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author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-23 22:08:11 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-05-02 21:49:38 +0300 |
commit | 12570c737356a06e21052cdc767b26ed7584a948 (patch) | |
tree | 3dcda29aa3596d96642e1249c3bf0665819beeb5 /source/blender/gpu/CMakeLists.txt | |
parent | 26021984859b6c522a532e3613fe65ffed6cbc19 (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.txt | 1 |
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) |