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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/intern/draw_instance_data.c | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff) |
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/intern/draw_instance_data.c')
-rw-r--r-- | source/blender/draw/intern/draw_instance_data.c | 31 |
1 files changed, 23 insertions, 8 deletions
diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 81b10e095c3..5712fd0ccde 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -134,15 +134,20 @@ GPUVertBuf *DRW_temp_buffer_request(DRWInstanceDataList *idatalist, /* NOTE: Does not return a valid drawable batch until DRW_instance_buffer_finish has run. */ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist, GPUVertBuf *buf, + GPUBatch *instancer, GPUBatch *geom) { /* Do not call this with a batch that is already an instancing batch. */ - BLI_assert(geom->inst == NULL); + BLI_assert(geom->inst[0] == NULL); + /* Only call with one of them. */ + BLI_assert((instancer != NULL) != (buf != NULL)); GPUBatch *batch = BLI_memblock_alloc(idatalist->pool_instancing); - bool is_compatible = (batch->gl_prim_type == geom->gl_prim_type) && (batch->inst == buf) && - (buf->vbo_id != 0) && (batch->phase == GPU_BATCH_READY_TO_DRAW) && - (batch->elem == geom->elem); + bool instancer_compat = buf ? ((batch->inst[0] == buf) && (buf->vbo_id != 0)) : + ((batch->inst[0] == instancer->inst[0]) && + (batch->inst[1] == instancer->inst[1])); + bool is_compatible = (batch->gl_prim_type == geom->gl_prim_type) && instancer_compat && + (batch->phase == GPU_BATCH_READY_TO_DRAW) && (batch->elem == geom->elem); for (int i = 0; i < GPU_BATCH_VBO_MAX_LEN && is_compatible; i++) { if (batch->verts[i] != geom->verts[i]) { is_compatible = false; @@ -152,7 +157,8 @@ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist, if (!is_compatible) { GPU_batch_clear(batch); /* Save args and init later */ - batch->inst = buf; + batch->inst[0] = buf; + batch->inst[1] = (void *)instancer; /* HACK to save the pointer without other alloc. */ batch->phase = GPU_BATCH_READY_TO_BUILD; batch->verts[0] = (void *)geom; /* HACK to save the pointer without other alloc. */ @@ -205,10 +211,19 @@ void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist) BLI_memblock_iternew(idatalist->pool_instancing, &iter); while ((batch = BLI_memblock_iterstep(&iter))) { if (batch->phase == GPU_BATCH_READY_TO_BUILD) { - GPUVertBuf *inst = batch->inst; - GPUBatch *geom = (void *)batch->verts[0]; /* HACK see DRW_temp_batch_instance_request. */ + GPUVertBuf *inst_buf = batch->inst[0]; + /* HACK see DRW_temp_batch_instance_request. */ + GPUBatch *inst_batch = (void *)batch->inst[1]; + GPUBatch *geom = (void *)batch->verts[0]; GPU_batch_copy(batch, geom); - GPU_batch_instbuf_set(batch, inst, false); + if (inst_batch != NULL) { + for (int i = 0; i < GPU_BATCH_INST_VBO_MAX_LEN && inst_batch->verts[i]; i++) { + GPU_batch_instbuf_add_ex(batch, inst_batch->verts[i], false); + } + } + else { + GPU_batch_instbuf_add_ex(batch, inst_buf, false); + } } } /* Resize pools and free unused. */ |