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-rw-r--r--source/blender/editors/interface/interface_icons.c9
-rw-r--r--source/blender/gpu/GPU_batch_presets.h2
-rw-r--r--source/blender/gpu/intern/gpu_batch_presets.c19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl31
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl8
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c5
6 files changed, 44 insertions, 30 deletions
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 887f149ee12..aae0d7c525f 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -28,6 +28,7 @@
#include "MEM_guardedalloc.h"
#include "GPU_batch.h"
+#include "GPU_batch_presets.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
@@ -1573,7 +1574,9 @@ static void icon_draw_cache_texture_flush_ex(GPUTexture *texture,
GPU_shader_uniform_vector(
shader, data_loc, 4, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache);
- GPU_draw_primitive(GPU_PRIM_TRIS, 6 * texture_draw_calls->calls);
+ GPUBatch *quad = GPU_batch_preset_quad();
+ GPU_batch_set_shader(quad, shader);
+ GPU_batch_draw_instanced(quad, texture_draw_calls->calls);
GPU_texture_unbind(texture);
@@ -1721,7 +1724,9 @@ static void icon_draw_texture(float x,
GPU_texture_bind(texture, img_binding);
GPU_sampler_icon_bind(img_binding);
- GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
+ GPUBatch *quad = GPU_batch_preset_quad();
+ GPU_batch_set_shader(quad, shader);
+ GPU_batch_draw(quad);
GPU_texture_unbind(texture);
diff --git a/source/blender/gpu/GPU_batch_presets.h b/source/blender/gpu/GPU_batch_presets.h
index 7a235dd0e12..19f200fecbf 100644
--- a/source/blender/gpu/GPU_batch_presets.h
+++ b/source/blender/gpu/GPU_batch_presets.h
@@ -43,6 +43,8 @@ struct GPUBatch *GPU_batch_preset_panel_drag_widget(const float pixelsize,
const float col_dark[4],
const float width) ATTR_WARN_UNUSED_RESULT;
+struct GPUBatch *GPU_batch_preset_quad(void);
+
void gpu_batch_presets_init(void);
void gpu_batch_presets_register(struct GPUBatch *preset_batch);
bool gpu_batch_presets_unregister(struct GPUBatch *preset_batch);
diff --git a/source/blender/gpu/intern/gpu_batch_presets.c b/source/blender/gpu/intern/gpu_batch_presets.c
index 8adb1ba1ed3..6a1645a71d8 100644
--- a/source/blender/gpu/intern/gpu_batch_presets.c
+++ b/source/blender/gpu/intern/gpu_batch_presets.c
@@ -62,6 +62,7 @@ static struct {
static struct {
struct {
GPUBatch *panel_drag_widget;
+ GPUBatch *quad;
} batch;
float panel_drag_widget_pixelsize;
@@ -330,6 +331,24 @@ GPUBatch *GPU_batch_preset_panel_drag_widget(const float pixelsize,
return g_presets_2d.batch.panel_drag_widget;
}
+/* To be used with procedural placement inside shader. */
+GPUBatch *GPU_batch_preset_quad(void)
+{
+ if (!g_presets_2d.batch.quad) {
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(preset_2d_format());
+ GPU_vertbuf_data_alloc(vbo, 4);
+
+ float pos_data[4][2] = {{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}};
+ GPU_vertbuf_attr_fill(vbo, g_presets_2d.attr_id.pos, pos_data);
+ /* Don't fill the color. */
+
+ g_presets_2d.batch.quad = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, NULL, GPU_BATCH_OWNS_VBO);
+
+ gpu_batch_presets_register(g_presets_2d.batch.quad);
+ }
+ return g_presets_2d.batch.quad;
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index d25cd586e65..640ceb97e5b 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -13,34 +13,19 @@ flat out vec4 finalColor;
void main()
{
- /* Rendering 2 triangle per icon. */
- int i = gl_VertexID / 6;
- int v = gl_VertexID % 6;
+ vec4 pos = calls_data[gl_InstanceID * 3];
+ vec4 tex = calls_data[gl_InstanceID * 3 + 1];
+ finalColor = calls_data[gl_InstanceID * 3 + 2];
- vec4 pos = calls_data[i * 3];
- vec4 tex = calls_data[i * 3 + 1];
- finalColor = calls_data[i * 3 + 2];
-
- /* TODO Remove this */
- if (v == 2) {
- v = 4;
- }
- else if (v == 3) {
- v = 0;
- }
- else if (v == 5) {
- v = 2;
+ if (gl_VertexID == 0) {
+ pos.xy = pos.xz;
+ tex.xy = tex.xz;
}
-
- if (v == 0) {
+ else if (gl_VertexID == 1) {
pos.xy = pos.xw;
tex.xy = tex.xw;
}
- else if (v == 1) {
- pos.xy = pos.xz;
- tex.xy = tex.xz;
- }
- else if (v == 2) {
+ else if (gl_VertexID == 2) {
pos.xy = pos.yw;
tex.xy = tex.yw;
}
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
index fcd877a37eb..ab9c30505c2 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -14,13 +14,13 @@ 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 == 1) {
+ co = rect_geom.xw;
+ uv = rect_icon.xw;
+ }
else if (gl_VertexID == 2) {
co = rect_geom.zw;
uv = rect_icon.zw;
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index a5dfc9893a5..e32db12b596 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -51,6 +51,7 @@
#include "ED_screen.h"
#include "ED_view3d.h"
+#include "GPU_batch_presets.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
@@ -597,7 +598,9 @@ void wm_draw_region_blend(ARegion *region, int view, bool blend)
GPU_shader_uniform_vector(shader, rect_geo_loc, 4, 1, rectg);
GPU_shader_uniform_vector(shader, color_loc, 4, 1, (const float[4]){1, 1, 1, 1});
- GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
+ GPUBatch *quad = GPU_batch_preset_quad();
+ GPU_batch_set_shader(quad, shader);
+ GPU_batch_draw(quad);
GPU_texture_unbind(texture);