diff options
author | YimingWu <xp8110@outlook.com> | 2020-06-04 13:57:28 +0300 |
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committer | YimingWu <xp8110@outlook.com> | 2020-06-04 13:57:28 +0300 |
commit | bfbf0bb7f7a0191b65fc724d5dfea225e6293c6b (patch) | |
tree | 042f37d28c9e1cf0ce5a0fb4fd4235288f62d36e /source/blender/draw/engines/workbench | |
parent | 3b52dfe549f0c2fca7e0cd499b85fb098e9b4da9 (diff) | |
parent | 78017916f7c7a8ec8907c9b993214ff8ec3c3557 (diff) |
Merge remote-tracking branch 'origin/master' into temp-lanpr-reviewtemp-lanpr-review
# Conflicts:
# release/datafiles/locale
# release/scripts/addons
Diffstat (limited to 'source/blender/draw/engines/workbench')
6 files changed, 30 insertions, 43 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0efcfb35929..51007a9f246 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -4,7 +4,6 @@ * Converted and adapted from HLSL to GLSL by Clément Foucault */ -uniform mat4 ProjectionMatrix; uniform vec2 invertedViewportSize; uniform vec2 nearFar; uniform vec3 dofParams; diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c index cb8eb7d1e92..0e896c4b7bb 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c @@ -266,13 +266,8 @@ void workbench_antialiasing_engine_init(WORKBENCH_Data *vedata) false, NULL); - GPU_texture_bind(txl->smaa_search_tx, 0); GPU_texture_filter_mode(txl->smaa_search_tx, true); - GPU_texture_unbind(txl->smaa_search_tx); - - GPU_texture_bind(txl->smaa_area_tx, 0); GPU_texture_filter_mode(txl->smaa_area_tx, true); - GPU_texture_unbind(txl->smaa_area_tx); } } else { diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 0b7d313342b..b36a4a3a494 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -284,11 +284,11 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd, *grp_tex = grp = DRW_shgroup_create_sub(grp); if (tex_tile_data) { - DRW_shgroup_uniform_texture_persistent(grp, "imageTileArray", tex); - DRW_shgroup_uniform_texture_persistent(grp, "imageTileData", tex_tile_data); + DRW_shgroup_uniform_texture(grp, "imageTileArray", tex); + DRW_shgroup_uniform_texture(grp, "imageTileData", tex_tile_data); } else { - DRW_shgroup_uniform_texture_persistent(grp, "imageTexture", tex); + DRW_shgroup_uniform_texture(grp, "imageTexture", tex); } DRW_shgroup_uniform_bool_copy(grp, "imagePremult", (ima && ima->alpha_mode == IMA_ALPHA_PREMUL)); DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST)); diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c index c9c43e785ca..27d5b71f35c 100644 --- a/source/blender/draw/engines/workbench/workbench_opaque.c +++ b/source/blender/draw/engines/workbench/workbench_opaque.c @@ -95,21 +95,21 @@ void workbench_opaque_cache_init(WORKBENCH_Data *data) DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap); wpd->prepass[opaque][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr); + DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */ DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap); sh = workbench_shader_opaque_image_get(wpd, hair, false); wpd->prepass[opaque][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr); + DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */ DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap); sh = workbench_shader_opaque_image_get(wpd, hair, true); wpd->prepass[opaque][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr); + DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */ DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap); } @@ -123,9 +123,9 @@ void workbench_opaque_cache_init(WORKBENCH_Data *data) sh = workbench_shader_composite_get(wpd); grp = DRW_shgroup_create(sh, psl->composite_ps); - DRW_shgroup_uniform_block_persistent(grp, "world_block", wpd->world_ubo); - DRW_shgroup_uniform_texture_persistent(grp, "materialBuffer", wpd->material_buffer_tx); - DRW_shgroup_uniform_texture_persistent(grp, "normalBuffer", wpd->normal_buffer_tx); + DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); + DRW_shgroup_uniform_texture(grp, "materialBuffer", wpd->material_buffer_tx); + DRW_shgroup_uniform_texture(grp, "normalBuffer", wpd->normal_buffer_tx); DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false); DRW_shgroup_stencil_mask(grp, 0x00); @@ -137,8 +137,8 @@ void workbench_opaque_cache_init(WORKBENCH_Data *data) struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture; const bool use_spec = workbench_is_specular_highlight_enabled(wpd); spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx; - DRW_shgroup_uniform_texture_persistent(grp, "matcapDiffuseImage", diff_tx); - DRW_shgroup_uniform_texture_persistent(grp, "matcapSpecularImage", spec_tx); + DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx); + DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx); } DRW_shgroup_call_procedural_triangles(grp, NULL, 1); diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c index 2e796056029..99366779b22 100644 --- a/source/blender/draw/engines/workbench/workbench_shader.c +++ b/source/blender/draw/engines/workbench/workbench_shader.c @@ -23,6 +23,7 @@ #include "DRW_render.h" #include "BLI_dynstr.h" +#include "BLI_string_utils.h" #include "workbench_engine.h" #include "workbench_private.h" @@ -359,32 +360,24 @@ void workbench_shader_depth_of_field_get(GPUShader **prepare_sh, GPUShader **resolve_sh) { if (e_data.dof_prepare_sh == NULL) { - e_data.dof_prepare_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, - "#define PREPARE\n"); - - e_data.dof_downsample_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, - "#define DOWNSAMPLE\n"); + char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl, + datatoc_workbench_effect_dof_frag_glsl); + e_data.dof_prepare_sh = DRW_shader_create_fullscreen(frag, "#define PREPARE\n"); + e_data.dof_downsample_sh = DRW_shader_create_fullscreen(frag, "#define DOWNSAMPLE\n"); #if 0 /* TODO(fclem) finish COC min_max optimization */ - e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, + e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(frag, "#define FLATTEN_VERTICAL\n"); - - e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, + e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(frag, "#define FLATTEN_HORIZONTAL\n"); - - e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, + e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(frag, "#define DILATE_VERTICAL\n"); - - e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, + e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(frag, "#define DILATE_HORIZONTAL\n"); #endif - e_data.dof_blur1_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, - "#define BLUR1\n"); - - e_data.dof_blur2_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, - "#define BLUR2\n"); - - e_data.dof_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl, - "#define RESOLVE\n"); + e_data.dof_blur1_sh = DRW_shader_create_fullscreen(frag, "#define BLUR1\n"); + e_data.dof_blur2_sh = DRW_shader_create_fullscreen(frag, "#define BLUR2\n"); + e_data.dof_resolve_sh = DRW_shader_create_fullscreen(frag, "#define RESOLVE\n"); + MEM_freeN(frag); } *prepare_sh = e_data.dof_prepare_sh; diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c index 39aa721a41c..5fd8229304a 100644 --- a/source/blender/draw/engines/workbench/workbench_transparent.c +++ b/source/blender/draw/engines/workbench/workbench_transparent.c @@ -67,7 +67,7 @@ void workbench_transparent_engine_init(WORKBENCH_Data *data) static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp) { - DRW_shgroup_uniform_block_persistent(grp, "world_block", wpd->world_ubo); + DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false); if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { @@ -78,8 +78,8 @@ static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd, struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture; const bool use_spec = workbench_is_specular_highlight_enabled(wpd); spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx; - DRW_shgroup_uniform_texture_persistent(grp, "matcapDiffuseImage", diff_tx); - DRW_shgroup_uniform_texture_persistent(grp, "matcapSpecularImage", spec_tx); + DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx); + DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx); } } @@ -116,20 +116,20 @@ void workbench_transparent_cache_init(WORKBENCH_Data *data) workbench_transparent_lighting_uniforms(wpd, grp); wpd->prepass[transp][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr); + DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */ sh = workbench_shader_transparent_image_get(wpd, hair, false); wpd->prepass[transp][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr); + DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */ workbench_transparent_lighting_uniforms(wpd, grp); sh = workbench_shader_transparent_image_get(wpd, hair, true); wpd->prepass[transp][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass); - DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr); + DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */ workbench_transparent_lighting_uniforms(wpd, grp); } |