Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJoseph Eagar <joeedh@gmail.com>2022-09-29 00:51:23 +0300
committerJoseph Eagar <joeedh@gmail.com>2022-09-29 00:51:23 +0300
commit65900d88a8317c207885ae4a3993272112114f36 (patch)
treef5ec12e068ab8f2ee36af384060e59de72ecc08f /source/blender/blenkernel/BKE_customdata.h
parenta790873d2a811e0c244266b090d92470cf378ef2 (diff)
Sculpt: Rewrite PBVH draw
Rewrite PBVH draw to allocate attributes into individual VBOs. The old system tried to create a single VBO that could feed every open viewport. This required uploading every color and UV attribute to the viewport whether needed or not, often exceeding the VBO limit. This new system creates one VBO per attribute. Each attribute layout is given its own GPU batch which is cached inside the owning PBVH node. Notes: * This is a full C++ rewrite. The old code is still there; ripping it out can happen later. * PBVH nodes now have a collection of batches, PBVHBatches, that keeps track of all the batches inside the node. * Batches are built exclusively from a list of attributes. * Each attribute has its own VBO. * Overlays, workbench and EEVEE can all have different attribute layouts, each of which will get its own batch. Reviewed by: Clement Foucault Differential Revision: https://developer.blender.org/D15428 Ref D15428
Diffstat (limited to 'source/blender/blenkernel/BKE_customdata.h')
-rw-r--r--source/blender/blenkernel/BKE_customdata.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_customdata.h b/source/blender/blenkernel/BKE_customdata.h
index 22e4a2bce87..0e172abd9a2 100644
--- a/source/blender/blenkernel/BKE_customdata.h
+++ b/source/blender/blenkernel/BKE_customdata.h
@@ -450,6 +450,7 @@ int CustomData_get_stencil_layer(const struct CustomData *data, int type);
* if no such active layer is defined.
*/
const char *CustomData_get_active_layer_name(const struct CustomData *data, int type);
+const char *CustomData_get_render_layer_name(const struct CustomData *data, int type);
/**
* Returns name of the default layer of the given type or NULL