[Bf-blender-cvs] [0093ad643a6] master: Cleanp: remove redundant clipping uniform
Campbell Barton
noreply at git.blender.org
Sat Mar 23 04:32:40 CET 2019
Commit: 0093ad643a6d5d59e054843df9e1079206959ec4
Author: Campbell Barton
Date: Sat Mar 23 13:30:02 2019 +1100
Branches: master
https://developer.blender.org/rB0093ad643a6d5d59e054843df9e1079206959ec4
Cleanp: remove redundant clipping uniform
workbench_material_shgroup_uniform handles this.
===================================================================
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
M source/blender/draw/modes/paint_vertex_mode.c
===================================================================
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index b23c01d9a5f..9a1cd704b87 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -436,8 +436,8 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
"#define ALPHA_COMPOSITE\n");
}
- workbench_forward_choose_shaders(wpd);
- workbench_forward_outline_shaders_ensure(wpd);
+ workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg);
+ workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg);
}
{
@@ -824,11 +824,6 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp);
- if (WORLD_CLIPPING_ENABLED(wpd)) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- RegionView3D *rv3d = draw_ctx->rv3d;
- DRW_shgroup_world_clip_planes_from_rv3d(material->shgrp, rv3d);
- }
BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material);
}
return material;
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 89a47cb0dfe..e95c858a040 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -44,12 +44,18 @@
/* *********** STATIC *********** */
-static struct {
- struct GPUShader *composite_sh_cache[2];
+
+typedef struct WORKBENCH_FORWARD_Shaders {
struct GPUShader *transparent_accum_sh_cache[MAX_ACCUM_SHADERS];
struct GPUShader *object_outline_sh;
struct GPUShader *object_outline_texture_sh;
struct GPUShader *object_outline_hair_sh;
+} WORKBENCH_FORWARD_Shaders;
+
+static struct {
+ WORKBENCH_FORWARD_Shaders sh_data[GPU_SHADER_CFG_LEN];
+
+ struct GPUShader *composite_sh_cache[2];
struct GPUShader *checker_depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
@@ -58,7 +64,7 @@ static struct {
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
int next_object_id;
-} e_data = {{NULL}};
+} e_data = {{{{NULL}}}};
/* Shaders */
extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
@@ -140,6 +146,8 @@ static void workbench_init_object_data(DrawData *dd)
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp)
{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
@@ -189,41 +197,41 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(
/* Depth */
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(
- e_data.object_outline_texture_sh, psl->object_outline_pass);
+ sh_data->object_outline_texture_sh, psl->object_outline_pass);
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D, false);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {
material->shgrp_object_outline = DRW_shgroup_create(
- e_data.object_outline_sh, psl->object_outline_pass);
+ sh_data->object_outline_sh, psl->object_outline_pass);
}
material->object_id = engine_object_data->object_id;
DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
- if (WORLD_CLIPPING_ENABLED(wpd)) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- RegionView3D *rv3d = draw_ctx->rv3d;
- DRW_shgroup_world_clip_planes_from_rv3d(material->shgrp_object_outline, rv3d);
+ if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
+ DRW_shgroup_world_clip_planes_from_rv3d(material->shgrp_object_outline, draw_ctx->rv3d);
}
BLI_ghash_insert(wpd->material_transp_hash, POINTER_FROM_UINT(hash), material);
}
return material;
}
-static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
+static GPUShader *ensure_forward_accum_shaders(
+ WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair, eGPUShaderConfig sh_cfg)
{
+ WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_cfg];
int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair);
- if (e_data.transparent_accum_sh_cache[index] == NULL) {
+ if (sh_data->transparent_accum_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *transparent_accum_vert = workbench_build_forward_vert(is_hair);
char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
- e_data.transparent_accum_sh_cache[index] = DRW_shader_create(
+ sh_data->transparent_accum_sh_cache[index] = DRW_shader_create(
transparent_accum_vert, NULL,
transparent_accum_frag, defines);
MEM_freeN(transparent_accum_vert);
MEM_freeN(transparent_accum_frag);
MEM_freeN(defines);
}
- return e_data.transparent_accum_sh_cache[index];
+ return sh_data->transparent_accum_sh_cache[index];
}
static GPUShader *ensure_forward_composite_shaders(WORKBENCH_PrivateData *wpd)
@@ -239,31 +247,33 @@ static GPUShader *ensure_forward_composite_shaders(WORKBENCH_PrivateData *wpd)
return e_data.composite_sh_cache[index];
}
-void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd)
+void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
{
wpd->composite_sh = ensure_forward_composite_shaders(wpd);
- wpd->transparent_accum_sh = ensure_forward_accum_shaders(wpd, false, false);
- wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders(wpd, false, true);
- wpd->transparent_accum_texture_sh = ensure_forward_accum_shaders(wpd, true, false);
- wpd->transparent_accum_texture_hair_sh = ensure_forward_accum_shaders(wpd, true, true);
+ wpd->transparent_accum_sh = ensure_forward_accum_shaders(wpd, false, false, sh_cfg);
+ wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders(wpd, false, true, sh_cfg);
+ wpd->transparent_accum_texture_sh = ensure_forward_accum_shaders(wpd, true, false, sh_cfg);
+ wpd->transparent_accum_texture_hair_sh = ensure_forward_accum_shaders(wpd, true, true, sh_cfg);
}
-void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd)
+void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
{
- if (e_data.object_outline_sh == NULL) {
+ WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_cfg];
+
+ if (sh_data->object_outline_sh == NULL) {
char *defines = workbench_material_build_defines(wpd, false, false);
char *defines_texture = workbench_material_build_defines(wpd, true, false);
char *defines_hair = workbench_material_build_defines(wpd, false, true);
char *forward_vert = workbench_build_forward_vert(false);
char *forward_hair_vert = workbench_build_forward_vert(true);
- e_data.object_outline_sh = DRW_shader_create(
+ sh_data->object_outline_sh = DRW_shader_create(
forward_vert, NULL,
datatoc_workbench_forward_depth_frag_glsl, defines);
- e_data.object_outline_texture_sh = DRW_shader_create(
+ sh_data->object_outline_texture_sh = DRW_shader_create(
forward_vert, NULL,
datatoc_workbench_forward_depth_frag_glsl, defines_texture);
- e_data.object_outline_hair_sh = DRW_shader_create(
+ sh_data->object_outline_hair_sh = DRW_shader_create(
forward_hair_vert, NULL,
datatoc_workbench_forward_depth_frag_glsl, defines_hair);
@@ -299,7 +309,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
workbench_private_data_get_light_direction(wpd, light_direction);
if (!e_data.checker_depth_sh) {
- workbench_forward_outline_shaders_ensure(wpd);
+ workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg);
e_data.checker_depth_sh = DRW_shader_create_fullscreen(
datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
@@ -308,7 +318,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
workbench_fxaa_engine_init();
workbench_taa_engine_init(vedata);
- workbench_forward_choose_shaders(wpd);
+ workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg);
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
@@ -418,15 +428,19 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
void workbench_forward_engine_free()
{
+ for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
+ WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_data_index];
+ for (int index = 0; index < MAX_ACCUM_SHADERS; index++) {
+ DRW_SHADER_FREE_SAFE(sh_data->transparent_accum_sh_cache[index]);
+ }
+ DRW_SHADER_FREE_SAFE(sh_data->object_outline_sh);
+ DRW_SHADER_FREE_SAFE(sh_data->object_outline_texture_sh);
+ DRW_SHADER_FREE_SAFE(sh_data->object_outline_hair_sh);
+ }
+
for (int index = 0; index < 2; index++) {
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
- for (int index = 0; index < MAX_ACCUM_SHADERS; index++) {
- DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
- }
- DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
- DRW_SHADER_FREE_SAFE(e_data.object_outline_texture_sh);
- DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
workbench_volume_engine_free();
@@ -457,6 +471,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as ==
@@ Diff output truncated at 10240 characters. @@
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