diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-02-26 21:41:17 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-02-26 21:41:17 +0300 |
commit | 13261304a331b4cff37de477ddf19c915ed64b2c (patch) | |
tree | 3660f94436af2e4d44d8310247280ab456243543 /source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl | |
parent | 0940e89e604d85d717f792b73e30e5e96a42e7c6 (diff) |
DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl new file mode 100644 index 00000000000..10f4dfd5a87 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl @@ -0,0 +1,12 @@ + +in vec2 texCoord_interp; +out vec4 fragColor; + +uniform sampler2D image; + +void main() +{ + float depth = texture(image, texCoord_interp).r; + fragColor = vec4(depth); + gl_FragDepth = depth; +} |