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authorClément Foucault <foucault.clem@gmail.com>2017-08-10 00:51:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-10 16:43:48 +0300
commit2ba11d72a2cfcdb7639de1e8a20a6ec587d38a1f (patch)
treebb0e627affe5e3df4fc68693df12757a8e859882 /source/blender/draw/modes
parent7641f92710a09ea089748896bbad0bf5383ba349 (diff)
Object Mode Engine: Optimize outline passes.
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity) Could optimize further with textureGather (require OpenGL 4.0).
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/object_mode.c4
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl42
-rw-r--r--source/blender/draw/modes/shaders/object_outline_expand_frag.glsl43
3 files changed, 50 insertions, 39 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 8176fbcda5c..1e70e942d07 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -696,7 +696,7 @@ static void OBJECT_cache_init(void *vedata)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
- psl->outlines = DRW_pass_create("Outlines Pass", state);
+ psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -725,7 +725,7 @@ static void OBJECT_cache_init(void *vedata)
static bool bTrue = true;
static bool bFalse = false;
- psl->outlines_search = DRW_pass_create("Outlines Expand Pass", state);
+ psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &e_data.outlines_color_tx);
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
index 5565a0f1e09..dc0ea938436 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -32,30 +32,48 @@ void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool out
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ vec4 color[4];
+ /* Idea : Use a 16bit ID to identify the color
+ * and store the colors in a UBO. And fetch all ids
+ * for discontinuity check with one textureGather \o/ */
vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
+ color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
+ color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
+ color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
+ color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
+ /* TODO GATHER */
+ vec4 depths;
float depth = texelFetch(outlineDepth, uv, 0).r;
- /* Modulate color if occluded */
+ depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1, 0)).r;
+ depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, 1)).r;
+ depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1, 0)).r;
+ depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r;
+
+ vec4 scene_depths;
float scene_depth = texelFetch(sceneDepth, uv, 0).r;
+ scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1, 0)).r;
+ scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, 1)).r;
+ scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1, 0)).r;
+ scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r;
bool ref_occlu = (depth > scene_depth);
-
bool outline = false;
+#if 1
+ bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, scene_depths), bvec4(ref_occlu)) : bvec4(false);
+ outline = (!outline) ? (color[0] != ref_col) || occlu.x : true;
+ outline = (!outline) ? (color[1] != ref_col) || occlu.y : true;
+ outline = (!outline) ? (color[2] != ref_col) || occlu.z : true;
+ outline = (!outline) ? (color[3] != ref_col) || occlu.w : true;
+#else
search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline);
search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline);
search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline);
search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
+#endif
FragColor = ref_col;
-
- /* We Hit something ! */
- if (outline) {
- if (ref_occlu) {
- FragColor.a *= alphaOcclu;
- }
- }
- else {
- FragColor.a = 0.0;
- }
+ FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0;
}
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
index e0568d1157a..c753e3ab39c 100644
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
@@ -9,37 +9,30 @@ uniform sampler2D outlineDepth;
uniform float alpha;
uniform bool doExpand;
-void search_outline(ivec2 uv, inout bool found_edge)
-{
- if (!found_edge) {
- vec4 color = texelFetch(outlineColor, uv, 0).rgba;
- if (color.a != 0.0) {
- if (doExpand || color.a != 1.0) {
- FragColor = color;
- found_edge = true;
- }
- }
- }
-}
-
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
FragColor = texelFetch(outlineColor, uv, 0).rgba;
float depth = texelFetch(outlineDepth, uv, 0).r;
- if (FragColor.a != 0.0 || (depth == 1.0 && !doExpand))
- return;
+ vec4 color[4];
+ color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
+ color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
+ color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
+ color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
+
+ vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
+
+ bool is_blank_pixel = !(FragColor.a != 0.0 || (depth == 1.0 && !doExpand));
+ vec4 tests = vec4(is_blank_pixel);
+ tests *= step(vec4(1e-6), values); /* (color.a != 0.0) */
+ tests *= (doExpand) ? vec4(1.0) : step(values, vec4(0.999)); /* (doExpand || color.a != 1.0) */
+ bvec4 btests = equal(tests, vec4(1.0));
- bool found_edge = false;
- search_outline(uv + ivec2( 1, 0), found_edge);
- search_outline(uv + ivec2( 0, 1), found_edge);
- search_outline(uv + ivec2(-1, 0), found_edge);
- search_outline(uv + ivec2( 0, -1), found_edge);
+ FragColor = (btests.x) ? color[0] : FragColor;
+ FragColor = (btests.y) ? color[1] : FragColor;
+ FragColor = (btests.z) ? color[2] : FragColor;
+ FragColor = (btests.w) ? color[3] : FragColor;
- /* We Hit something ! */
- if (found_edge) {
- /* only change alpha */
- FragColor.a *= alpha;
- }
+ FragColor *= (is_blank_pixel) ? alpha : 1.0;
}