Cleanp: remove redundant clipping uniform

workbench_material_shgroup_uniform handles this.
This commit is contained in:
2019-03-23 13:30:02 +11:00
parent 045a615f9a
commit 0093ad643a
5 changed files with 58 additions and 46 deletions

View File

@@ -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;

View File

@@ -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 == PART_DRAW_PATH) {
const DRWContextState *draw_ctx = DRW_context_state_get();
Material *mat;
Image *image;
ImageUser *iuser;
@@ -486,9 +501,12 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec2(shgrp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->object_outline_pass,
e_data.object_outline_hair_sh);
WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
shgrp = DRW_shgroup_hair_create(
ob, psys, md,
vedata->psl->object_outline_pass,
sh_data->object_outline_hair_sh);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
}
}

View File

@@ -207,7 +207,6 @@ int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool u
SET_FLAG_FROM_TEST(index, is_hair, 1 << 3);
/* 1 bits SHADOWS (only facing factor) */
SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 4);
SET_FLAG_FROM_TEST(index, WORLD_CLIPPING_ENABLED(wpd), 1 << 5);
BLI_assert(index < MAX_ACCUM_SHADERS);
return index;
}

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@@ -39,7 +39,7 @@
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_COMPOSITE_SHADERS (1 << 6)
#define MAX_PREPASS_SHADERS (1 << 7)
#define MAX_ACCUM_SHADERS (1 << 6)
#define MAX_ACCUM_SHADERS (1 << 5)
#define MAX_CAVITY_SHADERS (1 << 3)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR)
@@ -322,8 +322,8 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* For OIT in deferred */
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd);
void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd);
void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg);
void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg);
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);

View File

@@ -108,7 +108,7 @@ static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
const DRWContextState *draw_ctx = DRW_context_state_get();
PAINT_VERTEX_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (draw_ctx->sh_cfg) {
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
}
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];