Cleanup: deduplicate GPU subdiv data extraction loops

This puts the loop over the final subdivision quads outside of the mesh
iteration callback. This can also allow for easier parallel execution in
the future if need be.
This commit is contained in:
Kévin Dietrich 2022-01-16 07:31:12 +01:00
parent b87d87b1d3
commit 3574f2730d
6 changed files with 65 additions and 57 deletions

View File

@ -861,7 +861,9 @@ static void mesh_buffer_cache_create_requested_subdiv(MeshBatchCache *cache,
extractor->init_subdiv(subdiv_cache, &mr, cache, buffer, data);
if (extractor->iter_subdiv) {
extractor->iter_subdiv(subdiv_cache, &mr, data);
for (uint i = 0; i < subdiv_cache->num_subdiv_quads; i++) {
extractor->iter_subdiv(subdiv_cache, &mr, data, i);
}
}
if (extractor->iter_loose_geom_subdiv) {

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@ -225,7 +225,8 @@ typedef void(ExtractInitSubdivFn)(const struct DRWSubdivCache *subdiv_cache,
void *data);
typedef void(ExtractIterSubdivFn)(const struct DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
void *data);
void *data,
uint subdiv_quad_index);
typedef void(ExtractFinishSubdivFn)(const struct DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
struct MeshBatchCache *cache,

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@ -112,30 +112,29 @@ static void extract_edituv_tris_init_subdiv(const DRWSubdivCache *subdiv_cache,
static void extract_edituv_tris_iter_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
void *_data)
void *_data,
uint subdiv_quad_index)
{
MeshExtract_EditUvElem_Data *data = static_cast<MeshExtract_EditUvElem_Data *>(_data);
int *subdiv_loop_poly_index = subdiv_cache->subdiv_loop_poly_index;
for (uint i = 0; i < subdiv_cache->num_subdiv_quads; i++) {
const uint loop_idx = i * 4;
const int poly_origindex = subdiv_loop_poly_index[loop_idx];
BMFace *efa = bm_original_face_get(mr, poly_origindex);
const uint loop_idx = subdiv_quad_index * 4;
const int poly_origindex = subdiv_loop_poly_index[loop_idx];
BMFace *efa = bm_original_face_get(mr, poly_origindex);
edituv_tri_add(data,
BM_elem_flag_test(efa, BM_ELEM_HIDDEN) != 0,
BM_elem_flag_test(efa, BM_ELEM_SELECT) != 0,
loop_idx,
loop_idx + 1,
loop_idx + 2);
edituv_tri_add(data,
BM_elem_flag_test(efa, BM_ELEM_HIDDEN) != 0,
BM_elem_flag_test(efa, BM_ELEM_SELECT) != 0,
loop_idx,
loop_idx + 1,
loop_idx + 2);
edituv_tri_add(data,
BM_elem_flag_test(efa, BM_ELEM_HIDDEN) != 0,
BM_elem_flag_test(efa, BM_ELEM_SELECT) != 0,
loop_idx,
loop_idx + 2,
loop_idx + 3);
}
edituv_tri_add(data,
BM_elem_flag_test(efa, BM_ELEM_HIDDEN) != 0,
BM_elem_flag_test(efa, BM_ELEM_SELECT) != 0,
loop_idx,
loop_idx + 2,
loop_idx + 3);
}
static void extract_edituv_tris_finish_subdiv(const struct DRWSubdivCache *UNUSED(subdiv_cache),
@ -256,30 +255,28 @@ static void extract_edituv_lines_init_subdiv(const DRWSubdivCache *subdiv_cache,
static void extract_edituv_lines_iter_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
void *_data)
void *_data,
uint subdiv_quad_index)
{
MeshExtract_EditUvElem_Data *data = static_cast<MeshExtract_EditUvElem_Data *>(_data);
int *subdiv_loop_poly_index = subdiv_cache->subdiv_loop_poly_index;
int *subdiv_loop_edge_index = (int *)GPU_vertbuf_get_data(subdiv_cache->edges_orig_index);
for (uint i = 0; i < subdiv_cache->num_subdiv_quads; i++) {
uint start_loop_idx = subdiv_quad_index * 4;
uint end_loop_idx = (subdiv_quad_index + 1) * 4;
uint start_loop_idx = i * 4;
uint end_loop_idx = (i + 1) * 4;
const int poly_origindex = subdiv_loop_poly_index[start_loop_idx];
BMFace *efa = bm_original_face_get(mr, poly_origindex);
const int poly_origindex = subdiv_loop_poly_index[start_loop_idx];
BMFace *efa = bm_original_face_get(mr, poly_origindex);
for (uint loop_idx = start_loop_idx; loop_idx < end_loop_idx; loop_idx++) {
const int edge_origindex = subdiv_loop_edge_index[loop_idx];
const bool real_edge = (edge_origindex != -1 &&
mr->e_origindex[edge_origindex] != ORIGINDEX_NONE);
edituv_edge_add(data,
BM_elem_flag_test_bool(efa, BM_ELEM_HIDDEN) != 0 || !real_edge,
BM_elem_flag_test_bool(efa, BM_ELEM_SELECT) != 0,
loop_idx,
(loop_idx + 1 == end_loop_idx) ? start_loop_idx : (loop_idx + 1));
}
for (uint loop_idx = start_loop_idx; loop_idx < end_loop_idx; loop_idx++) {
const int edge_origindex = subdiv_loop_edge_index[loop_idx];
const bool real_edge = (edge_origindex != -1 &&
mr->e_origindex[edge_origindex] != ORIGINDEX_NONE);
edituv_edge_add(data,
BM_elem_flag_test_bool(efa, BM_ELEM_HIDDEN) != 0 || !real_edge,
BM_elem_flag_test_bool(efa, BM_ELEM_SELECT) != 0,
loop_idx,
(loop_idx + 1 == end_loop_idx) ? start_loop_idx : (loop_idx + 1));
}
}
@ -395,13 +392,16 @@ static void extract_edituv_points_init_subdiv(const DRWSubdivCache *subdiv_cache
static void extract_edituv_points_iter_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
void *_data)
void *_data,
uint subdiv_quad_index)
{
MeshExtract_EditUvElem_Data *data = static_cast<MeshExtract_EditUvElem_Data *>(_data);
int *subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(subdiv_cache->verts_orig_index);
int *subdiv_loop_poly_index = subdiv_cache->subdiv_loop_poly_index;
for (uint i = 0; i < subdiv_cache->num_subdiv_loops; i++) {
uint start_loop_idx = subdiv_quad_index * 4;
uint end_loop_idx = (subdiv_quad_index + 1) * 4;
for (uint i = start_loop_idx; i < end_loop_idx; i++) {
const int vert_origindex = subdiv_loop_vert_index[i];
const int poly_origindex = subdiv_loop_poly_index[i];
BMFace *efa = bm_original_face_get(mr, poly_origindex);

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@ -198,25 +198,24 @@ static void extract_lines_adjacency_init_subdiv(const DRWSubdivCache *subdiv_cac
static void extract_lines_adjacency_iter_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *UNUSED(mr),
void *_data)
void *_data,
uint subdiv_quad_index)
{
MeshExtract_LineAdjacency_Data *data = static_cast<MeshExtract_LineAdjacency_Data *>(_data);
for (uint i = 0; i < subdiv_cache->num_subdiv_quads; i++) {
const uint loop_index = i * 4;
const uint l0 = loop_index + 0;
const uint l1 = loop_index + 1;
const uint l2 = loop_index + 2;
const uint l3 = loop_index + 3;
const uint loop_index = subdiv_quad_index * 4;
const uint l0 = loop_index + 0;
const uint l1 = loop_index + 1;
const uint l2 = loop_index + 2;
const uint l3 = loop_index + 3;
const uint v0 = subdiv_cache->subdiv_loop_subdiv_vert_index[l0];
const uint v1 = subdiv_cache->subdiv_loop_subdiv_vert_index[l1];
const uint v2 = subdiv_cache->subdiv_loop_subdiv_vert_index[l2];
const uint v3 = subdiv_cache->subdiv_loop_subdiv_vert_index[l3];
const uint v0 = subdiv_cache->subdiv_loop_subdiv_vert_index[l0];
const uint v1 = subdiv_cache->subdiv_loop_subdiv_vert_index[l1];
const uint v2 = subdiv_cache->subdiv_loop_subdiv_vert_index[l2];
const uint v3 = subdiv_cache->subdiv_loop_subdiv_vert_index[l3];
lines_adjacency_triangle(v0, v1, v2, l0, l1, l2, data);
lines_adjacency_triangle(v0, v2, v3, l0, l2, l3, data);
}
lines_adjacency_triangle(v0, v1, v2, l0, l1, l2, data);
lines_adjacency_triangle(v0, v2, v3, l0, l2, l3, data);
}
static void extract_lines_adjacency_finish_subdiv(const DRWSubdivCache *UNUSED(subdiv_cache),

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@ -263,14 +263,17 @@ static void extract_edit_data_init_subdiv(const DRWSubdivCache *subdiv_cache,
static void extract_edit_data_iter_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
void *_data)
void *_data,
uint subdiv_quad_index)
{
EditLoopData *vbo_data = *(EditLoopData **)_data;
int *subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(subdiv_cache->verts_orig_index);
int *subdiv_loop_edge_index = (int *)GPU_vertbuf_get_data(subdiv_cache->edges_orig_index);
int *subdiv_loop_poly_index = subdiv_cache->subdiv_loop_poly_index;
for (uint i = 0; i < subdiv_cache->num_subdiv_loops; i++) {
uint start_loop_idx = subdiv_quad_index * 4;
uint end_loop_idx = (subdiv_quad_index + 1) * 4;
for (uint i = start_loop_idx; i < end_loop_idx; i++) {
const int vert_origindex = subdiv_loop_vert_index[i];
const int edge_origindex = subdiv_loop_edge_index[i];
const int poly_origindex = subdiv_loop_poly_index[i];

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@ -141,14 +141,17 @@ static void extract_edituv_data_init_subdiv(const DRWSubdivCache *subdiv_cache,
static void extract_edituv_data_iter_subdiv(const DRWSubdivCache *subdiv_cache,
const MeshRenderData *mr,
void *_data)
void *_data,
uint subdiv_quad_index)
{
MeshExtract_EditUVData_Data *data = static_cast<MeshExtract_EditUVData_Data *>(_data);
int *subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(subdiv_cache->verts_orig_index);
int *subdiv_loop_edge_index = (int *)GPU_vertbuf_get_data(subdiv_cache->edges_orig_index);
int *subdiv_loop_poly_index = subdiv_cache->subdiv_loop_poly_index;
for (uint i = 0; i < subdiv_cache->num_subdiv_loops; i++) {
uint start_loop_idx = subdiv_quad_index * 4;
uint end_loop_idx = (subdiv_quad_index + 1) * 4;
for (uint i = start_loop_idx; i < end_loop_idx; i++) {
const int vert_origindex = subdiv_loop_vert_index[i];
const int edge_origindex = subdiv_loop_edge_index[i];
const int poly_origindex = subdiv_loop_poly_index[i];