GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers

Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
This commit is contained in:
Campbell Barton
2016-06-10 06:08:39 +10:00
parent 6798809c7e
commit efd547f3da
4 changed files with 29 additions and 10 deletions

View File

@@ -1205,8 +1205,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
int bound_options = GPU_basic_shader_bound_options();
GPU_basic_shader_bind(bound_options);
GPU_basic_shader_bind(GPU_basic_shader_bound_options());
gluSphere(qobj, 100.0, 32, 24);
gluDeleteQuadric(qobj);

View File

@@ -76,6 +76,9 @@ void GPU_basic_shaders_init(void);
void GPU_basic_shaders_exit(void);
void GPU_basic_shader_bind(int options);
void GPU_basic_shader_bind_enable(int options);
void GPU_basic_shader_bind_disable(int options);
int GPU_basic_shader_bound_options(void);
/* Only use for small blocks of code that don't support glsl shader. */

View File

@@ -520,6 +520,16 @@ void GPU_basic_shader_bind(int options)
GPU_MATERIAL_STATE.bound_options = options;
}
void GPU_basic_shader_bind_enable(int options)
{
GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options | options);
}
void GPU_basic_shader_bind_disable(int options)
{
GPU_basic_shader_bind(GPU_MATERIAL_STATE.bound_options & ~options);
}
int GPU_basic_shader_bound_options(void)
{
/* ideally this should disappear, anything that uses this is making fragile

View File

@@ -1843,15 +1843,15 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
if (buffers->vert_buf) {
char *base = NULL;
char *index_base = NULL;
int bound_options = 0;
/* weak inspection of bound options, should not be necessary ideally */
const int bound_options_old = GPU_basic_shader_bound_options();
int bound_options_new = 0;
glEnableClientState(GL_VERTEX_ARRAY);
if (!wireframe) {
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
/* weak inspection of bound options, should not be necessary ideally */
bound_options = GPU_basic_shader_bound_options();
GPU_basic_shader_bind(bound_options | GPU_SHADER_USE_COLOR);
bound_options_new |= GPU_SHADER_USE_COLOR;
}
GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
@@ -1867,9 +1867,13 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else {
bound_options = GPU_basic_shader_bound_options();
GPU_basic_shader_bind(bound_options | ((buffers->smooth || buffers->face_indices_len) ?
0 : GPU_SHADER_FLAT_NORMAL));
if ((buffers->smooth == false) && (buffers->face_indices_len == 0)) {
bound_options_new |= GPU_SHADER_FLAT_NORMAL;
}
}
if (bound_options_new & ~bound_options_old) {
GPU_basic_shader_bind(bound_options_old | bound_options_new);
}
if (buffers->tot_quad) {
@@ -1944,7 +1948,10 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
if (!wireframe) {
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
GPU_basic_shader_bind(bound_options);
}
if (bound_options_new & ~bound_options_old) {
GPU_basic_shader_bind(bound_options_old);
}
}
}