[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55527] trunk/blender/source/blender/gpu/ intern/gpu_material.c: OpenGL: Moving the GPU_pass_update_uniforms() call from GPU_material_bind_uniforms() to GPU_material_bind().
Ton Roosendaal
ton at blender.org
Sun Mar 24 15:37:14 CET 2013
Hi Mitchell,
Files (with glsl) now load black, and need a redraw in UI to show.
There's also a bug report...
-Ton-
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 23 Mar, 2013, at 4:11, Mitchell Stokes wrote:
> Revision: 55527
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55527
> Author: moguri
> Date: 2013-03-23 03:11:48 +0000 (Sat, 23 Mar 2013)
> Log Message:
> -----------
> OpenGL: Moving the GPU_pass_update_uniforms() call from GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change.
>
> Modified Paths:
> --------------
> trunk/blender/source/blender/gpu/intern/gpu_material.c
>
> Modified: trunk/blender/source/blender/gpu/intern/gpu_material.c
> ===================================================================
> --- trunk/blender/source/blender/gpu/intern/gpu_material.c 2013-03-23 03:04:02 UTC (rev 55526)
> +++ trunk/blender/source/blender/gpu/intern/gpu_material.c 2013-03-23 03:11:48 UTC (rev 55527)
> @@ -278,6 +278,7 @@
> }
>
> GPU_pass_bind(material->pass, time, mipmap);
> + GPU_pass_update_uniforms(material->pass);
> material->bound = 1;
> }
> }
> @@ -338,8 +339,6 @@
> mult_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
> }
> }
> -
> - GPU_pass_update_uniforms(material->pass);
> }
> }
>
>
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