Commit Graph

1922 Commits

Author SHA1 Message Date
c77870fc78 UI: Perf: Batch icons drawcalls together.
For this we use a new shader that gets it's data from a uniform array.
Vertex shader position the vertices using these data.

Using glUniform is way faster than using imm for that matter.

Like BLF rendering, UI icons are always (as far as I know) non occluded and
displayed above everything else. They also does not overlap with texts so
they can be batched at the same time.
2018-03-31 19:43:22 +02:00
4241d6a9cc BFL: Fix broken vertical texts.
I've made a separate version of the geom shader that works with full
3D modelviewmat.

This commit also includes some fixup inside blf_batching_start().
2018-03-30 22:50:17 +02:00
fb1463ff2b GPUFramebuffer: Fix assert triggering another assert. 2018-03-30 20:15:03 +02:00
7144fdf285 BLF: Perf: Divide by 6 the amount of verts sent to the GPU.
This means smaller imm buffer usage.

This does not reduce the number of drawcalls.

This uses geometry shader which is slow for the GPU but given we are really
CPU bound on this case, it should not matter.

A perfect implementation would:
- Set the glyph coord in a bufferTexture and just send the glyph ID to the
  GPU to read the bufferTexture.
- Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the
  glyph ID and color based on gl_VertexID / 6.
- Stream fixed size buffer that the Driver can discard quickly but this is
  the same as improving IMM directly.
2018-03-29 21:32:26 +02:00
Julian Eisel
b3ef5a04d1 Cleanup: Use uppercase UI_ prefix for external functions
Using uppercase prefixes is our convention for external functions.
"External" as in functions exposed to the outside of interface/ directory.
2018-03-29 17:21:02 +02:00
f6ad538040 UI: Perf: widgetbase: Replace imm usage by a batch cache.
Introduce a UI batch cache. For the moment it's only used by widgetbase so
leaving it interface_widgets.c. If it grows, it can have its own file.

Like all preset batches (batches used by UI context), vaos must be refreshed
each time a new window context is binded.

This still does 3 GWN_batch_draw in the worst cases but at least it does
not use the IMM api.

I will continue and batch the 3 calls together since we are really CPU
bound, so shader complexity does not really matters.

I cannot spot any difference on all the widgets I could test. I did not use
any unit tests so I cannot tell if there is really any defects.

This is not a complete rewrite but it adresses the top bottleneck found
after a profilling session.
2018-03-29 14:22:50 +02:00
ba9c2746b6 GPUShader: Add specialized widget base shader.
This vertex shader let us draw widgets with batches instead of imm calls.
2018-03-29 14:22:50 +02:00
8301b26452 EEVEE: Fix bad framebuffer configuration
Was causing black / corrupted scene because of broken downsample

Add a debug check to not run into this problem again.
2018-03-29 13:43:30 +02:00
637993fafe UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and
and icon select (via uvs) is done inside the vertex shader.
2018-03-28 00:05:51 +02:00
3bb720a7de GPUShader: Cleanup: Remove unused uniform_interface. 2018-03-27 23:51:23 +02:00
dff7f55cd0 GPUFramebuffer: Fix compiler warning about return value. 2018-03-26 17:54:46 +02:00
92b61dc16d GPUTexture: Fix compilation issue. 2018-03-26 09:59:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
f937123116 GPUFramebuffer: Refactor (part 1)
Move some DRWFramebuffer functions to GPUFramebuffer.
2018-03-25 20:06:12 +02:00
9c1ab47fc4 GPUOffscreen: Remove unused offscreen blit. 2018-03-25 20:06:12 +02:00
619d977e1a GPULamp: Move GPU_frambuffer_blur to GPU_lamp.c
This is a bit useless because gpu lamps are only used by the game engine
and it is planned to be "remove" in some way.

Doing this to clean gpu_framebuffer.c.
2018-03-25 20:06:12 +02:00
4c66068790 GPUFramebuffer: Make current framebuffer thread local.
This make sense since we are using multiple olg contexts and two contexts
can be active at the same time with different framebuffers.
2018-03-25 20:06:12 +02:00
a78f5accbb GPUTexture: Style: Respect 120 char per line limit. 2018-03-25 20:06:12 +02:00
37a7cd8344 GPUViewport: Small simplifications + fixes.
- Use GPU_SHADER_2D_IMAGE_ALPHA.
 - Add alpha uniform.
 - bypass reseting the scissors and depth test because we used
   another context for drawing.
2018-03-25 20:06:12 +02:00
f63bb98223 GPUViewport: Remove depth debug.
This is not used anymore.
Debug visualisations should be moved to the draw manager.
2018-03-25 20:06:12 +02:00
b1c025d1e8 GPUTexture: Small refactor.
This includes a few modification:
 - The biggest one is call glActiveTexture before doing any call to
   glBindTexture for rendering purpose (uniform value depends on it).
   This is also better to know what's going on when rendering UI. So if
   there is missing UI elements because of this commit look for this first.
   This allows us to have "less calls" to glActiveTexture (I did not
   measure the final count) and less checks inside GPU_texture.

 - Remove use of GL_TEXTURE0 as a uniform value in a few places.

 - Be more strict and use BLI_assert for bad usage of GPU_texture functions.

 - Disable filtering for integer and stencil textures (not supported by
   OGL specs).

 - Replace bools inside GPUTexture by a bitflag supporting more options to
   identify texture types.
2018-03-25 20:06:11 +02:00
e02480fd16 GPU: gpu_draw.c: Fix wrong renaming.
Renaming happened in b4d053efc7 and seems to have been a bit too
agressive.
2018-03-25 20:06:11 +02:00
47acd706fd GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.

Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22 16:11:49 +01:00
84536d1d3c GPU Bufferes: Small optimization when updating buffers
With the API recently added to gawain, it is now possible to update the vbos linked to the batch.
So the batch does not have to be destroyed.
The optimization is more sensitive when sculpt is made on low poly meshs
2018-03-19 18:09:00 -03:00
dd44248219 DRW: Move cache time to GPUViewport for profiling
This enables us to average this timer over time like the others.
2018-03-17 17:02:07 +01:00
2816694b05 Code cleanup: fix various compiler warnings on clang/macOS. 2018-03-16 05:08:56 +01:00
3530ee2949 GPUViewport: Fix offscreen multisample syncing. 2018-03-14 12:55:19 +01:00
f7f3b08977 GPUTexture: Unlock GL_R16I format. 2018-03-14 12:41:00 +01:00
f5d529b8e2 GPUViewport: Fix offscreen multisample rendering.
Multisample rendering needs to have both a multisample and a regular color/depth target for engines that does not support MSAA.
2018-03-14 03:29:10 +01:00
bba3b43112 GPUTexture: Save sample count inside texture struct.
This adds a quick way to know if a texture is a multisample texture and its sample count.
2018-03-14 03:29:10 +01:00
0acccda4a4 GPUMaterial: Fix non finished material status if shader has no output.
This wasn't producing any issue for now but it's better to make things clean.
2018-03-13 03:49:04 +01:00
765d7242d5 GPUMaterial: Add Material shader cache.
This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.

The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.

I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.

A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
2018-03-11 23:44:10 +01:00
41abbc271c DRW: Change UBOs binding logic.
Use the same logic than textures. Also reset bindings only on shader changes.
2018-03-10 02:18:25 +01:00
2faa809ea6 GPU: Fix typo. 2018-03-06 16:45:23 +01:00
3a209c2857 DRW: Deferred compilation initial implementation. 2018-03-06 16:44:04 +01:00
b5cc55c822 Merge branch 'master' into blender2.8 2018-03-01 16:48:13 +11:00
172614fb7d GPU_select: remove unused finalize function
Changed 2.8x code so this is no longer needed.
2018-03-01 16:43:45 +11:00
1ba96857d1 DRW: Merge calls_generate pool with calls pool & add DRWCallState pool. 2018-03-01 03:53:25 +01:00
c0d6627dc5 Merge branch 'master' into blender2.8 2018-02-28 03:11:17 +01:00
2329cc09e6 Code cleanup: make viewport free simpler and consistent with GPU module. 2018-02-28 03:04:15 +01:00
6bd53cb541 Cleanup: comment for depth picking code, const args
Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
2018-02-28 11:47:54 +11:00
6addaf7393 Cleanup: use 'uint' for GPU_select 2018-02-28 11:37:39 +11:00
aa592cc00c Merge branch 'master' into blender2.8 2018-02-27 20:45:33 +11:00
a7ef312611 GPU_select: correction to select-pick-finalize
Would run twice, harmless at the moment but could cause issues later.
2018-02-27 20:44:12 +11:00
efef0ee672 Merge branch 'master' into blender2.8 2018-02-27 20:24:02 +11:00
4de50d7572 GPU_select: utility function to finalize selection
Needed for depth picking in 2.8
2018-02-27 20:16:53 +11:00
fa7e4cc685 WM/GPU: Clear VAO cache of batch preset when switching context.
This is needed for multiple windows to draw the batch presets.
This will not be needed once we use only one context for UI.
2018-02-26 19:49:06 +01:00
13261304a3 DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.

The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.

Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
2018-02-26 19:41:17 +01:00
57609993d0 GPU: fixes for string socket types in shader nodes.
These are not passed to GLSL functions, but should be used to load e.g.
a texture or attribute.
2018-02-23 19:10:24 +01:00
af061b4dac Eeevee: add temperature grid support, make color grid unpremultiplied.
This matches similar changes done for Cycles.
2018-02-23 19:10:02 +01:00