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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/intern/draw_instance_data.c
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (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.c31
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. */