Commit: 6c39ea27c8c9b91c84ee8b3e870f9c7a3ba8d33b
Author: Antonioya
Date:   Thu Dec 13 11:51:17 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB6c39ea27c8c9b91c84ee8b3e870f9c7a3ba8d33b

GP: Create Framebuffer textures only if needed

Now, if there aren't grease pencil objects, the textures and framebuffers are 
not created. This unload GPU Memory when not using GP.

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

M       source/blender/draw/engines/gpencil/gpencil_engine.c
M       source/blender/draw/engines/gpencil/gpencil_engine.h

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

diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c 
b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 8a7d83b0abd..0e998363ec5 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -115,59 +115,66 @@ static void GPENCIL_create_framebuffers(void *vedata)
                const int size[2] = { (int)viewport_size[0], 
(int)viewport_size[1] };
 
                /* create multiframe framebuffer for AA */
-               if (stl->storage->multisamples > 0) {
+               if ((stl->storage->framebuffer_flag & 
GP_FRAMEBUFFER_MULTISAMPLE) &&
+                       (stl->storage->multisamples > 0))
+               {
                        DRW_gpencil_multisample_ensure(vedata, size[0], 
size[1]);
                }
 
-               /* temp textures */
-               e_data.temp_depth_tx_a = DRW_texture_pool_query_2D(
-                       size[0], size[1], GPU_DEPTH_COMPONENT24,
-                       &draw_engine_gpencil_type);
-               e_data.temp_color_tx_a = DRW_texture_pool_query_2D(size[0], 
size[1], fb_format,
-                       &draw_engine_gpencil_type);
-               GPU_framebuffer_ensure_config(
-                       &fbl->temp_fb_a, {
-                           GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_a),
-                           GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_a)
-                       });
-
-               e_data.temp_depth_tx_b = DRW_texture_pool_query_2D(
-                       size[0], size[1], GPU_DEPTH_COMPONENT24,
-                       &draw_engine_gpencil_type);
-               e_data.temp_color_tx_b = DRW_texture_pool_query_2D(
-                       size[0], size[1], fb_format,
-                       &draw_engine_gpencil_type);
-               GPU_framebuffer_ensure_config(
-                       &fbl->temp_fb_b, {
-                           GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_b),
-                           GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_b)
-                       });
-
-               /* used for rim and shadow FX effects */
-               e_data.temp_depth_tx_fx = DRW_texture_pool_query_2D(
-                       size[0], size[1], GPU_DEPTH_COMPONENT24,
-                       &draw_engine_gpencil_type);
-               e_data.temp_color_tx_fx = DRW_texture_pool_query_2D(
-                       size[0], size[1], fb_format,
-                       &draw_engine_gpencil_type);
-               GPU_framebuffer_ensure_config(
-                       &fbl->temp_fb_fx, {
-                           GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_fx),
-                           GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_fx),
-                       });
+               /* Framebufers for basic object drawing */
+               if (stl->storage->framebuffer_flag & GP_FRAMEBUFFER_BASIC) {
+                       /* temp textures for ping-pong buffers */
+                       e_data.temp_depth_tx_a = DRW_texture_pool_query_2D(
+                               size[0], size[1], GPU_DEPTH_COMPONENT24,
+                               &draw_engine_gpencil_type);
+                       e_data.temp_color_tx_a = 
DRW_texture_pool_query_2D(size[0], size[1], fb_format,
+                               &draw_engine_gpencil_type);
+                       GPU_framebuffer_ensure_config(
+                               &fbl->temp_fb_a, {
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_a),
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_a)
+                               });
+
+                       e_data.temp_depth_tx_b = DRW_texture_pool_query_2D(
+                               size[0], size[1], GPU_DEPTH_COMPONENT24,
+                               &draw_engine_gpencil_type);
+                       e_data.temp_color_tx_b = DRW_texture_pool_query_2D(
+                               size[0], size[1], fb_format,
+                               &draw_engine_gpencil_type);
+                       GPU_framebuffer_ensure_config(
+                               &fbl->temp_fb_b, {
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_b),
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_b)
+                               });
+
+                       /* used for FX effects and Layer blending */
+                       e_data.temp_depth_tx_fx = DRW_texture_pool_query_2D(
+                               size[0], size[1], GPU_DEPTH_COMPONENT24,
+                               &draw_engine_gpencil_type);
+                       e_data.temp_color_tx_fx = DRW_texture_pool_query_2D(
+                               size[0], size[1], fb_format,
+                               &draw_engine_gpencil_type);
+                       GPU_framebuffer_ensure_config(
+                               &fbl->temp_fb_fx, {
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.temp_depth_tx_fx),
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_fx),
+                               });
+               }
 
                /* background framebuffer to speed up drawing process (always 
16 bits) */
-               e_data.background_depth_tx = DRW_texture_pool_query_2D(
-                       size[0], size[1], GPU_DEPTH_COMPONENT24,
-                       &draw_engine_gpencil_type);
-               e_data.background_color_tx = DRW_texture_pool_query_2D(
-                       size[0], size[1], GPU_RGBA32F,
-                       &draw_engine_gpencil_type);
-               GPU_framebuffer_ensure_config(
-                       &fbl->background_fb, {
-                           GPU_ATTACHMENT_TEXTURE(e_data.background_depth_tx),
-                           GPU_ATTACHMENT_TEXTURE(e_data.background_color_tx)
-                       });
+               if (stl->storage->framebuffer_flag & GP_FRAMEBUFFER_DRAW) {
+                       e_data.background_depth_tx = DRW_texture_pool_query_2D(
+                               size[0], size[1], GPU_DEPTH_COMPONENT24,
+                               &draw_engine_gpencil_type);
+                       e_data.background_color_tx = DRW_texture_pool_query_2D(
+                               size[0], size[1], GPU_RGBA32F,
+                               &draw_engine_gpencil_type);
+                       GPU_framebuffer_ensure_config(
+                               &fbl->background_fb, {
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.background_depth_tx),
+                                       
GPU_ATTACHMENT_TEXTURE(e_data.background_color_tx)
+                               });
+               }
        }
 }
 
@@ -250,9 +257,6 @@ void GPENCIL_engine_init(void *vedata)
 
        stl->storage->multisamples = U.gpencil_multisamples;
 
-       /* create framebuffers */
-       GPENCIL_create_framebuffers(vedata);
-
        /* create shaders */
        GPENCIL_create_shaders();
        GPENCIL_create_fx_shaders(&e_data);
@@ -564,6 +568,10 @@ void GPENCIL_cache_populate(void *vedata, Object *ob)
        if (ob->type == OB_GPENCIL && ob->data) {
                bGPdata *gpd = (bGPdata *)ob->data;
 
+               /* enable multisample and basic framebuffer creation */
+               stl->storage->framebuffer_flag |= GP_FRAMEBUFFER_MULTISAMPLE;
+               stl->storage->framebuffer_flag |= GP_FRAMEBUFFER_BASIC;
+
                /* when start/stop animation the cache must be set as dirty to 
reset all data */
                if (stl->storage->reset_cache) {
                        gpd->flag |= GP_DATA_CACHE_IS_DIRTY;
@@ -622,7 +630,18 @@ void GPENCIL_cache_populate(void *vedata, Object *ob)
 
 void GPENCIL_cache_finish(void *vedata)
 {
+       GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
+
+       /* draw particles */
        DRW_gpencil_populate_particles(&e_data, vedata);
+
+       if (stl->g_data->session_flag & (GP_DRW_PAINT_IDLE | 
GP_DRW_PAINT_FILLING)) {
+               stl->storage->framebuffer_flag |= GP_FRAMEBUFFER_DRAW;
+       }
+
+       /* create framebuffers */
+       GPENCIL_create_framebuffers(vedata);
+
 }
 
 /* helper function to sort inverse gpencil objects using qsort */
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h 
b/source/blender/draw/engines/gpencil/gpencil_engine.h
index 4aaf81ea5fd..3c0675c5e8c 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.h
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.h
@@ -138,6 +138,8 @@ typedef struct GPENCIL_Storage {
        int tonemapping;
        short multisamples;
 
+       short framebuffer_flag; /* flag what framebuffer need to create */
+
        int blend_mode;
        int clamp_layer;
        float blend_opacity;
@@ -159,6 +161,12 @@ typedef struct GPENCIL_Storage {
        Object *camera; /* camera pointer for render mode */
 } GPENCIL_Storage;
 
+typedef enum eGpencilFramebuffer_Flag {
+       GP_FRAMEBUFFER_MULTISAMPLE = (1 << 0),
+       GP_FRAMEBUFFER_BASIC       = (1 << 1),
+       GP_FRAMEBUFFER_DRAW        = (1 << 2),
+} eGpencilFramebuffer_Flag;
+
 typedef struct GPENCIL_StorageList {
        struct GPENCIL_Storage *storage;
        struct g_data *g_data;

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to