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:
authorClément Foucault <foucault.clem@gmail.com>2017-09-23 21:47:42 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-25 21:14:42 +0300
commit00955d8d7a2e17ee86767e5f3703d6c20f2602b8 (patch)
tree8fe6b473504c0d0ceffcb32753721f82466ab60a /source/blender/draw/DRW_engine.h
parent709315a0d7cd382320c060f369717f8af4ea364e (diff)
DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport. This adds another Multisample Framebuffer and textures (so even more memory required). It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass. It it then blit back to the default_fb so that the rest of pipeline is working as expected. We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
Diffstat (limited to 'source/blender/draw/DRW_engine.h')
-rw-r--r--source/blender/draw/DRW_engine.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index b780e86b9ec..3b1dcba1503 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -48,11 +48,14 @@ struct GPUOffScreen;
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
+ struct GPUFrameBuffer *multisample_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
+ struct GPUTexture *multisample_color;
+ struct GPUTexture *multisample_depth;
} DefaultTextureList;
void DRW_engines_register(void);