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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/gpu/GPU_batch.h | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff) |
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/gpu/GPU_batch.h')
-rw-r--r-- | source/blender/gpu/GPU_batch.h | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index d7218e97bf0..3616189e673 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -41,6 +41,7 @@ typedef enum { } GPUBatchPhase; #define GPU_BATCH_VBO_MAX_LEN 6 +#define GPU_BATCH_INST_VBO_MAX_LEN 2 #define GPU_BATCH_VAO_STATIC_LEN 3 #define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16 @@ -50,7 +51,7 @@ typedef struct GPUBatch { /** verts[0] is required, others can be NULL */ GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN]; /** Instance attributes. */ - GPUVertBuf *inst; + GPUVertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN]; /** NULL if element list not needed */ GPUIndexBuf *elem; uint32_t gl_prim_type; @@ -117,6 +118,7 @@ void GPU_batch_callback_free_set(GPUBatch *, void (*callback)(GPUBatch *, void * void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */ void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo); +int GPU_batch_instbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); #define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false) |