DRW: Change UBOs binding logic.
Use the same logic than textures. Also reset bindings only on shader changes.
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@@ -729,11 +729,20 @@ static void bind_texture(GPUTexture *tex)
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static void bind_ubo(GPUUniformBuffer *ubo)
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{
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if (DST.RST.bind_ubo_inc < GPU_max_ubo_binds()) {
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GPU_uniformbuffer_bind(ubo, DST.RST.bind_ubo_inc);
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DST.RST.bind_ubo_inc++;
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}
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else {
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int bind_num = GPU_uniformbuffer_bindpoint(ubo);
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if (bind_num == -1) {
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for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
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DST.RST.bind_ubo_inc = (DST.RST.bind_ubo_inc + 1) % GPU_max_ubo_binds();
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if (DST.RST.bound_ubo_slots[DST.RST.bind_ubo_inc] == false) {
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if (DST.RST.bound_ubos[DST.RST.bind_ubo_inc] != NULL) {
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GPU_uniformbuffer_unbind(DST.RST.bound_ubos[DST.RST.bind_ubo_inc]);
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}
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GPU_uniformbuffer_bind(ubo, DST.RST.bind_ubo_inc);
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DST.RST.bound_ubos[DST.RST.bind_ubo_inc] = ubo;
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DST.RST.bound_ubo_slots[DST.RST.bind_ubo_inc] = true;
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return;
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}
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}
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/* This is not depending on user input.
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* It is our responsability to make sure there enough slots. */
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BLI_assert(0 && "Not enough ubo slots! This should not happen!\n");
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@@ -741,6 +750,7 @@ static void bind_ubo(GPUUniformBuffer *ubo)
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/* printf so user can report bad behaviour */
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printf("Not enough ubo slots! This should not happen!\n");
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}
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DST.RST.bound_ubo_slots[bind_num] = true;
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}
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static void release_texture_slots(void)
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@@ -750,7 +760,7 @@ static void release_texture_slots(void)
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static void release_ubo_slots(void)
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{
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DST.RST.bind_ubo_inc = 0;
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memset(DST.RST.bound_ubo_slots, 0x0, sizeof(bool) * GPU_max_textures());
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}
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static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
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@@ -766,10 +776,10 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
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if (DST.shader) GPU_shader_unbind();
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GPU_shader_bind(shgroup->shader);
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DST.shader = shgroup->shader;
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}
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release_texture_slots();
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release_ubo_slots();
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release_texture_slots();
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release_ubo_slots();
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}
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drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
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drw_stencil_set(shgroup->stencil_mask);
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@@ -1000,6 +1010,14 @@ static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWSha
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}
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}
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/* Clear Bound Ubos */
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for (int i = 0; i < GPU_max_ubo_binds(); i++) {
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if (DST.RST.bound_ubos[i] != NULL) {
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GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
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DST.RST.bound_ubos[i] = NULL;
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}
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}
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if (DST.shader) {
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GPU_shader_unbind();
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DST.shader = NULL;
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