WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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5 changed files with 12 additions and 11 deletions
Showing only changes of commit fdaf71d126 - Show all commits

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@ -1000,7 +1000,7 @@ typedef struct EEVEE_PrivateData {
/* Compiling shaders count. This is to track if a shader has finished compiling. */ /* Compiling shaders count. This is to track if a shader has finished compiling. */
int queued_shaders_count; int queued_shaders_count;
int queued_shaders_count_prev; int queued_shaders_count_prev;
/* Optimising shaders count. */ /* Optimizing shaders count. */
int queued_optimise_shaders_count; int queued_optimise_shaders_count;
/* LookDev Settings */ /* LookDev Settings */

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@ -237,13 +237,14 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader);
* *
* PSOs require descriptors containing information on the render state for a given shader, which * PSOs require descriptors containing information on the render state for a given shader, which
* includes input vertex data layout and output pixel formats, along with some state such as * includes input vertex data layout and output pixel formats, along with some state such as
* blend mode and colour output masks. As this state information is usually consistent between * blend mode and color output masks. As this state information is usually consistent between
* similar draws, we can assign a parent shader and use this shader's cached pipeline state's to * similar draws, we can assign a parent shader and use this shader's cached pipeline state's to
* prime compilations. * prime compilations.
* *
* Shaders do not necessarily have to be similar in functionality to be used as a parent, so long * Shaders do not necessarily have to be similar in functionality to be used as a parent, so long
* as the GPUVertFormt and GPUFrameBuffer which they are used with remain the same. Other bindings * as the #GPUVertFormt and #GPUFrameBuffer which they are used with remain the same.
* such as textures, uniforms and UBOs are all assigned independently as dynamic state. * Other bindings such as textures, uniforms and UBOs are all assigned independently as dynamic
* state.
* *
* This function should be called asynchronously, mitigating the impact of run-time stuttering from * This function should be called asynchronously, mitigating the impact of run-time stuttering from
* dynamic compilation of PSOs during normal rendering. * dynamic compilation of PSOs during normal rendering.

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@ -256,7 +256,7 @@ class GPUCodegen {
ListBase ubo_inputs_ = {nullptr, nullptr}; ListBase ubo_inputs_ = {nullptr, nullptr};
GPUInput *cryptomatte_input_ = nullptr; GPUInput *cryptomatte_input_ = nullptr;
/** Cache paramters for complexity heuristic. */ /** Cache parameters for complexity heuristic. */
uint nodes_total_ = 0; uint nodes_total_ = 0;
uint textures_total_ = 0; uint textures_total_ = 0;
uint uniforms_total_ = 0; uint uniforms_total_ = 0;
@ -721,7 +721,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
/** Cache lookup: Reuse shaders already compiled. /** Cache lookup: Reuse shaders already compiled.
* NOTE: We only perform cache look-up for non-optimized shader * NOTE: We only perform cache look-up for non-optimized shader
* graphs, as baked constant data amongst other optimizations will generate too many * graphs, as baked constant data among other optimizations will generate too many
* shader source permutations, with minimal re-usability. */ * shader source permutations, with minimal re-usability. */
pass_hash = gpu_pass_cache_lookup(codegen.hash_get()); pass_hash = gpu_pass_cache_lookup(codegen.hash_get());
@ -777,7 +777,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
pass->compiled = false; pass->compiled = false;
/* Only flag pass optimization hint if this is the first generated pass for a material. /* Only flag pass optimization hint if this is the first generated pass for a material.
* Optimized passes cannot be optimized further, even if the heuristic is still not * Optimized passes cannot be optimized further, even if the heuristic is still not
* favourable. */ * favorable. */
pass->should_optimize = (!optimize_graph) && codegen.should_optimize_heuristic(); pass->should_optimize = (!optimize_graph) && codegen.should_optimize_heuristic();
codegen.create_info = nullptr; codegen.create_info = nullptr;

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@ -122,7 +122,7 @@ struct GPUMaterial {
/** Default material reference used for PSO cache warming. Default materials may perform /** Default material reference used for PSO cache warming. Default materials may perform
* different operations, but the permutation will frequently share the same input PSO * different operations, but the permutation will frequently share the same input PSO
* descriptors. This enables async PSO compilation as part of the deferred compiltion * descriptors. This enables asynchronous PSO compilation as part of the deferred compilation
* pass, reducing runtime stuttering and responsiveness while compiling materials. */ * pass, reducing runtime stuttering and responsiveness while compiling materials. */
GPUMaterial *default_mat; GPUMaterial *default_mat;
@ -951,7 +951,7 @@ void GPU_material_compile(GPUMaterial *mat)
* *
* As PSOs do not always match for default shaders, we limit warming for PSO * As PSOs do not always match for default shaders, we limit warming for PSO
* configurations to ensure compile time remains fast, as these first * configurations to ensure compile time remains fast, as these first
* entries will be the most commonly used PSOs. As not all PSOs are necesasrily * entries will be the most commonly used PSOs. As not all PSOs are necessarily
* required immediately, this limit should remain low (1-3 at most). * required immediately, this limit should remain low (1-3 at most).
* */ * */
if (mat->default_mat != NULL && mat->default_mat != mat) { if (mat->default_mat != NULL && mat->default_mat != mat) {

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@ -793,7 +793,7 @@ MTLRenderPipelineStateInstance *MTLShader::bake_current_pipeline_state(
} }
/* Variant which bakes a pipeline state based on an an existing MTLRenderPipelineStateDescriptor. /* Variant which bakes a pipeline state based on an an existing MTLRenderPipelineStateDescriptor.
* This function should be callable from a secondary compilatiom thread. */ * This function should be callable from a secondary compilation thread. */
MTLRenderPipelineStateInstance *MTLShader::bake_pipeline_state( MTLRenderPipelineStateInstance *MTLShader::bake_pipeline_state(
MTLContext *ctx, MTLContext *ctx,
MTLPrimitiveTopologyClass prim_type, MTLPrimitiveTopologyClass prim_type,