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authorClément Foucault <foucault.clem@gmail.com>2018-05-16 13:47:15 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-16 17:58:32 +0300
commita25856f2a802dae4e2c4c01e9b74d8c8a1769933 (patch)
tree1ae725b9d04c36f4847c5bc08fb55f4a0f7a8aab /source/blender/draw/intern/draw_manager_exec.c
parenta3f4c72ec9d431f65bf9f50b7849e22e2f213ad0 (diff)
GPUShader/DRW: Add Transform Feedback support.
This is a usefull feature that can be used to do a lot of precomputation on the GPU instead of the CPU. Implementation is simple and only covers the most usefull case. How to use: - Create shader with transform feedback. - Create a pass with DRW_STATE_TRANS_FEEDBACK. - Create a target Gwn_VertBuf (make sure it's big enough). - Create a shading group with DRW_shgroup_transform_feedback_create(). - Add your draw calls to the shading group. - Render your pass normaly. Current limitation: - Only one output buffer. - Cannot pause/resume tfb rendering to interleave with normal drawcalls. - Cannot get the number of verts drawn.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_exec.c')
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c29
1 files changed, 28 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 033168680b8..78ac96e41b2 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -102,6 +102,21 @@ void drw_state_set(DRWState state)
}
}
+ /* Raster Discard */
+ {
+ if (CHANGED_ANY(DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW))
+ {
+ if ((state & (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW)) != 0) {
+ glDisable(GL_RASTERIZER_DISCARD);
+ }
+ else {
+ glEnable(GL_RASTERIZER_DISCARD);
+ }
+ }
+ }
+
/* Cull */
{
DRWState test;
@@ -900,6 +915,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
int val;
float fval;
const bool shader_changed = (DST.shader != shgroup->shader);
+ bool use_tfeedback = false;
if (shader_changed) {
if (DST.shader) GPU_shader_unbind();
@@ -907,6 +923,13 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
DST.shader = shgroup->shader;
}
+ if ((pass_state & DRW_STATE_TRANS_FEEDBACK) != 0 &&
+ (shgroup->type == DRW_SHG_FEEDBACK_TRANSFORM))
+ {
+ use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
+ shgroup->tfeedback_target->vbo_id);
+ }
+
release_ubo_slots(shader_changed);
release_texture_slots(shader_changed);
@@ -1023,7 +1046,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
#endif
/* Rendering Calls */
- if (!ELEM(shgroup->type, DRW_SHG_NORMAL)) {
+ if (!ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)) {
/* Replacing multiple calls with only one */
if (ELEM(shgroup->type, DRW_SHG_INSTANCE, DRW_SHG_INSTANCE_EXTERNAL)) {
if (shgroup->type == DRW_SHG_INSTANCE_EXTERNAL) {
@@ -1104,6 +1127,10 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
glFrontFace(DST.frontface);
}
+ if (use_tfeedback) {
+ GPU_shader_transform_feedback_disable(shgroup->shader);
+ }
+
/* TODO: remove, (currently causes alpha issue with sculpt, need to investigate) */
DRW_state_reset();
}