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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/blenfont
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/blenfont')
-rw-r--r--source/blender/blenfont/intern/blf_font.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c
index 1c06dfd3f70..25ea0770f8b 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -96,7 +96,13 @@ static void blf_batch_draw_init(void)
GPU_vertbuf_attr_get_raw_data(g_batch.verts, g_batch.col_loc, &g_batch.col_step);
g_batch.glyph_len = 0;
- g_batch.batch = GPU_batch_create_ex(GPU_PRIM_POINTS, g_batch.verts, NULL, GPU_BATCH_OWNS_VBO);
+ /* A dummy vbo containing 4 points, attribs are not used. */
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, 4);
+
+ /* We render a quad as a triangle strip and instance it for each glyph. */
+ g_batch.batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
+ GPU_batch_instbuf_set(g_batch.batch, g_batch.verts, true);
}
static void blf_batch_draw_exit(void)
@@ -188,8 +194,7 @@ void blf_batch_draw(void)
GPU_vertbuf_data_len_set(g_batch.verts, g_batch.glyph_len);
GPU_vertbuf_use(g_batch.verts); /* send data */
- eGPUBuiltinShader shader = (g_batch.simple_shader) ? GPU_SHADER_TEXT_SIMPLE : GPU_SHADER_TEXT;
- GPU_batch_program_set_builtin(g_batch.batch, shader);
+ GPU_batch_program_set_builtin(g_batch.batch, GPU_SHADER_TEXT);
GPU_batch_uniform_1i(g_batch.batch, "glyph", 0);
GPU_batch_draw(g_batch.batch);