diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-10-05 21:28:51 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-10-05 21:29:12 +0300 |
commit | 6306d747b770685f38f95bc57f8681335ddfa506 (patch) | |
tree | 71a54752a9400149535d7a3a95652fe9e1a86c0c /source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl | |
parent | 74ff0aeea0180dfd89b98f15dacf0dd0c8fa8dfd (diff) |
DRW: Split ViewProjectionMatrix in order to increase precision
This also removes the need to compute the persmat and saves some memory
from the `ViewInfos` struct. This is needed to allow multiview support.
Initial testing found no major performance regression during vertex
heavy workload.
Test file: {F13610017}
Results:
| Platform | Master | Split Matrix|
| Linux + Mesa + AMD W6600 | 48 fps | 47 fps |
| Macbook Pro M1 | 50 fps | 51 fps |
| Linux + NVidia 1080Ti | 51 fps | 52 fps |
| Linux + Radeon Vega 64 | 25.6 fps | 26.7 fps |
Increased precision when far from origin:
{F13610024}
{F13610025}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D16125
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl index 92be9ec3bcb..a575d42231e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl @@ -25,7 +25,7 @@ void main() bool is_persp = drw_view.winmat[3][3] == 0.0; vec2 uvs = vec2(gl_FragCoord.xy) * drw_view.viewport_size_inverse; vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0; - vec4 pos_world = drw_view.persinv * vec4(pos_ndc, 1.0); + vec4 pos_world = drw_view.viewinv * (drw_view.wininv * vec4(pos_ndc, 1.0)); vec3 pos = pos_world.xyz / pos_world.w; vec3 ray_ori = pos; |