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authorGermano <germano.costa@ig.com.br>2018-03-15 19:36:16 +0300
committerGermano <germano.costa@ig.com.br>2018-03-15 19:36:16 +0300
commitcca1e1b707c2d34244d3da87efcd78775c4eb048 (patch)
treeb19b8f1d60e5d2387aa77e69125e010d9de1ec35 /source
parent709ffd94eeca1f2f6f7e929128b5657665b2736c (diff)
UV/Image Editor: Optimize UV Drawing
Use batchs to store the entire buffer of loops before drawing. These batchs can be stored in the mesh draw cache later.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c267
1 files changed, 153 insertions, 114 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index b4d32b3d03a..cb8aa9660cf 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -59,6 +59,7 @@
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
+#include "GPU_batch.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
@@ -73,7 +74,7 @@
#include "uvedit_intern.h"
-static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset, const uint shdr_pos);
+static void draw_uvs_lineloop_bmfaces(BMesh *bm, const int cd_loop_uv_offset, const uint shdr_pos);
void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
{
@@ -160,8 +161,6 @@ static void draw_uvs_shadow(Object *obedit)
{
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMesh *bm = em->bm;
- BMFace *efa;
- BMIter iter;
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
@@ -172,9 +171,7 @@ static void draw_uvs_shadow(Object *obedit)
/* draws the mesh when painting */
immUniformThemeColor(TH_UV_SHADOW);
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
- }
+ draw_uvs_lineloop_bmfaces(bm, cd_loop_uv_offset, pos);
immUnbindProgram();
}
@@ -384,18 +381,43 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, Object *obedit, BME
BLI_buffer_free(&tf_uvorig_buf);
}
-static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset, const uint shdr_pos)
+static void draw_uvs_lineloop_bmfaces(BMesh *bm, const int cd_loop_uv_offset, const uint shdr_pos)
{
- BMIter liter;
+ BMIter iter, liter;
+ BMFace *efa;
BMLoop *l;
MLoopUV *luv;
- immBegin(GWN_PRIM_LINE_LOOP, efa->len);
+ /* For more efficiency first transfer the entire buffer to vram. */
+ Gwn_Batch *uv_batch = immBeginBatchAtMost(GWN_PRIM_LINE_LOOP, bm->totloop);
+
+ BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
+
+ BM_ITER_ELEM(l, &liter, efa, BM_LOOPS_OF_FACE) {
+ luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
+ immVertex2fv(shdr_pos, luv->uv);
+ }
+ }
+ immEnd();
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- immVertex2fv(shdr_pos, luv->uv);
+ /* Then draw each face contour separately. */
+ GWN_batch_program_use_begin(uv_batch);
+ unsigned int index = 0;
+ BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
+
+ GWN_batch_draw_range_ex(uv_batch, index, efa->len, false);
+ index += efa->len;
}
+ GWN_batch_program_use_end(uv_batch);
+
+ GWN_vertbuf_discard(uv_batch->verts[0]);
+ GWN_batch_discard(uv_batch);
+
+ immUnbindProgram();
immEnd();
}
@@ -615,7 +637,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
BMLoop *l;
BMIter iter, liter;
MLoopUV *luv;
- unsigned char col1[4], col2[4];
+ float col1[4], col2[4];
float pointsize;
int drawfaces, interpedges;
Image *ima = sima->image;
@@ -685,14 +707,14 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
if (tri_count && !(sima->flag & SI_NO_DRAWFACES)) {
/* draw transparent faces */
- UI_GetThemeColor4ubv(TH_FACE, col1);
- UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
+ UI_GetThemeColor4fv(TH_FACE, col1);
+ UI_GetThemeColor4fv(TH_FACE_SELECT, col2);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
Gwn_VertFormat *format = immVertexFormat();
pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -704,12 +726,12 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
if (efa == efa_act) {
/* only once */
- unsigned char tmp_col[4];
- UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, tmp_col);
- immAttrib4ubv(color, tmp_col);
+ float tmp_col[4];
+ UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, tmp_col);
+ immAttrib4fv(color, tmp_col);
}
else {
- immAttrib4ubv(color, is_select ? col2 : col1);
+ immAttrib4fv(color, is_select ? col2 : col1);
}
draw_uvs_looptri(em, &i, cd_loop_uv_offset, pos);
@@ -739,13 +761,11 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
- glLineWidth(1);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
switch (sima->dt_uv) {
case SI_UVDT_DASH:
{
- const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
-
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
@@ -755,141 +775,160 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
immUniform1i("num_colors", 2); /* "advanced" mode */
immUniformArray4fv("colors", (float *)(float[][4]){{0.56f, 0.56f, 0.56f, 1.0f}, {0.07f, 0.07f, 0.07f, 1.0f}}, 2);
immUniform1f("dash_width", 4.0f);
-
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
- continue;
-
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, shdr_pos);
- }
-
- immUnbindProgram();
+ glLineWidth(1.0f);
break;
}
case SI_UVDT_BLACK: /* black/white */
case SI_UVDT_WHITE:
- pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
-
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
-
if (sima->dt_uv == SI_UVDT_WHITE) {
immUniformColor3f(1.0f, 1.0f, 1.0f);
}
else {
immUniformColor3f(0.0f, 0.0f, 0.0f);
}
-
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
- continue;
-
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
- }
-
- immUnbindProgram();
+ glLineWidth(1.0f);
break;
case SI_UVDT_OUTLINE:
- pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
-
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
-
- glLineWidth(3);
imm_cpack(0x0);
+ glLineWidth(3.0f);
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
- continue;
+ break;
+ }
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
- }
+ /* For more efficiency first transfer the entire buffer to vram. */
+ Gwn_Batch *uv_batch = immBeginBatchAtMost(GWN_PRIM_LINE_LOOP, bm->totloop);
+ Gwn_VertBuf* uv_vbo = uv_batch->verts[0];
+ BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
- immUnbindProgram();
+ BM_ITER_ELEM(l, &liter, efa, BM_LOOPS_OF_FACE) {
+ luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
+ immVertex2fv(pos, luv->uv);
+ }
+ }
+ immEnd();
- glLineWidth(1);
- UI_GetThemeColor4ubv(TH_WIRE_EDIT, col2);
+ /* Then draw each face contour separately. */
+ GWN_batch_program_use_begin(uv_batch);
+ unsigned int index = 0, vbo_len_used;
+ BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
- if (me->drawflag & ME_DRAWEDGES) {
- int sel;
- UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1);
+ GWN_batch_draw_range_ex(uv_batch, index, efa->len, false);
+ index += efa->len;
+ }
+ vbo_len_used = index;
+ GWN_batch_program_use_end(uv_batch);
+ immUnbindProgram();
- Gwn_VertFormat *format = immVertexFormat();
- pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
- if (interpedges) {
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ if (sima->dt_uv == SI_UVDT_OUTLINE) {
+ glLineWidth(1.0f);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, col2);
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
- continue;
+ if (me->drawflag & ME_DRAWEDGES) {
+ int sel;
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, col1);
- immBegin(GWN_PRIM_LINE_LOOP, efa->len);
+ if (interpedges) {
+ /* Create a color buffer. */
+ static Gwn_VertFormat format = {0};
+ static uint shdr_col;
+ if (format.attrib_ct == 0) {
+ shdr_col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ }
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
- immAttrib4ubv(color, sel ? (GLubyte *)col1 : (GLubyte *)col2);
+ Gwn_VertBuf *vbo_col = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo_col, vbo_len_used);
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- immVertex2fv(pos, luv->uv);
- }
+ index = 0;
+ BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
- immEnd();
+ BM_ITER_ELEM(l, &liter, efa, BM_LOOPS_OF_FACE) {
+ sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
+ GWN_vertbuf_attr_set(vbo_col, shdr_col, index++, sel ? col1 : col2);
}
-
- immUnbindProgram();
}
- else {
- immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ /* Reuse the UV buffer and add the color buffer. */
+ GWN_batch_vertbuf_add_ex(uv_batch, vbo_col, true);
- BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- int lastsel = -1;
+ /* Now draw each face contour separately with another builtin program. */
+ GWN_batch_program_set_builtin(uv_batch, GPU_SHADER_2D_SMOOTH_COLOR);
+ gpuBindMatrices(uv_batch->interface);
- if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
- continue;
-
- immBegin(GWN_PRIM_LINES, efa->len * 2);
-
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- sel = uvedit_edge_select_test(scene, l, cd_loop_uv_offset);
- if (sel != lastsel) {
- immAttrib4ubv(color, sel ? (GLubyte *)col1 : (GLubyte *)col2);
- lastsel = sel;
- }
-
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- immVertex2fv(pos, luv->uv);
- luv = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
- immVertex2fv(pos, luv->uv);
- }
-
- immEnd();
- }
+ GWN_batch_program_use_begin(uv_batch);
+ index = 0;
+ BM_ITER_MESH(efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
- immUnbindProgram();
+ GWN_batch_draw_range_ex(uv_batch, index, efa->len, false);
+ index += efa->len;
}
+ GWN_batch_program_use_end(uv_batch);
}
else {
- pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- immUniformColor4ubv(col2);
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- /* no nice edges */
+ /* Use batch here to avoid problems with `IMM_BUFFER_SIZE`. */
+ Gwn_Batch *flat_edges_batch = immBeginBatchAtMost(GWN_PRIM_LINES, vbo_len_used * 2);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
-
- draw_uvs_lineloop_bmface(efa, cd_loop_uv_offset, pos);
+
+ BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
+ sel = uvedit_edge_select_test(scene, l, cd_loop_uv_offset);
+ immAttrib4fv(color, sel ? col1 : col2);
+
+ luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
+ immVertex2fv(pos, luv->uv);
+ luv = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
+ immVertex2fv(pos, luv->uv);
+ }
}
+ immEnd();
+
+ GWN_batch_draw(flat_edges_batch);
+ GWN_vertbuf_discard(flat_edges_batch->verts[0]);
+ GWN_batch_discard(flat_edges_batch);
immUnbindProgram();
}
+ }
+ else {
+ GWN_batch_uniform_4fv(uv_batch, "color", col2);
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- break;
+ /* no nice edges */
+ GWN_batch_program_use_begin(uv_batch);
+ index = 0;
+ BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
+ continue;
+
+ GWN_batch_draw_range_ex(uv_batch, index, efa->len, false);
+ index += efa->len;
+ }
+ GWN_batch_program_use_end(uv_batch);
+ immUnbindProgram();
+ }
}
+ GWN_vertbuf_discard(uv_vbo);
+ GWN_batch_discard(uv_batch);
+
if (sima->flag & SI_SMOOTH_UV) {
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
@@ -903,7 +942,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
Gwn_VertFormat *format = immVertexFormat();
pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -921,8 +960,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
if (!uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) {
/* Only set color for the first face */
if (!col_set) {
- UI_GetThemeColor3ubv(TH_WIRE, col1);
- immAttrib3ubv(color, col1);
+ UI_GetThemeColor3fv(TH_WIRE, col1);
+ immAttrib3fv(color, col1);
col_set = true;
}
@@ -943,8 +982,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
if (uvedit_face_select_test(scene, efa, cd_loop_uv_offset)) {
/* Only set color for the first face */
if (!col_set) {
- UI_GetThemeColor3ubv(TH_FACE_DOT, col1);
- immAttrib3ubv(color, col1);
+ UI_GetThemeColor3fv(TH_FACE_DOT, col1);
+ immAttrib3fv(color, col1);
col_set = true;
}