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authorClément Foucault <foucault.clem@gmail.com>2018-10-11 16:50:46 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-12 17:38:55 +0300
commit01745051de735c37a2d817c1a58fda4585b77698 (patch)
tree119e9593fead5a3858ac17ece3ccdf46e6ce031f /source/blender/draw/intern
parent9b692ecabd3ddf675b4c6e09999415138df598d4 (diff)
DRW: Add DRW_shgroup_create_sub to create children shgroup
This makes is easy to create nested drawcalls that will inherit all the parents properties. This is usefull if only a few uniforms changes for that drawcall.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/DRW_render.h1
-rw-r--r--source/blender/draw/intern/draw_manager.h4
-rw-r--r--source/blender/draw/intern/draw_manager_data.c20
3 files changed, 19 insertions, 6 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 77b8cdacb47..17304dde802 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -325,6 +325,7 @@ struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribF
} while (0)
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup);
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_material_instance_create(
struct GPUMaterial *material, DRWPass *pass, struct GPUBatch *geom, struct Object *ob,
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index bba98f5e102..c8a7816c402 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -263,12 +263,10 @@ struct DRWShadingGroup {
int objectinfo;
uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
+ DRWPass *pass_parent; /* backlink to pass we're in */
#ifndef NDEBUG
char attribs_count;
#endif
-#if !defined(NDEBUG) || defined(USE_GPU_SELECT)
- DRWPass *pass_parent; /* backlink to pass we're in */
-#endif
#ifdef USE_GPU_SELECT
GPUVertBuf *inst_selectid;
int override_selectid; /* Override for single object instances. */
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index f0dbf138e50..3823d081adc 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -768,10 +768,7 @@ static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass
shgroup->instance_geom = NULL;
shgroup->instance_vbo = NULL;
#endif
-
-#if !defined(NDEBUG) || defined(USE_GPU_SELECT)
shgroup->pass_parent = pass;
-#endif
return shgroup;
}
@@ -1035,6 +1032,23 @@ bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup)
return true;
}
+DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup)
+{
+ /* Remove this assertion if needed but implement the other cases first! */
+ BLI_assert(shgroup->type == DRW_SHG_NORMAL);
+
+ DRWShadingGroup *shgroup_new = BLI_mempool_alloc(DST.vmempool->shgroups);
+
+ *shgroup_new = *shgroup;
+ shgroup_new->uniforms = NULL; /* Not sure about that.. Should we copy them instead? */
+ shgroup_new->calls.first = NULL;
+ shgroup_new->calls.last = NULL;
+
+ BLI_LINKS_INSERT_AFTER(&shgroup->pass_parent->shgroups, shgroup, shgroup_new);
+
+ return shgroup;
+}
+
/** \} */
/* -------------------------------------------------------------------- */