[Bf-blender-cvs] [f8c857ad72e] blender2.8: DRW: Remove unecessary GL calls

Clément Foucault noreply at git.blender.org
Sun Aug 26 23:57:38 CEST 2018


Commit: f8c857ad72e29eb509bd04067f94cd3df8a54aa4
Author: Clément Foucault
Date:   Sat Aug 25 13:03:49 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf8c857ad72e29eb509bd04067f94cd3df8a54aa4

DRW: Remove unecessary GL calls

===================================================================

M	source/blender/draw/intern/draw_common.c
M	source/blender/draw/intern/draw_manager_exec.c

===================================================================

diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 30b1ebe07cd..f90028d4486 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -47,6 +47,30 @@ GlobalsUboStorage ts;
 struct GPUUniformBuffer *globals_ubo = NULL;
 struct GPUTexture *globals_ramp = NULL;
 
+static struct GPUTexture *create_weight_ramp_texture(void)
+{
+	ColorBand ramp = {0};
+	float *colors;
+	int col_size;
+
+	ramp.tot = 3;
+	ramp.data[0].b = 1.0f;
+	ramp.data[1].g = 1.0f;
+	ramp.data[2].r = 1.0f;
+	ramp.data[0].a = ramp.data[1].a = ramp.data[2].a = 1.0f;
+	ramp.data[0].pos = 0.0f;
+	ramp.data[1].pos = 0.5f;
+	ramp.data[2].pos = 1.0f;
+
+	BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
+
+	struct GPUTexture *tex = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL);
+
+	MEM_freeN(colors);
+
+	return tex;
+}
+
 void DRW_globals_update(void)
 {
 	UI_GetThemeColor4fv(TH_WIRE, ts.colorWire);
@@ -131,29 +155,9 @@ void DRW_globals_update(void)
 
 	DRW_uniformbuffer_update(globals_ubo, &ts);
 
-	ColorBand ramp = {0};
-	float *colors;
-	int col_size;
-
-	ramp.tot = 3;
-	ramp.data[0].a = 1.0f;
-	ramp.data[0].b = 1.0f;
-	ramp.data[0].pos = 0.0f;
-	ramp.data[1].a = 1.0f;
-	ramp.data[1].g = 1.0f;
-	ramp.data[1].pos = 0.5f;
-	ramp.data[2].a = 1.0f;
-	ramp.data[2].r = 1.0f;
-	ramp.data[2].pos = 1.0f;
-
-	BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
-
-	if (globals_ramp) {
-		GPU_texture_free(globals_ramp);
+	if (globals_ramp == NULL) {
+		globals_ramp = create_weight_ramp_texture();
 	}
-	globals_ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL);
-
-	MEM_freeN(colors);
 }
 
 /* ********************************* SHGROUP ************************************* */
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 3180cf5c459..e99d95282a0 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -263,7 +263,7 @@ void drw_state_set(DRWState state)
 			}
 			else {
 				glDisable(GL_BLEND);
-				glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
+				// glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
 			}
 		}
 	}
@@ -1023,8 +1023,11 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
 	release_ubo_slots(shader_changed);
 	release_texture_slots(shader_changed);
 
-	drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
-	drw_stencil_set(shgroup->stencil_mask);
+	/* Only set the state if there is something to draw. */
+	if (!DRW_shgroup_is_empty(shgroup)) {
+		drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
+		drw_stencil_set(shgroup->stencil_mask);
+	}
 
 	/* Binding Uniform */
 	for (DRWUniform *uni = shgroup->uniforms; uni; uni = uni->next) {
@@ -1234,9 +1237,6 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
 	if (use_tfeedback) {
 		GPU_shader_transform_feedback_disable(shgroup->shader);
 	}
-
-	/* TODO: remove, (currently causes alpha issue with sculpt, need to investigate) */
-	DRW_state_reset();
 }
 
 static void drw_update_view(void)
@@ -1275,6 +1275,10 @@ static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWSha
 
 	BLI_assert(DST.buffer_finish_called && "DRW_render_instance_buffer_finish had not been called before drawing");
 
+	if (DRW_pass_is_empty(pass)) {
+		return;
+	}
+
 	drw_update_view();
 
 	drw_state_set(pass->state);



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