diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-13 20:09:58 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-13 22:02:31 +0300 |
commit | e9b1163162d78324c118d3649451e81644b1af03 (patch) | |
tree | eed298e1f49708960a548268a75a05e83da37a58 | |
parent | afb213f876e32c2ecd12a159fad8d260f37b142a (diff) |
Code cleanup: stop using rectangle textures in window draw, simplify code.
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 3 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl) | 4 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl | 4 | ||||
-rw-r--r-- | source/blender/windowmanager/intern/wm_draw.c | 68 | ||||
-rw-r--r-- | source/blender/windowmanager/intern/wm_stereo.c | 85 | ||||
-rw-r--r-- | source/blender/windowmanager/wm_draw.h | 4 |
8 files changed, 64 insertions, 114 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 0ac842d90a0..9524c71be8e 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -142,13 +142,13 @@ data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC) diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index f2119a117e5..d25ccbc6c40 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -113,8 +113,10 @@ typedef enum GPUBuiltinShader { GPU_SHADER_2D_UNIFORM_COLOR, GPU_SHADER_2D_FLAT_COLOR, GPU_SHADER_2D_SMOOTH_COLOR, + GPU_SHADER_2D_IMAGE, GPU_SHADER_2D_IMAGE_COLOR, GPU_SHADER_2D_IMAGE_ALPHA_COLOR, + GPU_SHADER_2D_IMAGE_ALPHA, GPU_SHADER_2D_CHECKER, GPU_SHADER_2D_DIAG_STRIPES, /* for simple 3D drawing */ @@ -131,7 +133,6 @@ typedef enum GPUBuiltinShader { GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR, GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR, GPU_SHADER_3D_IMAGE_MODULATE_ALPHA, - GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA, GPU_SHADER_3D_IMAGE_DEPTH, /* stereo 3d */ GPU_SHADER_2D_IMAGE_INTERLACE, diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 598722d372b..f2dbf587abe 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_2D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_2D_image_vert_glsl[]; extern char datatoc_gpu_shader_3D_image_vert_glsl[]; +extern char datatoc_gpu_shader_image_frag_glsl[]; extern char datatoc_gpu_shader_image_linear_frag_glsl[]; extern char datatoc_gpu_shader_image_color_frag_glsl[]; extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[]; @@ -75,7 +76,6 @@ extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[]; extern char datatoc_gpu_shader_image_interlace_frag_glsl[]; extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[]; -extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[]; extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; extern char datatoc_gpu_shader_3D_normal_vert_glsl[]; @@ -710,8 +710,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) datatoc_gpu_shader_image_mask_uniform_color_frag_glsl }, [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl, datatoc_gpu_shader_image_modulate_alpha_frag_glsl }, - [GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl, - datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl }, [GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl, datatoc_gpu_shader_image_depth_linear_frag_glsl }, @@ -728,10 +726,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) datatoc_gpu_shader_2D_smooth_color_frag_glsl }, [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_linear_frag_glsl }, + [GPU_SHADER_2D_IMAGE] = { datatoc_gpu_shader_2D_image_vert_glsl, + datatoc_gpu_shader_image_frag_glsl }, [GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_color_frag_glsl }, [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_alpha_color_frag_glsl }, + [GPU_SHADER_2D_IMAGE_ALPHA] = { datatoc_gpu_shader_2D_image_vert_glsl, + datatoc_gpu_shader_image_modulate_alpha_frag_glsl }, [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_shuffle_color_frag_glsl }, [GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl index 7d9ce9d2003..6eeab8ca7e8 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl @@ -2,11 +2,9 @@ in vec2 texCoord_interp; out vec4 fragColor; -uniform float alpha; -uniform sampler2DRect image; +uniform sampler2D image; void main() { fragColor = texture(image, texCoord_interp); - fragColor.a *= alpha; } diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl index 7f3e7df40ac..d95645f58e5 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl @@ -8,8 +8,8 @@ in vec2 texCoord_interp; out vec4 fragColor; uniform int interlace_id; -uniform sampler2DRect image_a; -uniform sampler2DRect image_b; +uniform sampler2D image_a; +uniform sampler2D image_b; bool interlace() { diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c index b12dbf7b021..d103f2291bf 100644 --- a/source/blender/windowmanager/intern/wm_draw.c +++ b/source/blender/windowmanager/intern/wm_draw.c @@ -430,15 +430,8 @@ static void wm_draw_triple_fail(bContext *C, wmWindow *win) static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple) { /* compute texture sizes */ - triple->x = WM_window_pixels_x(win); - triple->y = WM_window_pixels_y(win); - -#if USE_TEXTURE_RECTANGLE - /* GL_TEXTURE_RECTANGLE is part of GL 3.1 so we can use it soon without runtime checks */ - triple->target = GL_TEXTURE_RECTANGLE; -#else - triple->target = GL_TEXTURE_2D; -#endif + const int sizex = WM_window_pixels_x(win); + const int sizey = WM_window_pixels_y(win); /* generate texture names */ glGenTextures(1, &triple->bind); @@ -447,29 +440,25 @@ static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple) * there is only one texture in use, which may not be the case */ const GLint maxsize = GPU_max_texture_size(); - if (triple->x > maxsize || triple->y > maxsize) { + if (sizex > maxsize || sizey > maxsize) { printf("WM: failed to allocate texture for triple buffer drawing " "(texture too large for graphics card).\n"); return false; } /* setup actual texture */ - glBindTexture(triple->target, triple->bind); + glBindTexture(GL_TEXTURE_2D, triple->bind); /* no mipmaps */ -#if USE_TEXTURE_RECTANGLE - /* already has no mipmaps */ -#else - glTexParameteri(triple->target, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); /* GL_TEXTURE_BASE_LEVEL = 0 by default */ -#endif - glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(triple->target, 0, GL_RGB8, triple->x, triple->y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, sizex, sizey, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - glBindTexture(triple->target, 0); + glBindTexture(GL_TEXTURE_2D, 0); return true; } @@ -480,19 +469,10 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) const int sizey = WM_window_pixels_y(win); /* wmOrtho for the screen has this same offset */ - float ratiox = sizex; - float ratioy = sizey; - float halfx = GLA_PIXEL_OFS; - float halfy = GLA_PIXEL_OFS; - -#if USE_TEXTURE_RECTANGLE - /* texture rectangle has unnormalized coordinates */ -#else - ratiox /= triple->x; - ratioy /= triple->y; - halfx /= triple->x; - halfy /= triple->y; -#endif + const float ratiox = 1.0f; + const float ratioy = 1.0f; + const float halfx = GLA_PIXEL_OFS / sizex; + const float halfy = GLA_PIXEL_OFS / sizey; Gwn_VertFormat *format = immVertexFormat(); unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); @@ -500,16 +480,10 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) const int activeTex = 7; /* arbitrary */ glActiveTexture(GL_TEXTURE0 + activeTex); - glBindTexture(triple->target, triple->bind); - -#if USE_TEXTURE_RECTANGLE - immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); -#else - immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA); - /* TODO: make pure 2D version - * and a 2D_IMAGE (replace, not modulate) version for when alpha = 1.0 - */ -#endif + glBindTexture(GL_TEXTURE_2D, triple->bind); + + immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA); + immUniform1f("alpha", alpha); immUniform1i("image", activeTex); @@ -530,7 +504,7 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha) immEnd(); immUnbindProgram(); - glBindTexture(triple->target, 0); + glBindTexture(GL_TEXTURE_2D, 0); if (activeTex != 0) glActiveTexture(GL_TEXTURE0); } @@ -540,10 +514,10 @@ static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple) const int sizex = WM_window_pixels_x(win); const int sizey = WM_window_pixels_y(win); - glBindTexture(triple->target, triple->bind); + glBindTexture(GL_TEXTURE_2D, triple->bind); /* what is GL_READ_BUFFER right now? */ - glCopyTexSubImage2D(triple->target, 0, 0, 0, 0, 0, sizex, sizey); - glBindTexture(triple->target, 0); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sizex, sizey); + glBindTexture(GL_TEXTURE_2D, 0); } static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *triple) diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c index 84b739a692e..b70769b2d51 100644 --- a/source/blender/windowmanager/intern/wm_stereo.c +++ b/source/blender/windowmanager/intern/wm_stereo.c @@ -110,10 +110,10 @@ static void wm_method_draw_stereo3d_interlace(wmWindow *win) const int sizey = WM_window_pixels_y(win); /* wmOrtho for the screen has this same offset */ - float ratiox = sizex; - float ratioy = sizey; - float halfx = GLA_PIXEL_OFS; - float halfy = GLA_PIXEL_OFS; + float ratiox = 1.0f; + float ratioy = 1.0f; + float halfx = GLA_PIXEL_OFS / sizex; + float halfy = GLA_PIXEL_OFS / sizex; Gwn_VertFormat *format = immVertexFormat(); unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); @@ -124,7 +124,7 @@ static void wm_method_draw_stereo3d_interlace(wmWindow *win) /* leave GL_TEXTURE0 as the latest bind texture */ for (int eye = 1; eye >= 0; eye--) { glActiveTexture(GL_TEXTURE0 + eye); - glBindTexture(drawdata[eye]->triple->target, drawdata[eye]->triple->bind); + glBindTexture(GL_TEXTURE_2D, drawdata[eye]->triple->bind); } immUniform1i("image_a", 0); @@ -149,8 +149,9 @@ static void wm_method_draw_stereo3d_interlace(wmWindow *win) immEnd(); immUnbindProgram(); - for (int eye = 0; eye < 2; eye++) { - glBindTexture(drawdata[eye]->triple->target, 0); + for (int eye = 1; eye >= 0; eye--) { + glActiveTexture(GL_TEXTURE0 + eye); + glBindTexture(GL_TEXTURE_2D, 0); } } @@ -194,7 +195,6 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) { wmDrawData *drawdata; wmDrawTriple *triple; - float halfx, halfy, ratiox, ratioy; int view; int soffx; bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0; @@ -203,6 +203,8 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA); + for (view = 0; view < 2; view ++) { drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); triple = drawdata->triple; @@ -217,27 +219,16 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) soffx = 0; } - const int sizex = triple->x; - const int sizey = triple->y; + const int sizex = WM_window_pixels_x(win); + const int sizey = WM_window_pixels_y(win); /* wmOrtho for the screen has this same offset */ - ratiox = sizex; - ratioy = sizey; - halfx = GLA_PIXEL_OFS; - halfy = GLA_PIXEL_OFS; - - /* texture rectangle has unnormalized coordinates */ - if (triple->target == GL_TEXTURE_2D) { - ratiox /= triple->x; - ratioy /= triple->y; - halfx /= triple->x; - halfy /= triple->y; - } - - /* TODO: if target is always same for both eyes, bind program & set uniform before loop */ - immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); + const float ratiox = 1.0f; + const float ratioy = 1.0f; + const float halfx = GLA_PIXEL_OFS / sizex; + const float halfy = GLA_PIXEL_OFS / sizey; - glBindTexture(triple->target, triple->bind); + glBindTexture(GL_TEXTURE_2D, triple->bind); immUniform1f("alpha", 1.0f); immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ @@ -257,18 +248,16 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) immVertex2f(pos, soffx, sizey); immEnd(); - - /* TODO: if target is always same for both eyes, unbind program & texture target after loop */ - glBindTexture(triple->target, 0); - immUnbindProgram(); } + + glBindTexture(GL_TEXTURE_2D, 0); + immUnbindProgram(); } static void wm_method_draw_stereo3d_topbottom(wmWindow *win) { wmDrawData *drawdata; wmDrawTriple *triple; - float halfx, halfy, ratiox, ratioy; int view; int soffy; @@ -276,6 +265,8 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA); + for (view = 0; view < 2; view ++) { drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); triple = drawdata->triple; @@ -287,27 +278,16 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) soffy = 0; } - const int sizex = triple->x; - const int sizey = triple->y; + const int sizex = WM_window_pixels_x(win); + const int sizey = WM_window_pixels_y(win); /* wmOrtho for the screen has this same offset */ - ratiox = sizex; - ratioy = sizey; - halfx = GLA_PIXEL_OFS; - halfy = GLA_PIXEL_OFS; - - /* texture rectangle has unnormalized coordinates */ - if (triple->target == GL_TEXTURE_2D) { - ratiox /= triple->x; - ratioy /= triple->y; - halfx /= triple->x; - halfy /= triple->y; - } - - /* TODO: if target is always same for both eyes, bind program & set uniforms before loop */ - immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); + const float ratiox = 1.0f; + const float ratioy = 1.0f; + const float halfx = GLA_PIXEL_OFS / sizex; + const float halfy = GLA_PIXEL_OFS / sizey; - glBindTexture(triple->target, triple->bind); + glBindTexture(GL_TEXTURE_2D, triple->bind); immUniform1f("alpha", 1.0f); immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ @@ -327,11 +307,10 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f)); immEnd(); - - /* TODO: if target is always same for both eyes, unbind program & texture target after loop */ - immUnbindProgram(); - glBindTexture(triple->target, 0); } + + immUnbindProgram(); + glBindTexture(GL_TEXTURE_2D, 0); } void wm_method_draw_stereo3d(const bContext *UNUSED(C), wmWindow *win) diff --git a/source/blender/windowmanager/wm_draw.h b/source/blender/windowmanager/wm_draw.h index 56dff304719..fa3d443e6ae 100644 --- a/source/blender/windowmanager/wm_draw.h +++ b/source/blender/windowmanager/wm_draw.h @@ -34,12 +34,8 @@ #include "GPU_glew.h" -#define USE_TEXTURE_RECTANGLE 1 - typedef struct wmDrawTriple { GLuint bind; - int x, y; - GLenum target; } wmDrawTriple; typedef struct wmDrawData { |