August 17, 2019, 12:48 (GMT) |
GPUBatch: Bypass empty drawcalls These should be taken care of at a higher level but it's not always possible. So it's still nice for cleaning up captures in renderdoc. |
August 17, 2019, 12:48 (GMT) |
Object Mode: Fix/Cleanup LightGrid overlays |
August 17, 2019, 12:48 (GMT) |
Cleanup: DRW: Make drawcall render control flow a more easier to follow. |
August 17, 2019, 12:48 (GMT) |
Workbench: Fix Shader compilation |
August 17, 2019, 12:48 (GMT) |
DRW: Port Workbench to use DRWObjectInfos ubos |
August 17, 2019, 12:48 (GMT) |
DRW: Make Call matrices and object infos into their own containers This is in preparation of some bigger refactor that will put all object matrices and infos into UBOs. So this commit introduce a bit of performance penalty but it will be claimed back! |
August 17, 2019, 12:48 (GMT) |
DRW: Use ARB_shader_draw_parameters when available This is to pass the offset of the object data to the shader without a uniform call. |
August 17, 2019, 12:48 (GMT) |
DRW: Use Model Matrix UBO blocks when possible This bind the correct UBO block and pass the id inside the block using a single int uniform. There is still a legacy path for shader not using the modelBlock |
August 17, 2019, 12:48 (GMT) |
GPencil: Use custom obmat instead of common_view_lib |
August 17, 2019, 12:48 (GMT) |
DRW: Use new GPUDrawList to speedup instancing This improves the performances of random instancing even further. Test 30K objects: 42 fps -> 52 fps 24 ms -> 19 ms |
August 17, 2019, 12:48 (GMT) |
DRW: Add builtin uniform to get full DRWResourceHandle from shader This solves the issue with loosing outline around meshes that have the same ID. Now it needs to have 16K objects in the scene for that to happen. |
August 17, 2019, 12:48 (GMT) |
Workbench: Simplify / Speedup Material Hash This is negligeable speedup. |
August 17, 2019, 12:48 (GMT) |
DRW: Add DRW_shgroup_uniform_vec3/4_copy This will allow to remove a lot of temporary storage. |
August 17, 2019, 12:48 (GMT) |
Workbench: Use resource_id instead of own index This only modifies the shader and should not create real improvement. However, this makes it possible to reduce shgroups count drastically when outline rendering is enabled. |
August 17, 2019, 12:48 (GMT) |
Cleanup: Wireframe: Use vec3_copy and remove unused code |
August 17, 2019, 12:48 (GMT) |
DRW: Replace DRW_CALL_OBINFOS by a boolean in DRWManager This is to remove the use of keeping a shared flag per drawcall. |
August 17, 2019, 12:48 (GMT) |
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