From 9516921c05bd9fee5c94942eb8e38f47ba7e4351 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Mon, 2 Dec 2019 01:40:58 +0100 Subject: Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296 --- source/blender/draw/intern/draw_cache_impl_mesh.c | 11 +---------- 1 file changed, 1 insertion(+), 10 deletions(-) (limited to 'source/blender/draw/intern/draw_cache_impl_mesh.c') diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index ca185fa7d7d..dd6749638a7 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -1326,17 +1326,8 @@ void DRW_mesh_batch_cache_create_requested( DRW_vbo_request(cache->batch.edit_fdots, &mbufcache->vbo.fdots_pos); DRW_vbo_request(cache->batch.edit_fdots, &mbufcache->vbo.fdots_nor); } - if (DRW_batch_requested(cache->batch.edit_skin_roots, GPU_PRIM_LINES)) { + if (DRW_batch_requested(cache->batch.edit_skin_roots, GPU_PRIM_POINTS)) { DRW_vbo_request(cache->batch.edit_skin_roots, &mbufcache->vbo.skin_roots); - /* HACK(fclem): This is to workaround the deferred batch init - * that prevent drawing using DRW_shgroup_call_instances_with_attribs. - * So we instead create the whole instancing batch here. - * Note that we use GPU_PRIM_LINES instead of expected GPU_PRIM_LINE_STRIP - * in order to mimic the old stipple pattern. */ - cache->batch.edit_skin_roots->inst = cache->batch.edit_skin_roots->verts[0]; - cache->batch.edit_skin_roots->verts[0] = NULL; - GPUBatch *circle = DRW_cache_screenspace_circle_get(); - GPU_batch_vertbuf_add(cache->batch.edit_skin_roots, circle->verts[0]); } /* Selection */ -- cgit v1.2.3