Cleanup: GPU: Remove Batch vao cache reset

This is done at drawtime automatically.
This commit is contained in:
Clément Foucault 2020-08-11 01:58:23 +02:00
parent efc97b3919
commit ac60a67b3f
18 changed files with 5 additions and 81 deletions

@ -1 +1 @@
Subproject commit a7bbfac76c00edd0fb79a4766b7ac7c5dcbcac51
Subproject commit 4af22e0492f401c609a0203cad1a9bc7fa00b863

@ -1 +1 @@
Subproject commit 82ed41ec632483fa9260d90dae7afdf3192c509b
Subproject commit 25b00a0a52c81408b9dc15ea320a79ee956b3c0a

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@ -42,8 +42,7 @@ int BLF_init(void);
void BLF_exit(void);
void BLF_default_dpi(int dpi);
void BLF_default_set(int fontid);
int BLF_default(void); /* get default font ID so we can pass it to other functions */
void BLF_batch_reset(void); /* call when changing opengl context. */
int BLF_default(void); /* get default font ID so we can pass it to other functions */
void BLF_cache_clear(void);

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@ -125,11 +125,6 @@ void BLF_exit(void)
blf_font_exit();
}
void BLF_batch_reset(void)
{
blf_batch_draw_vao_clear();
}
void BLF_cache_clear(void)
{
FontBLF *font;

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@ -113,13 +113,6 @@ static void blf_batch_draw_exit(void)
GPU_BATCH_DISCARD_SAFE(g_batch.batch);
}
void blf_batch_draw_vao_clear(void)
{
if (g_batch.batch) {
GPU_batch_vao_cache_clear(g_batch.batch);
}
}
void blf_batch_draw_begin(FontBLF *font)
{
if (g_batch.batch == NULL) {

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@ -30,7 +30,6 @@ struct ResultBLF;
struct rctf;
struct rcti;
void blf_batch_draw_vao_clear(void);
void blf_batch_draw_begin(struct FontBLF *font);
void blf_batch_draw(void);

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@ -152,18 +152,6 @@ void DRW_shape_cache_free(void)
}
}
void DRW_shape_cache_reset(void)
{
uint i = sizeof(SHC) / sizeof(GPUBatch *);
GPUBatch **batch = (GPUBatch **)&SHC;
while (i--) {
if (*batch) {
GPU_batch_vao_cache_clear(*batch);
}
batch++;
}
}
/* -------------------------------------------------------------------- */
/** \name Procedural Batches
* \{ */

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@ -33,7 +33,6 @@ struct VolumeGrid;
struct bGPDstroke;
void DRW_shape_cache_free(void);
void DRW_shape_cache_reset(void);
/* 3D cursor */
struct GPUBatch *DRW_cache_cursor_get(bool crosshair_lines);

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@ -72,8 +72,7 @@ BLI_INLINE void DRW_ibo_request(GPUBatch *batch, GPUIndexBuf **ibo)
*ibo = GPU_indexbuf_calloc();
}
if (batch != NULL) {
GPU_batch_vao_cache_clear(batch);
batch->elem = *ibo;
GPU_batch_elembuf_set(batch, *ibo, false);
}
}
@ -92,8 +91,7 @@ BLI_INLINE void DRW_vbo_request(GPUBatch *batch, GPUVertBuf **vbo)
if (batch != NULL) {
/* HACK set first vbo if not init. */
if (batch->verts[0] == NULL) {
GPU_batch_vao_cache_clear(batch);
batch->verts[0] = *vbo;
GPU_batch_vertbuf_add(batch, *vbo);
}
else {
/* HACK: bypass assert */

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@ -2824,7 +2824,6 @@ void DRW_opengl_context_enable_ex(bool restore)
if (!G.background) {
immActivate();
}
BLF_batch_reset();
}
}
}
@ -2888,13 +2887,11 @@ void DRW_gpu_render_context_enable(void *re_gpu_context)
BLI_assert(!BLI_thread_is_main());
GPU_context_active_set(re_gpu_context);
DRW_shape_cache_reset(); /* XXX fix that too. */
}
/* Needs to be called BEFORE DRW_opengl_render_context_disable() */
void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context))
{
DRW_shape_cache_reset(); /* XXX fix that too. */
GPU_context_active_set(NULL);
}

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@ -642,7 +642,6 @@ static void image_main_region_draw(const bContext *C, ARegion *region)
// View2DScrollers *scrollers;
float col[3];
GPU_batch_presets_reset();
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_default, *framebuffer_overlay;

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@ -1623,10 +1623,6 @@ void view3d_main_region_draw(const bContext *C, ARegion *region)
BKE_image_free_old_gputextures(bmain);
GPU_pass_cache_garbage_collect();
/* XXX This is in order to draw UI batches with the DRW
* old context since we now use it for drawing the entire area. */
gpu_batch_presets_reset();
/* No depth test for drawing action zones afterwards. */
GPU_depth_test(false);

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@ -112,8 +112,6 @@ void GPU_batch_clear(GPUBatch *);
void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */
void GPU_batch_vao_cache_clear(GPUBatch *);
void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */
void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo);

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@ -46,11 +46,8 @@ struct GPUBatch *GPU_batch_preset_panel_drag_widget(const float pixelsize,
void gpu_batch_presets_init(void);
void gpu_batch_presets_register(struct GPUBatch *preset_batch);
bool gpu_batch_presets_unregister(struct GPUBatch *preset_batch);
void gpu_batch_presets_reset(void);
void gpu_batch_presets_exit(void);
void GPU_batch_presets_reset(void);
#ifdef __cplusplus
}
#endif

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@ -48,11 +48,6 @@
using namespace blender::gpu;
void GPU_batch_vao_cache_clear(GPUBatch *UNUSED(batch))
{
/* TODO remove */
}
/* -------------------------------------------------------------------- */
/** \name Creation & Deletion
* \{ */

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@ -380,18 +380,6 @@ bool gpu_batch_presets_unregister(GPUBatch *preset_batch)
return false;
}
void gpu_batch_presets_reset(void)
{
BLI_mutex_lock(&g_presets_3d.mutex);
/* Reset vao caches for these every time we switch opengl context.
* This way they will draw correctly for each window. */
LISTBASE_FOREACH (LinkData *, link, &presets_list) {
GPUBatch *preset = link->data;
GPU_batch_vao_cache_clear(preset);
}
BLI_mutex_unlock(&g_presets_3d.mutex);
}
void gpu_batch_presets_exit(void)
{
LinkData *link;
@ -404,17 +392,4 @@ void gpu_batch_presets_exit(void)
BLI_mutex_end(&g_presets_3d.mutex);
}
/**
* This function only needs to be accessed externally because
* we are drawing UI batches with the DRW old context.
*
* And now we use it for drawing the entire area.
*
* XXX (Clément) - to cleanup in the upcoming 2.91 refactor.
**/
void GPU_batch_presets_reset()
{
gpu_batch_presets_reset();
}
/** \} */

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@ -56,8 +56,6 @@ void wm_surface_clear_drawable(void)
WM_opengl_context_release(g_drawable->ghost_ctx);
GPU_context_active_set(NULL);
BLF_batch_reset();
gpu_batch_presets_reset();
immDeactivate();
if (g_drawable->deactivate) {

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@ -1112,8 +1112,6 @@ static void wm_window_set_drawable(wmWindowManager *wm, wmWindow *win, bool acti
void wm_window_clear_drawable(wmWindowManager *wm)
{
if (wm->windrawable) {
BLF_batch_reset();
gpu_batch_presets_reset();
immDeactivate();
wm->windrawable = NULL;
}