[Bf-blender-cvs] [407f8eed7d] blender2.8: OpenGL: Converted gpu_compositing.c to use batches.
Clément Foucault
noreply at git.blender.org
Wed Mar 15 13:11:11 CET 2017
Commit: 407f8eed7def12faf60069a18eabbcc01abc210c
Author: Clément Foucault
Date: Wed Mar 15 13:17:08 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB407f8eed7def12faf60069a18eabbcc01abc210c
OpenGL: Converted gpu_compositing.c to use batches.
===================================================================
M source/blender/gpu/intern/gpu_compositing.c
M source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
M source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
M source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
===================================================================
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index b4eaab7edf..5214b6b1ab 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -47,6 +47,7 @@
#include "GPU_glew.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "GPU_batch.h"
#include "MEM_guardedalloc.h"
@@ -193,7 +194,8 @@ struct GPUFX {
/* we have a stencil, restore the previous state */
bool restore_stencil;
- unsigned int vbuffer;
+ Batch *quad_batch;
+ Batch *point_batch;
};
#if 0
@@ -269,12 +271,32 @@ GPUFX *GPU_fx_compositor_create(void)
{
GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
- glGenBuffers(1, &fx->vbuffer);
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(float), fullscreencos);
- glBufferSubData(GL_ARRAY_BUFFER, 8 * sizeof(float), 8 * sizeof(float), fullscreenuvs);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ /* Quad buffer */
+ static VertexFormat format = {0};
+ static unsigned int pos, uvs;
+ if (format.attrib_ct == 0) {
+ pos = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ uvs = add_attrib(&format, "uvs", GL_FLOAT, 2, KEEP_FLOAT);
+ }
+ VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
+ VertexBuffer_allocate_data(vbo, 4);
+ for (int i = 0; i < 4; ++i) {
+ setAttrib(vbo, pos, i, fullscreencos[i]);
+ setAttrib(vbo, uvs, i, fullscreenuvs[i]);
+ }
+ fx->quad_batch = Batch_create(GL_TRIANGLE_STRIP, vbo, NULL);
+
+ /* Point Buffer */
+ static VertexFormat format_point = {0};
+ static unsigned int dummy_attrib;
+ if (format_point.attrib_ct == 0) {
+ dummy_attrib = add_attrib(&format_point, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ }
+ float dummy[2] = {0.0f, 0.0f};
+ VertexBuffer *vbo_point = VertexBuffer_create_with_format(&format_point);
+ VertexBuffer_allocate_data(vbo_point, 1);
+ setAttrib(vbo_point, dummy_attrib, 0, &dummy);
+ fx->point_batch = Batch_create(GL_POINTS, vbo_point, NULL);
return fx;
}
@@ -364,7 +386,8 @@ static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
void GPU_fx_compositor_destroy(GPUFX *fx)
{
cleanup_fx_gl_data(fx, true);
- glDeleteBuffers(1, &fx->vbuffer);
+ Batch_discard_all(fx->quad_batch);
+ Batch_discard_all(fx->point_batch);
MEM_freeN(fx);
}
@@ -702,19 +725,13 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
/* disable writing to color buffer, it's depth only pass */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- /* set up quad buffer */
- glBindBuffer(GL_ARRAY_BUFFER, 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);
-
depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false);
if (depth_resolve_shader) {
GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader);
- GPU_shader_bind(depth_resolve_shader);
+ /* set up quad buffer */
+ Batch_set_program(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader));
GPU_texture_bind(fx->depth_buffer_xray, 0);
GPU_texture_compare_mode(fx->depth_buffer_xray, false);
@@ -722,7 +739,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
/* draw */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ Batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_compare_mode(fx->depth_buffer_xray, true);
@@ -734,10 +751,6 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
glPopAttrib();
}
@@ -774,13 +787,6 @@ bool GPU_fx_do_composite_pass(
src = fx->color_buffer;
target = fx->color_buffer_sec;
- /* set up quad buffer */
- glBindBuffer(GL_ARRAY_BUFFER, 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);
-
/* full screen FX pass */
/* invert the view matrix */
@@ -808,8 +814,6 @@ bool GPU_fx_do_composite_pass(
viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
}
- /* set invalid color in case shader fails */
- glColor3f(1.0, 0.0, 1.0);
glDisable(GL_DEPTH_TEST);
/* ssao pass */
@@ -830,7 +834,7 @@ bool GPU_fx_do_composite_pass(
GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader);
- GPU_shader_bind(ssao_shader);
+ Batch_set_program(fx->quad_batch, GPU_shader_get_program(ssao_shader));
GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params);
GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color);
@@ -854,7 +858,7 @@ bool GPU_fx_do_composite_pass(
/* draw */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ Batch_draw(fx->quad_batch);
/* disable bindings */
GPU_texture_unbind(src);
@@ -912,11 +916,8 @@ bool GPU_fx_do_composite_pass(
if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) {
GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
GPU_framebuffer_restore();
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GPU_shader_unbind();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
return false;
}
@@ -926,7 +927,7 @@ bool GPU_fx_do_composite_pass(
GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1);
- GPU_shader_bind(dof_shader_pass1);
+ Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1));
GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
@@ -953,7 +954,8 @@ bool GPU_fx_do_composite_pass(
GPU_framebuffer_check_valid(fx->gbuffer, NULL);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ Batch_draw(fx->quad_batch);
+
/* disable bindings */
GPU_texture_filter_mode(src, true);
GPU_texture_unbind(src);
@@ -977,17 +979,16 @@ bool GPU_fx_do_composite_pass(
GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2);
- GPU_shader_bind(dof_shader_pass2);
+ Batch_set_program(fx->point_batch, GPU_shader_get_program(dof_shader_pass2));
+
+ GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
+ GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
+ GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector_int(dof_shader_pass2, interface->rendertargetdim_uniform, 2, 1, rendertargetdim);
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
-
- GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc);
-
- GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
- GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
GPU_texture_filter_mode(fx->dof_half_downsampled_far, false);
@@ -1003,24 +1004,24 @@ bool GPU_fx_do_composite_pass(
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 */
- glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
+ Batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL);
GPU_texture_unbind(fx->dof_half_downsampled_far);
GPU_framebuffer_texture_detach(fx->dof_far_blur);
- GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
- GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
-
selection[0] = 1.0f;
selection[1] = 0.0f;
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
+ GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
+ GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0);
/* 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 */
- glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
+ Batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL);
+ Batch_done_using_program(fx->point_batch);
/* disable bindings */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1032,6 +1033,7 @@ bool GPU_fx_do_composite_pass(
GPU_texture_unbind(fx->dof_nearfar_coc);
GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_far_blur);
+ numslots = 0;
}
/* third pass, accumulate the near/far blur fields */
@@ -1040,7 +1042,7 @@ bool GPU_fx_do_composite_pass(
GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3);
- GPU_shader_bind(dof_shader_pass3);
+ Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3));
GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params);
@@ -1066,7 +1068,7 @@ bool GPU_fx_do_composite_pass(
/* if this is the last pass, prepare for rendering on the frambuffer */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4
@@ Diff output truncated at 10240 characters. @@
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