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authorClément Foucault <foucault.clem@gmail.com>2018-03-29 21:22:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-29 22:32:26 +0300
commit7144fdf28568e195dc639bea8828e614d7eb6f79 (patch)
tree837bb3094fea9bca5f6d3c0eacd8e51fa57e784d /source/blender/gpu/intern
parentc48b6fae9ae6d06bc99fc4eea6a4c54d978d3a16 (diff)
BLF: Perf: Divide by 6 the amount of verts sent to the GPU.
This means smaller imm buffer usage. This does not reduce the number of drawcalls. This uses geometry shader which is slow for the GPU but given we are really CPU bound on this case, it should not matter. A perfect implementation would: - Set the glyph coord in a bufferTexture and just send the glyph ID to the GPU to read the bufferTexture. - Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the glyph ID and color based on gl_VertexID / 6. - Stream fixed size buffer that the Driver can discard quickly but this is the same as improving IMM directly.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 44e01d42a62..586a7b70cd9 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -135,6 +135,7 @@ extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
+extern char datatoc_gpu_shader_text_geom_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
@@ -649,7 +650,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
[GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl },
- [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl },
+ [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl,
+ datatoc_gpu_shader_text_frag_glsl,
+ datatoc_gpu_shader_text_geom_glsl },
[GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl,
datatoc_gpu_shader_keyframe_diamond_frag_glsl },
[GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl,