[Bf-blender-cvs] [07b2508] master: Fix high quality depth of field on the Mac.
Antony Riakiotakis
noreply at git.blender.org
Fri Mar 20 15:26:25 CET 2015
Commit: 07b2508305d58d0c772464f9a174fca2b96036c2
Author: Antony Riakiotakis
Date: Fri Mar 20 15:26:13 2015 +0100
Branches: master
https://developer.blender.org/rB07b2508305d58d0c772464f9a174fca2b96036c2
Fix high quality depth of field on the Mac.
Quite a few things wrong here:
* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
===================================================================
M source/blender/gpu/GPU_extensions.h
M source/blender/gpu/intern/gpu_codegen.c
M source/blender/gpu/intern/gpu_compositing.c
M source/blender/gpu/intern/gpu_extensions.c
M source/blender/gpu/intern/gpu_simple_shader.c
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
===================================================================
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index aed1a88..401711e 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -184,7 +184,7 @@ int GPU_offscreen_height(const GPUOffScreen *ofs);
* - only for fragment shaders now
* - must call texture bind before setting a texture as uniform! */
-GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines);
+GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number);
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index fcfb68d..113ed8e 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1419,7 +1419,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
- shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL);
+ shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL, 0, 0, 0);
/* failed? */
if (!shader) {
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index bfa938d..43dfba1 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -114,6 +114,8 @@ struct GPUFX {
/* we have a stencil, restore the previous state */
bool restore_stencil;
+
+ unsigned int vbuffer;
};
#if 0
@@ -177,6 +179,12 @@ GPUFX *GPU_fx_compositor_create(void)
{
GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
+ glGenBuffersARB(1, &fx->vbuffer);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, fx->vbuffer);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, 16 * sizeof(float), NULL, GL_STATIC_DRAW);
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 8 * sizeof(float), fullscreencos);
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 8 * sizeof(float), 8 * sizeof(float), fullscreenuvs);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
return fx;
}
@@ -583,8 +591,9 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* set up quad buffer */
- glVertexPointer(2, GL_FLOAT, 0, fullscreencos);
- glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, fx->vbuffer);
+ glVertexPointer(2, GL_FLOAT, 0, NULL);
+ glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -613,6 +622,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -649,8 +659,9 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
target = fx->color_buffer_sec;
/* set up quad buffer */
- glVertexPointer(2, GL_FLOAT, 0, fullscreencos);
- glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, fx->vbuffer);
+ glVertexPointer(2, GL_FLOAT, 0, NULL);
+ glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -793,6 +804,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GPU_shader_unbind();
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
return false;
}
@@ -862,7 +874,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
coc_uniform = GPU_shader_get_uniform(dof_shader_pass2, "cocbuffer");
select_uniform = GPU_shader_get_uniform(dof_shader_pass2, "layerselection");
- dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
+ dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
GPU_shader_bind(dof_shader_pass2);
@@ -882,13 +894,14 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, NULL);
GPU_texture_bind_as_framebuffer(fx->dof_far_blur);
+ glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
/* have to clear the buffer unfortunately */
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
- glDrawArraysInstancedEXT(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
+ glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
GPU_texture_unbind(fx->dof_half_downsampled_far);
GPU_framebuffer_texture_detach(fx->dof_far_blur);
@@ -905,7 +918,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
/* have to clear the buffer unfortunately */
glClear(GL_COLOR_BUFFER_BIT);
/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
- glDrawArraysInstancedEXT(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
+ glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
/* disable bindings */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -931,8 +944,8 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
color_uniform = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
far_uniform = GPU_shader_get_uniform(dof_shader_pass3, "farbuffer");
near_uniform = GPU_shader_get_uniform(dof_shader_pass3, "nearbuffer");
- viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");
- depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
+ viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass3, "viewvecs");
+ depth_uniform = GPU_shader_get_uniform(dof_shader_pass3, "depthbuffer");
GPU_shader_bind(dof_shader_pass3);
@@ -951,7 +964,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);
- GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);
+ GPU_shader_uniform_texture(dof_shader_pass3, depth_uniform, fx->depth_buffer);
GPU_texture_bind(src, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, color_uniform, src);
@@ -1002,6 +1015,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GPU_shader_unbind();
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
return false;
}
@@ -1230,6 +1244,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
GPU_shader_unbind();
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index 24b54a3..b4ffc97 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -289,7 +289,7 @@ bool GPU_geometry_shader_support(void)
bool GPU_instanced_drawing_support(void)
{
- return GLEW_EXT_draw_instanced;
+ return GLEW_ARB_draw_instanced;
}
int GPU_color_depth(void)
@@ -1456,7 +1456,7 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
if (GPU_instanced_drawing_support()) {
strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
- strcat(defines, "#extension GL_EXT_draw_instanced: enable\n");
+ strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
}
}
@@ -1478,7 +1478,7 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
return;
}
-GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines)
+GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number)
{
GLint status;
GLcharARB log[5000];
@@ -1577,7 +1577,6 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
- if (libcode) source[num_source++] = libcode;
source[num_source++] = geocode;
glAttachObjectARB(shader->object, shader->geometry);
@@ -1593,6 +1592,8 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
GPU_shader_free(shader);
return NULL;
}
+
+ GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
}
@@ -1732,9 +1733,6 @@ void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int ou
glProgramParameteriEXT(shader->object, GL_GEOMETRY_INPUT_TYPE_EXT, input);
glProgramParameteriEXT(shader->object, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
glProgramParameteriEXT(shader->object, GL_GEOMETRY_VERTICES_OUT_EXT, number);
-
- /* relink so settings can take effect (sucks but should only be done right after compilation so...) */
- glLinkProgramARB(shader->object);
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
@@ -1784,12 +1782,12 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
switch (shader) {
case GPU_SHADER_VSM_STORE:
if (!GG.shaders.vsm_store)
- GG.shaders.vsm_store = GPU_shader_create(datatoc_gpu_shader_vsm_store_vert_
@@ Diff output truncated at 10240 characters. @@
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