DRW: Remove defered uniform creation

This commit is contained in:
Clément Foucault 2020-06-02 12:23:11 +02:00
parent cb59ef1032
commit 38cfcdd51b
4 changed files with 2 additions and 50 deletions

View File

@ -112,17 +112,6 @@ static ListBase DRW_engines = {NULL, NULL};
static void drw_state_prepare_clean_for_draw(DRWManager *dst)
{
memset(dst, 0x0, offsetof(DRWManager, gl_context));
/* Maybe not the best place for this. */
if (!DST.uniform_names.buffer) {
DST.uniform_names.buffer = MEM_callocN(DRW_UNIFORM_BUFFER_NAME, "Name Buffer");
DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
}
else if (DST.uniform_names.buffer_len > DRW_UNIFORM_BUFFER_NAME) {
DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer, DRW_UNIFORM_BUFFER_NAME);
DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
}
DST.uniform_names.buffer_ofs = 0;
}
/* This function is used to reset draw manager to a state
@ -2737,8 +2726,6 @@ void DRW_engines_free(void)
DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
MEM_SAFE_FREE(DST.uniform_names.buffer);
if (DST.draw_list) {
GPU_draw_list_discard(DST.draw_list);
}

View File

@ -308,7 +308,6 @@ struct DRWUniform {
uint32_t type : 5; /* DRWUniformType */
uint32_t length : 5; /* cannot be more than 16 */
uint32_t arraysize : 5; /* cannot be more than 16 too */
uint32_t name_ofs : 17; /* name offset in name buffer. */
};
struct DRWShadingGroup {
@ -559,12 +558,6 @@ typedef struct DRWManager {
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;
struct {
char *buffer;
uint buffer_len;
uint buffer_ofs;
} uniform_names;
} DRWManager;
extern DRWManager DST; /* TODO: get rid of this and allow multi-threaded rendering. */

View File

@ -232,7 +232,7 @@ static void drw_shgroup_uniform(DRWShadingGroup *shgroup,
location = GPU_shader_get_uniform_block(shgroup->shader, name);
}
else {
location = GPU_shader_get_uniform(shgroup->shader, name);
location = GPU_shader_get_uniform_ensure(shgroup->shader, name);
}
if (location == -1) {
@ -244,28 +244,7 @@ static void drw_shgroup_uniform(DRWShadingGroup *shgroup,
BLI_assert(arraysize > 0 && arraysize <= 16);
BLI_assert(length >= 0 && length <= 16);
DRWUniform *uni = drw_shgroup_uniform_create_ex(
shgroup, location, type, value, length, arraysize);
/* If location is -2, the uniform has not yet been queried.
* We save the name for query just before drawing. */
if (location == -2 || DRW_DEBUG_USE_UNIFORM_NAME) {
int ofs = DST.uniform_names.buffer_ofs;
int max_len = DST.uniform_names.buffer_len - ofs;
size_t len = strlen(name) + 1;
if (len >= max_len) {
DST.uniform_names.buffer_len += MAX2(DST.uniform_names.buffer_len, len);
DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer,
DST.uniform_names.buffer_len);
}
char *dst = DST.uniform_names.buffer + ofs;
memcpy(dst, name, len); /* Copies NULL terminator. */
DST.uniform_names.buffer_ofs += len;
uni->name_ofs = ofs;
}
drw_shgroup_uniform_create_ex(shgroup, location, type, value, length, arraysize);
}
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)

View File

@ -931,13 +931,6 @@ static void draw_update_uniforms(DRWShadingGroup *shgroup,
for (int i = 0; i < unichunk->uniform_used; i++, uni++) {
GPUTexture *tex;
GPUUniformBuffer *ubo;
if (uni->location == -2) {
uni->location = GPU_shader_get_uniform_ensure(shgroup->shader,
DST.uniform_names.buffer + uni->name_ofs);
if (uni->location == -1) {
continue;
}
}
const void *data = uni->pvalue;
if (ELEM(uni->type, DRW_UNIFORM_INT_COPY, DRW_UNIFORM_FLOAT_COPY)) {
data = uni->fvalue;