2011-02-21 06:58:46 +00:00
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/*
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2009-10-03 15:35:01 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2011-11-29 10:54:47 +00:00
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* of the License, or (at your option) any later version.
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2009-10-03 15:35:01 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-10-03 15:35:01 +00:00
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-02-21 06:58:46 +00:00
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/** \file GPU_buffers.h
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* \ingroup gpu
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*/
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2009-10-03 15:35:01 +00:00
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#ifndef __GPU_BUFFERS_H__
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#define __GPU_BUFFERS_H__
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2014-08-27 18:57:53 +10:00
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#ifdef DEBUG
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/* #define DEBUG_VBO(X) printf(X)*/
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# define DEBUG_VBO(X)
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2009-10-03 15:35:01 +00:00
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#else
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2014-08-27 18:57:53 +10:00
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# define DEBUG_VBO(X)
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2009-10-03 15:35:01 +00:00
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#endif
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2015-07-17 12:25:05 +02:00
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#include <stddef.h>
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2012-12-30 18:24:54 +00:00
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struct BMesh;
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2012-05-10 20:33:09 +00:00
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struct CCGElem;
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struct CCGKey;
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struct DMFlagMat;
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struct DerivedMesh;
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2013-08-25 20:03:45 +00:00
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struct GSet;
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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struct GPUVertPointLink;
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2015-07-25 13:17:37 +02:00
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struct GPUDrawObject;
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Fix T47637: Multiple multires objects in Sculpt mode make blender crash.
That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
2016-06-02 15:57:58 +02:00
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struct GridCommonGPUBuffer;
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2012-12-30 18:24:54 +00:00
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struct PBVH;
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2015-07-16 16:22:28 +02:00
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struct MVert;
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2009-10-03 15:35:01 +00:00
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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typedef struct GPUBuffer {
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2015-07-17 12:25:05 +02:00
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size_t size; /* in bytes */
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2015-03-23 15:29:42 -04:00
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unsigned int id; /* used with vertex buffer objects */
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2009-10-03 15:35:01 +00:00
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} GPUBuffer;
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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typedef struct GPUBufferMaterial {
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/* range of points used for this material */
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2015-07-17 12:25:05 +02:00
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unsigned int start;
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unsigned int totelements;
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unsigned int totloops;
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unsigned int *polys; /* array of polygons for this material */
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unsigned int totpolys; /* total polygons in polys */
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2015-07-25 20:00:49 +02:00
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unsigned int totvisiblepolys; /* total visible polygons */
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2009-10-03 15:35:01 +00:00
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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/* original material index */
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short mat_nr;
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} GPUBufferMaterial;
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2009-10-03 15:35:01 +00:00
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2015-07-25 13:17:37 +02:00
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void GPU_buffer_material_finalize(struct GPUDrawObject *gdo, GPUBufferMaterial *matinfo, int totmat);
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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/* meshes are split up by material since changing materials requires
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2012-03-09 18:28:30 +00:00
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* GL state changes that can't occur in the middle of drawing an
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* array.
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*
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* some simplifying assumptions are made:
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* - all quads are treated as two triangles.
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* - no vertex sharing is used; each triangle gets its own copy of the
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* vertices it uses (this makes it easy to deal with a vertex used
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* by faces with different properties, such as smooth/solid shading,
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* different MCols, etc.)
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*
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* to avoid confusion between the original MVert vertices and the
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* arrays of OpenGL vertices, the latter are referred to here and in
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* the source as `points'. similarly, the OpenGL triangles generated
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* for MFaces are referred to as triangles rather than faces.
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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*/
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typedef struct GPUDrawObject {
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GPUBuffer *points;
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2009-10-03 15:35:01 +00:00
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GPUBuffer *normals;
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GPUBuffer *uv;
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2014-11-28 14:38:18 +01:00
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GPUBuffer *uv_tex;
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2009-10-03 15:35:01 +00:00
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GPUBuffer *colors;
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GPUBuffer *edges;
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GPUBuffer *uvedges;
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2015-07-14 16:48:23 +02:00
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GPUBuffer *triangles; /* triangle index buffer */
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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/* for each original vertex, the list of related points */
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struct GPUVertPointLink *vert_points;
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2014-04-09 15:38:37 +10:00
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/* see: USE_GPU_POINT_LINK define */
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#if 0
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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/* storage for the vert_points lists */
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struct GPUVertPointLink *vert_points_mem;
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int vert_points_usage;
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2014-04-09 15:38:37 +10:00
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#endif
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
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|
2009-10-03 15:35:01 +00:00
|
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|
int colType;
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GPUBufferMaterial *materials;
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
int totmaterial;
|
|
|
|
|
2015-07-17 12:25:05 +02:00
|
|
|
unsigned int tot_triangle_point;
|
|
|
|
unsigned int tot_loose_point;
|
2015-07-14 16:48:23 +02:00
|
|
|
/* different than total loops since ngons get tesselated still */
|
2015-07-17 12:25:05 +02:00
|
|
|
unsigned int tot_loop_verts;
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
|
|
|
|
/* caches of the original DerivedMesh values */
|
2015-07-17 12:25:05 +02:00
|
|
|
unsigned int totvert;
|
|
|
|
unsigned int totedge;
|
2015-06-16 20:55:37 +02:00
|
|
|
|
2015-07-17 12:25:05 +02:00
|
|
|
unsigned int loose_edge_offset;
|
|
|
|
unsigned int tot_loose_edge_drawn;
|
|
|
|
unsigned int tot_edge_drawn;
|
2015-07-23 16:05:00 +02:00
|
|
|
|
|
|
|
/* for subsurf, offset where drawing of interior edges starts */
|
|
|
|
unsigned int interior_offset;
|
|
|
|
unsigned int totinterior;
|
2009-10-03 15:35:01 +00:00
|
|
|
} GPUDrawObject;
|
|
|
|
|
2015-07-14 16:48:23 +02:00
|
|
|
/* currently unused */
|
|
|
|
// #define USE_GPU_POINT_LINK
|
|
|
|
|
|
|
|
typedef struct GPUVertPointLink {
|
|
|
|
#ifdef USE_GPU_POINT_LINK
|
|
|
|
struct GPUVertPointLink *next;
|
|
|
|
#endif
|
|
|
|
/* -1 means uninitialized */
|
|
|
|
int point_index;
|
|
|
|
} GPUVertPointLink;
|
|
|
|
|
|
|
|
|
|
|
|
|
2011-02-15 19:04:00 +00:00
|
|
|
/* used for GLSL materials */
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
typedef struct GPUAttrib {
|
2009-10-03 15:35:01 +00:00
|
|
|
int index;
|
2016-05-31 14:39:49 +02:00
|
|
|
int info_index;
|
2009-10-03 15:35:01 +00:00
|
|
|
int size;
|
|
|
|
int type;
|
|
|
|
} GPUAttrib;
|
|
|
|
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
void GPU_global_buffer_pool_free(void);
|
2013-08-09 19:55:43 +00:00
|
|
|
void GPU_global_buffer_pool_free_unused(void);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2015-11-22 19:46:31 +01:00
|
|
|
GPUBuffer *GPU_buffer_alloc(size_t size);
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
void GPU_buffer_free(GPUBuffer *buffer);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_drawobject_free(struct DerivedMesh *dm);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2015-07-14 16:48:23 +02:00
|
|
|
/* flag that controls data type to fill buffer with, a modifier will prepare. */
|
|
|
|
typedef enum {
|
|
|
|
GPU_BUFFER_VERTEX = 0,
|
|
|
|
GPU_BUFFER_NORMAL,
|
|
|
|
GPU_BUFFER_COLOR,
|
|
|
|
GPU_BUFFER_UV,
|
|
|
|
GPU_BUFFER_UV_TEXPAINT,
|
|
|
|
GPU_BUFFER_EDGE,
|
|
|
|
GPU_BUFFER_UVEDGE,
|
|
|
|
GPU_BUFFER_TRIANGLES
|
|
|
|
} GPUBufferType;
|
|
|
|
|
2015-07-16 16:22:28 +02:00
|
|
|
typedef enum {
|
|
|
|
GPU_BINDING_ARRAY = 0,
|
|
|
|
GPU_BINDING_INDEX = 1,
|
|
|
|
} GPUBindingType;
|
2015-07-14 16:48:23 +02:00
|
|
|
|
2016-05-31 14:39:49 +02:00
|
|
|
typedef enum {
|
|
|
|
GPU_ATTR_INFO_SRGB = (1 << 0),
|
|
|
|
} GPUAttrInfo;
|
|
|
|
|
2009-10-03 15:35:01 +00:00
|
|
|
/* called before drawing */
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_vertex_setup(struct DerivedMesh *dm);
|
|
|
|
void GPU_normal_setup(struct DerivedMesh *dm);
|
|
|
|
void GPU_uv_setup(struct DerivedMesh *dm);
|
2014-07-21 12:02:05 +02:00
|
|
|
void GPU_texpaint_uv_setup(struct DerivedMesh *dm);
|
2012-10-30 11:00:06 +00:00
|
|
|
/* colType is the cddata MCol type to use! */
|
|
|
|
void GPU_color_setup(struct DerivedMesh *dm, int colType);
|
2015-07-15 18:50:02 +02:00
|
|
|
void GPU_buffer_bind_as_color(GPUBuffer *buffer);
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_edge_setup(struct DerivedMesh *dm); /* does not mix with other data */
|
|
|
|
void GPU_uvedge_setup(struct DerivedMesh *dm);
|
2015-07-14 16:48:23 +02:00
|
|
|
|
|
|
|
void GPU_triangle_setup(struct DerivedMesh *dm);
|
|
|
|
|
2012-10-30 11:00:06 +00:00
|
|
|
int GPU_attrib_element_size(GPUAttrib data[], int numdata);
|
2015-07-14 16:48:23 +02:00
|
|
|
void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numdata, int element_size);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2015-07-16 16:22:28 +02:00
|
|
|
void GPU_buffer_bind(GPUBuffer *buffer, GPUBindingType binding);
|
2015-07-20 12:12:28 +02:00
|
|
|
void GPU_buffer_unbind(GPUBuffer *buffer, GPUBindingType binding);
|
2015-07-16 16:22:28 +02:00
|
|
|
|
2009-10-03 15:35:01 +00:00
|
|
|
/* can't lock more than one buffer at once */
|
2015-07-16 16:22:28 +02:00
|
|
|
void *GPU_buffer_lock(GPUBuffer *buffer, GPUBindingType binding);
|
|
|
|
void *GPU_buffer_lock_stream(GPUBuffer *buffer, GPUBindingType binding);
|
|
|
|
void GPU_buffer_unlock(GPUBuffer *buffer, GPUBindingType binding);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
|
|
|
/* switch color rendering on=1/off=0 */
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_color_switch(int mode);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
/* used for drawing edges */
|
2012-10-30 11:00:06 +00:00
|
|
|
void GPU_buffer_draw_elements(GPUBuffer *elements, unsigned int mode, int start, int count);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
|
|
|
/* called after drawing */
|
2015-07-20 12:12:28 +02:00
|
|
|
void GPU_buffers_unbind(void);
|
2009-10-03 15:35:01 +00:00
|
|
|
|
2015-07-14 16:48:23 +02:00
|
|
|
/* only unbind interleaved data */
|
|
|
|
void GPU_interleaved_attrib_unbind(void);
|
|
|
|
|
== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
|
|
|
/* Buffers for non-DerivedMesh drawing */
|
2014-01-02 22:22:36 +02:00
|
|
|
typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers;
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2014-05-05 21:13:27 +03:00
|
|
|
/* build */
|
2015-07-17 03:36:03 +10:00
|
|
|
GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers(
|
|
|
|
const int (*face_vert_indices)[4],
|
|
|
|
const struct MPoly *mpoly, const struct MLoop *mloop, const struct MLoopTri *looptri,
|
|
|
|
const struct MVert *verts,
|
|
|
|
const int *face_indices,
|
|
|
|
const int face_indices_len);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
Fix T47637: Multiple multires objects in Sculpt mode make blender crash.
That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
2016-06-02 15:57:58 +02:00
|
|
|
GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(
|
|
|
|
int *grid_indices, int totgrid,unsigned int **grid_hidden, int gridsize, const struct CCGKey *key,
|
|
|
|
struct GridCommonGPUBuffer **grid_common_gpu_buffer);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2015-11-25 19:49:31 -05:00
|
|
|
GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading);
|
2012-12-30 18:24:54 +00:00
|
|
|
|
2014-05-05 21:13:27 +03:00
|
|
|
/* update */
|
|
|
|
|
2015-07-11 03:25:28 +10:00
|
|
|
void GPU_update_mesh_pbvh_buffers(
|
2015-07-16 16:22:28 +02:00
|
|
|
GPU_PBVH_Buffers *buffers, const struct MVert *mvert,
|
2015-07-11 03:25:28 +10:00
|
|
|
const int *vert_indices, int totvert, const float *vmask,
|
|
|
|
const int (*face_vert_indices)[4], bool show_diffuse_color);
|
2014-05-05 21:13:27 +03:00
|
|
|
|
2014-01-02 22:22:36 +02:00
|
|
|
void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers,
|
2013-08-25 20:03:45 +00:00
|
|
|
struct BMesh *bm,
|
2014-04-08 14:45:48 +10:00
|
|
|
struct GSet *bm_faces,
|
2013-08-25 20:03:45 +00:00
|
|
|
struct GSet *bm_unique_verts,
|
2014-04-02 18:56:19 +03:00
|
|
|
struct GSet *bm_other_verts,
|
2014-04-02 17:33:47 +03:00
|
|
|
bool show_diffuse_color);
|
2012-12-30 18:24:54 +00:00
|
|
|
|
2014-01-02 22:22:36 +02:00
|
|
|
void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, struct CCGElem **grids,
|
2012-09-04 01:23:50 +00:00
|
|
|
const struct DMFlagMat *grid_flag_mats,
|
2012-10-22 17:33:53 +00:00
|
|
|
int *grid_indices, int totgrid, const struct CCGKey *key,
|
2014-04-01 11:34:00 +11:00
|
|
|
bool show_diffuse_color);
|
2012-02-22 22:48:34 +00:00
|
|
|
|
2014-05-05 21:13:27 +03:00
|
|
|
/* draw */
|
2014-01-02 22:22:36 +02:00
|
|
|
void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
|
2015-07-14 16:48:23 +02:00
|
|
|
bool wireframe, bool fast);
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2012-02-22 22:48:34 +00:00
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2014-05-05 21:13:27 +03:00
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/* debug PBVH draw*/
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2014-04-30 23:42:58 +03:00
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void GPU_draw_pbvh_BB(float min[3], float max[3], bool leaf);
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void GPU_end_draw_pbvh_BB(void);
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void GPU_init_draw_pbvh_BB(void);
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2014-04-08 14:45:48 +10:00
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bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, struct GSet *bm_faces, bool show_diffuse_color);
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2012-10-22 17:33:53 +00:00
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2014-01-02 22:22:36 +02:00
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void GPU_free_pbvh_buffers(GPU_PBVH_Buffers *buffers);
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Fix T47637: Multiple multires objects in Sculpt mode make blender crash.
That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
2016-06-02 15:57:58 +02:00
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void GPU_free_pbvh_buffer_multires(struct GridCommonGPUBuffer **grid_common_gpu_buffer);
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== GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
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2009-10-03 15:35:01 +00:00
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#endif
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