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authorClément Foucault <foucault.clem@gmail.com>2018-12-01 21:49:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-01 22:38:52 +0300
commitd55c269dd197288c30ca2881136330931bf05f98 (patch)
tree62ca84ecfa630e10154092a5157613caa069478e /source/blender/editors/screen/screen_draw.c
parent6a80a786f88c7b09c451e3c585224a392c3cd95c (diff)
UI: Simplify the area border drawing
Instead of doing a lot of alpha blended drawing with jittering, use the fragment shader to do the masking using a circle mask. This is much simpler and requires much less resources. Hopefully this may solve the issue we have with the Intels UHD Graphics 620 on linux.
Diffstat (limited to 'source/blender/editors/screen/screen_draw.c')
-rw-r--r--source/blender/editors/screen/screen_draw.c27
1 files changed, 7 insertions, 20 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index af6f9acfa47..51301b0f022 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -216,7 +216,7 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
-#define CORNER_RESOLUTION 9
+#define CORNER_RESOLUTION 3
static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int i)
{
@@ -235,7 +235,7 @@ static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, int
}
/* Line width is 20% of the entire corner size. */
- const float line_width = 0.2f;
+ const float line_width = 0.2f; /* Keep in sync with shader */
mul_v2_fl(inter, 1.0f - line_width);
mul_v2_fl(exter, 1.0f + line_width);
@@ -271,15 +271,12 @@ static GPUBatch *batch_screen_edges_get(int *corner_len)
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);
+ GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 + 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);
- }
+ 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 */
@@ -398,13 +395,12 @@ void ED_screen_draw_edges(wmWindow *win)
glEnable(GL_SCISSOR_TEST);
UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
- col[3] = 1.0f / 8.0f;
+ col[3] = 1.0f;
corner_scale = U.pixelsize * 8.0f;
edge_thickness = corner_scale * 0.21f;
GPU_blend(true);
- /* 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);
@@ -417,15 +413,6 @@ void ED_screen_draw_edges(wmWindow *win)
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_area(sa, winsize_x, winsize_y, edge_thickness);
- }
-
glDisable(GL_SCISSOR_TEST);
}