Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
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@@ -105,7 +105,6 @@ char *GPU_shader_get_binary(GPUShader *shader, uint *r_binary_format, int *r_bin
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typedef enum eGPUBuiltinShader {
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/* specialized drawing */
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GPU_SHADER_TEXT,
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GPU_SHADER_TEXT_SIMPLE,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
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@@ -316,26 +315,8 @@ typedef enum eGPUBuiltinShader {
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/* lines */
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GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* light drawing */
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GPU_SHADER_3D_GROUNDPOINT,
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GPU_SHADER_3D_GROUNDLINE,
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GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
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/* bone drawing */
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GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR,
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GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR,
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/* camera drawing */
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GPU_SHADER_CAMERA,
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/* distance in front of objects */
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GPU_SHADER_DISTANCE_LINES,
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/* axis name */
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS,
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
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/* instance */
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GPU_SHADER_INSTANCE_UNIFORM_COLOR,
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GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
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GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
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/* grease pencil drawing */
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GPU_SHADER_GPENCIL_STROKE,
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GPU_SHADER_GPENCIL_FILL,
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