diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-28 00:57:29 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-28 01:05:51 +0300 |
commit | 637993fafe0c0bd1a2a12d3896673b929531f364 (patch) | |
tree | 2ca4f312df60177bfd388f07528ba6e1279a86c9 /source/blender | |
parent | 3bb720a7de4ae7363ce45e8218e29095e1913be5 (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.c | 29 | ||||
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl | 35 |
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; +} |