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-rw-r--r--source/blender/editors/include/UI_interface_icons.h3
-rw-r--r--source/blender/editors/interface/interface.c3
-rw-r--r--source/blender/editors/interface/interface_icons.c107
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-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_multi_rect_vert.glsl48
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl11
8 files changed, 178 insertions, 1 deletions
diff --git a/source/blender/editors/include/UI_interface_icons.h b/source/blender/editors/include/UI_interface_icons.h
index cee68ed361c..8b436942fdd 100644
--- a/source/blender/editors/include/UI_interface_icons.h
+++ b/source/blender/editors/include/UI_interface_icons.h
@@ -77,6 +77,9 @@ void UI_icon_draw_size(float x, float y, int size, int icon_id, float alpha);
void UI_icons_free(void);
void UI_icons_free_drawinfo(void *drawinfo);
+void UI_icon_draw_cache_begin(void);
+void UI_icon_draw_cache_end(void);
+
struct ListBase *UI_iconfile_list(void);
int UI_iconfile_get_index(const char *filename);
diff --git a/source/blender/editors/interface/interface.c b/source/blender/editors/interface/interface.c
index 0050340d842..0c786874180 100644
--- a/source/blender/editors/interface/interface.c
+++ b/source/blender/editors/interface/interface.c
@@ -64,6 +64,7 @@
#include "BLT_translation.h"
#include "UI_interface.h"
+#include "UI_interface_icons.h"
#include "IMB_imbuf.h"
@@ -1427,6 +1428,7 @@ void UI_block_draw(const bContext *C, uiBlock *block)
ui_draw_aligned_panel(&style, block, &rect, UI_panel_category_is_visible(ar));
BLF_batch_draw_begin();
+ UI_icon_draw_cache_begin();
/* widgets */
for (but = block->buttons.first; but; but = but->next) {
@@ -1440,6 +1442,7 @@ void UI_block_draw(const bContext *C, uiBlock *block)
}
}
+ UI_icon_draw_cache_end();
BLF_batch_draw_end();
/* restore matrix */
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index eca8273ee3a..bcc6c40a9e7 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -34,11 +34,13 @@
#include "MEM_guardedalloc.h"
#include "GPU_draw.h"
+#include "GPU_matrix.h"
#include "GPU_immediate.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_fileops_types.h"
+#include "BLI_math_vector.h"
#include "DNA_brush_types.h"
#include "DNA_curve_types.h"
@@ -1016,10 +1018,113 @@ static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect),
IMB_freeImBuf(ima);
}
-static void icon_draw_texture(
+/* High enough to make a difference, low enough so that
+ * small draws are still efficient with the use of glUniform.
+ * NOTE TODO: We could use UBO but we would need some triple
+ * buffer system + persistent mapping for this to be more
+ * efficient than simple glUniform calls. */
+#define ICON_DRAW_CACHE_SIZE 16
+
+typedef struct IconDrawCall{
+ rctf pos;
+ rctf tex;
+ float color[4];
+} IconDrawCall;
+
+static struct {
+ IconDrawCall drawcall_cache[ICON_DRAW_CACHE_SIZE];
+ int calls; /* Number of calls batched together */
+ bool enabled;
+ float mat[4][4];
+} g_icon_draw_cache = {0};
+
+void UI_icon_draw_cache_begin(void)
+{
+ BLI_assert(g_icon_draw_cache.enabled == false);
+ g_icon_draw_cache.enabled = true;
+}
+
+static void icon_draw_cache_flush_ex(void)
+{
+ if (g_icon_draw_cache.calls == 0)
+ return;
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, icongltex.id);
+
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR);
+ GPU_shader_bind(shader);
+
+ int img_loc = GPU_shader_get_uniform(shader, "image");
+ int data_loc = GPU_shader_get_uniform(shader, "calls_data[0]");
+
+ glUniform1i(img_loc, 0);
+ glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)g_icon_draw_cache.drawcall_cache);
+
+ GWN_draw_primitive(GWN_PRIM_TRIS, 6 * g_icon_draw_cache.calls);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ g_icon_draw_cache.calls = 0;
+}
+
+void UI_icon_draw_cache_end(void)
+{
+ BLI_assert(g_icon_draw_cache.enabled == true);
+ g_icon_draw_cache.enabled = false;
+
+ /* Don't change blend state if it's not needed. */
+ if (g_icon_draw_cache.calls == 0)
+ return;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ icon_draw_cache_flush_ex();
+
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+}
+
+static void icon_draw_texture_cached(
float x, float y, float w, float h, int ix, int iy,
int UNUSED(iw), int ih, float alpha, const float rgb[3])
{
+
+ float mvp[4][4];
+ gpuGetModelViewProjectionMatrix(mvp);
+
+ IconDrawCall *call = &g_icon_draw_cache.drawcall_cache[g_icon_draw_cache.calls];
+ g_icon_draw_cache.calls++;
+
+ /* Manual mat4*vec2 */
+ call->pos.xmin = x * mvp[0][0] + y * mvp[1][0] + mvp[3][0];
+ call->pos.ymin = x * mvp[0][1] + y * mvp[1][1] + mvp[3][1];
+ call->pos.xmax = call->pos.xmin + w * mvp[0][0] + h * mvp[1][0];
+ call->pos.ymax = call->pos.ymin + w * mvp[0][1] + h * mvp[1][1];
+
+ call->tex.xmin = ix * icongltex.invw;
+ call->tex.xmax = (ix + ih) * icongltex.invw;
+ call->tex.ymin = iy * icongltex.invh;
+ call->tex.ymax = (iy + ih) * icongltex.invh;
+
+ if (rgb) copy_v4_fl4(call->color, rgb[0], rgb[1], rgb[2], alpha);
+ else copy_v4_fl(call->color, alpha);
+
+ if (g_icon_draw_cache.calls == ICON_DRAW_CACHE_SIZE) {
+ icon_draw_cache_flush_ex();
+ }
+}
+
+static void icon_draw_texture(
+ float x, float y, float w, float h, int ix, int iy,
+ int iw, int ih, float alpha, const float rgb[3])
+{
+ if (g_icon_draw_cache.enabled) {
+ icon_draw_texture_cached(x, y, w, h, ix, iy, iw, ih, alpha, rgb);
+ return;
+ }
+
float x1, x2, y1, y2;
x1 = ix * icongltex.invw;
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index f0e5b0842fc..b52817c68a8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -141,6 +141,7 @@ 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_2D_image_multi_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)
@@ -148,6 +149,7 @@ data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 1a1ec120d28..5041d524f18 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -116,6 +116,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
+ GPU_SHADER_2D_IMAGE_MULTI_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 ad6331befce..55184418284 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -66,12 +66,14 @@ 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_2D_image_multi_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_frag_glsl[];
extern char datatoc_gpu_shader_image_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
@@ -710,6 +712,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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_2D_IMAGE_MULTI_RECT_COLOR] = { datatoc_gpu_shader_2D_image_multi_rect_vert_glsl,
+ datatoc_gpu_shader_image_varying_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 },
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
new file mode 100644
index 00000000000..9fdf8ececc5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -0,0 +1,48 @@
+/**
+ * Simple shader that just draw multiple icons at the specified locations
+ * does not need any vertex input (producing less call to immBegin/End)
+ **/
+
+/* Same as ICON_DRAW_CACHE_SIZE */
+#define MAX_CALLS 16
+
+uniform vec4 calls_data[MAX_CALLS * 3];
+
+out vec2 texCoord_interp;
+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[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 (v == 0) {
+ pos.xy = pos.xw;
+ tex.xy = tex.xw;
+ }
+ else if (v == 1) {
+ pos.xy = pos.xz;
+ tex.xy = tex.xz;
+ }
+ else if (v == 2) {
+ pos.xy = pos.yw;
+ tex.xy = tex.yw;
+ }
+ else {
+ pos.xy = pos.yz;
+ tex.xy = tex.yz;
+ }
+
+ gl_Position = vec4(pos.xy, 0.0f, 1.0f);
+ texCoord_interp = tex.xy;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
new file mode 100644
index 00000000000..37686092700
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
@@ -0,0 +1,11 @@
+
+in vec2 texCoord_interp;
+flat in vec4 finalColor;
+out vec4 fragColor;
+
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture(image, texCoord_interp) * finalColor;
+}