[Bf-blender-cvs] [d34b0faa65f] blender2.8: Workbench: Removed MaterialData UBO

Jeroen Bakker noreply at git.blender.org
Fri Jun 29 08:33:51 CEST 2018


Commit: d34b0faa65f9585d7013a120523e9b87a22c60bd
Author: Jeroen Bakker
Date:   Fri Jun 29 08:25:23 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBd34b0faa65f9585d7013a120523e9b87a22c60bd

Workbench: Removed MaterialData UBO

Most of the times the materials differ due to the object_id. This was an
overhead and resulted in instabilities on Intel graphical cards. This
commit will revert the Material Data UBO and replace it with normal
uniform.

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

M	source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
M	source/blender/draw/engines/workbench/workbench_data.c
M	source/blender/draw/engines/workbench/workbench_deferred.c
M	source/blender/draw/engines/workbench/workbench_forward.c
M	source/blender/draw/engines/workbench/workbench_materials.c
M	source/blender/draw/engines/workbench/workbench_private.h

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

diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 2d913c63b00..99bacea4b27 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -15,9 +15,3 @@ struct WorldData {
 	float background_alpha;
 	int pad[1];
 };
-
-struct MaterialData {
-	vec4 diffuse_color;
-	vec4 specular_color;
-	float roughness;
-};
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index c21dd2af684..110b5a51fa5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -7,6 +7,10 @@ uniform float alpha = 0.5;
 uniform vec2 invertedViewportSize;
 uniform vec4 viewvecs[3];
 
+uniform vec4 materialDiffuseColor;
+uniform vec4 materialSpecularColor;
+uniform float materialRoughness;
+
 #ifdef NORMAL_VIEWPORT_PASS_ENABLED
 in vec3 normal_viewport;
 #endif /* NORMAL_VIEWPORT_PASS_ENABLED */
@@ -21,10 +25,6 @@ layout(std140) uniform world_block {
 	WorldData world_data;
 };
 
-layout(std140) uniform material_block {
-	MaterialData material_data;
-};
-
 layout(location=0) out vec4 transparentAccum;
 layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */
 
@@ -36,7 +36,7 @@ void main()
 #ifdef V3D_SHADING_TEXTURE_COLOR
 	diffuse_color = texture(image, uv_interp);
 #else
-	diffuse_color = material_data.diffuse_color;
+	diffuse_color = materialDiffuseColor;
 #endif /* V3D_SHADING_TEXTURE_COLOR */
 
 	vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
@@ -53,7 +53,7 @@ void main()
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-	vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs);
+	vec3 specular_color = get_world_specular_lights(world_data, vec4(materialSpecularColor.rgb, materialRoughness), nor, I_vs);
 #else
 	vec3 specular_color = vec3(0.0);
 #endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 6aeb912377c..8752afb09c1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -1,8 +1,8 @@
 uniform int object_id = 0;
 
-layout(std140) uniform material_block {
-	MaterialData material_data;
-};
+uniform vec4 materialDiffuseColor;
+uniform vec4 materialSpecularColor;
+uniform float materialRoughness;
 
 #ifdef V3D_SHADING_TEXTURE_COLOR
 uniform sampler2D image;
@@ -43,9 +43,9 @@ void main()
 #ifdef V3D_SHADING_TEXTURE_COLOR
 	diffuseColor = texture(image, uv_interp);
 #else
-	diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
+	diffuseColor = vec4(materialDiffuseColor.rgb, 0.0);
 #  ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
-	specularColor = vec4(material_data.diffuse_color.rgb, 0.0);
+	specularColor = vec4(materialDiffuseColor.rgb, 0.0);
 
 #  endif
 #endif /* V3D_SHADING_TEXTURE_COLOR */
@@ -56,7 +56,7 @@ void main()
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-	specularColor = vec4(material_data.specular_color.rgb, material_data.roughness);
+	specularColor = vec4(materialSpecularColor.rgb, materialRoughness);
 #  ifdef HAIR_SHADER
 	specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0);
 #  endif
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index cab26ae015d..0f0d879aae8 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -159,15 +159,8 @@ void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, floa
 	DRW_uniformbuffer_update(wpd->world_ubo, wd);
 }
 
-static void workbench_private_material_free(void *data)
-{
-	WORKBENCH_MaterialData *material_data = data;
-	DRW_UBO_FREE_SAFE(material_data->material_ubo);
-	MEM_freeN(material_data);
-}
-
 void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
 {
-	BLI_ghash_free(wpd->material_hash, NULL, workbench_private_material_free);
+	BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
 	DRW_UBO_FREE_SAFE(wpd->world_ubo);
 }
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 3b73154846f..c680fd5864c 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -580,18 +580,14 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
 		material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
 		material->shgrp = DRW_shgroup_create(
 		        color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass);
+		workbench_material_copy(material, &material_template);
 		DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
-		material->object_id = material_template.object_id;
-		copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
-		copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
-		material->material_data.roughness = material_template.material_data.roughness;
+		DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
+		workbench_material_shgroup_uniform(material->shgrp, material);
 		if (color_type == V3D_SHADING_TEXTURE_COLOR) {
 			GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
 			DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
 		}
-		DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
-		material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
-		DRW_shgroup_uniform_block(material->shgrp, "material_block", material->material_ubo);
 
 		BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
 	}
@@ -637,7 +633,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
 			        shader);
 			DRW_shgroup_stencil_mask(shgrp, 0xFF);
 			DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
-			DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
+			workbench_material_shgroup_uniform(shgrp, material);
 			if (image) {
 				GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, 0.0f);
 				DRW_shgroup_uniform_texture(shgrp, "image", tex);
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 41d16780d33..1a8a5461e13 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -177,11 +177,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
 		DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
 		DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
 		workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
-		material->object_id = engine_object_data->object_id;
-		copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
-		copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
-		material->material_data.roughness = material_template.material_data.roughness;
-
+		workbench_material_copy(material, &material_template);
 		if (color_type == V3D_SHADING_TEXTURE_COLOR) {
 			GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f);
 			DRW_shgroup_uniform_texture(grp, "image", tex);
@@ -194,8 +190,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
 			DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
 		}
 
-		material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
-		DRW_shgroup_uniform_block(grp, "material_block", material->material_ubo);
+		workbench_material_shgroup_uniform(grp, material);
 		material->shgrp = grp;
 
 		/* Depth */
@@ -431,7 +426,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
 			                                shader);
 			workbench_material_set_normal_world_matrix(shgrp, wpd, e_data.normal_world_matrix);
 			DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
-			DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
+			workbench_material_shgroup_uniform(shgrp, material);
 			DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
 			/* Hairs have lots of layer and can rapidly become the most prominent surface.
 			 * So lower their alpha artificially. */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index d7d1505b2d0..bddfa7048a0 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -13,12 +13,12 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Mate
 	int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? V3D_SHADING_MATERIAL_COLOR : wpd->shading.color_type;
 	static float default_diffuse_color[] = {0.8f, 0.8f, 0.8f, 1.0f};
 	static float default_specular_color[] = {0.5f, 0.5f, 0.5f, 0.5f};
-	copy_v4_v4(data->material_data.diffuse_color, default_diffuse_color);
-	copy_v4_v4(data->material_data.specular_color, default_specular_color);
-	data->material_data.roughness = 0.5f;
+	copy_v4_v4(data->diffuse_color, default_diffuse_color);
+	copy_v4_v4(data->specular_color, default_specular_color);
+	data->roughness = 0.5f;
 
 	

@@ Diff output truncated at 10240 characters. @@



More information about the Bf-blender-cvs mailing list