Commit: d55c269dd197288c30ca2881136330931bf05f98
Author: Clément Foucault
Date:   Sat Dec 1 19:49:31 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBd55c269dd197288c30ca2881136330931bf05f98

UI: Simplify the area border drawing

Instead of doing a lot of alpha blended drawing with jittering, use the
fragment shader to do the masking using a circle mask.

This is much simpler and requires much less resources.

Hopefully this may solve the issue we have with the Intels UHD Graphics 620
on linux.

===================================================================

M       source/blender/editors/screen/screen_draw.c
M       source/blender/gpu/CMakeLists.txt
M       source/blender/gpu/intern/gpu_shader.c
A       source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
M       source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl

===================================================================

diff --git a/source/blender/editors/screen/screen_draw.c 
b/source/blender/editors/screen/screen_draw.c
index af6f9acfa47..51301b0f022 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -216,7 +216,7 @@ static void draw_join_shape(ScrArea *sa, char dir, unsigned 
int pos)
        }
 }
 
-#define CORNER_RESOLUTION 9
+#define CORNER_RESOLUTION 3
 
 static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint *vidx, int corner, 
int i)
 {
@@ -235,7 +235,7 @@ static void do_vert_pair(GPUVertBuf *vbo, uint pos, uint 
*vidx, int corner, int
        }
 
        /* Line width is 20% of the entire corner size. */
-       const float line_width = 0.2f;
+       const float line_width = 0.2f; /* Keep in sync with shader */
        mul_v2_fl(inter, 1.0f - line_width);
        mul_v2_fl(exter, 1.0f + line_width);
 
@@ -271,15 +271,12 @@ static GPUBatch *batch_screen_edges_get(int *corner_len)
                uint pos = GPU_vertformat_attr_add(&format, "pos", 
GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 
                GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
-               GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 * 8 + 2);
+               GPU_vertbuf_data_alloc(vbo, CORNER_RESOLUTION * 2 * 4 + 2);
 
                uint vidx = 0;
-               /* Note jitter is applied in the shader. */
-               for (int jit = 0; jit < 8; ++jit) {
-                       for (int corner = 0; corner < 4; ++corner) {
-                               for (int c = 0; c < CORNER_RESOLUTION; ++c) {
-                                       do_vert_pair(vbo, pos, &vidx, corner, 
c);
-                               }
+               for (int corner = 0; corner < 4; ++corner) {
+                       for (int c = 0; c < CORNER_RESOLUTION; ++c) {
+                               do_vert_pair(vbo, pos, &vidx, corner, c);
                        }
                }
                /* close the loop */
@@ -398,13 +395,12 @@ void ED_screen_draw_edges(wmWindow *win)
        glEnable(GL_SCISSOR_TEST);
 
        UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
-       col[3] = 1.0f / 8.0f;
+       col[3] = 1.0f;
        corner_scale = U.pixelsize * 8.0f;
        edge_thickness = corner_scale * 0.21f;
 
        GPU_blend(true);
 
-       /* Transparent pass (for AA). */
        GPUBatch *batch = batch_screen_edges_get(&verts_per_corner);
        GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_AREA_EDGES);
        GPU_batch_uniform_1i(batch, "cornerLen", verts_per_corner);
@@ -417,15 +413,6 @@ void ED_screen_draw_edges(wmWindow *win)
 
        GPU_blend(false);
 
-       /* Opaque pass. */
-       corner_scale -= 2.0f;
-       edge_thickness = corner_scale * 0.2f;
-       GPU_batch_uniform_1f(batch, "scale", corner_scale);
-
-       for (sa = screen->areabase.first; sa; sa = sa->next) {
-               drawscredge_area(sa, winsize_x, winsize_y, edge_thickness);
-       }
-
        glDisable(GL_SCISSOR_TEST);
 }
 
diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 2eb24f08227..02e5d4ac479 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -140,6 +140,7 @@ 
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index d428e2f9bd9..bae7520803d 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -68,6 +68,7 @@ extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
 extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
+extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
 extern char datatoc_gpu_shader_2D_vert_glsl[];
 extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
@@ -900,7 +901,7 @@ static const GPUShaderStages 
builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
 
        [GPU_SHADER_2D_AREA_EDGES] =
                { datatoc_gpu_shader_2D_area_borders_vert_glsl,
-                 datatoc_gpu_shader_uniform_color_frag_glsl},
+                 datatoc_gpu_shader_2D_area_borders_frag_glsl},
        [GPU_SHADER_2D_WIDGET_BASE] =
                { datatoc_gpu_shader_2D_widget_base_vert_glsl,
                  datatoc_gpu_shader_2D_widget_base_frag_glsl},
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
new file mode 100644
index 00000000000..620568db500
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -0,0 +1,16 @@
+
+uniform vec4 color;
+uniform float scale;
+
+in vec2 uv;
+
+out vec4 fragColor;
+
+void main()
+{
+       /* Should be 0.8 but minimize the AA on the edges. */
+       float dist = (length(uv) - 0.78) * scale;
+
+       fragColor = color;
+       fragColor.a *= smoothstep(-0.09, 1.09, dist);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index 5326076e269..816e12342a1 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -7,35 +7,30 @@ uniform float scale;
 
 in vec2 pos;
 
-const vec2 jitter_ofs[8] = vec2[8](
-       vec2( 0.468813, -0.481430), vec2(-0.155755, -0.352820),
-       vec2( 0.219306, -0.238501), vec2(-0.393286, -0.110949),
-       vec2(-0.024699,  0.013908), vec2( 0.343805,  0.147431),
-       vec2(-0.272855,  0.269918), vec2( 0.095909,  0.388710)
-);
+out vec2 uv;
+
 
 void main()
 {
        int corner_id = (gl_VertexID / cornerLen) % 4;
-       int jitter_id = gl_VertexID / (cornerLen * 4) % 8;
 
        vec2 final_pos = pos * scale;
 
-       if (corner_id == 0)
+       if (corner_id == 0) {
+               uv = pos + vec2(1.0, 1.0);
                final_pos += rect.yw;  /* top right */
-       else if (corner_id == 1)
+       }
+       else if (corner_id == 1) {
+               uv = pos + vec2(-1.0, 1.0);
                final_pos += rect.xw;  /* top left */
-       else if (corner_id == 2)
+       }
+       else if (corner_id == 2) {
+               uv = pos + vec2(-1.0, -1.0);
                final_pos += rect.xz;  /* bottom left */
-       else
+       }
+       else {
+               uv = pos + vec2(1.0, -1.0);
                final_pos += rect.yz;  /* bottom right */
-
-       /* Only jitter verts inside the corner (not the one shared with the 
edges). */
-       if ((gl_VertexID % cornerLen) % (cornerLen - 2) != 0) {
-               /* Only jitter intern verts not boundaries. */
-               if ((gl_VertexID % 2) == 0) {
-                       final_pos += jitter_ofs[jitter_id];
-               }
        }
 
        gl_Position = (ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0));

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