diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-04 12:13:13 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-04 12:30:55 +0300 |
commit | fb5a57ab97279728b6a44641ea72d340058057db (patch) | |
tree | f77dcbdeffc2467baafad9c0fad738c56efff83d /source/blender/draw/intern/draw_manager_data.c | |
parent | 3f4df3f847a948b9e9954d00311b0135008258f8 (diff) |
Fix part of T53497: Eevee stuttering on macOS for the first few seconds of usage.
The problem was that textures were assigned to different slots on different draw
calls, which caused shader specialization/patching by the driver. So the shader
would be compiled over and over until all possible assignments were used.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 19 |
1 files changed, 18 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index b09e45e90f7..23e339bcd8f 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -82,7 +82,24 @@ static void drw_shgroup_uniform_create_ex(DRWShadingGroup *shgroup, int loc, uni->length = length; uni->arraysize = arraysize; - BLI_LINKS_PREPEND(shgroup->uniforms, uni); + /* Insert into list sorted by location so that slots are consistenly assigned + * for different draw calls, to avoid shader specialization/patching by the driver. */ + DRWUniform *next = shgroup->uniforms; + DRWUniform *prev = NULL; + + while (next && loc > next->location) { + prev = next; + next = next->next; + } + + if (prev) { + prev->next = uni; + } + else { + shgroup->uniforms = uni; + } + + uni->next = next; } static void drw_shgroup_builtin_uniform( |