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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@@ -196,6 +196,19 @@ void GPU_vertbuf_attr_fill(GPUVertBuf *verts, uint a_idx, const void *data)
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GPU_vertbuf_attr_fill_stride(verts, a_idx, stride, data);
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}
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/** Fills a whole vertex (all attribs). Data must match packed layout. */
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void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data)
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{
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const GPUVertFormat *format = &verts->format;
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#if TRUST_NO_ONE
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assert(v_idx < verts->vertex_alloc);
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assert(verts->data != NULL);
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#endif
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verts->dirty = true;
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memcpy((GLubyte *)verts->data + v_idx * format->stride, data, format->stride);
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}
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void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, const void *data)
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{
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const GPUVertFormat *format = &verts->format;
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