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authorClément Foucault <foucault.clem@gmail.com>2018-08-23 23:29:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-23 23:29:45 +0300
commit34b3d6e2f88c275032cfec5aacd036cb65d20dc3 (patch)
tree591bbf8f3008fe418ac0c185fafb614a579d670b /source/blender/editors/screen/screen_draw.c
parentfb7fc3be194ba324b84eaa1c538bf3f8b74c726e (diff)
UI: Optimize the area border drawing
It is was not really a bottleneck but it was triggering my OCD when 1/3rd of the drawcalls in a normal scene were basically only caused by this.
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r--source/blender/editors/screen/screen_draw.c164
1 files changed, 118 insertions, 46 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index 10d72d74b22..928ed05f1de 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -24,12 +24,14 @@
#include "ED_screen.h"
+#include "GPU_batch_presets.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "BLI_math.h"
+#include "BLI_rect.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -214,7 +216,85 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
-#define CORNER_RESOLUTION 10
+#define CORNER_RESOLUTION 9
+
+static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
+{
+ float inter[2], exter[2];
+ inter[0] = cosf((corner * 2.0f * M_PI / 4.0f) + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
+ inter[1] = sinf((corner * 2.0f * M_PI / 4.0f) + (i * M_PI_2 / (CORNER_RESOLUTION - 1.0f)));
+
+ /* Snap point to edge */
+ float div = 1.0f / max_ff(fabsf(inter[0]), fabsf(inter[1]));
+ mul_v2_v2fl(exter, inter, div);
+ exter[0] = roundf(exter[0]);
+ exter[1] = roundf(exter[1]);
+
+ if (i == 0 || i == (CORNER_RESOLUTION - 1)) {
+ copy_v2_v2(inter, exter);
+ }
+
+ /* Line width is 20% of the entire corner size. */
+ const float line_width = 0.2f;
+ mul_v2_fl(inter, 1.0f - line_width);
+ mul_v2_fl(exter, 1.0f + line_width);
+
+ switch (corner) {
+ case 0:
+ add_v2_v2(inter, (float[2]){-1.0f, -1.0f});
+ add_v2_v2(exter, (float[2]){-1.0f, -1.0f});
+ break;
+ case 1:
+ add_v2_v2(inter, (float[2]){1.0f, -1.0f});
+ add_v2_v2(exter, (float[2]){1.0f, -1.0f});
+ break;
+ case 2:
+ add_v2_v2(inter, (float[2]){1.0f, 1.0f});
+ add_v2_v2(exter, (float[2]){1.0f, 1.0f});
+ break;
+ case 3:
+ add_v2_v2(inter, (float[2]){-1.0f, 1.0f});
+ add_v2_v2(exter, (float[2]){-1.0f, 1.0f});
+ break;
+ }
+
+ GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, inter);
+ GPU_vertbuf_attr_set(vbo, pos, (*vidx)++, exter);
+}
+
+static GPUBatch *batch_screen_edges_get(int *corner_len)
+{
+ static GPUBatch *screen_edges_batch = NULL;
+
+ if (screen_edges_batch == NULL) {
+ GPUVertFormat format = {0};
+ uint pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 * 8 + 2);
+
+ uint vidx = 0;
+ /* Note jitter is applied in the shader. */
+ for (int jit = 0; jit < 8; ++jit) {
+ for (int corner = 0; corner < 4; ++corner) {
+ for (int c = 0; c < CORNER_RESOLUTION; ++c) {
+ do_vert_pair(vbo, pos, &vidx, corner, c);
+ }
+ }
+ }
+ /* close the loop */
+ do_vert_pair(vbo, pos, &vidx, 0, 0);
+
+ screen_edges_batch = GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
+ gpu_batch_presets_register(screen_edges_batch);
+ }
+
+ if (corner_len) {
+ *corner_len = CORNER_RESOLUTION * 2;
+ }
+ return screen_edges_batch;
+}
+
static void drawscredge_corner_geometry(
int sizex, int sizey,
int corner_x, int corner_y,
@@ -373,59 +453,47 @@ static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int
immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
}
-static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
+static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, float edge_thickness)
{
- int count = 0;
-
- if (x2 < sizex - 1) count += 2;
- if (x1 > 0) count += 2;
- if (y2 < sizey - 1) count += 2;
- if (y1 > 0) count += 2;
-
- if (count == 0) {
- return;
- }
-
- immBegin(GPU_PRIM_LINES, count);
+ rctf rect;
+ BLI_rctf_init(&rect, (float)x1, (float)x2, (float)y1, (float)y2);
/* right border area */
- if (x2 < sizex - 1) {
- immVertex2f(pos, x2, y1);
- immVertex2f(pos, x2, y2);
+ if (x2 >= sizex - 1) {
+ rect.xmax += edge_thickness * 0.5f;
}
/* left border area */
- if (x1 > 0) { /* otherwise it draws the emboss of window over */
- immVertex2f(pos, x1, y1);
- immVertex2f(pos, x1, y2);
+ if (x1 <= 0) { /* otherwise it draws the emboss of window over */
+ rect.xmin -= edge_thickness * 0.5f;
}
/* top border area */
- if (y2 < sizey - 1) {
- immVertex2f(pos, x1, y2);
- immVertex2f(pos, x2, y2);
+ if (y2 >= sizey - 1) {
+ rect.ymax += edge_thickness * 0.5f;
}
/* bottom border area */
- if (y1 > 0) {
- immVertex2f(pos, x1, y1);
- immVertex2f(pos, x2, y1);
+ if (y1 <= 0) {
+ rect.ymin -= edge_thickness * 0.5f;
}
- immEnd();
+ GPUBatch *batch = batch_screen_edges_get(NULL);
+ GPU_batch_uniform_4fv(batch, "rect", (float *)&rect);
+ GPU_batch_draw(batch);
}
/**
* \brief Screen edges drawing.
*/
-static void drawscredge_area(ScrArea *sa, int sizex, int sizey, unsigned int pos)
+static void drawscredge_area(ScrArea *sa, int sizex, int sizey, float edge_thickness)
{
short x1 = sa->v1->vec.x;
short y1 = sa->v1->vec.y;
short x2 = sa->v3->vec.x;
short y2 = sa->v3->vec.y;
- drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, pos);
+ drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, edge_thickness);
}
/**
@@ -436,34 +504,38 @@ void ED_screen_draw_edges(wmWindow *win)
bScreen *screen = WM_window_get_active_screen(win);
const int winsize_x = WM_window_pixels_x(win);
const int winsize_y = WM_window_pixels_y(win);
+ float col[4], corner_scale, edge_thickness;
+ int verts_per_corner = 0;
ScrArea *sa;
- uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
-
- /* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
- if (U.pixelsize > 1.0f) {
- /* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
- GPU_line_width((2.0f * U.pixelsize) - 1);
- immUniformThemeColor(TH_EDITOR_OUTLINE);
+ UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
+ col[3] = 1.0f / 8.0f;
+ corner_scale = U.pixelsize * 8.0f;
+ edge_thickness = corner_scale * 0.21f;
- for (sa = screen->areabase.first; sa; sa = sa->next) {
- drawscredge_area(sa, winsize_x, winsize_y, pos);
- }
- }
+ GPU_blend(true);
- GPU_line_width(1);
- immUniformThemeColor(TH_EDITOR_OUTLINE);
+ /* Transparent pass (for AA). */
+ GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
+ GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
+ GPU_batch_uniform_1f(batch, "scale", corner_scale);
+ GPU_batch_uniform_4fv(batch, "color", col);
for (sa = screen->areabase.first; sa; sa = sa->next) {
- drawscredge_area(sa, winsize_x, winsize_y, pos);
+ drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
}
- immUnbindProgram();
+ GPU_blend(false);
+
+ /* Opaque pass. */
+ corner_scale -= 2.0f;
+ edge_thickness = corner_scale * 0.2f;
+ GPU_batch_uniform_1f(batch, "scale", corner_scale);
for (sa = screen->areabase.first; sa; sa = sa->next) {
- drawscredge_corner(sa, winsize_x, winsize_y);
+ drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
}
screen->do_draw = false;