Basic Engine: Remove unneeded use of Framebuffers.

This commit is contained in:
2018-03-25 17:13:11 +02:00
parent 9c1ab47fc4
commit e5ee1ed818

View File

@@ -46,34 +46,10 @@
/* GPUViewport.storage
* Is freed everytime the viewport engine changes */
typedef struct BASIC_Storage {
int dummy;
} BASIC_Storage;
typedef struct BASIC_StorageList {
struct BASIC_Storage *storage;
struct BASIC_PrivateData *g_data;
} BASIC_StorageList;
typedef struct BASIC_FramebufferList {
/* default */
struct GPUFrameBuffer *default_fb;
/* engine specific */
#ifdef USE_DEPTH
struct GPUFrameBuffer *dupli_depth;
#endif
} BASIC_FramebufferList;
typedef struct BASIC_TextureList {
/* default */
struct GPUTexture *color;
#ifdef USE_DEPTH
struct GPUTexture *depth;
/* engine specific */
struct GPUTexture *depth_dup;
#endif
} BASIC_TextureList;
typedef struct BASIC_PassList {
#ifdef USE_DEPTH
struct DRWPass *depth_pass;
@@ -84,8 +60,8 @@ typedef struct BASIC_PassList {
typedef struct BASIC_Data {
void *engine_type;
BASIC_FramebufferList *fbl;
BASIC_TextureList *txl;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
BASIC_PassList *psl;
BASIC_StorageList *stl;
} BASIC_Data;
@@ -111,12 +87,8 @@ typedef struct BASIC_PrivateData {
/* Functions */
static void basic_engine_init(void *vedata)
static void basic_engine_init(void *UNUSED(vedata))
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
BASIC_TextureList *txl = ((BASIC_Data *)vedata)->txl;
BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
#ifdef USE_DEPTH
/* Depth prepass */
if (!e_data.depth_sh) {
@@ -128,20 +100,6 @@ static void basic_engine_init(void *vedata)
if (!e_data.color_sh) {
e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
if (!stl->storage) {
stl->storage = MEM_callocN(sizeof(BASIC_Storage), "BASIC_Storage");
}
#ifdef USE_DEPTH
if (DRW_state_is_fbo()) {
const float *viewport_size = DRW_viewport_size_get();
DRWFboTexture tex = {&txl->depth_dup, DRW_TEX_DEPTH_24_STENCIL_8, 0};
DRW_framebuffer_init(&fbl->dupli_depth, &draw_engine_basic_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
}
#endif
}
static void basic_cache_init(void *vedata)
@@ -204,8 +162,6 @@ static void basic_draw_scene(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
BASIC_FramebufferList *fbl = ((BASIC_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const bool is_select = DRW_state_is_select();
bool use_color = true;
@@ -228,14 +184,6 @@ static void basic_draw_scene(void *vedata)
if (use_depth_cull) {
DRW_draw_pass(psl->depth_pass_cull);
}
/* Pass 2 : Duplicate depth */
if (use_depth || use_depth_cull) {
/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
if (DRW_state_is_fbo()) {
DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true, false);
}
}
#endif
/* Pass 3 : Shading */