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authorClément Foucault <foucault.clem@gmail.com>2018-03-28 00:57:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-28 01:05:51 +0300
commit637993fafe0c0bd1a2a12d3896673b929531f364 (patch)
tree2ca4f312df60177bfd388f07528ba6e1279a86c9 /source/blender
parent3bb720a7de4ae7363ce45e8218e29095e1913be5 (diff)
UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and and icon select (via uvs) is done inside the vertex shader.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/interface/interface_icons.c29
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl35
5 files changed, 49 insertions, 21 deletions
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index f7cdb5cdc9c..eca8273ee3a 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1029,31 +1029,18 @@ static void icon_draw_texture(
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, icongltex.id);
- Gwn_VertFormat *format = immVertexFormat();
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
- if (rgb) immUniformColor3fvAlpha(rgb, alpha);
- else immUniformColor4f(alpha, alpha, alpha, alpha);
-
- immUniform1i("image", 0);
- immBegin(GWN_PRIM_TRI_STRIP, 4);
- immAttrib2f(texCoord, x1, y2);
- immVertex2f(pos, x, y + h);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
+ GPU_shader_bind(shader);
- immAttrib2f(texCoord, x1, y1);
- immVertex2f(pos, x, y);
+ if (rgb) glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha);
+ else glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
- immAttrib2f(texCoord, x2, y2);
- immVertex2f(pos, x + w, y + h);
+ glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h);
- immAttrib2f(texCoord, x2, y1);
- immVertex2f(pos, x + w, y);
- immEnd();
-
- immUnbindProgram();
+ GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4);
glBindTexture(GL_TEXTURE_2D, 0);
}
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index bbbfd1a6ea0..c828d783b9e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -139,6 +139,7 @@ data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 41218bd2edf..7a4f1310235 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -114,6 +114,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA,
+ GPU_SHADER_2D_IMAGE_RECT_COLOR,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index f8339802eeb..79d1ce41301 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -65,6 +65,7 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
+extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_frag_glsl[];
@@ -698,6 +699,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_RECT_COLOR] = { datatoc_gpu_shader_2D_image_rect_vert_glsl,
+ datatoc_gpu_shader_image_color_frag_glsl },
+
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
new file mode 100644
index 00000000000..118f4e3b187
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -0,0 +1,35 @@
+/**
+ * Simple shader that just draw one icon at the specified location
+ * does not need any vertex input (producing less call to immBegin/End)
+ **/
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec4 rect_icon;
+uniform vec4 rect_geom;
+
+out vec2 texCoord_interp;
+
+void main()
+{
+ vec2 uv;
+ vec2 co;
+ if (gl_VertexID == 0) {
+ co = rect_geom.xw;
+ uv = rect_icon.xw;
+ }
+ else if (gl_VertexID == 1) {
+ co = rect_geom.xy;
+ uv = rect_icon.xy;
+ }
+ else if (gl_VertexID == 2) {
+ co = rect_geom.zw;
+ uv = rect_icon.zw;
+ }
+ else {
+ co = rect_geom.zy;
+ uv = rect_icon.zy;
+ }
+
+ gl_Position = ModelViewProjectionMatrix * vec4(co, 0.0f, 1.0f);
+ texCoord_interp = uv;
+}