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authorClément Foucault <foucault.clem@gmail.com>2019-09-14 00:02:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-14 00:03:10 +0300
commitfd5c1972cd5c8a826c0d40effb0e2d367389666a (patch)
tree6a093944267ff888e9fb4323bac22d52468ab7ec /source/blender/gpu
parentc80564ef9f557fadd235b87533b24d126e2138c9 (diff)
Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_batch.h11
-rw-r--r--source/blender/gpu/GPU_shader_interface.h9
-rw-r--r--source/blender/gpu/GPU_viewport.h10
-rw-r--r--source/blender/gpu/intern/gpu_batch.c237
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c35
-rw-r--r--source/blender/gpu/intern/gpu_shader.c6
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c5
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c25
-rw-r--r--source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_vert.glsl2
15 files changed, 49 insertions, 344 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index bc08da4b2cb..8d2355ff5ac 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -330,8 +330,6 @@ data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC)
-
if(WITH_MOD_SMOKE)
add_definitions(-DWITH_SMOKE)
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 7d8c3347eb4..175033f70d9 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -193,17 +193,6 @@ GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff
#endif /* future plans */
-/* GPUDrawList is an API to do lots of similar drawcalls very fast using multidrawindirect.
- * There is a fallback if the feature is not supported. */
-typedef struct GPUDrawList GPUDrawList;
-
-GPUDrawList *GPU_draw_list_create(int length);
-void GPU_draw_list_discard(GPUDrawList *list);
-void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch);
-void GPU_draw_list_command_add(
- GPUDrawList *list, int v_first, int v_count, int i_first, int i_count);
-void GPU_draw_list_submit(GPUDrawList *list);
-
void gpu_batch_init(void);
void gpu_batch_exit(void);
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index e336aa53d24..ec97e1b085e 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -45,12 +45,13 @@ typedef enum {
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
- GPU_UNIFORM_ORCO, /* vec4 OrcoTexCoFactors[] */
+ GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
GPU_UNIFORM_CLIPPLANES, /* vec4 WorldClipPlanes[] */
- GPU_UNIFORM_COLOR, /* vec4 color */
- GPU_UNIFORM_BASE_INSTANCE, /* int baseInstance */
- GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
+ GPU_UNIFORM_COLOR, /* vec4 color */
+ GPU_UNIFORM_CALLID, /* int callId */
+ GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
+ GPU_UNIFORM_OBJECT_COLOR, /* vec4 objectColor */
GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
index 4bbcb6a4335..e7600279d6f 100644
--- a/source/blender/gpu/GPU_viewport.h
+++ b/source/blender/gpu/GPU_viewport.h
@@ -37,20 +37,14 @@ typedef struct GPUViewport GPUViewport;
/* Contains memory pools information */
typedef struct ViewportMemoryPool {
- struct BLI_memblock *commands;
- struct BLI_memblock *commands_small;
- struct BLI_memblock *callbuffers;
- struct BLI_memblock *obmats;
- struct BLI_memblock *obinfos;
+ struct BLI_memblock *calls;
+ struct BLI_memblock *states;
struct BLI_memblock *cullstates;
struct BLI_memblock *shgroups;
struct BLI_memblock *uniforms;
struct BLI_memblock *views;
struct BLI_memblock *passes;
struct BLI_memblock *images;
- struct GPUUniformBuffer **matrices_ubo;
- struct GPUUniformBuffer **obinfos_ubo;
- uint ubo_len;
} ViewportMemoryPool;
/* All FramebufferLists are just the same pointers with different names */
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 697bf37f34d..e0c0aea576c 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -39,9 +39,8 @@
#include <stdlib.h>
#include <string.h>
-#include <limits.h>
-static void batch_update_program_bindings(GPUBatch *batch, uint i_first);
+static void batch_update_program_bindings(GPUBatch *batch, uint v_first);
void GPU_batch_vao_cache_clear(GPUBatch *batch)
{
@@ -447,51 +446,20 @@ static void create_bindings(GPUVertBuf *verts,
}
}
-static void instance_id_workaround(GPUBatch *batch)
-{
- /**
- * A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
- * the gl_InstanceID is incremented by the 2 bit component of the attrib. To workaround this,
- * we create a new vertex attrib containing the expected value of gl_InstanceID.
- **/
- const GPUShaderInput *input = GPU_shaderinterface_attr(batch->interface, "_instanceId");
- if (input) {
-#define DRW_RESOURCE_CHUNK_LEN 512 /* Keep in sync. */
- static GLint vbo_id = 0;
- if (vbo_id == 0) {
- short data[DRW_RESOURCE_CHUNK_LEN];
- for (int i = 0; i < DRW_RESOURCE_CHUNK_LEN; i++) {
- data[i] = i;
- }
- /* GPU_context takes care of deleting `vbo_id` at the end. */
- vbo_id = GPU_buf_alloc();
- glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
- glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
- }
- glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
- glEnableVertexAttribArray(input->location);
- glVertexAttribIPointer(input->location, 1, GL_SHORT, 0, NULL);
- glVertexAttribDivisor(input->location, 1);
- }
-}
-
-static void batch_update_program_bindings(GPUBatch *batch, uint i_first)
+static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
/* Reverse order so first vbos have more prevalence (in term of attrib override). */
for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) {
if (batch->verts[v] != NULL) {
- create_bindings(batch->verts[v], batch->interface, 0, false);
+ create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
}
}
if (batch->inst) {
- create_bindings(batch->inst, batch->interface, i_first, true);
+ create_bindings(batch->inst, batch->interface, v_first, true);
}
if (batch->elem) {
GPU_indexbuf_use(batch->elem);
}
- if (GPU_crappy_amd_driver()) {
- instance_id_workaround(batch);
- }
}
void GPU_batch_program_use_begin(GPUBatch *batch)
@@ -650,14 +618,6 @@ void GPU_batch_draw(GPUBatch *batch)
GPU_batch_program_use_end(batch);
}
-#if GPU_TRACK_INDEX_RANGE
-# define BASE_INDEX(el) ((el)->base_index)
-# define INDEX_TYPE(el) ((el)->gl_index_type)
-#else
-# define BASE_INDEX(el) 0
-# define INDEX_TYPE(el) GL_UNSIGNED_INT
-#endif
-
void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count)
{
#if TRUST_NO_ONE
@@ -672,13 +632,8 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
i_count = (batch->inst) ? batch->inst->vertex_len : 1;
}
- if (v_count == 0 || i_count == 0) {
- /* Nothing to draw. */
- return;
- }
-
if (!GPU_arb_base_instance_is_supported()) {
- if (i_first > 0) {
+ if (i_first > 0 && i_count > 0) {
/* If using offset drawing with instancing, we must
* use the default VAO and redo bindings. */
glBindVertexArray(GPU_vao_default());
@@ -693,8 +648,13 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
if (batch->elem) {
const GPUIndexBuf *el = batch->elem;
- GLenum index_type = INDEX_TYPE(el);
- GLint base_index = BASE_INDEX(el);
+#if GPU_TRACK_INDEX_RANGE
+ GLenum index_type = el->gl_index_type;
+ GLint base_index = el->base_index;
+#else
+ GLenum index_type = GL_UNSIGNED_INT;
+ GLint base_index = 0;
+#endif
void *v_first_ofs = elem_offset(el, v_first);
if (GPU_arb_base_instance_is_supported()) {
@@ -737,179 +697,6 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count)
}
/* -------------------------------------------------------------------- */
-/** \name Indirect Draw Calls
- * \{ */
-
-#if 0
-# define USE_MULTI_DRAW_INDIRECT 0
-#else
-# define USE_MULTI_DRAW_INDIRECT \
- (GL_ARB_multi_draw_indirect && GPU_arb_base_instance_is_supported())
-#endif
-
-typedef struct GPUDrawCommand {
- uint v_count;
- uint i_count;
- uint v_first;
- uint i_first;
-} GPUDrawCommand;
-
-typedef struct GPUDrawCommandIndexed {
- uint v_count;
- uint i_count;
- uint v_first;
- uint base_index;
- uint i_first;
-} GPUDrawCommandIndexed;
-
-struct GPUDrawList {
- GPUBatch *batch;
- uint base_index; /* Avoid dereferencing batch. */
- uint cmd_offset; /* in bytes, offset inside indirect command buffer. */
- uint cmd_len; /* Number of used command for the next call. */
- uint buffer_size; /* in bytes, size of indirect command buffer. */
- GLuint buffer_id; /* Draw Indirect Buffer id */
- union {
- GPUDrawCommand *commands;
- GPUDrawCommandIndexed *commands_indexed;
- };
-};
-
-GPUDrawList *GPU_draw_list_create(int length)
-{
- GPUDrawList *list = MEM_callocN(sizeof(GPUDrawList), "GPUDrawList");
- /* Alloc the biggest possible command list which is indexed. */
- list->buffer_size = sizeof(GPUDrawCommandIndexed) * length;
- if (USE_MULTI_DRAW_INDIRECT) {
- list->buffer_id = GPU_buf_alloc();
- glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
- glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW);
- }
- else {
- list->commands = MEM_mallocN(list->buffer_size, "GPUDrawList data");
- }
- return list;
-}
-
-void GPU_draw_list_discard(GPUDrawList *list)
-{
- if (list->buffer_id) {
- GPU_buf_free(list->buffer_id);
- }
- else {
- MEM_SAFE_FREE(list->commands);
- }
- MEM_freeN(list);
-}
-
-void GPU_draw_list_init(GPUDrawList *list, GPUBatch *batch)
-{
- BLI_assert(batch->phase == GPU_BATCH_READY_TO_DRAW);
- list->batch = batch;
- list->base_index = batch->elem ? BASE_INDEX(batch->elem) : UINT_MAX;
- list->cmd_len = 0;
-
- if (USE_MULTI_DRAW_INDIRECT) {
- if (list->commands == NULL) {
- glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
- if (list->cmd_offset >= list->buffer_size) {
- /* Orphan buffer data and start fresh. */
- glBufferData(GL_DRAW_INDIRECT_BUFFER, list->buffer_size, NULL, GL_DYNAMIC_DRAW);
- list->cmd_offset = 0;
- }
- GLenum flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
- list->commands = glMapBufferRange(
- GL_DRAW_INDIRECT_BUFFER, list->cmd_offset, list->buffer_size - list->cmd_offset, flags);
- }
- }
- else {
- list->cmd_offset = 0;
- }
-}
-
-void GPU_draw_list_command_add(
- GPUDrawList *list, int v_first, int v_count, int i_first, int i_count)
-{
- BLI_assert(list->commands);
-
- if (list->base_index != UINT_MAX) {
- GPUDrawCommandIndexed *cmd = list->commands_indexed + list->cmd_len;
- cmd->v_first = v_first;
- cmd->v_count = v_count;
- cmd->i_count = i_count;
- cmd->base_index = list->base_index;
- cmd->i_first = i_first;
- }
- else {
- GPUDrawCommand *cmd = list->commands + list->cmd_len;
- cmd->v_first = v_first;
- cmd->v_count = v_count;
- cmd->i_count = i_count;
- cmd->i_first = i_first;
- }
-
- list->cmd_len++;
- uint offset = list->cmd_offset + list->cmd_len * sizeof(GPUDrawCommandIndexed);
-
- if (offset == list->buffer_size) {
- GPU_draw_list_submit(list);
- GPU_draw_list_init(list, list->batch);
- }
-}
-
-void GPU_draw_list_submit(GPUDrawList *list)
-{
- GPUBatch *batch = list->batch;
-
- if (list->cmd_len == 0)
- return;
-
- BLI_assert(list->commands);
- BLI_assert(batch->program_in_use);
- /* TODO could assert that VAO is bound. */
-
- /* TODO We loose a bit of memory here if we only draw arrays. Fix that. */
- uintptr_t offset = list->cmd_offset;
- uint cmd_len = list->cmd_len;
- size_t bytes_used = cmd_len * sizeof(GPUDrawCommandIndexed);
- list->cmd_offset += bytes_used;
- list->cmd_len = 0; /* Avoid reuse. */
-
- if (USE_MULTI_DRAW_INDIRECT) {
- GLenum prim = batch->gl_prim_type;
-
- glBindBuffer(GL_DRAW_INDIRECT_BUFFER, list->buffer_id);
- glFlushMappedBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, bytes_used);
- glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
- list->commands = NULL; /* Unmapped */
-
- if (batch->elem) {
- glMultiDrawElementsIndirect(prim, INDEX_TYPE(batch->elem), (void *)offset, cmd_len, 0);
- }
- else {
- glMultiDrawArraysIndirect(prim, (void *)offset, cmd_len, 0);
- }
- }
- else {
- /* Fallback */
- if (batch->elem) {
- GPUDrawCommandIndexed *cmd = list->commands_indexed;
- for (int i = 0; i < cmd_len; i++, cmd++) {
- GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count);
- }
- }
- else {
- GPUDrawCommand *cmd = list->commands;
- for (int i = 0; i < cmd_len; i++, cmd++) {
- GPU_batch_draw_advanced(batch, cmd->v_first, cmd->v_count, cmd->i_first, cmd->i_count);
- }
- }
- }
-}
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
/** \name Utilities
* \{ */
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 410e23c9576..7483be74e01 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -55,12 +55,6 @@
#include <string.h>
#include <stdarg.h>
-extern char datatoc_gpu_shader_material_glsl[];
-extern char datatoc_gpu_shader_geometry_glsl[];
-
-extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-
/* -------------------- GPUPass Cache ------------------ */
/**
* Internal shader cache: This prevent the shader recompilation / stall when
@@ -784,12 +778,6 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
else if (input->builtin == GPU_OBJECT_MATRIX) {
BLI_dynstr_append(ds, "objmat");
}
- else if (input->builtin == GPU_OBJECT_INFO) {
- BLI_dynstr_append(ds, "ObjectInfo");
- }
- else if (input->builtin == GPU_OBJECT_COLOR) {
- BLI_dynstr_append(ds, "ObjectColor");
- }
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
BLI_dynstr_append(ds, "objinv");
}
@@ -852,10 +840,6 @@ static char *code_generate_fragment(GPUMaterial *material,
codegen_set_unique_ids(nodes);
*rbuiltins = builtins = codegen_process_uniforms_functions(material, ds, nodes);
- if (builtins & (GPU_OBJECT_INFO | GPU_OBJECT_COLOR)) {
- BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
- }
-
if (builtins & GPU_BARYCENTRIC_TEXCO) {
BLI_dynstr_append(ds, "in vec2 barycentricTexCo;\n");
}
@@ -1004,7 +988,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
/* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
if (input->attr_type == CD_ORCO) {
/* OPTI : orco is computed from local positions, but only if no modifier is present. */
- BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
+ BLI_dynstr_append(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
}
else if (input->attr_name[0] == '\0') {
@@ -1086,8 +1070,6 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_append(ds, "\n");
- BLI_dynstr_append(ds, use_geom ? "RESOURCE_ID_VARYING_GEOM\n" : "RESOURCE_ID_VARYING\n");
-
BLI_dynstr_append(ds,
"#define USE_ATTR\n"
"vec3 srgb_to_linear_attr(vec3 c) {\n"
@@ -1117,8 +1099,6 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_append(ds, "void pass_attr(in vec3 position) {\n");
- BLI_dynstr_append(ds, use_geom ? "\tPASS_RESOURCE_ID_GEOM\n" : "\tPASS_RESOURCE_ID\n");
-
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
if (builtins & GPU_BARYCENTRIC_TEXCO) {
@@ -1145,8 +1125,8 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
}
else if (input->attr_type == CD_ORCO) {
BLI_dynstr_appendf(ds,
- "\tvar%d%s = OrcoTexCoFactors[0].xyz + (ModelMatrixInverse * "
- "vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1].xyz;\n",
+ "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * "
+ "vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
input->attr_id,
use_geom ? "g" : "");
/* TODO: fix ORCO with modifiers. */
@@ -1201,8 +1181,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
}
else if (input->attr_type == CD_ORCO) {
BLI_dynstr_appendf(ds,
- "\tvar%d%s = OrcoTexCoFactors[0].xyz + position *"
- " OrcoTexCoFactors[1].xyz;\n",
+ "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
input->attr_id,
use_geom ? "g" : "");
/* See mesh_create_loop_orco() for explanation. */
@@ -1317,8 +1296,6 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code, cons
BLI_dynstr_append(ds, "out vec3 worldNormal;\n");
BLI_dynstr_append(ds, "out vec3 viewNormal;\n");
- BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
-
BLI_dynstr_append(ds, "void main(){\n");
if (builtins & GPU_BARYCENTRIC_DIST) {
@@ -1363,13 +1340,9 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code, cons
BLI_dynstr_append(ds, "}\n");
}
- BLI_dynstr_append(ds, "RESOURCE_ID_VARYING\n");
-
/* Generate varying assignments. */
BLI_dynstr_append(ds, "void pass_attr(in int vert) {\n");
- BLI_dynstr_append(ds, "\tPASS_RESOURCE_ID(vert)\n");
-
/* XXX HACK: Eevee specific. */
if (geom_code == NULL) {
BLI_dynstr_append(ds, "\tworldPosition = worldPositiong[vert];\n");
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 7e8cb8a4fa0..42c21626c05 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -248,9 +248,6 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
/* a #version 400 feature, but we use #version 330 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
}
- if (GLEW_ARB_shader_draw_parameters) {
- strcat(defines, "#extension GL_ARB_shader_draw_parameters : enable\n");
- }
}
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
@@ -258,9 +255,6 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_ATI\n");
- if (GPU_crappy_amd_driver()) {
- strcat(defines, "#define GPU_CRAPPY_AMD_DRIVER\n");
- }
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_NVIDIA\n");
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index 983c5dfc27a..083c5bf2b60 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -65,8 +65,9 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
[GPU_UNIFORM_CLIPPLANES] = "WorldClipPlanes",
[GPU_UNIFORM_COLOR] = "color",
- [GPU_UNIFORM_BASE_INSTANCE] = "baseInstance",
- [GPU_UNIFORM_RESOURCE_CHUNK] = "resourceChunk",
+ [GPU_UNIFORM_CALLID] = "callId",
+ [GPU_UNIFORM_OBJECT_INFO] = "unfobjectinfo",
+ [GPU_UNIFORM_OBJECT_COLOR] = "unfobjectcolor",
[GPU_UNIFORM_CUSTOM] = NULL,
[GPU_NUM_UNIFORMS] = NULL,
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 615af57c1bd..fcb1a008226 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -39,7 +39,6 @@
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
-#include "GPU_uniformbuffer.h"
#include "DRW_engine.h"
@@ -620,20 +619,11 @@ void GPU_viewport_free(GPUViewport *viewport)
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
- if (viewport->vmempool.commands != NULL) {
- BLI_memblock_destroy(viewport->vmempool.commands, NULL);
+ if (viewport->vmempool.calls != NULL) {
+ BLI_memblock_destroy(viewport->vmempool.calls, NULL);
}
- if (viewport->vmempool.commands_small != NULL) {
- BLI_memblock_destroy(viewport->vmempool.commands_small, NULL);
- }
- if (viewport->vmempool.callbuffers != NULL) {
- BLI_memblock_destroy(viewport->vmempool.callbuffers, NULL);
- }
- if (viewport->vmempool.obmats != NULL) {
- BLI_memblock_destroy(viewport->vmempool.obmats, NULL);
- }
- if (viewport->vmempool.obinfos != NULL) {
- BLI_memblock_destroy(viewport->vmempool.obinfos, NULL);
+ if (viewport->vmempool.states != NULL) {
+ BLI_memblock_destroy(viewport->vmempool.states, NULL);
}
if (viewport->vmempool.cullstates != NULL) {
BLI_memblock_destroy(viewport->vmempool.cullstates, NULL);
@@ -660,13 +650,6 @@ void GPU_viewport_free(GPUViewport *viewport)
BLI_memblock_destroy(viewport->vmempool.images, NULL);
}
- for (int i = 0; i < viewport->vmempool.ubo_len; i++) {
- GPU_uniformbuffer_free(viewport->vmempool.matrices_ubo[i]);
- GPU_uniformbuffer_free(viewport->vmempool.obinfos_ubo[i]);
- }
- MEM_SAFE_FREE(viewport->vmempool.matrices_ubo);
- MEM_SAFE_FREE(viewport->vmempool.obinfos_ubo);
-
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);
diff --git a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
deleted file mode 100644
index aa1d437c307..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-/* Need to be included after common_view_lib.glsl for resource_id. */
-#ifndef GPU_OBINFOS_UBO
-#define GPU_OBINFOS_UBO
-struct ObjectInfos {
- vec4 drw_OrcoTexCoFactors[2];
- vec4 drw_ObjectColor;
- vec4 drw_Infos;
-};
-
-layout(std140) uniform infoBlock
-{
- /* DRW_RESOURCE_CHUNK_LEN = 512 */
- ObjectInfos drw_infos[512];
-};
-#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
-#define ObjectInfo (drw_infos[resource_id].drw_Infos)
-#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
-#endif
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
index f32c47bcec3..31b359dbe6d 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_camera_vert.glsl
@@ -1,5 +1,8 @@
uniform mat4 ViewProjectionMatrix;
+#ifdef USE_WORLD_CLIP_PLANES
+uniform mat4 ModelMatrix;
+#endif
/* ---- Instantiated Attrs ---- */
in float pos;
@@ -44,12 +47,11 @@ void main()
pPos = vec3(0.0);
}
- vec4 wPos = InstanceModelMatrix * vec4(pPos, 1.0);
- gl_Position = ViewProjectionMatrix * wPos;
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pPos, 1.0);
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wPos.xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * vec4(pPos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
index 5bd29c55e42..d9a0ffbbdac 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_distance_line_vert.glsl
@@ -18,14 +18,13 @@ void main()
{
float len = end - start;
vec3 sta = vec3(0.0, 0.0, -start);
+ vec4 pos_4d = vec4(pos * -len + sta, 1.0);
- vec4 wPos = InstanceModelMatrix * vec4(pos * -len + sta, 1.0);
-
- gl_Position = ViewProjectionMatrix * wPos;
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
gl_PointSize = size;
finalColor = vec4(color, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wPos.xyz);
+ world_clip_planes_calc_clip_distance((InstanceModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
index 10228a1e985..3e52e43beae 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -1,5 +1,6 @@
uniform mat4 ViewProjectionMatrix;
+uniform mat4 ModelMatrix;
/* ---- Instantiated Attrs ---- */
in vec3 pos;
@@ -19,10 +20,10 @@ void main()
{
finalColor = color;
- vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
- gl_Position = ViewProjectionMatrix * wPos;
+ vec4 pos_4d = vec4(pos * size, 1.0);
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wPos.xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl
index 32db8d17572..130f46e1e33 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl
@@ -1,6 +1,8 @@
uniform mat4 ViewProjectionMatrix;
-
+#ifdef USE_WORLD_CLIP_PLANES
+uniform mat4 ModelMatrix;
+#endif
uniform int baseId;
/* ---- Instantiated Attrs ---- */
@@ -19,11 +21,11 @@ flat out uint finalId;
void main()
{
- vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0);
- gl_Position = ViewProjectionMatrix * wPos;
+ vec4 pos_4d = vec4(pos * size, 1.0);
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * pos_4d;
finalId = uint(baseId + callId);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wPos.xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
index b8d31f5540a..eeca6e972fa 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_vert.glsl
@@ -9,5 +9,5 @@ in mat4 InstanceModelMatrix;
void main()
{
- gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos, 1.0);
}