Workbench: Use less GPU memory

When AA was enabled a new buffer was created. As the composite pass is
already done, we can reuse earlier buffers.

For the deferred rendering we reuse the color_buffer_tx and for the
forward rendering we reuse the transparect_accum_tx.
This commit is contained in:
Jeroen Bakker 2018-06-29 08:42:56 +02:00
parent d34b0faa65
commit 899d100dd4
2 changed files with 4 additions and 10 deletions

View File

@ -72,7 +72,6 @@ static struct {
struct GPUTexture *specular_buffer_tx; /* ref only, not alloced */
struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
struct GPUTexture *effect_buffer_tx; /* ref only, not alloced */
SceneDisplay display; /* world light direction for shadows */
int next_object_id;
@ -346,8 +345,6 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
e_data.specular_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
e_data.effect_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
if (NORMAL_ENCODING_ENABLED()) {
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
@ -375,7 +372,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
});
GPU_framebuffer_ensure_config(&fbl->effect_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.effect_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
});
}
@ -410,7 +407,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
}
{
workbench_aa_create_pass(vedata, &e_data.effect_buffer_tx);
workbench_aa_create_pass(vedata, &e_data.color_buffer_tx);
}
{

View File

@ -58,7 +58,6 @@ static struct {
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
struct GPUTexture *effect_buffer_tx; /* ref only, not alloced */
int next_object_id;
float normal_world_matrix[3][3];
@ -306,8 +305,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_transparent);
e_data.effect_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
@ -326,7 +323,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
});
GPU_framebuffer_ensure_config(&fbl->effect_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.effect_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
});
/* Transparency Accum */
@ -356,7 +353,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
}
{
workbench_aa_create_pass(vedata, &e_data.effect_buffer_tx);
workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx);
}
/* Checker Depth */