DRW: Fix Ubo binding logic and improve Texture binding logic
Ubo needs to be rebound every times the shader changes. This simplify the logic a bit. Also modify texture binding logic to potentially reuse more already bound textures.
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Notes:
blender-bot
2023-02-14 06:34:41 +01:00
Referenced by commit 803c757c2b
, Fix T52855: Eevee: viewport artifacts
Referenced by issue #52855, Eevee: viewport artifacts
Referenced by issue #52812, Color difference between viewport and OpenGL render.
Referenced by issue #52778, Blender Branch 2.8 crashes
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@ -362,10 +362,11 @@ static struct DRWGlobalState {
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/** GPU Resource State: Memory storage between drawing. */
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static struct DRWResourceState {
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GPUTexture **bound_texs;
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GPUUniformBuffer **bound_ubos;
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bool *bound_tex_slots;
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bool *bound_ubo_slots;
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int bind_tex_inc;
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int bind_ubo_inc;
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} RST = {NULL};
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static struct DRWMatrixOveride {
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@ -1838,10 +1839,11 @@ static void bind_texture(GPUTexture *tex)
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int bind_num = GPU_texture_bound_number(tex);
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if (bind_num == -1) {
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for (int i = 0; i < GPU_max_textures(); ++i) {
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if (RST.bound_tex_slots[i] == false) {
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GPU_texture_bind(tex, i);
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RST.bound_texs[i] = tex;
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RST.bound_tex_slots[i] = true;
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RST.bind_tex_inc = (RST.bind_tex_inc + 1) % GPU_max_textures();
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if (RST.bound_tex_slots[RST.bind_tex_inc] == false) {
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GPU_texture_bind(tex, RST.bind_tex_inc);
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RST.bound_texs[RST.bind_tex_inc] = tex;
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RST.bound_tex_slots[RST.bind_tex_inc] = true;
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return;
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}
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}
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@ -1853,17 +1855,11 @@ static void bind_texture(GPUTexture *tex)
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static void bind_ubo(GPUUniformBuffer *ubo)
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{
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int bind_num = GPU_uniformbuffer_bindpoint(ubo);
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if (bind_num == -1) {
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for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
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if (RST.bound_ubo_slots[i] == false) {
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GPU_uniformbuffer_bind(ubo, i);
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RST.bound_ubos[i] = ubo;
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RST.bound_ubo_slots[i] = true;
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return;
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}
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}
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if (RST.bind_ubo_inc < GPU_max_ubo_binds()) {
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GPU_uniformbuffer_bind(ubo, RST.bind_ubo_inc);
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RST.bind_ubo_inc++;
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}
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else {
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/* This is not depending on user input.
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* It is our responsability to make sure there enough slots. */
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BLI_assert(0 && "Not enough ubo slots! This should not happen!\n");
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@ -1871,7 +1867,6 @@ static void bind_ubo(GPUUniformBuffer *ubo)
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/* printf so user can report bad behaviour */
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printf("Not enough ubo slots! This should not happen!\n");
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}
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RST.bound_ubo_slots[bind_num] = true;
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}
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static void release_texture_slots(void)
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@ -1881,7 +1876,7 @@ static void release_texture_slots(void)
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static void release_ubo_slots(void)
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{
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memset(RST.bound_ubo_slots, 0x0, sizeof(bool) * GPU_max_ubo_binds());
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RST.bind_ubo_inc = 0;
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}
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static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
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@ -2074,14 +2069,6 @@ static void DRW_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWSha
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}
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}
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/* Clear Bound Ubos */
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for (int i = 0; i < GPU_max_ubo_binds(); i++) {
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if (RST.bound_ubos[i] != NULL) {
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GPU_uniformbuffer_unbind(RST.bound_ubos[i]);
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RST.bound_ubos[i] = NULL;
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}
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}
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if (DST.shader) {
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GPU_shader_unbind();
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DST.shader = NULL;
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@ -2555,14 +2542,6 @@ static void DRW_viewport_var_init(void)
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if (RST.bound_tex_slots == NULL) {
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RST.bound_tex_slots = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_textures(), "Bound Texture Slots");
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}
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/* Alloc array of ubos reference. */
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if (RST.bound_ubos == NULL) {
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RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
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}
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if (RST.bound_ubo_slots == NULL) {
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RST.bound_ubo_slots = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_textures(), "Bound UBO Slots");
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}
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}
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void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
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@ -3701,9 +3680,7 @@ void DRW_engines_free(void)
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GPU_texture_free(globals_ramp);
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MEM_SAFE_FREE(RST.bound_texs);
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MEM_SAFE_FREE(RST.bound_ubos);
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MEM_SAFE_FREE(RST.bound_tex_slots);
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MEM_SAFE_FREE(RST.bound_ubo_slots);
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#ifdef WITH_CLAY_ENGINE
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BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
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