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author | Clément Foucault <foucault.clem@gmail.com> | 2019-07-14 17:49:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-08-14 20:05:26 +0300 |
commit | 9c010c44f4201ab114b3facc69d0343525a1779f (patch) | |
tree | 744271becd24cead6c900e4f023d8c0bfa6138b6 /source/blender/gpu/intern/gpu_vertex_format_private.h | |
parent | 45a45f7d66211e82a3a3288782ad9523e8fdc516 (diff) |
Mesh Batch Cache: Refactor + Multithread
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.
This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).
We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5424
Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_format_private.h')
-rw-r--r-- | source/blender/gpu/intern/gpu_vertex_format_private.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_format_private.h b/source/blender/gpu/intern/gpu_vertex_format_private.h index a850d17a1dd..13459101669 100644 --- a/source/blender/gpu/intern/gpu_vertex_format_private.h +++ b/source/blender/gpu/intern/gpu_vertex_format_private.h @@ -27,6 +27,7 @@ #define __GPU_VERTEX_FORMAT_PRIVATE_H__ void VertexFormat_pack(GPUVertFormat *format); +void VertexFormat_deinterleave(GPUVertFormat *format, uint vertex_len); uint padding(uint offset, uint alignment); uint vertex_buffer_size(const GPUVertFormat *format, uint vertex_len); |