diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-16 23:53:44 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-16 23:53:44 +0300 |
commit | f92e92b1c041582f5d31620f734951daeee3d552 (patch) | |
tree | 2f44aac606268ab1d7543b62279a310838ee34c6 /source/blender/draw | |
parent | af1c220d892160c3a133b0379b123c672a770b73 (diff) |
Object Mode: Outlines: Use textureGather extension if available.
This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass).
But it's an improvement nontheless!
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 2 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_detect_frag.glsl | 29 |
2 files changed, 17 insertions, 14 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 0d9e46d1268..4bdd1444898 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -346,7 +346,7 @@ static void OBJECT_engine_init(void *vedata) datatoc_common_fullscreen_vert_glsl, NULL, datatoc_object_outline_detect_frag_glsl, datatoc_common_globals_lib_glsl, - NULL); + "#extension GL_ARB_texture_gather : enable\n"); e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL); 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 6b0f66d7c94..a7e68485b86 100644 --- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl +++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl @@ -34,25 +34,28 @@ vec4 convert_id_to_color(int id) } } -const ivec2 ofs[4] = ivec2[4]( - ivec2( 1, 0), ivec2( 0, 1), - ivec2(-1, 0), ivec2( 0, -1) -); - void main() { ivec2 texel = ivec2(gl_FragCoord.xy); - vec2 uv = gl_FragCoord.xy / vec2(textureSize(outlineId, 0).xy); +#ifdef GL_ARB_texture_gather + vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy); + vec2 uv1 = gl_FragCoord.xy * texel_size - texel_size; + vec2 uv2 = gl_FragCoord.xy * texel_size; + + /* Samples order is CW starting from top left. */ + uvec4 tmp1 = textureGather(outlineId, uv1); + uvec4 tmp2 = textureGather(outlineId, uv2); + + uint ref_id = tmp1.y; + uvec4 id = uvec4(tmp1.xz, tmp2.xz); +#else uvec4 id; uint ref_id = texelFetch(outlineId, texel, 0).r; -#if 0 /* commented out until being tested */ - id = textureGatherOffsets(outlineId, uv, ofs); -#else - id.x = texelFetchOffset(outlineId, texel, 0, ofs[0]).r; - id.y = texelFetchOffset(outlineId, texel, 0, ofs[1]).r; - id.z = texelFetchOffset(outlineId, texel, 0, ofs[2]).r; - id.w = texelFetchOffset(outlineId, texel, 0, ofs[3]).r; + id.x = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r; + id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r; + id.z = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r; + id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r; #endif float ref_depth = texelFetch(outlineDepth, texel, 0).r; |