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authorClément Foucault <foucault.clem@gmail.com>2018-04-23 22:08:11 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-02 21:49:38 +0300
commit12570c737356a06e21052cdc767b26ed7584a948 (patch)
tree3dcda29aa3596d96642e1249c3bf0665819beeb5 /source/blender/gpu/CMakeLists.txt
parent26021984859b6c522a532e3613fe65ffed6cbc19 (diff)
GPUShader: Add GPU_SHADER_2D_IMAGE_MULTISAMPLE_2/4/8/16
This shader is used instead of blitting back and forth to a single sample buffer. This means it resolves the color and depth samples and outputs a fragment which can be depth tested and blended on top of an existing framebuffer. We do static shader variation with manual loop unrolling for performance reason. In my test I get 25% more perf with intel integrated gpu and 75% performance gain with dedicated nvidia card compared to a single shader with a uniform for sample count.
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r--source/blender/gpu/CMakeLists.txt1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 575dff1e811..f733e37ff51 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -158,6 +158,7 @@ data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)