.geometry);
break;
case DRW_CALL_INSTANCES:
draw_geometry_execute_ex(shgroup, call->instances.geometry, 0, *call->instances.count, true);
break;
case DRW_CALL_GENERATE:
call->generate.geometry_fn(shgroup, draw_geometry_execute, call->generate.user_data);
break;
default:
BLI_assert(0);
}
}
/* Reset state */

View File

@ -1547,6 +1547,7 @@ typedef struct OBJECT_LightProbeEngineData {
float increment_y[3];
float increment_z[3];
float corner[3];
unsigned int cell_count;
} OBJECT_LightProbeEngineData;
static void DRW_shgroup_lightprobe(OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, ViewLayer *view_layer)
@ -1600,9 +1601,8 @@ static void DRW_shgroup_lightprobe(OBJECT_StorageList *stl, OBJECT_PassList *psl
mul_m4_v3(ob->obmat, prb_data->increment_z);
sub_v3_v3(prb_data->increment_z, prb_data->corner);
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.lightprobe_grid_sh, psl->lightprobes,
DRW_cache_sphere_get(), NULL);
DRW_shgroup_set_instance_count(grp, prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z);
prb_data->cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
DRWShadingGroup *grp = DRW_shgroup_create(e_data.lightprobe_grid_sh, psl->lightprobes);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
@ -1610,6 +1610,7 @@ static void DRW_shgroup_lightprobe(OBJECT_StorageList *stl, OBJECT_PassList *psl
DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
DRW_shgroup_uniform_float(grp, "sphere_size", &prb->data_draw_size, 1);
DRW_shgroup_call_instances_add(grp, DRW_cache_sphere_get(), NULL, &prb_data->cell_count);
}
else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
prb_data->draw_size = prb->data_draw_size * 0.1f;