Commit: 57f1475b182b34a2c06bd3992859b79166f9b18d
Author: Clément Foucault
Date:   Sat Aug 12 16:16:28 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB57f1475b182b34a2c06bd3992859b79166f9b18d

GPU_framebuffer: Fix performance issue on intel.

This should fixes the error message that a stall occured because of busy mipmap.

This happened on the minmax buffer generation and introduced a random 0.2ms 
latency.
I'm not sure of what was happening though.

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

M       source/blender/gpu/intern/gpu_framebuffer.c

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

diff --git a/source/blender/gpu/intern/gpu_framebuffer.c 
b/source/blender/gpu/intern/gpu_framebuffer.c
index 5a64b0ec781..5ab5a0bcaad 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -543,6 +543,7 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int 
read_slot, GPUFrameBuffer
 void GPU_framebuffer_recursive_downsample(
         GPUFrameBuffer *fb, GPUTexture *tex, int num_iter, void 
(*callback)(void *userData, int level), void *userData)
 {
+       int i;
        int current_dim[2] = {GPU_texture_width(tex), GPU_texture_height(tex)};
        GLenum attachment;
 
@@ -567,7 +568,7 @@ void GPU_framebuffer_recursive_downsample(
                glReadBuffer(GL_COLOR_ATTACHMENT0);
        }
 
-       for (int i=1; i < num_iter+1 && (current_dim[0] > 1 && current_dim[1] > 
1); i++) {
+       for (i=1; i < num_iter+1 && (current_dim[0] > 4 && current_dim[1] > 4); 
i++) {
 
                /* calculate next viewport size */
                current_dim[0] /= 2;
@@ -595,7 +596,7 @@ void GPU_framebuffer_recursive_downsample(
        /* reset mipmap level range for the depth image */
        GPU_texture_bind(tex, 0);
        glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
-       glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, 
num_iter);
+       glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i);
        GPU_texture_unbind(tex);
 }

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