475f9a3e23
Scene.cpp and Geometry.cpp are large file it can be broken up into smaller easier to handle files. This change has been broken out from #105403 to make understanding the changes easier. geometry.cpp is broken up into: 1. geometry.cpp 2. geometry_attributes.cpp 3. geometry_bvh.cpp 4. geometry_mesh.cpp scene.h & scene.cpp is broken into: 1. scene.h 2. scene.cpp 3. devicescene.h 4. devicescene.cpp Pull Request: https://projects.blender.org/blender/blender/pulls/107079
723 lines
25 KiB
C++
723 lines
25 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "bvh/bvh.h"
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#include "bvh/bvh2.h"
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#include "device/device.h"
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#include "scene/attribute.h"
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#include "scene/camera.h"
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#include "scene/geometry.h"
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#include "scene/hair.h"
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#include "scene/light.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/pointcloud.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/shader_nodes.h"
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#include "scene/stats.h"
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#include "scene/volume.h"
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#include "subd/patch_table.h"
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#include "subd/split.h"
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#include "kernel/osl/globals.h"
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#include "util/foreach.h"
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#include "util/log.h"
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#include "util/progress.h"
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#include "util/task.h"
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CCL_NAMESPACE_BEGIN
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bool Geometry::need_attribute(Scene *scene, AttributeStandard std)
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{
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if (std == ATTR_STD_NONE)
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return false;
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if (scene->need_global_attribute(std))
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return true;
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foreach (Node *node, used_shaders) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->attributes.find(std))
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return true;
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}
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return false;
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}
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bool Geometry::need_attribute(Scene * /*scene*/, ustring name)
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{
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if (name == ustring())
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return false;
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foreach (Node *node, used_shaders) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->attributes.find(name))
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return true;
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}
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return false;
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}
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AttributeRequestSet Geometry::needed_attributes()
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{
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AttributeRequestSet result;
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foreach (Node *node, used_shaders) {
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Shader *shader = static_cast<Shader *>(node);
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result.add(shader->attributes);
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}
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return result;
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}
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bool Geometry::has_voxel_attributes() const
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{
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foreach (const Attribute &attr, attributes.attributes) {
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if (attr.element == ATTR_ELEMENT_VOXEL) {
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return true;
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}
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}
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return false;
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}
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/* Generate a normal attribute map entry from an attribute descriptor. */
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static void emit_attribute_map_entry(AttributeMap *attr_map,
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size_t index,
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uint64_t id,
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TypeDesc type,
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const AttributeDescriptor &desc)
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{
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attr_map[index].id = id;
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attr_map[index].element = desc.element;
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attr_map[index].offset = as_uint(desc.offset);
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if (type == TypeDesc::TypeFloat)
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attr_map[index].type = NODE_ATTR_FLOAT;
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else if (type == TypeDesc::TypeMatrix)
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attr_map[index].type = NODE_ATTR_MATRIX;
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else if (type == TypeFloat2)
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attr_map[index].type = NODE_ATTR_FLOAT2;
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else if (type == TypeFloat4)
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attr_map[index].type = NODE_ATTR_FLOAT4;
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else if (type == TypeRGBA)
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attr_map[index].type = NODE_ATTR_RGBA;
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else
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attr_map[index].type = NODE_ATTR_FLOAT3;
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attr_map[index].flags = desc.flags;
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}
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/* Generate an attribute map end marker, optionally including a link to another map.
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* Links are used to connect object attribute maps to mesh attribute maps. */
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static void emit_attribute_map_terminator(AttributeMap *attr_map,
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size_t index,
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bool chain,
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uint chain_link)
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{
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for (int j = 0; j < ATTR_PRIM_TYPES; j++) {
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attr_map[index + j].id = ATTR_STD_NONE;
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attr_map[index + j].element = chain; /* link is valid flag */
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attr_map[index + j].offset = chain ? chain_link + j : 0; /* link to the correct sub-entry */
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attr_map[index + j].type = 0;
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attr_map[index + j].flags = 0;
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}
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}
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/* Generate all necessary attribute map entries from the attribute request. */
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static void emit_attribute_mapping(
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AttributeMap *attr_map, size_t index, uint64_t id, AttributeRequest &req, Geometry *geom)
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{
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emit_attribute_map_entry(attr_map, index, id, req.type, req.desc);
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->get_num_subd_faces()) {
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emit_attribute_map_entry(attr_map, index + 1, id, req.subd_type, req.subd_desc);
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}
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}
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}
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void GeometryManager::update_svm_attributes(Device *,
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DeviceScene *dscene,
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Scene *scene,
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vector<AttributeRequestSet> &geom_attributes,
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vector<AttributeRequestSet> &object_attributes)
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{
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/* for SVM, the attributes_map table is used to lookup the offset of an
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* attribute, based on a unique shader attribute id. */
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/* compute array stride */
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size_t attr_map_size = 0;
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for (size_t i = 0; i < scene->geometry.size(); i++) {
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Geometry *geom = scene->geometry[i];
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geom->attr_map_offset = attr_map_size;
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#ifdef WITH_OSL
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size_t attr_count = 0;
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foreach (AttributeRequest &req, geom_attributes[i].requests) {
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if (req.std != ATTR_STD_NONE &&
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scene->shader_manager->get_attribute_id(req.std) != (uint64_t)req.std)
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attr_count += 2;
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else
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attr_count += 1;
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}
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#else
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const size_t attr_count = geom_attributes[i].size();
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#endif
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attr_map_size += (attr_count + 1) * ATTR_PRIM_TYPES;
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}
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for (size_t i = 0; i < scene->objects.size(); i++) {
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Object *object = scene->objects[i];
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/* only allocate a table for the object if it actually has attributes */
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if (object_attributes[i].size() == 0) {
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object->attr_map_offset = 0;
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}
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else {
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object->attr_map_offset = attr_map_size;
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attr_map_size += (object_attributes[i].size() + 1) * ATTR_PRIM_TYPES;
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}
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}
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if (attr_map_size == 0)
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return;
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if (!dscene->attributes_map.need_realloc()) {
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return;
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}
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/* create attribute map */
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AttributeMap *attr_map = dscene->attributes_map.alloc(attr_map_size);
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memset(attr_map, 0, dscene->attributes_map.size() * sizeof(*attr_map));
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for (size_t i = 0; i < scene->geometry.size(); i++) {
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Geometry *geom = scene->geometry[i];
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AttributeRequestSet &attributes = geom_attributes[i];
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/* set geometry attributes */
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size_t index = geom->attr_map_offset;
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foreach (AttributeRequest &req, attributes.requests) {
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uint64_t id;
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if (req.std == ATTR_STD_NONE)
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id = scene->shader_manager->get_attribute_id(req.name);
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else
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id = scene->shader_manager->get_attribute_id(req.std);
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emit_attribute_mapping(attr_map, index, id, req, geom);
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index += ATTR_PRIM_TYPES;
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#ifdef WITH_OSL
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/* Some standard attributes are explicitly referenced via their standard ID, so add those
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* again in case they were added under a different attribute ID. */
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if (req.std != ATTR_STD_NONE && id != (uint64_t)req.std) {
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emit_attribute_mapping(attr_map, index, (uint64_t)req.std, req, geom);
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index += ATTR_PRIM_TYPES;
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}
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#endif
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}
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emit_attribute_map_terminator(attr_map, index, false, 0);
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}
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for (size_t i = 0; i < scene->objects.size(); i++) {
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Object *object = scene->objects[i];
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AttributeRequestSet &attributes = object_attributes[i];
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/* set object attributes */
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if (attributes.size() > 0) {
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size_t index = object->attr_map_offset;
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foreach (AttributeRequest &req, attributes.requests) {
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uint64_t id;
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if (req.std == ATTR_STD_NONE)
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id = scene->shader_manager->get_attribute_id(req.name);
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else
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id = scene->shader_manager->get_attribute_id(req.std);
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emit_attribute_mapping(attr_map, index, id, req, object->geometry);
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index += ATTR_PRIM_TYPES;
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}
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emit_attribute_map_terminator(attr_map, index, true, object->geometry->attr_map_offset);
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}
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}
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/* copy to device */
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dscene->attributes_map.copy_to_device();
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}
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void GeometryManager::update_attribute_element_offset(Geometry *geom,
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device_vector<float> &attr_float,
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size_t &attr_float_offset,
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device_vector<float2> &attr_float2,
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size_t &attr_float2_offset,
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device_vector<packed_float3> &attr_float3,
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size_t &attr_float3_offset,
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device_vector<float4> &attr_float4,
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size_t &attr_float4_offset,
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device_vector<uchar4> &attr_uchar4,
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size_t &attr_uchar4_offset,
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Attribute *mattr,
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AttributePrimitive prim,
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TypeDesc &type,
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AttributeDescriptor &desc)
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{
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if (mattr) {
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/* store element and type */
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desc.element = mattr->element;
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desc.flags = mattr->flags;
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type = mattr->type;
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/* store attribute data in arrays */
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size_t size = mattr->element_size(geom, prim);
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AttributeElement &element = desc.element;
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int &offset = desc.offset;
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if (mattr->element == ATTR_ELEMENT_VOXEL) {
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/* store slot in offset value */
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ImageHandle &handle = mattr->data_voxel();
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offset = handle.svm_slot();
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}
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else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
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uchar4 *data = mattr->data_uchar4();
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offset = attr_uchar4_offset;
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assert(attr_uchar4.size() >= offset + size);
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if (mattr->modified) {
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for (size_t k = 0; k < size; k++) {
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attr_uchar4[offset + k] = data[k];
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}
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attr_uchar4.tag_modified();
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}
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attr_uchar4_offset += size;
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}
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else if (mattr->type == TypeDesc::TypeFloat) {
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float *data = mattr->data_float();
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offset = attr_float_offset;
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assert(attr_float.size() >= offset + size);
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if (mattr->modified) {
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for (size_t k = 0; k < size; k++) {
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attr_float[offset + k] = data[k];
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}
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attr_float.tag_modified();
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}
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attr_float_offset += size;
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}
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else if (mattr->type == TypeFloat2) {
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float2 *data = mattr->data_float2();
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offset = attr_float2_offset;
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assert(attr_float2.size() >= offset + size);
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if (mattr->modified) {
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for (size_t k = 0; k < size; k++) {
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attr_float2[offset + k] = data[k];
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}
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attr_float2.tag_modified();
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}
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attr_float2_offset += size;
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}
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else if (mattr->type == TypeDesc::TypeMatrix) {
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Transform *tfm = mattr->data_transform();
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offset = attr_float4_offset;
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assert(attr_float4.size() >= offset + size * 3);
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if (mattr->modified) {
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for (size_t k = 0; k < size * 3; k++) {
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attr_float4[offset + k] = (&tfm->x)[k];
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}
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attr_float4.tag_modified();
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}
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attr_float4_offset += size * 3;
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}
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else if (mattr->type == TypeFloat4 || mattr->type == TypeRGBA) {
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float4 *data = mattr->data_float4();
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offset = attr_float4_offset;
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assert(attr_float4.size() >= offset + size);
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if (mattr->modified) {
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for (size_t k = 0; k < size; k++) {
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attr_float4[offset + k] = data[k];
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}
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attr_float4.tag_modified();
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}
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attr_float4_offset += size;
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}
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else {
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float3 *data = mattr->data_float3();
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offset = attr_float3_offset;
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assert(attr_float3.size() >= offset + size);
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if (mattr->modified) {
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for (size_t k = 0; k < size; k++) {
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attr_float3[offset + k] = data[k];
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}
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attr_float3.tag_modified();
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}
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attr_float3_offset += size;
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}
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/* mesh vertex/curve index is global, not per object, so we sneak
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* a correction for that in here */
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK &&
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desc.flags & ATTR_SUBDIVIDED) {
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/* Indices for subdivided attributes are retrieved
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* from patch table so no need for correction here. */
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}
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else if (element == ATTR_ELEMENT_VERTEX)
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offset -= mesh->vert_offset;
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else if (element == ATTR_ELEMENT_VERTEX_MOTION)
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offset -= mesh->vert_offset;
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else if (element == ATTR_ELEMENT_FACE) {
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if (prim == ATTR_PRIM_GEOMETRY)
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offset -= mesh->prim_offset;
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else
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offset -= mesh->face_offset;
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}
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else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
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if (prim == ATTR_PRIM_GEOMETRY)
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offset -= 3 * mesh->prim_offset;
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else
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offset -= mesh->corner_offset;
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}
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}
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else if (geom->is_hair()) {
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Hair *hair = static_cast<Hair *>(geom);
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if (element == ATTR_ELEMENT_CURVE)
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offset -= hair->prim_offset;
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else if (element == ATTR_ELEMENT_CURVE_KEY)
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offset -= hair->curve_key_offset;
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else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION)
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offset -= hair->curve_key_offset;
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}
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else if (geom->is_pointcloud()) {
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if (element == ATTR_ELEMENT_VERTEX)
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offset -= geom->prim_offset;
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else if (element == ATTR_ELEMENT_VERTEX_MOTION)
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offset -= geom->prim_offset;
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}
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}
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else {
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/* attribute not found */
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desc.element = ATTR_ELEMENT_NONE;
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desc.offset = 0;
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}
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}
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static void update_attribute_element_size(Geometry *geom,
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Attribute *mattr,
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AttributePrimitive prim,
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size_t *attr_float_size,
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size_t *attr_float2_size,
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size_t *attr_float3_size,
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size_t *attr_float4_size,
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size_t *attr_uchar4_size)
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{
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if (mattr) {
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size_t size = mattr->element_size(geom, prim);
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if (mattr->element == ATTR_ELEMENT_VOXEL) {
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/* pass */
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}
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else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
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*attr_uchar4_size += size;
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}
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else if (mattr->type == TypeDesc::TypeFloat) {
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*attr_float_size += size;
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}
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else if (mattr->type == TypeFloat2) {
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*attr_float2_size += size;
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}
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else if (mattr->type == TypeDesc::TypeMatrix) {
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*attr_float4_size += size * 4;
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}
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else if (mattr->type == TypeFloat4 || mattr->type == TypeRGBA) {
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*attr_float4_size += size;
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}
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else {
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*attr_float3_size += size;
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}
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}
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}
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void GeometryManager::device_update_attributes(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress)
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{
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progress.set_status("Updating Mesh", "Computing attributes");
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/* gather per mesh requested attributes. as meshes may have multiple
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* shaders assigned, this merges the requested attributes that have
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* been set per shader by the shader manager */
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vector<AttributeRequestSet> geom_attributes(scene->geometry.size());
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for (size_t i = 0; i < scene->geometry.size(); i++) {
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Geometry *geom = scene->geometry[i];
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geom->index = i;
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scene->need_global_attributes(geom_attributes[i]);
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foreach (Node *node, geom->get_used_shaders()) {
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Shader *shader = static_cast<Shader *>(node);
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geom_attributes[i].add(shader->attributes);
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}
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if (geom->is_hair() && static_cast<Hair *>(geom)->need_shadow_transparency()) {
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geom_attributes[i].add(ATTR_STD_SHADOW_TRANSPARENCY);
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}
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}
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/* convert object attributes to use the same data structures as geometry ones */
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vector<AttributeRequestSet> object_attributes(scene->objects.size());
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vector<AttributeSet> object_attribute_values;
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object_attribute_values.reserve(scene->objects.size());
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for (size_t i = 0; i < scene->objects.size(); i++) {
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Object *object = scene->objects[i];
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Geometry *geom = object->geometry;
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size_t geom_idx = geom->index;
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assert(geom_idx < scene->geometry.size() && scene->geometry[geom_idx] == geom);
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object_attribute_values.push_back(AttributeSet(geom, ATTR_PRIM_GEOMETRY));
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AttributeRequestSet &geom_requests = geom_attributes[geom_idx];
|
|
AttributeRequestSet &attributes = object_attributes[i];
|
|
AttributeSet &values = object_attribute_values[i];
|
|
|
|
for (size_t j = 0; j < object->attributes.size(); j++) {
|
|
ParamValue ¶m = object->attributes[j];
|
|
|
|
/* add attributes that are requested and not already handled by the mesh */
|
|
if (geom_requests.find(param.name()) && !geom->attributes.find(param.name())) {
|
|
attributes.add(param.name());
|
|
|
|
Attribute *attr = values.add(param.name(), param.type(), ATTR_ELEMENT_OBJECT);
|
|
assert(param.datasize() == attr->buffer.size());
|
|
memcpy(attr->buffer.data(), param.data(), param.datasize());
|
|
}
|
|
}
|
|
}
|
|
|
|
/* mesh attribute are stored in a single array per data type. here we fill
|
|
* those arrays, and set the offset and element type to create attribute
|
|
* maps next */
|
|
|
|
/* Pre-allocate attributes to avoid arrays re-allocation which would
|
|
* take 2x of overall attribute memory usage.
|
|
*/
|
|
size_t attr_float_size = 0;
|
|
size_t attr_float2_size = 0;
|
|
size_t attr_float3_size = 0;
|
|
size_t attr_float4_size = 0;
|
|
size_t attr_uchar4_size = 0;
|
|
|
|
for (size_t i = 0; i < scene->geometry.size(); i++) {
|
|
Geometry *geom = scene->geometry[i];
|
|
AttributeRequestSet &attributes = geom_attributes[i];
|
|
foreach (AttributeRequest &req, attributes.requests) {
|
|
Attribute *attr = geom->attributes.find(req);
|
|
|
|
update_attribute_element_size(geom,
|
|
attr,
|
|
ATTR_PRIM_GEOMETRY,
|
|
&attr_float_size,
|
|
&attr_float2_size,
|
|
&attr_float3_size,
|
|
&attr_float4_size,
|
|
&attr_uchar4_size);
|
|
|
|
if (geom->is_mesh()) {
|
|
Mesh *mesh = static_cast<Mesh *>(geom);
|
|
Attribute *subd_attr = mesh->subd_attributes.find(req);
|
|
|
|
update_attribute_element_size(mesh,
|
|
subd_attr,
|
|
ATTR_PRIM_SUBD,
|
|
&attr_float_size,
|
|
&attr_float2_size,
|
|
&attr_float3_size,
|
|
&attr_float4_size,
|
|
&attr_uchar4_size);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < scene->objects.size(); i++) {
|
|
Object *object = scene->objects[i];
|
|
|
|
foreach (Attribute &attr, object_attribute_values[i].attributes) {
|
|
update_attribute_element_size(object->geometry,
|
|
&attr,
|
|
ATTR_PRIM_GEOMETRY,
|
|
&attr_float_size,
|
|
&attr_float2_size,
|
|
&attr_float3_size,
|
|
&attr_float4_size,
|
|
&attr_uchar4_size);
|
|
}
|
|
}
|
|
|
|
dscene->attributes_float.alloc(attr_float_size);
|
|
dscene->attributes_float2.alloc(attr_float2_size);
|
|
dscene->attributes_float3.alloc(attr_float3_size);
|
|
dscene->attributes_float4.alloc(attr_float4_size);
|
|
dscene->attributes_uchar4.alloc(attr_uchar4_size);
|
|
|
|
/* The order of those flags needs to match that of AttrKernelDataType. */
|
|
const bool attributes_need_realloc[AttrKernelDataType::NUM] = {
|
|
dscene->attributes_float.need_realloc(),
|
|
dscene->attributes_float2.need_realloc(),
|
|
dscene->attributes_float3.need_realloc(),
|
|
dscene->attributes_float4.need_realloc(),
|
|
dscene->attributes_uchar4.need_realloc(),
|
|
};
|
|
|
|
size_t attr_float_offset = 0;
|
|
size_t attr_float2_offset = 0;
|
|
size_t attr_float3_offset = 0;
|
|
size_t attr_float4_offset = 0;
|
|
size_t attr_uchar4_offset = 0;
|
|
|
|
/* Fill in attributes. */
|
|
for (size_t i = 0; i < scene->geometry.size(); i++) {
|
|
Geometry *geom = scene->geometry[i];
|
|
AttributeRequestSet &attributes = geom_attributes[i];
|
|
|
|
/* todo: we now store std and name attributes from requests even if
|
|
* they actually refer to the same mesh attributes, optimize */
|
|
foreach (AttributeRequest &req, attributes.requests) {
|
|
Attribute *attr = geom->attributes.find(req);
|
|
|
|
if (attr) {
|
|
/* force a copy if we need to reallocate all the data */
|
|
attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)];
|
|
}
|
|
|
|
update_attribute_element_offset(geom,
|
|
dscene->attributes_float,
|
|
attr_float_offset,
|
|
dscene->attributes_float2,
|
|
attr_float2_offset,
|
|
dscene->attributes_float3,
|
|
attr_float3_offset,
|
|
dscene->attributes_float4,
|
|
attr_float4_offset,
|
|
dscene->attributes_uchar4,
|
|
attr_uchar4_offset,
|
|
attr,
|
|
ATTR_PRIM_GEOMETRY,
|
|
req.type,
|
|
req.desc);
|
|
|
|
if (geom->is_mesh()) {
|
|
Mesh *mesh = static_cast<Mesh *>(geom);
|
|
Attribute *subd_attr = mesh->subd_attributes.find(req);
|
|
|
|
if (subd_attr) {
|
|
/* force a copy if we need to reallocate all the data */
|
|
subd_attr->modified |= attributes_need_realloc[Attribute::kernel_type(*subd_attr)];
|
|
}
|
|
|
|
update_attribute_element_offset(mesh,
|
|
dscene->attributes_float,
|
|
attr_float_offset,
|
|
dscene->attributes_float2,
|
|
attr_float2_offset,
|
|
dscene->attributes_float3,
|
|
attr_float3_offset,
|
|
dscene->attributes_float4,
|
|
attr_float4_offset,
|
|
dscene->attributes_uchar4,
|
|
attr_uchar4_offset,
|
|
subd_attr,
|
|
ATTR_PRIM_SUBD,
|
|
req.subd_type,
|
|
req.subd_desc);
|
|
}
|
|
|
|
if (progress.get_cancel())
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < scene->objects.size(); i++) {
|
|
Object *object = scene->objects[i];
|
|
AttributeRequestSet &attributes = object_attributes[i];
|
|
AttributeSet &values = object_attribute_values[i];
|
|
|
|
foreach (AttributeRequest &req, attributes.requests) {
|
|
Attribute *attr = values.find(req);
|
|
|
|
if (attr) {
|
|
attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)];
|
|
}
|
|
|
|
update_attribute_element_offset(object->geometry,
|
|
dscene->attributes_float,
|
|
attr_float_offset,
|
|
dscene->attributes_float2,
|
|
attr_float2_offset,
|
|
dscene->attributes_float3,
|
|
attr_float3_offset,
|
|
dscene->attributes_float4,
|
|
attr_float4_offset,
|
|
dscene->attributes_uchar4,
|
|
attr_uchar4_offset,
|
|
attr,
|
|
ATTR_PRIM_GEOMETRY,
|
|
req.type,
|
|
req.desc);
|
|
|
|
/* object attributes don't care about subdivision */
|
|
req.subd_type = req.type;
|
|
req.subd_desc = req.desc;
|
|
|
|
if (progress.get_cancel())
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* create attribute lookup maps */
|
|
if (scene->shader_manager->use_osl())
|
|
update_osl_globals(device, scene);
|
|
|
|
update_svm_attributes(device, dscene, scene, geom_attributes, object_attributes);
|
|
|
|
if (progress.get_cancel())
|
|
return;
|
|
|
|
/* copy to device */
|
|
progress.set_status("Updating Mesh", "Copying Attributes to device");
|
|
|
|
dscene->attributes_float.copy_to_device_if_modified();
|
|
dscene->attributes_float2.copy_to_device_if_modified();
|
|
dscene->attributes_float3.copy_to_device_if_modified();
|
|
dscene->attributes_float4.copy_to_device_if_modified();
|
|
dscene->attributes_uchar4.copy_to_device_if_modified();
|
|
|
|
if (progress.get_cancel())
|
|
return;
|
|
|
|
/* After mesh attributes and patch tables have been copied to device memory,
|
|
* we need to update offsets in the objects. */
|
|
scene->object_manager->device_update_geom_offsets(device, dscene, scene);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|