tornavis/source/blender/draw/intern/draw_hair.cc

610 lines
22 KiB
C++

/* SPDX-FileCopyrightText: 2017 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*
* \brief Contains procedural GPU hair drawing methods.
*/
#include "DRW_render.h"
#include "BLI_string_utils.hh"
#include "BLI_utildefines.h"
#include "DNA_collection_types.h"
#include "DNA_customdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
#include "BKE_duplilist.h"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_compute.h"
#include "GPU_context.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_vertex_buffer.h"
#include "DRW_gpu_wrapper.hh"
#include "draw_hair_private.h"
#include "draw_shader.h"
#include "draw_shader_shared.h"
BLI_INLINE eParticleRefineShaderType drw_hair_shader_type_get()
{
/* NOTE: Hair refine is faster using transform feedback via vertex processing pipeline with Metal
* and Apple Silicon GPUs. This is also because vertex work can more easily be executed in
* parallel with fragment work, whereas compute inserts an explicit dependency,
* due to switching of command encoder types. */
if (GPU_compute_shader_support() && (GPU_backend_get_type() != GPU_BACKEND_METAL)) {
return PART_REFINE_SHADER_COMPUTE;
}
if (GPU_transform_feedback_support()) {
return PART_REFINE_SHADER_TRANSFORM_FEEDBACK;
}
return PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND;
}
struct ParticleRefineCall {
ParticleRefineCall *next;
GPUVertBuf *vbo;
DRWShadingGroup *shgrp;
uint vert_len;
};
static ParticleRefineCall *g_tf_calls = nullptr;
static int g_tf_id_offset;
static int g_tf_target_width;
static int g_tf_target_height;
static GPUVertBuf *g_dummy_vbo = nullptr;
static DRWPass *g_tf_pass; /* XXX can be a problem with multiple #DRWManager in the future */
static blender::draw::UniformBuffer<CurvesInfos> *g_dummy_curves_info = nullptr;
static GPUShader *hair_refine_shader_get(ParticleRefineShader refinement)
{
return DRW_shader_hair_refine_get(refinement, drw_hair_shader_type_get());
}
static void drw_hair_ensure_vbo()
{
if (g_dummy_vbo != nullptr) {
return;
}
/* initialize vertex format */
GPUVertFormat format = {0};
uint dummy_id = GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
g_dummy_vbo = GPU_vertbuf_create_with_format_ex(
&format, GPU_USAGE_STATIC | GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY);
const float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_vertbuf_data_alloc(g_dummy_vbo, 1);
GPU_vertbuf_attr_fill(g_dummy_vbo, dummy_id, vert);
/* Create VBO immediately to bind to texture buffer. */
GPU_vertbuf_use(g_dummy_vbo);
g_dummy_curves_info = MEM_new<blender::draw::UniformBuffer<CurvesInfos>>("g_dummy_curves_info");
memset(
g_dummy_curves_info->is_point_attribute, 0, sizeof(g_dummy_curves_info->is_point_attribute));
g_dummy_curves_info->push_update();
}
void DRW_hair_init()
{
if (GPU_transform_feedback_support() || GPU_compute_shader_support()) {
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_NO_DRAW);
}
else {
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_WRITE_COLOR);
}
drw_hair_ensure_vbo();
}
static void drw_hair_particle_cache_shgrp_attach_resources(DRWShadingGroup *shgrp,
ParticleHairCache *cache,
const int subdiv)
{
DRW_shgroup_buffer_texture(shgrp, "hairPointBuffer", cache->proc_point_buf);
DRW_shgroup_buffer_texture(shgrp, "hairStrandBuffer", cache->proc_strand_buf);
DRW_shgroup_buffer_texture(shgrp, "hairStrandSegBuffer", cache->proc_strand_seg_buf);
DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
}
static void drw_hair_particle_cache_update_compute(ParticleHairCache *cache, const int subdiv)
{
const int strands_len = cache->strands_len;
const int final_points_len = cache->final[subdiv].strands_res * strands_len;
if (final_points_len > 0) {
GPUShader *shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, g_tf_pass);
drw_hair_particle_cache_shgrp_attach_resources(shgrp, cache, subdiv);
DRW_shgroup_vertex_buffer(shgrp, "posTime", cache->final[subdiv].proc_buf);
const int max_strands_per_call = GPU_max_work_group_count(0);
int strands_start = 0;
while (strands_start < strands_len) {
int batch_strands_len = std::min(strands_len - strands_start, max_strands_per_call);
DRWShadingGroup *subgroup = DRW_shgroup_create_sub(shgrp);
DRW_shgroup_uniform_int_copy(subgroup, "hairStrandOffset", strands_start);
DRW_shgroup_call_compute(subgroup, batch_strands_len, cache->final[subdiv].strands_res, 1);
strands_start += batch_strands_len;
}
}
}
static void drw_hair_particle_cache_update_transform_feedback(ParticleHairCache *cache,
const int subdiv)
{
const int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
if (final_points_len > 0) {
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
DRWShadingGroup *tf_shgrp = nullptr;
if (GPU_transform_feedback_support()) {
tf_shgrp = DRW_shgroup_transform_feedback_create(
tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
}
else {
tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
ParticleRefineCall *pr_call = (ParticleRefineCall *)MEM_mallocN(sizeof(*pr_call), __func__);
pr_call->next = g_tf_calls;
pr_call->vbo = cache->final[subdiv].proc_buf;
pr_call->shgrp = tf_shgrp;
pr_call->vert_len = final_points_len;
g_tf_calls = pr_call;
DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
}
BLI_assert(tf_shgrp != nullptr);
drw_hair_particle_cache_shgrp_attach_resources(tf_shgrp, cache, subdiv);
DRW_shgroup_call_procedural_points(tf_shgrp, nullptr, final_points_len);
}
}
static ParticleHairCache *drw_hair_particle_cache_get(Object *object,
ParticleSystem *psys,
ModifierData *md,
GPUMaterial *gpu_material,
int subdiv,
int thickness_res)
{
ParticleHairCache *cache;
bool update = particles_ensure_procedural_data(
object, psys, md, &cache, gpu_material, subdiv, thickness_res);
if (update) {
if (drw_hair_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
drw_hair_particle_cache_update_compute(cache, subdiv);
}
else {
drw_hair_particle_cache_update_transform_feedback(cache, subdiv);
}
}
return cache;
}
GPUVertBuf *DRW_hair_pos_buffer_get(Object *object, ParticleSystem *psys, ModifierData *md)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
int subdiv = scene->r.hair_subdiv;
int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
ParticleHairCache *cache = drw_hair_particle_cache_get(
object, psys, md, nullptr, subdiv, thickness_res);
return cache->final[subdiv].proc_buf;
}
void DRW_hair_duplimat_get(Object *object,
ParticleSystem * /*psys*/,
ModifierData * /*md*/,
float (*dupli_mat)[4])
{
Object *dupli_parent = DRW_object_get_dupli_parent(object);
DupliObject *dupli_object = DRW_object_get_dupli(object);
if ((dupli_parent != nullptr) && (dupli_object != nullptr)) {
if (dupli_object->type & OB_DUPLICOLLECTION) {
unit_m4(dupli_mat);
Collection *collection = dupli_parent->instance_collection;
if (collection != nullptr) {
sub_v3_v3(dupli_mat[3], collection->instance_offset);
}
mul_m4_m4m4(dupli_mat, dupli_parent->object_to_world, dupli_mat);
}
else {
copy_m4_m4(dupli_mat, dupli_object->ob->object_to_world);
invert_m4(dupli_mat);
mul_m4_m4m4(dupli_mat, object->object_to_world, dupli_mat);
}
}
else {
unit_m4(dupli_mat);
}
}
DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
ParticleSystem *psys,
ModifierData *md,
DRWShadingGroup *shgrp_parent,
GPUMaterial *gpu_material)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
float dupli_mat[4][4];
int subdiv = scene->r.hair_subdiv;
int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
ParticleHairCache *hair_cache = drw_hair_particle_cache_get(
object, psys, md, gpu_material, subdiv, thickness_res);
DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
/* TODO: optimize this. Only bind the ones #GPUMaterial needs. */
for (int i = 0; i < hair_cache->num_uv_layers; i++) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) {
DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
}
}
for (int i = 0; i < hair_cache->num_col_layers; i++) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; n++) {
DRW_shgroup_uniform_texture(
shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
}
}
/* Fix issue with certain driver not drawing anything if there is nothing bound to
* "ac", "au", "u" or "c". */
if (hair_cache->num_uv_layers == 0) {
DRW_shgroup_buffer_texture(shgrp, "u", g_dummy_vbo);
DRW_shgroup_buffer_texture(shgrp, "au", g_dummy_vbo);
}
if (hair_cache->num_col_layers == 0) {
DRW_shgroup_buffer_texture(shgrp, "c", g_dummy_vbo);
DRW_shgroup_buffer_texture(shgrp, "ac", g_dummy_vbo);
}
DRW_hair_duplimat_get(object, psys, md, dupli_mat);
/* Get hair shape parameters. */
ParticleSettings *part = psys->part;
float hair_rad_shape = part->shape;
float hair_rad_root = part->rad_root * part->rad_scale * 0.5f;
float hair_rad_tip = part->rad_tip * part->rad_scale * 0.5f;
bool hair_close_tip = (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0;
DRW_shgroup_buffer_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_buf);
if (hair_cache->proc_length_buf) {
DRW_shgroup_buffer_texture(shgrp, "l", hair_cache->proc_length_buf);
}
DRW_shgroup_uniform_block(shgrp, "drw_curves", *g_dummy_curves_info);
DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadShape", hair_rad_shape);
DRW_shgroup_uniform_mat4_copy(shgrp, "hairDupliMatrix", dupli_mat);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", hair_rad_root);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", hair_rad_tip);
DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", hair_close_tip);
if (gpu_material) {
/* NOTE: This needs to happen before the drawcall to allow correct attribute extraction.
* (see #101896) */
DRW_shgroup_add_material_resources(shgrp, gpu_material);
}
/* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass
* culling test. */
GPUBatch *geom = hair_cache->final[subdiv].proc_hairs[thickness_res - 1];
DRW_shgroup_call_no_cull(shgrp, geom, object);
return shgrp;
}
void DRW_hair_update()
{
if (drw_hair_shader_type_get() == PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND) {
/**
* Workaround to transform feedback not working on mac.
* On some system it crashes (see #58489) and on some other it renders garbage (see #60171).
*
* So instead of using transform feedback we render to a texture,
* read back the result to system memory and re-upload as VBO data.
* It is really not ideal performance wise, but it is the simplest
* and the most local workaround that still uses the power of the GPU.
*/
if (g_tf_calls == nullptr) {
return;
}
/* Search ideal buffer size. */
uint max_size = 0;
for (ParticleRefineCall *pr_call = g_tf_calls; pr_call; pr_call = pr_call->next) {
max_size = max_ii(max_size, pr_call->vert_len);
}
/* Create target Texture / Frame-buffer */
/* Don't use max size as it can be really heavy and fail.
* Do chunks of maximum 2048 * 2048 hair points. */
int width = 2048;
int height = min_ii(width, 1 + max_size / width);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
GPUTexture *tex = DRW_texture_pool_query_2d_ex(
width, height, GPU_RGBA32F, usage, (DrawEngineType *)DRW_hair_update);
g_tf_target_height = height;
g_tf_target_width = width;
GPUFrameBuffer *fb = nullptr;
GPU_framebuffer_ensure_config(&fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(tex),
});
float *data = (float *)MEM_mallocN(sizeof(float[4]) * width * height, "tf fallback buffer");
GPU_framebuffer_bind(fb);
while (g_tf_calls != nullptr) {
ParticleRefineCall *pr_call = g_tf_calls;
g_tf_calls = g_tf_calls->next;
g_tf_id_offset = 0;
while (pr_call->vert_len > 0) {
int max_read_px_len = min_ii(width * height, pr_call->vert_len);
DRW_draw_pass_subset(g_tf_pass, pr_call->shgrp, pr_call->shgrp);
/* Read back result to main memory. */
GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, GPU_DATA_FLOAT, data);
/* Upload back to VBO. */
GPU_vertbuf_use(pr_call->vbo);
GPU_vertbuf_update_sub(pr_call->vbo,
sizeof(float[4]) * g_tf_id_offset,
sizeof(float[4]) * max_read_px_len,
data);
g_tf_id_offset += max_read_px_len;
pr_call->vert_len -= max_read_px_len;
}
MEM_freeN(pr_call);
}
MEM_freeN(data);
GPU_framebuffer_free(fb);
}
else {
/* NOTE(Metal): If compute is not supported, bind a temporary frame-buffer to avoid
* side-effects from rendering in the active buffer.
* We also need to guarantee that a frame-buffer is active to perform any rendering work,
* even if there is no output. */
GPUFrameBuffer *temp_fb = nullptr;
GPUFrameBuffer *prev_fb = nullptr;
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_METAL)) {
if (!GPU_compute_shader_support()) {
prev_fb = GPU_framebuffer_active_get();
char errorOut[256];
/* if the frame-buffer is invalid we need a dummy frame-buffer to be bound. */
if (!GPU_framebuffer_check_valid(prev_fb, errorOut)) {
int width = 64;
int height = 64;
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_SHADER_WRITE;
GPUTexture *tex = DRW_texture_pool_query_2d_ex(
width, height, GPU_DEPTH_COMPONENT32F, usage, (DrawEngineType *)DRW_hair_update);
g_tf_target_height = height;
g_tf_target_width = width;
GPU_framebuffer_ensure_config(&temp_fb, {GPU_ATTACHMENT_TEXTURE(tex)});
GPU_framebuffer_bind(temp_fb);
}
}
}
/* Just render the pass when using compute shaders or transform feedback. */
DRW_draw_pass(g_tf_pass);
if (drw_hair_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
}
/* Release temporary frame-buffer. */
if (temp_fb != nullptr) {
GPU_framebuffer_free(temp_fb);
}
/* Rebind existing frame-buffer */
if (prev_fb != nullptr) {
GPU_framebuffer_bind(prev_fb);
}
}
}
void DRW_hair_free()
{
GPU_VERTBUF_DISCARD_SAFE(g_dummy_vbo);
MEM_delete(g_dummy_curves_info);
}
/* New Draw Manager. */
#include "draw_common.hh"
namespace blender::draw {
static PassSimple *g_pass = nullptr;
void hair_init()
{
if (!g_pass) {
g_pass = MEM_new<PassSimple>("drw_hair g_pass", "Update Hair Pass");
}
g_pass->init();
g_pass->state_set(DRW_STATE_NO_DRAW);
}
static ParticleHairCache *hair_particle_cache_get(Object *object,
ParticleSystem *psys,
ModifierData *md,
GPUMaterial *gpu_material,
int subdiv,
int thickness_res)
{
ParticleHairCache *cache;
bool update = particles_ensure_procedural_data(
object, psys, md, &cache, gpu_material, subdiv, thickness_res);
if (!update) {
return cache;
}
const int strands_len = cache->strands_len;
const int final_points_len = cache->final[subdiv].strands_res * strands_len;
if (final_points_len > 0) {
PassSimple::Sub &ob_ps = g_pass->sub("Object Pass");
ob_ps.shader_set(
DRW_shader_hair_refine_get(PART_REFINE_CATMULL_ROM, PART_REFINE_SHADER_COMPUTE));
ob_ps.bind_texture("hairPointBuffer", cache->proc_point_buf);
ob_ps.bind_texture("hairStrandBuffer", cache->proc_strand_buf);
ob_ps.bind_texture("hairStrandSegBuffer", cache->proc_strand_seg_buf);
ob_ps.push_constant("hairStrandsRes", &cache->final[subdiv].strands_res);
ob_ps.bind_ssbo("posTime", cache->final[subdiv].proc_buf);
const int max_strands_per_call = GPU_max_work_group_count(0);
int strands_start = 0;
while (strands_start < strands_len) {
int batch_strands_len = std::min(strands_len - strands_start, max_strands_per_call);
PassSimple::Sub &sub_ps = ob_ps.sub("Sub Pass");
sub_ps.push_constant("hairStrandOffset", strands_start);
sub_ps.dispatch(int3(batch_strands_len, cache->final[subdiv].strands_res, 1));
strands_start += batch_strands_len;
}
}
return cache;
}
GPUVertBuf *hair_pos_buffer_get(Scene *scene,
Object *object,
ParticleSystem *psys,
ModifierData *md)
{
int subdiv = scene->r.hair_subdiv;
int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
ParticleHairCache *cache = hair_particle_cache_get(
object, psys, md, nullptr, subdiv, thickness_res);
return cache->final[subdiv].proc_buf;
}
void hair_update(Manager &manager)
{
manager.submit(*g_pass);
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
}
void hair_free()
{
MEM_delete(g_pass);
g_pass = nullptr;
}
template<typename PassT>
GPUBatch *hair_sub_pass_setup_implementation(PassT &sub_ps,
const Scene *scene,
Object *object,
ParticleSystem *psys,
ModifierData *md,
GPUMaterial *gpu_material)
{
/** NOTE: This still relies on the old DRW_hair implementation. */
int subdiv = scene->r.hair_subdiv;
int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
ParticleHairCache *hair_cache = drw_hair_particle_cache_get(
object, psys, md, gpu_material, subdiv, thickness_res);
/* TODO: optimize this. Only bind the ones #GPUMaterial needs. */
for (int i : IndexRange(hair_cache->num_uv_layers)) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) {
sub_ps.bind_texture(hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
}
}
for (int i : IndexRange(hair_cache->num_col_layers)) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; n++) {
sub_ps.bind_texture(hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
}
}
/* Fix issue with certain driver not drawing anything if there is nothing bound to
* "ac", "au", "u" or "c". */
if (hair_cache->num_uv_layers == 0) {
sub_ps.bind_texture("u", g_dummy_vbo);
sub_ps.bind_texture("au", g_dummy_vbo);
}
if (hair_cache->num_col_layers == 0) {
sub_ps.bind_texture("c", g_dummy_vbo);
sub_ps.bind_texture("ac", g_dummy_vbo);
}
float4x4 dupli_mat;
DRW_hair_duplimat_get(object, psys, md, dupli_mat.ptr());
/* Get hair shape parameters. */
ParticleSettings *part = psys->part;
float hair_rad_shape = part->shape;
float hair_rad_root = part->rad_root * part->rad_scale * 0.5f;
float hair_rad_tip = part->rad_tip * part->rad_scale * 0.5f;
bool hair_close_tip = (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0;
sub_ps.bind_texture("hairPointBuffer", hair_cache->final[subdiv].proc_buf);
if (hair_cache->proc_length_buf) {
sub_ps.bind_texture("l", hair_cache->proc_length_buf);
}
sub_ps.bind_ubo("drw_curves", *g_dummy_curves_info);
sub_ps.push_constant("hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
sub_ps.push_constant("hairThicknessRes", thickness_res);
sub_ps.push_constant("hairRadShape", hair_rad_shape);
sub_ps.push_constant("hairDupliMatrix", dupli_mat);
sub_ps.push_constant("hairRadRoot", hair_rad_root);
sub_ps.push_constant("hairRadTip", hair_rad_tip);
sub_ps.push_constant("hairCloseTip", hair_close_tip);
return hair_cache->final[subdiv].proc_hairs[thickness_res - 1];
}
GPUBatch *hair_sub_pass_setup(PassMain::Sub &sub_ps,
const Scene *scene,
Object *object,
ParticleSystem *psys,
ModifierData *md,
GPUMaterial *gpu_material)
{
return hair_sub_pass_setup_implementation(sub_ps, scene, object, psys, md, gpu_material);
}
GPUBatch *hair_sub_pass_setup(PassSimple::Sub &sub_ps,
const Scene *scene,
Object *object,
ParticleSystem *psys,
ModifierData *md,
GPUMaterial *gpu_material)
{
return hair_sub_pass_setup_implementation(sub_ps, scene, object, psys, md, gpu_material);
}
} // namespace blender::draw