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authorAntonio Vazquez <blendergit@gmail.com>2020-08-19 08:51:55 +0300
committerAntonio Vazquez <blendergit@gmail.com>2020-08-19 08:51:55 +0300
commite3079476f7a70b6e54a9741aea4b2644d17ab866 (patch)
treeaa229be7ef3a2a6fe199a50d81a2eb81687a130f /source/blender/draw
parent77efb597cee8efafd9584fcd511e6111651c6512 (diff)
parent638fa188b79b182033351f0fcc65212c59f4de04 (diff)
Merge branch 'master' into greasepencil-edit-curve
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c2
-rw-r--r--source/blender/draw/intern/DRW_render.h52
-rw-r--r--source/blender/draw/intern/draw_manager.c13
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c438
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c45
-rw-r--r--source/blender/draw/intern/draw_view.c4
6 files changed, 211 insertions, 343 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index b5364a71378..a785d27c2db 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -1303,7 +1303,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
Depsgraph *depsgraph = lbake->depsgraph;
DEG_graph_relations_update(depsgraph);
- DEG_evaluate_on_framechange(lbake->bmain, depsgraph, lbake->frame);
+ DEG_evaluate_on_framechange(depsgraph, lbake->frame);
lbake->view_layer = DEG_get_evaluated_view_layer(depsgraph);
lbake->stop = stop;
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 956bddfb357..63625fae185 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -208,27 +208,44 @@ typedef void (*GPUMaterialEvalCallbackFn)(struct GPUMaterial *mat,
const char **defines);
#endif
-struct GPUShader *DRW_shader_create(const char *vert,
- const char *geom,
- const char *frag,
- const char *defines);
-struct GPUShader *DRW_shader_create_with_lib(
- const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
-struct GPUShader *DRW_shader_create_with_shaderlib(const char *vert,
- const char *geom,
- const char *frag,
- const DRWShaderLibrary *lib,
- const char *defines);
+struct GPUShader *DRW_shader_create_ex(
+ const char *vert, const char *geom, const char *frag, const char *defines, const char *func);
+struct GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
+ const char *geom,
+ const char *frag,
+ const char *lib,
+ const char *defines,
+ const char *func);
+struct GPUShader *DRW_shader_create_with_shaderlib_ex(const char *vert,
+ const char *geom,
+ const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines,
+ const char *func);
struct GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
const eGPUShaderTFBType prim_type,
const char **varying_names,
const int varying_count);
-struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
-struct GPUShader *DRW_shader_create_fullscreen_with_shaderlib(const char *frag,
- const DRWShaderLibrary *lib,
- const char *defines);
+struct GPUShader *DRW_shader_create_fullscreen_ex(const char *frag,
+ const char *defines,
+ const char *func);
+struct GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines,
+ const char *func);
+#define DRW_shader_create(vert, geom, frag, defines) \
+ DRW_shader_create_ex(vert, geom, frag, defines, __func__)
+#define DRW_shader_create_with_lib(vert, geom, frag, lib, defines) \
+ DRW_shader_create_with_lib_ex(vert, geom, frag, lib, defines, __func__)
+#define DRW_shader_create_with_shaderlib(vert, geom, frag, lib, defines) \
+ DRW_shader_create_with_shaderlib_ex(vert, geom, frag, lib, defines, __func__)
+#define DRW_shader_create_fullscreen(frag, defines) \
+ DRW_shader_create_fullscreen_ex(frag, defines, __func__)
+#define DRW_shader_create_fullscreen_with_shaderlib(frag, lib, defines) \
+ DRW_shader_create_fullscreen_with_shaderlib_ex(frag, lib, defines, __func__)
+
struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
const void *engine_type,
const int options,
@@ -344,6 +361,10 @@ typedef enum {
#define DRW_STATE_DEFAULT \
(DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
+#define DRW_STATE_BLEND_ENABLED \
+ (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
+ DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
+ DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
#define DRW_STATE_RASTERIZER_ENABLED \
(DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
@@ -718,7 +739,6 @@ bool DRW_state_draw_background(void);
/* Avoid too many lookups while drawing */
typedef struct DRWContextState {
-
struct ARegion *region; /* 'CTX_wm_region(C)' */
struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index e436424b460..d90d7d36ebc 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1595,8 +1595,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
GPU_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
GPU_clear(GPU_COLOR_BIT);
/* Premult Alpha over black background. */
- GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- GPU_blend(true);
+ GPU_blend(GPU_BLEND_ALPHA_PREMULT);
}
GPU_matrix_identity_set();
@@ -1606,9 +1605,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
if (draw_background) {
/* Reset default. */
- GPU_blend_set_func_separate(
- GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- GPU_blend(false);
+ GPU_blend(GPU_BLEND_NONE);
}
/* Free temporary viewport. */
@@ -1758,8 +1755,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
- /* Set the default Blender draw state */
- GPU_state_init();
/* Reset state before drawing */
DRW_state_reset();
@@ -2475,7 +2470,7 @@ void DRW_draw_depth_object(
GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
if (world_clip_planes != NULL) {
- GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]);
+ GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes);
}
GPU_batch_draw(batch);
@@ -2788,8 +2783,6 @@ void DRW_opengl_context_create(void)
if (!G.background) {
immActivate();
}
- /* Set default Blender OpenGL state */
- GPU_state_init();
/* So we activate the window's one afterwards. */
wm_window_reset_drawable();
}
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index b931bdd0cbe..47892b958d0 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -31,8 +31,8 @@
#include "GPU_extensions.h"
#include "GPU_platform.h"
-#include "intern/gpu_primitive_private.h"
-#include "intern/gpu_shader_private.h"
+#include "GPU_shader.h"
+#include "GPU_state.h"
#ifdef USE_GPU_SELECT
# include "GPU_select.h"
@@ -82,309 +82,169 @@ void drw_state_set(DRWState state)
return;
}
-#define CHANGED_TO(f) \
- ((DST.state_lock & (f)) ? \
- 0 : \
- (((DST.state & (f)) ? ((state & (f)) ? 0 : -1) : ((state & (f)) ? 1 : 0))))
+ eGPUWriteMask write_mask = 0;
+ eGPUBlend blend = 0;
+ eGPUFaceCullTest culling_test = 0;
+ eGPUDepthTest depth_test = 0;
+ eGPUStencilTest stencil_test = 0;
+ eGPUStencilOp stencil_op = 0;
+ eGPUProvokingVertex provoking_vert = 0;
-#define CHANGED_ANY(f) (((DST.state & (f)) != (state & (f))) && ((DST.state_lock & (f)) == 0))
-
-#define CHANGED_ANY_STORE_VAR(f, enabled) \
- (((DST.state & (f)) != (enabled = (state & (f)))) && (((DST.state_lock & (f)) == 0)))
-
- /* Depth Write */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
- GPU_depth_mask(test == 1);
- }
+ if (state & DRW_STATE_WRITE_DEPTH) {
+ write_mask |= GPU_WRITE_DEPTH;
}
-
- /* Stencil Write */
- {
- DRWState test;
- if (CHANGED_ANY_STORE_VAR(DRW_STATE_WRITE_STENCIL_ENABLED, test)) {
- /* Stencil Write */
- if (test) {
- glStencilMask(0xFF);
- switch (test) {
- case DRW_STATE_WRITE_STENCIL:
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- break;
- case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
- break;
- case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
- break;
- default:
- BLI_assert(0);
- }
- }
- else {
- glStencilMask(0x00);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- }
- }
+ if (state & DRW_STATE_WRITE_COLOR) {
+ write_mask |= GPU_WRITE_COLOR;
}
- /* Color Write */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
- if (test == 1) {
- GPU_color_mask(true, true, true, true);
- }
- else {
- GPU_color_mask(false, false, false, false);
- }
- }
+ switch (state & (DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT)) {
+ case DRW_STATE_CULL_BACK:
+ culling_test = GPU_CULL_BACK;
+ break;
+ case DRW_STATE_CULL_FRONT:
+ culling_test = GPU_CULL_FRONT;
+ break;
+ default:
+ culling_test = GPU_CULL_NONE;
+ break;
}
- /* Raster Discard */
- {
- if (CHANGED_ANY(DRW_STATE_RASTERIZER_ENABLED)) {
- if ((state & DRW_STATE_RASTERIZER_ENABLED) != 0) {
- glDisable(GL_RASTERIZER_DISCARD);
- }
- else {
- glEnable(GL_RASTERIZER_DISCARD);
- }
- }
+ switch (state & DRW_STATE_DEPTH_TEST_ENABLED) {
+ case DRW_STATE_DEPTH_LESS:
+ depth_test = GPU_DEPTH_LESS;
+ break;
+ case DRW_STATE_DEPTH_LESS_EQUAL:
+ depth_test = GPU_DEPTH_LESS_EQUAL;
+ break;
+ case DRW_STATE_DEPTH_EQUAL:
+ depth_test = GPU_DEPTH_EQUAL;
+ break;
+ case DRW_STATE_DEPTH_GREATER:
+ depth_test = GPU_DEPTH_GREATER;
+ break;
+ case DRW_STATE_DEPTH_GREATER_EQUAL:
+ depth_test = GPU_DEPTH_GREATER_EQUAL;
+ break;
+ case DRW_STATE_DEPTH_ALWAYS:
+ depth_test = GPU_DEPTH_ALWAYS;
+ break;
+ default:
+ depth_test = GPU_DEPTH_NONE;
+ break;
}
- /* Cull */
- {
- DRWState test;
- if (CHANGED_ANY_STORE_VAR(DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT, test)) {
- if (test) {
- glEnable(GL_CULL_FACE);
-
- if ((state & DRW_STATE_CULL_BACK) != 0) {
- glCullFace(GL_BACK);
- }
- else if ((state & DRW_STATE_CULL_FRONT) != 0) {
- glCullFace(GL_FRONT);
- }
- else {
- BLI_assert(0);
- }
- }
- else {
- glDisable(GL_CULL_FACE);
- }
- }
+ switch (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ case DRW_STATE_WRITE_STENCIL:
+ stencil_op = GPU_STENCIL_OP_REPLACE;
+ GPU_stencil_write_mask_set(0xFF);
+ break;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
+ stencil_op = GPU_STENCIL_OP_COUNT_DEPTH_PASS;
+ GPU_stencil_write_mask_set(0xFF);
+ break;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
+ stencil_op = GPU_STENCIL_OP_COUNT_DEPTH_FAIL;
+ GPU_stencil_write_mask_set(0xFF);
+ break;
+ default:
+ stencil_op = GPU_STENCIL_OP_NONE;
+ GPU_stencil_write_mask_set(0x00);
+ break;
}
- /* Depth Test */
- {
- DRWState test;
- if (CHANGED_ANY_STORE_VAR(DRW_STATE_DEPTH_TEST_ENABLED, test)) {
- if (test) {
- glEnable(GL_DEPTH_TEST);
-
- switch (test) {
- case DRW_STATE_DEPTH_LESS:
- glDepthFunc(GL_LESS);
- break;
- case DRW_STATE_DEPTH_LESS_EQUAL:
- glDepthFunc(GL_LEQUAL);
- break;
- case DRW_STATE_DEPTH_EQUAL:
- glDepthFunc(GL_EQUAL);
- break;
- case DRW_STATE_DEPTH_GREATER:
- glDepthFunc(GL_GREATER);
- break;
- case DRW_STATE_DEPTH_GREATER_EQUAL:
- glDepthFunc(GL_GEQUAL);
- break;
- case DRW_STATE_DEPTH_ALWAYS:
- glDepthFunc(GL_ALWAYS);
- break;
- default:
- BLI_assert(0);
- }
- }
- else {
- glDisable(GL_DEPTH_TEST);
- }
- }
+ switch (state & DRW_STATE_STENCIL_TEST_ENABLED) {
+ case DRW_STATE_STENCIL_ALWAYS:
+ stencil_test = GPU_STENCIL_ALWAYS;
+ break;
+ case DRW_STATE_STENCIL_EQUAL:
+ stencil_test = GPU_STENCIL_EQUAL;
+ break;
+ case DRW_STATE_STENCIL_NEQUAL:
+ stencil_test = GPU_STENCIL_NEQUAL;
+ break;
+ default:
+ stencil_test = GPU_STENCIL_NONE;
+ break;
}
- /* Stencil Test */
- {
- int test;
- if (CHANGED_ANY_STORE_VAR(DRW_STATE_STENCIL_TEST_ENABLED, test)) {
- if (test) {
- glEnable(GL_STENCIL_TEST);
- }
- else {
- glDisable(GL_STENCIL_TEST);
- }
- }
+ switch (state & DRW_STATE_BLEND_ENABLED) {
+ case DRW_STATE_BLEND_ADD:
+ blend = GPU_BLEND_ADDITIVE;
+ break;
+ case DRW_STATE_BLEND_ADD_FULL:
+ blend = GPU_BLEND_ADDITIVE_PREMULT;
+ break;
+ case DRW_STATE_BLEND_ALPHA:
+ blend = GPU_BLEND_ALPHA;
+ break;
+ case DRW_STATE_BLEND_ALPHA_PREMUL:
+ blend = GPU_BLEND_ALPHA_PREMULT;
+ break;
+ case DRW_STATE_BLEND_BACKGROUND:
+ blend = GPU_BLEND_BACKGROUND;
+ break;
+ case DRW_STATE_BLEND_OIT:
+ blend = GPU_BLEND_OIT;
+ break;
+ case DRW_STATE_BLEND_MUL:
+ blend = GPU_BLEND_MULTIPLY;
+ break;
+ case DRW_STATE_BLEND_SUB:
+ blend = GPU_BLEND_SUBTRACT;
+ break;
+ case DRW_STATE_BLEND_CUSTOM:
+ blend = GPU_BLEND_CUSTOM;
+ break;
+ case DRW_STATE_LOGIC_INVERT:
+ blend = GPU_BLEND_INVERT;
+ break;
+ default:
+ blend = GPU_BLEND_NONE;
+ break;
}
- /* Blending (all buffer) */
- {
- int test;
- if (CHANGED_ANY_STORE_VAR(DRW_STATE_BLEND_ALPHA | DRW_STATE_BLEND_ALPHA_PREMUL |
- DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_MUL |
- DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_OIT |
- DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_CUSTOM |
- DRW_STATE_LOGIC_INVERT | DRW_STATE_BLEND_SUB,
- test)) {
- if (test) {
- glEnable(GL_BLEND);
-
- switch (test) {
- case DRW_STATE_BLEND_ALPHA:
- glBlendFuncSeparate(GL_SRC_ALPHA,
- GL_ONE_MINUS_SRC_ALPHA, /* RGB */
- GL_ONE,
- GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
- break;
- case DRW_STATE_BLEND_BACKGROUND:
- /* Special blend to add color under and multiply dst by alpha. */
- glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
- GL_SRC_ALPHA, /* RGB */
- GL_ZERO,
- GL_SRC_ALPHA); /* Alpha */
- break;
- case DRW_STATE_BLEND_ALPHA_PREMUL:
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case DRW_STATE_BLEND_MUL:
- glBlendFunc(GL_DST_COLOR, GL_ZERO);
- break;
- case DRW_STATE_BLEND_OIT:
- glBlendFuncSeparate(GL_ONE,
- GL_ONE, /* RGB */
- GL_ZERO,
- GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
- break;
- case DRW_STATE_BLEND_ADD:
- /* Do not let alpha accumulate but premult the source RGB by it. */
- glBlendFuncSeparate(GL_SRC_ALPHA,
- GL_ONE, /* RGB */
- GL_ZERO,
- GL_ONE); /* Alpha */
- break;
- case DRW_STATE_BLEND_ADD_FULL:
- /* Let alpha accumulate. */
- glBlendFunc(GL_ONE, GL_ONE);
- break;
- case DRW_STATE_BLEND_SUB:
- glBlendFunc(GL_ONE, GL_ONE);
- break;
- case DRW_STATE_BLEND_CUSTOM:
- /* Custom blend parameters using dual source blending.
- * Can only be used with one Draw Buffer. */
- glBlendFunc(GL_ONE, GL_SRC1_COLOR);
- break;
- case DRW_STATE_LOGIC_INVERT:
- /* Replace logic op by blend func to support floating point framebuffer. */
- glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
- GL_ZERO, /* RGB */
- GL_ZERO,
- GL_ONE); /* Alpha */
- break;
- default:
- BLI_assert(0);
- }
+ GPU_state_set(
+ write_mask, blend, culling_test, depth_test, stencil_test, stencil_op, provoking_vert);
- if (test == DRW_STATE_BLEND_SUB) {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- }
- else {
- glBlendEquation(GL_FUNC_ADD);
- }
- }
- else {
- glDisable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
- }
- }
+ if (state & DRW_STATE_SHADOW_OFFSET) {
+ GPU_shadow_offset(true);
}
-
- /* Shadow Bias */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_SHADOW_OFFSET))) {
- if (test == 1) {
- glEnable(GL_POLYGON_OFFSET_FILL);
- glEnable(GL_POLYGON_OFFSET_LINE);
- /* 2.0 Seems to be the lowest possible slope bias that works in every case. */
- glPolygonOffset(2.0f, 1.0f);
- }
- else {
- glDisable(GL_POLYGON_OFFSET_FILL);
- glDisable(GL_POLYGON_OFFSET_LINE);
- }
- }
+ else {
+ GPU_shadow_offset(false);
}
- /* In Front objects selection */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_IN_FRONT_SELECT))) {
- if (test == 1) {
- /* XXX `GPU_depth_range` is not a perfect solution
- * since very distant geometries can still be occluded.
- * Also the depth test precision of these geometries is impaired.
- * However, it solves the selection for the vast majority of cases. */
- GPU_depth_range(0.0f, 0.01f);
- }
- else {
- GPU_depth_range(0.0f, 1.0f);
- }
- }
+ /* TODO this should be part of shader state. */
+ if (state & DRW_STATE_CLIP_PLANES) {
+ GPU_clip_distances(DST.view_active->clip_planes_len);
}
-
- /* Clip Planes */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
- if (test == 1) {
- GPU_clip_distances(DST.view_active->clip_planes_len);
- }
- else {
- GPU_clip_distances(0);
- }
- }
+ else {
+ GPU_clip_distances(0);
}
- /* Program Points Size */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_PROGRAM_POINT_SIZE))) {
- if (test == 1) {
- GPU_program_point_size(true);
- }
- else {
- GPU_program_point_size(false);
- }
- }
+ if (state & DRW_STATE_IN_FRONT_SELECT) {
+ /* XXX `GPU_depth_range` is not a perfect solution
+ * since very distant geometries can still be occluded.
+ * Also the depth test precision of these geometries is impaired.
+ * However, it solves the selection for the vast majority of cases. */
+ GPU_depth_range(0.0f, 0.01f);
+ }
+ else {
+ GPU_depth_range(0.0f, 1.0f);
}
- /* Provoking Vertex */
- {
- int test;
- if ((test = CHANGED_TO(DRW_STATE_FIRST_VERTEX_CONVENTION))) {
- if (test == 1) {
- glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
- }
- else {
- glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
- }
- }
+ if (state & DRW_STATE_PROGRAM_POINT_SIZE) {
+ GPU_program_point_size(true);
+ }
+ else {
+ GPU_program_point_size(false);
}
-#undef CHANGED_TO
-#undef CHANGED_ANY
-#undef CHANGED_ANY_STORE_VAR
+ if (state & DRW_STATE_FIRST_VERTEX_CONVENTION) {
+ GPU_provoking_vertex(GPU_VERTEX_FIRST);
+ }
+ else {
+ GPU_provoking_vertex(GPU_VERTEX_LAST);
+ }
DST.state = state;
}
@@ -396,17 +256,9 @@ static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
**/
- glStencilMask(write_mask);
- DRWState stencil_test = DST.state & DRW_STATE_STENCIL_TEST_ENABLED;
- if (stencil_test == DRW_STATE_STENCIL_ALWAYS) {
- glStencilFunc(GL_ALWAYS, reference, compare_mask);
- }
- else if (stencil_test == DRW_STATE_STENCIL_EQUAL) {
- glStencilFunc(GL_EQUAL, reference, compare_mask);
- }
- else if (stencil_test == DRW_STATE_STENCIL_NEQUAL) {
- glStencilFunc(GL_NOTEQUAL, reference, compare_mask);
- }
+ GPU_stencil_write_mask_set(write_mask);
+ GPU_stencil_reference_set(reference);
+ GPU_stencil_compare_mask_set(compare_mask);
}
/* Reset state to not interfer with other UI drawcall */
@@ -821,8 +673,8 @@ static void draw_update_uniforms(DRWShadingGroup *shgroup,
break;
case DRW_UNIFORM_TFEEDBACK_TARGET:
BLI_assert(uni->pvalue && (*use_tfeedback == false));
- *use_tfeedback = GPU_shader_transform_feedback_enable(
- shgroup->shader, ((GPUVertBuf *)uni->pvalue)->vbo_id);
+ *use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
+ ((GPUVertBuf *)uni->pvalue));
break;
/* Legacy/Fallback support. */
case DRW_UNIFORM_BASE_INSTANCE:
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 1c260721efb..7602bbb39ac 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -312,16 +312,18 @@ void DRW_deferred_shader_remove(GPUMaterial *mat)
/** \{ */
-GPUShader *DRW_shader_create(const char *vert,
- const char *geom,
- const char *frag,
- const char *defines)
+GPUShader *DRW_shader_create_ex(
+ const char *vert, const char *geom, const char *frag, const char *defines, const char *name)
{
- return GPU_shader_create(vert, frag, geom, NULL, defines, __func__);
+ return GPU_shader_create(vert, frag, geom, NULL, defines, name);
}
-GPUShader *DRW_shader_create_with_lib(
- const char *vert, const char *geom, const char *frag, const char *lib, const char *defines)
+GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
+ const char *geom,
+ const char *frag,
+ const char *lib,
+ const char *defines,
+ const char *name)
{
GPUShader *sh;
char *vert_with_lib = NULL;
@@ -334,7 +336,7 @@ GPUShader *DRW_shader_create_with_lib(
geom_with_lib = BLI_string_joinN(lib, geom);
}
- sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, __func__);
+ sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, name);
MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib);
@@ -345,18 +347,19 @@ GPUShader *DRW_shader_create_with_lib(
return sh;
}
-GPUShader *DRW_shader_create_with_shaderlib(const char *vert,
- const char *geom,
- const char *frag,
- const DRWShaderLibrary *lib,
- const char *defines)
+GPUShader *DRW_shader_create_with_shaderlib_ex(const char *vert,
+ const char *geom,
+ const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines,
+ const char *name)
{
GPUShader *sh;
char *vert_with_lib = DRW_shader_library_create_shader_string(lib, vert);
char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
char *geom_with_lib = (geom) ? DRW_shader_library_create_shader_string(lib, geom) : NULL;
- sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, __func__);
+ sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, name);
MEM_SAFE_FREE(vert_with_lib);
MEM_SAFE_FREE(frag_with_lib);
@@ -383,22 +386,22 @@ GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
__func__);
}
-GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
+GPUShader *DRW_shader_create_fullscreen_ex(const char *frag, const char *defines, const char *name)
{
- return GPU_shader_create(
- datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
+ return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, name);
}
-GPUShader *DRW_shader_create_fullscreen_with_shaderlib(const char *frag,
- const DRWShaderLibrary *lib,
- const char *defines)
+GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines,
+ const char *name)
{
GPUShader *sh;
char *vert = datatoc_common_fullscreen_vert_glsl;
char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
- sh = GPU_shader_create(vert, frag_with_lib, NULL, NULL, defines, __func__);
+ sh = GPU_shader_create(vert, frag_with_lib, NULL, NULL, defines, name);
MEM_SAFE_FREE(frag_with_lib);
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 1458ff5341c..0dc35d44788 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -123,7 +123,7 @@ void DRW_draw_cursor(void)
/* Draw nice Anti Aliased cursor. */
GPU_line_width(1.0f);
- GPU_blend(true);
+ GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
float eps = 1e-5f;
@@ -188,7 +188,7 @@ void DRW_draw_cursor(void)
GPU_batch_draw(cursor_batch);
- GPU_blend(false);
+ GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);