Commit: 2ba11d72a2cfcdb7639de1e8a20a6ec587d38a1f
Author: Clément Foucault
Date:   Wed Aug 9 23:51:00 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB2ba11d72a2cfcdb7639de1e8a20a6ec587d38a1f

Object Mode Engine: Optimize outline passes.

Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time 
improvement, not depending on scene complexity)

Could optimize further with textureGather (require OpenGL 4.0).

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

M       source/blender/draw/modes/object_mode.c
M       source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
M       source/blender/draw/modes/shaders/object_outline_expand_frag.glsl

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

diff --git a/source/blender/draw/modes/object_mode.c 
b/source/blender/draw/modes/object_mode.c
index 8176fbcda5c..1e70e942d07 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -696,7 +696,7 @@ static void OBJECT_cache_init(void *vedata)
 
        {
                DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
-               psl->outlines = DRW_pass_create("Outlines Pass", state);
+               psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
 
                GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
 
@@ -725,7 +725,7 @@ static void OBJECT_cache_init(void *vedata)
                static bool bTrue = true;
                static bool bFalse = false;
 
-               psl->outlines_search = DRW_pass_create("Outlines Expand Pass", 
state);
+               psl->outlines_search = DRW_pass_create("Outlines Detect Pass", 
state);
 
                DRWShadingGroup *grp = 
DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
                DRW_shgroup_uniform_buffer(grp, "outlineColor", 
&e_data.outlines_color_tx);
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl 
b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
index 5565a0f1e09..dc0ea938436 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -32,30 +32,48 @@ void search_outline(ivec2 uv, vec4 ref_col, inout bool 
ref_occlu, inout bool out
 void main()
 {
        ivec2 uv = ivec2(gl_FragCoord.xy);
+
+       vec4 color[4];
+       /* Idea : Use a 16bit ID to identify the color
+        * and store the colors in a UBO. And fetch all ids
+        * for discontinuity check with one textureGather \o/ */
        vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
+       color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1,  0)).rgba;
+       color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0,  1)).rgba;
+       color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1,  0)).rgba;
+       color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
 
+       /* TODO GATHER */
+       vec4 depths;
        float depth = texelFetch(outlineDepth, uv, 0).r;
-       /* Modulate color if occluded */
+       depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1,  0)).r;
+       depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0,  1)).r;
+       depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1,  0)).r;
+       depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r;
+
+       vec4 scene_depths;
        float scene_depth = texelFetch(sceneDepth, uv, 0).r;
+       scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1,  0)).r;
+       scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0,  1)).r;
+       scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1,  0)).r;
+       scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r;
 
        bool ref_occlu = (depth > scene_depth);
-
        bool outline = false;
 
+#if 1
+       bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, 
scene_depths), bvec4(ref_occlu)) : bvec4(false);
+       outline = (!outline) ? (color[0] != ref_col) || occlu.x : true;
+       outline = (!outline) ? (color[1] != ref_col) || occlu.y : true;
+       outline = (!outline) ? (color[2] != ref_col) || occlu.z : true;
+       outline = (!outline) ? (color[3] != ref_col) || occlu.w : true;
+#else
        search_outline(uv + ivec2( 1,  0), ref_col, ref_occlu, outline);
        search_outline(uv + ivec2( 0,  1), ref_col, ref_occlu, outline);
        search_outline(uv + ivec2(-1,  0), ref_col, ref_occlu, outline);
        search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
+#endif
 
        FragColor = ref_col;
-
-       /* We Hit something ! */
-       if (outline) {
-               if (ref_occlu) {
-                       FragColor.a *= alphaOcclu;
-               }
-       }
-       else {
-               FragColor.a = 0.0;
-       }
+       FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0;
 }
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl 
b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
index e0568d1157a..c753e3ab39c 100644
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
@@ -9,37 +9,30 @@ uniform sampler2D outlineDepth;
 uniform float alpha;
 uniform bool doExpand;
 
-void search_outline(ivec2 uv, inout bool found_edge)
-{
-       if (!found_edge) {
-               vec4 color = texelFetch(outlineColor, uv, 0).rgba;
-               if (color.a != 0.0) {
-                       if (doExpand || color.a != 1.0) {
-                               FragColor = color;
-                               found_edge = true;
-                       }
-               }
-       }
-}
-
 void main()
 {
        ivec2 uv = ivec2(gl_FragCoord.xy);
        FragColor = texelFetch(outlineColor, uv, 0).rgba;
        float depth = texelFetch(outlineDepth, uv, 0).r;
 
-       if (FragColor.a != 0.0 || (depth == 1.0 && !doExpand))
-               return;
+       vec4 color[4];
+       color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1,  0)).rgba;
+       color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0,  1)).rgba;
+       color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1,  0)).rgba;
+       color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
+
+       vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
+
+       bool is_blank_pixel = !(FragColor.a != 0.0 || (depth == 1.0 && 
!doExpand));
+       vec4 tests = vec4(is_blank_pixel);
+       tests *= step(vec4(1e-6), values); /* (color.a != 0.0) */
+       tests *= (doExpand) ? vec4(1.0) : step(values, vec4(0.999)); /* 
(doExpand || color.a != 1.0) */
+       bvec4 btests = equal(tests, vec4(1.0));
 
-       bool found_edge = false;
-       search_outline(uv + ivec2( 1,  0), found_edge);
-       search_outline(uv + ivec2( 0,  1), found_edge);
-       search_outline(uv + ivec2(-1,  0), found_edge);
-       search_outline(uv + ivec2( 0, -1), found_edge);
+       FragColor = (btests.x) ? color[0] : FragColor;
+       FragColor = (btests.y) ? color[1] : FragColor;
+       FragColor = (btests.z) ? color[2] : FragColor;
+       FragColor = (btests.w) ? color[3] : FragColor;
 
-       /* We Hit something ! */
-       if (found_edge) {
-               /* only change alpha */
-               FragColor.a *= alpha;
-       }
+       FragColor *= (is_blank_pixel) ? alpha : 1.0;
 }

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