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authorClément Foucault <foucault.clem@gmail.com>2018-12-01 21:49:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-01 22:38:52 +0300
commitd55c269dd197288c30ca2881136330931bf05f98 (patch)
tree62ca84ecfa630e10154092a5157613caa069478e
parent6a80a786f88c7b09c451e3c585224a392c3cd95c (diff)
UI: Simplify the area border drawing
Instead of doing a lot of alpha blended drawing with jittering, use the fragment shader to do the masking using a circle mask. This is much simpler and requires much less resources. Hopefully this may solve the issue we have with the Intels UHD Graphics 620 on linux.
-rw-r--r--source/blender/editors/screen/screen_draw.c27
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl31
5 files changed, 39 insertions, 39 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index af6f9acfa47..51301b0f022 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -216,7 +216,7 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
-#define CORNER_RESOLUTION 9
+#define CORNER_RESOLUTION 3
static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
{
@@ -235,7 +235,7 @@ static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int
}
/* Line width is 20% of the entire corner size. */
- const float line_width = 0.2f;
+ const float line_width = 0.2f; /* Keep in sync with shader */
mul_v2_fl(inter, 1.0f - line_width);
mul_v2_fl(exter, 1.0f + line_width);
@@ -271,15 +271,12 @@ static GPUBatch *batch_screen_edges_get(int *corner_len)
uint pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
- GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 * 8 + 2);
+ GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 + 2);
uint vidx = 0;
- /* Note jitter is applied in the shader. */
- for (int jit = 0; jit < 8; ++jit) {
- for (int corner = 0; corner < 4; ++corner) {
- for (int c = 0; c < CORNER_RESOLUTION; ++c) {
- do_vert_pair(vbo, pos, &vidx, corner, c);
- }
+ for (int corner = 0; corner < 4; ++corner) {
+ for (int c = 0; c < CORNER_RESOLUTION; ++c) {
+ do_vert_pair(vbo, pos, &vidx, corner, c);
}
}
/* close the loop */
@@ -398,13 +395,12 @@ void ED_screen_draw_edges(wmWindow *win)
glEnable(GL_SCISSOR_TEST);
UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
- col[3] = 1.0f / 8.0f;
+ col[3] = 1.0f;
corner_scale = U.pixelsize * 8.0f;
edge_thickness = corner_scale * 0.21f;
GPU_blend(true);
- /* Transparent pass (for AA). */
GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
@@ -417,15 +413,6 @@ void ED_screen_draw_edges(wmWindow *win)
GPU_blend(false);
- /* Opaque pass. */
- corner_scale -= 2.0f;
- edge_thickness = corner_scale * 0.2f;
- GPU_batch_uniform_1f(batch, "scale", corner_scale);
-
- for (sa = screen->areabase.first; sa; sa = sa->next) {
- drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
- }
-
glDisable(GL_SCISSOR_TEST);
}
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 2eb24f08227..02e5d4ac479 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -140,6 +140,7 @@ data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index d428e2f9bd9..bae7520803d 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -68,6 +68,7 @@ extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
+extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
@@ -900,7 +901,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[GPU_SHADER_2D_AREA_EDGES] =
{ datatoc_gpu_shader_2D_area_borders_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl},
+ datatoc_gpu_shader_2D_area_borders_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE] =
{ datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_widget_base_frag_glsl},
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
new file mode 100644
index 00000000000..620568db500
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -0,0 +1,16 @@
+
+uniform vec4 color;
+uniform float scale;
+
+in vec2 uv;
+
+out vec4 fragColor;
+
+void main()
+{
+ /* Should be 0.8 but minimize the AA on the edges. */
+ float dist = (length(uv) - 0.78) * scale;
+
+ fragColor = color;
+ fragColor.a *= smoothstep(-0.09, 1.09, dist);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index 5326076e269..816e12342a1 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -7,35 +7,30 @@ uniform float scale;
in vec2 pos;
-const vec2 jitter_ofs[8] = vec2[8](
- vec2( 0.468813, -0.481430), vec2(-0.155755, -0.352820),
- vec2( 0.219306, -0.238501), vec2(-0.393286, -0.110949),
- vec2(-0.024699, 0.013908), vec2( 0.343805, 0.147431),
- vec2(-0.272855, 0.269918), vec2( 0.095909, 0.388710)
-);
+out vec2 uv;
+
void main()
{
int corner_id = (gl_VertexID / cornerLen) % 4;
- int jitter_id = gl_VertexID / (cornerLen * 4) % 8;
vec2 final_pos = pos * scale;
- if (corner_id == 0)
+ if (corner_id == 0) {
+ uv = pos + vec2(1.0, 1.0);
final_pos += rect.yw; /* top right */
- else if (corner_id == 1)
+ }
+ else if (corner_id == 1) {
+ uv = pos + vec2(-1.0, 1.0);
final_pos += rect.xw; /* top left */
- else if (corner_id == 2)
+ }
+ else if (corner_id == 2) {
+ uv = pos + vec2(-1.0, -1.0);
final_pos += rect.xz; /* bottom left */
- else
+ }
+ else {
+ uv = pos + vec2(1.0, -1.0);
final_pos += rect.yz; /* bottom right */
-
- /* Only jitter verts inside the corner (not the one shared with the edges). */
- if ((gl_VertexID % cornerLen) % (cornerLen - 2) != 0) {
- /* Only jitter intern verts not boundaries. */
- if ((gl_VertexID % 2) == 0) {
- final_pos += jitter_ofs[jitter_id];
- }
}
gl_Position = (ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0));