blender/intern/opensubdiv/internal/evaluator/evaluator_capi.cc

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/* SPDX-FileCopyrightText: 2015 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later
*
* Author: Sergey Sharybin. */
#include "opensubdiv_evaluator_capi.h"
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
#include <opensubdiv/osd/glslPatchShaderSource.h>
#include "MEM_guardedalloc.h"
#include <new>
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
#include "internal/evaluator/evaluator_cache_impl.h"
#include "internal/evaluator/evaluator_impl.h"
namespace {
void setSettings(struct OpenSubdiv_Evaluator *evaluator,
const OpenSubdiv_EvaluatorSettings *settings)
{
evaluator->impl->eval_output->setSettings(settings);
}
void setCoarsePositions(OpenSubdiv_Evaluator *evaluator,
const float *positions,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setCoarsePositions(positions, start_vertex_index, num_vertices);
}
void setVertexData(OpenSubdiv_Evaluator *evaluator,
const float *vertex_data,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setVertexData(vertex_data, start_vertex_index, num_vertices);
}
void setVaryingData(OpenSubdiv_Evaluator *evaluator,
const float *varying_data,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setVaryingData(varying_data, start_vertex_index, num_vertices);
}
void setFaceVaryingData(OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
const float *face_varying_data,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setFaceVaryingData(
face_varying_channel, face_varying_data, start_vertex_index, num_vertices);
}
void setCoarsePositionsFromBuffer(OpenSubdiv_Evaluator *evaluator,
const void *buffer,
const int start_offset,
const int stride,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setCoarsePositionsFromBuffer(
buffer, start_offset, stride, start_vertex_index, num_vertices);
}
void setVaryingDataFromBuffer(OpenSubdiv_Evaluator *evaluator,
const void *buffer,
const int start_offset,
const int stride,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setVaryingDataFromBuffer(
buffer, start_offset, stride, start_vertex_index, num_vertices);
}
void setFaceVaryingDataFromBuffer(OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
const void *buffer,
const int start_offset,
const int stride,
const int start_vertex_index,
const int num_vertices)
{
evaluator->impl->eval_output->setFaceVaryingDataFromBuffer(
face_varying_channel, buffer, start_offset, stride, start_vertex_index, num_vertices);
}
void refine(OpenSubdiv_Evaluator *evaluator)
{
evaluator->impl->eval_output->refine();
}
void evaluateLimit(OpenSubdiv_Evaluator *evaluator,
const int ptex_face_index,
const float face_u,
const float face_v,
float P[3],
float dPdu[3],
float dPdv[3])
{
evaluator->impl->eval_output->evaluateLimit(ptex_face_index, face_u, face_v, P, dPdu, dPdv);
}
void evaluatePatchesLimit(OpenSubdiv_Evaluator *evaluator,
const OpenSubdiv_PatchCoord *patch_coords,
const int num_patch_coords,
float *P,
float *dPdu,
float *dPdv)
{
evaluator->impl->eval_output->evaluatePatchesLimit(
patch_coords, num_patch_coords, P, dPdu, dPdv);
}
void evaluateVertexData(OpenSubdiv_Evaluator *evaluator,
const int ptex_face_index,
float face_u,
float face_v,
float vertex_data[3])
{
evaluator->impl->eval_output->evaluateVertexData(ptex_face_index, face_u, face_v, vertex_data);
}
void evaluateVarying(OpenSubdiv_Evaluator *evaluator,
const int ptex_face_index,
float face_u,
float face_v,
float varying[3])
{
evaluator->impl->eval_output->evaluateVarying(ptex_face_index, face_u, face_v, varying);
}
void evaluateFaceVarying(OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
const int ptex_face_index,
float face_u,
float face_v,
float face_varying[2])
{
evaluator->impl->eval_output->evaluateFaceVarying(
face_varying_channel, ptex_face_index, face_u, face_v, face_varying);
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
void getPatchMap(struct OpenSubdiv_Evaluator *evaluator,
struct OpenSubdiv_Buffer *patch_map_handles,
struct OpenSubdiv_Buffer *patch_map_quadtree,
int *min_patch_face,
int *max_patch_face,
int *max_depth,
int *patches_are_triangular)
{
evaluator->impl->eval_output->getPatchMap(patch_map_handles,
patch_map_quadtree,
min_patch_face,
max_patch_face,
max_depth,
patches_are_triangular);
}
void fillPatchArraysBuffer(struct OpenSubdiv_Evaluator *evaluator,
struct OpenSubdiv_Buffer *patch_array_buffer)
{
evaluator->impl->eval_output->fillPatchArraysBuffer(patch_array_buffer);
}
void wrapPatchIndexBuffer(struct OpenSubdiv_Evaluator *evaluator,
struct OpenSubdiv_Buffer *patch_index_buffer)
{
evaluator->impl->eval_output->wrapPatchIndexBuffer(patch_index_buffer);
}
void wrapPatchParamBuffer(struct OpenSubdiv_Evaluator *evaluator,
struct OpenSubdiv_Buffer *patch_param_buffer)
{
evaluator->impl->eval_output->wrapPatchParamBuffer(patch_param_buffer);
}
void wrapSrcBuffer(struct OpenSubdiv_Evaluator *evaluator, struct OpenSubdiv_Buffer *src_buffer)
{
evaluator->impl->eval_output->wrapSrcBuffer(src_buffer);
}
void wrapSrcVertexDataBuffer(struct OpenSubdiv_Evaluator *evaluator,
struct OpenSubdiv_Buffer *src_buffer)
{
evaluator->impl->eval_output->wrapSrcVertexDataBuffer(src_buffer);
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
void fillFVarPatchArraysBuffer(struct OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
struct OpenSubdiv_Buffer *patch_array_buffer)
{
evaluator->impl->eval_output->fillFVarPatchArraysBuffer(face_varying_channel,
patch_array_buffer);
}
void wrapFVarPatchIndexBuffer(struct OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
struct OpenSubdiv_Buffer *patch_index_buffer)
{
evaluator->impl->eval_output->wrapFVarPatchIndexBuffer(face_varying_channel, patch_index_buffer);
}
void wrapFVarPatchParamBuffer(struct OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
struct OpenSubdiv_Buffer *patch_param_buffer)
{
evaluator->impl->eval_output->wrapFVarPatchParamBuffer(face_varying_channel, patch_param_buffer);
}
void wrapFVarSrcBuffer(struct OpenSubdiv_Evaluator *evaluator,
const int face_varying_channel,
struct OpenSubdiv_Buffer *src_buffer)
{
evaluator->impl->eval_output->wrapFVarSrcBuffer(face_varying_channel, src_buffer);
}
bool hasVertexData(struct OpenSubdiv_Evaluator *evaluator)
{
return evaluator->impl->eval_output->hasVertexData();
}
void assignFunctionPointers(OpenSubdiv_Evaluator *evaluator)
{
evaluator->setSettings = setSettings;
evaluator->setCoarsePositions = setCoarsePositions;
evaluator->setVertexData = setVertexData;
evaluator->setVaryingData = setVaryingData;
evaluator->setFaceVaryingData = setFaceVaryingData;
evaluator->setCoarsePositionsFromBuffer = setCoarsePositionsFromBuffer;
evaluator->setVaryingDataFromBuffer = setVaryingDataFromBuffer;
evaluator->setFaceVaryingDataFromBuffer = setFaceVaryingDataFromBuffer;
evaluator->refine = refine;
evaluator->evaluateLimit = evaluateLimit;
evaluator->evaluateVarying = evaluateVarying;
evaluator->evaluateVertexData = evaluateVertexData;
evaluator->evaluateFaceVarying = evaluateFaceVarying;
evaluator->evaluatePatchesLimit = evaluatePatchesLimit;
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
evaluator->getPatchMap = getPatchMap;
evaluator->fillPatchArraysBuffer = fillPatchArraysBuffer;
evaluator->wrapPatchIndexBuffer = wrapPatchIndexBuffer;
evaluator->wrapPatchParamBuffer = wrapPatchParamBuffer;
evaluator->wrapSrcBuffer = wrapSrcBuffer;
evaluator->wrapSrcVertexDataBuffer = wrapSrcVertexDataBuffer;
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
evaluator->fillFVarPatchArraysBuffer = fillFVarPatchArraysBuffer;
evaluator->wrapFVarPatchIndexBuffer = wrapFVarPatchIndexBuffer;
evaluator->wrapFVarPatchParamBuffer = wrapFVarPatchParamBuffer;
evaluator->wrapFVarSrcBuffer = wrapFVarSrcBuffer;
evaluator->hasVertexData = hasVertexData;
}
} // namespace
OpenSubdiv_Evaluator *openSubdiv_createEvaluatorFromTopologyRefiner(
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
OpenSubdiv_TopologyRefiner *topology_refiner,
eOpenSubdivEvaluator evaluator_type,
OpenSubdiv_EvaluatorCache *evaluator_cache)
{
OpenSubdiv_Evaluator *evaluator = MEM_new<OpenSubdiv_Evaluator>(__func__);
assignFunctionPointers(evaluator);
evaluator->impl = openSubdiv_createEvaluatorInternal(
topology_refiner, evaluator_type, evaluator_cache ? evaluator_cache->impl : nullptr);
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
evaluator->type = evaluator->impl ? evaluator_type : static_cast<eOpenSubdivEvaluator>(0);
return evaluator;
}
void openSubdiv_deleteEvaluator(OpenSubdiv_Evaluator *evaluator)
{
openSubdiv_deleteEvaluatorInternal(evaluator->impl);
MEM_delete(evaluator);
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 15:34:47 +00:00
OpenSubdiv_EvaluatorCache *openSubdiv_createEvaluatorCache(eOpenSubdivEvaluator evaluator_type)
{
OpenSubdiv_EvaluatorCache *evaluator_cache = MEM_new<OpenSubdiv_EvaluatorCache>(__func__);
evaluator_cache->impl = openSubdiv_createEvaluatorCacheInternal(evaluator_type);
return evaluator_cache;
}
void openSubdiv_deleteEvaluatorCache(OpenSubdiv_EvaluatorCache *evaluator_cache)
{
if (!evaluator_cache) {
return;
}
openSubdiv_deleteEvaluatorCacheInternal(evaluator_cache->impl);
MEM_delete(evaluator_cache);
}
const char *openSubdiv_getGLSLPatchBasisSource(void)
{
/* Using a global string to avoid dealing with memory allocation/ownership. */
static std::string patch_basis_source;
if (patch_basis_source.empty()) {
patch_basis_source = OpenSubdiv::Osd::GLSLPatchShaderSource::GetPatchBasisShaderSource();
}
return patch_basis_source.c_str();
}