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 | |
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')
8 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl index 4d21ffd96b5..17aed643224 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl @@ -38,5 +38,5 @@ void main() view_clipping_distances(sp); vec4 pos_4d = vec4(sp, 1.0); - gl_Position = drw_view.persmat * pos_4d; + gl_Position = drw_view.winmat * (drw_view.viewmat * pos_4d); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl index 68f7e75673f..2b5605c85d3 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl @@ -25,7 +25,7 @@ void main() finalColor.a = 1.0; vec4 world_pos = model_mat * vec4(pos, 1.0); - gl_Position = drw_view.persmat * world_pos; + gl_Position = drw_view.winmat * (drw_view.viewmat * world_pos); view_clipping_distances(world_pos.xyz); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl index 76a944c6987..caca123a0c2 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl @@ -9,7 +9,7 @@ void main() vec3 up = normalize(imat * screenVecs[1].xyz); vec3 screen_pos = (right * pos.x + up * pos.z) * size; vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0); - gl_Position = drw_view.persmat * pos_4d; + gl_Position = drw_view.winmat * (drw_view.viewmat * pos_4d); /* Manual stipple: one segment out of 2 is transparent. */ finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl index b43b1eb4a52..6a027f94f49 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl @@ -39,5 +39,5 @@ void main() local_pos.z = clamp(local_pos.z, -1.0, 0.0); } - gl_Position = drw_view.persmat * vec4(real_pos, 1.0); + gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(real_pos, 1.0)); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl index e6281f75b8f..50c24de0838 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl @@ -18,7 +18,7 @@ vec2 proj(vec4 pos) void main() { - gl_Position = drw_view.persmat * vec4(pos, 1.0); + gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(pos, 1.0)); interp.ss_pos = proj(gl_Position); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl index 89878a63c4b..c83e7f095a7 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl @@ -108,8 +108,8 @@ void main() vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3); vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3); - vec4 out_pos0 = ViewProjectionMatrix * vec4(in_pos0, 1.0); - vec4 out_pos1 = ViewProjectionMatrix * vec4(in_pos1, 1.0); + vec4 out_pos0 = ProjectionMatrix * (ViewMatrix * vec4(in_pos0, 1.0)); + vec4 out_pos1 = ProjectionMatrix * (ViewMatrix * vec4(in_pos1, 1.0)); /* Final calculations required for Geometry Shader alternative. * We need to calculate values for each vertex position to correctly determine the final output diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl index 70892954cd8..7305d00c052 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl @@ -9,7 +9,7 @@ void main() { - gl_Position = drw_view.persmat * vec4(pos, 1.0); + gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(pos, 1.0)); gl_PointSize = float(pointSize + 2); int frame = gl_VertexID + cacheStart; 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; |