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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_shader.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_shader.c')
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 06a579c2208..77fcb766743 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -295,6 +295,14 @@ GPUShader *DRW_shader_create_with_lib(
return sh;
}
+GPUShader *DRW_shader_create_with_transform_feedback(
+ const char *vert, const char *geom, const char *defines,
+ const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
+{
+ return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE,
+ prim_type, varying_names, varying_count);
+}
+
GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines);