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authorHans Goudey <h.goudey@me.com>2022-09-04 08:04:10 +0300
committerHans Goudey <h.goudey@me.com>2022-09-04 08:04:10 +0300
commit86e01811a5e97767f6112daa76efc380177486a0 (patch)
treef709405682cf65c0501d33158434e58a90481372
parentf31e0670bd4a260417c70d8ad9c16b57a514a252 (diff)
parent0ff920b777791d6dcc002257f437f86e2d14df01 (diff)
Merge branch 'master' into refactor-mesh-remove-pointers
-rw-r--r--intern/cycles/blender/addon/ui.py3
-rw-r--r--intern/cycles/kernel/CMakeLists.txt14
-rw-r--r--intern/cycles/kernel/bake/bake.h13
-rw-r--r--intern/cycles/kernel/camera/camera.h31
-rw-r--r--intern/cycles/kernel/closure/bsdf.h6
-rw-r--r--intern/cycles/kernel/closure/bssrdf.h5
-rw-r--r--intern/cycles/kernel/device/cpu/kernel_arch_impl.h10
-rw-r--r--intern/cycles/kernel/device/gpu/kernel.h8
-rw-r--r--intern/cycles/kernel/film/adaptive_sampling.h52
-rw-r--r--intern/cycles/kernel/film/aov_passes.h33
-rw-r--r--intern/cycles/kernel/film/cryptomatte_passes.h (renamed from intern/cycles/kernel/film/id_passes.h)28
-rw-r--r--intern/cycles/kernel/film/data_passes.h158
-rw-r--r--intern/cycles/kernel/film/denoising_passes.h146
-rw-r--r--intern/cycles/kernel/film/light_passes.h (renamed from intern/cycles/kernel/film/accumulate.h)293
-rw-r--r--intern/cycles/kernel/film/passes.h304
-rw-r--r--intern/cycles/kernel/film/read.h4
-rw-r--r--intern/cycles/kernel/film/write.h (renamed from intern/cycles/kernel/film/write_passes.h)25
-rw-r--r--intern/cycles/kernel/integrator/displacement_shader.h38
-rw-r--r--intern/cycles/kernel/integrator/init_from_bake.h12
-rw-r--r--intern/cycles/kernel/integrator/init_from_camera.h6
-rw-r--r--intern/cycles/kernel/integrator/intersect_closest.h4
-rw-r--r--intern/cycles/kernel/integrator/intersect_volume_stack.h1
-rw-r--r--intern/cycles/kernel/integrator/mnee.h6
-rw-r--r--intern/cycles/kernel/integrator/shade_background.h112
-rw-r--r--intern/cycles/kernel/integrator/shade_light.h8
-rw-r--r--intern/cycles/kernel/integrator/shade_shadow.h8
-rw-r--r--intern/cycles/kernel/integrator/shade_surface.h72
-rw-r--r--intern/cycles/kernel/integrator/shade_volume.h27
-rw-r--r--intern/cycles/kernel/integrator/shader_eval.h947
-rw-r--r--intern/cycles/kernel/integrator/shadow_catcher.h23
-rw-r--r--intern/cycles/kernel/integrator/subsurface.h13
-rw-r--r--intern/cycles/kernel/integrator/surface_shader.h587
-rw-r--r--intern/cycles/kernel/integrator/volume_shader.h353
-rw-r--r--intern/cycles/kernel/light/background.h4
-rw-r--r--intern/cycles/kernel/light/light.h2
-rw-r--r--intern/cycles/kernel/light/sample.h22
-rw-r--r--intern/cycles/kernel/osl/services.cpp5
-rw-r--r--intern/cycles/kernel/sample/pattern.h37
-rw-r--r--intern/cycles/kernel/svm/aov.h16
-rw-r--r--intern/cycles/kernel/svm/closure.h45
-rw-r--r--intern/cycles/kernel/types.h65
-rw-r--r--intern/cycles/scene/camera.cpp2
-rw-r--r--intern/cycles/scene/integrator.cpp4
-rw-r--r--intern/cycles/scene/scene.cpp10
-rw-r--r--intern/cycles/scene/shader.cpp3
-rw-r--r--release/datafiles/fonts/NotoSansHebrew-Regular.woff2bin0 -> 18312 bytes
-rw-r--r--release/datafiles/fonts/NotoSansHebrew-VariableFont_wdth,wght.woff2bin17544 -> 0 bytes
m---------release/scripts/addons0
-rw-r--r--release/scripts/startup/bl_ui/space_userpref.py1
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py20
-rw-r--r--source/blender/blenfont/intern/blf_font.c4
-rw-r--r--source/blender/blenkernel/BKE_gpencil_geom.h10
-rw-r--r--source/blender/blenkernel/BKE_node.h5
-rw-r--r--source/blender/blenkernel/intern/attribute.cc2
-rw-r--r--source/blender/blenkernel/intern/curves_geometry.cc4
-rw-r--r--source/blender/blenkernel/intern/gpencil_geom.cc22
-rw-r--r--source/blender/blenkernel/intern/node.cc108
-rw-r--r--source/blender/blenkernel/intern/vfont.c19
-rw-r--r--source/blender/bmesh/intern/bmesh_mesh_convert.cc2
-rw-r--r--source/blender/draw/CMakeLists.txt26
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_vert.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl5
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_defines.hh34
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc361
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh39
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.cc76
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.hh2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc63
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh13
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_instance.cc13
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_instance.hh1
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_light.cc127
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_light.hh21
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_material.cc78
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_material.hh15
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_motion_blur.cc68
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_motion_blur.hh6
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.cc315
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.hh83
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_sampling.hh6
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.cc34
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader_shared.hh8
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_sync.cc77
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_sync.hh12
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_velocity.cc19
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_velocity.hh22
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_view.cc16
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_view.hh3
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl8
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl28
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh12
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh8
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh58
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh22
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_text.c44
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h11
-rw-r--r--source/blender/draw/intern/DRW_gpu_wrapper.hh31
-rw-r--r--source/blender/draw/intern/DRW_render.h78
-rw-r--r--source/blender/draw/intern/draw_command.cc600
-rw-r--r--source/blender/draw/intern/draw_command.hh534
-rw-r--r--source/blender/draw/intern/draw_command_shared.hh87
-rw-r--r--source/blender/draw/intern/draw_common_shader_shared.h2
-rw-r--r--source/blender/draw/intern/draw_debug.cc48
-rw-r--r--source/blender/draw/intern/draw_defines.h27
-rw-r--r--source/blender/draw/intern/draw_handle.hh59
-rw-r--r--source/blender/draw/intern/draw_instance_data.c8
-rw-r--r--source/blender/draw/intern/draw_instance_data.h2
-rw-r--r--source/blender/draw/intern/draw_manager.c4
-rw-r--r--source/blender/draw/intern/draw_manager.cc212
-rw-r--r--source/blender/draw/intern/draw_manager.h9
-rw-r--r--source/blender/draw/intern/draw_manager.hh230
-rw-r--r--source/blender/draw/intern/draw_manager_data.c2
-rw-r--r--source/blender/draw/intern/draw_pass.hh1004
-rw-r--r--source/blender/draw/intern/draw_resource.cc109
-rw-r--r--source/blender/draw/intern/draw_resource.hh205
-rw-r--r--source/blender/draw/intern/draw_shader.cc34
-rw-r--r--source/blender/draw/intern/draw_shader.h3
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h189
-rw-r--r--source/blender/draw/intern/draw_state.h225
-rw-r--r--source/blender/draw/intern/draw_view.cc332
-rw-r--r--source/blender/draw/intern/draw_view.hh94
-rw-r--r--source/blender/draw/intern/draw_view_data.cc46
-rw-r--r--source/blender/draw/intern/shaders/common_attribute_lib.glsl1
-rw-r--r--source/blender/draw/intern/shaders/common_debug_draw_lib.glsl3
-rw-r--r--source/blender/draw/intern/shaders/common_debug_print_lib.glsl3
-rw-r--r--source/blender/draw/intern/shaders/common_intersect_lib.glsl68
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl14
-rw-r--r--source/blender/draw/intern/shaders/draw_command_generate_comp.glsl84
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_info.hh8
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh20
-rw-r--r--source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl64
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh81
-rw-r--r--source/blender/draw/intern/shaders/draw_visibility_comp.glsl46
-rw-r--r--source/blender/draw/tests/draw_pass_test.cc441
-rw-r--r--source/blender/editors/gpencil/gpencil_edit.c36
-rw-r--r--source/blender/editors/gpencil/gpencil_paint.c2
-rw-r--r--source/blender/editors/include/UI_resources.h2
-rw-r--r--source/blender/editors/interface/interface.cc14
-rw-r--r--source/blender/editors/interface/interface_ops.cc11
-rw-r--r--source/blender/editors/interface/interface_utils.cc2
-rw-r--r--source/blender/editors/interface/resources.c6
-rw-r--r--source/blender/editors/object/object_vgroup.cc14
-rw-r--r--source/blender/editors/space_node/drawnode.cc188
-rw-r--r--source/blender/editors/space_node/link_drag_search.cc2
-rw-r--r--source/blender/editors/space_node/node_add.cc242
-rw-r--r--source/blender/editors/space_node/node_draw.cc181
-rw-r--r--source/blender/editors/space_node/node_edit.cc96
-rw-r--r--source/blender/editors/space_node/node_gizmo.cc45
-rw-r--r--source/blender/editors/space_node/node_group.cc29
-rw-r--r--source/blender/editors/space_node/node_intern.hh31
-rw-r--r--source/blender/editors/space_node/node_ops.cc2
-rw-r--r--source/blender/editors/space_node/node_relationships.cc360
-rw-r--r--source/blender/editors/space_node/node_select.cc90
-rw-r--r--source/blender/editors/space_node/node_templates.cc67
-rw-r--r--source/blender/editors/space_node/node_view.cc20
-rw-r--r--source/blender/editors/space_node/space_node.cc10
-rw-r--r--source/blender/editors/space_outliner/outliner_tools.cc4
-rw-r--r--source/blender/editors/space_view3d/view3d_select.cc64
-rw-r--r--source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c6
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_batch.h7
-rw-r--r--source/blender/gpu/GPU_material.h17
-rw-r--r--source/blender/gpu/intern/gpu_batch.cc7
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc28
-rw-r--r--source/blender/gpu/intern/gpu_material.c4
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c30
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc5
-rw-r--r--source/blender/gpu/opengl/gl_vertex_array.cc13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl17
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl12
-rw-r--r--source/blender/io/gpencil/intern/gpencil_io_base.cc2
-rw-r--r--source/blender/io/gpencil/intern/gpencil_io_export_pdf.cc2
-rw-r--r--source/blender/io/gpencil/intern/gpencil_io_export_svg.cc2
-rw-r--r--source/blender/io/wavefront_obj/importer/obj_import_mtl.cc104
-rw-r--r--source/blender/makesdna/DNA_ID.h179
-rw-r--r--source/blender/makesdna/DNA_userdef_types.h2
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h9
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c2
-rw-r--r--source/blender/makesrna/intern/rna_space.c7
-rw-r--r--source/blender/makesrna/intern/rna_userdef.c8
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_alpha_over.cc4
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_bilateralblur.cc12
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_bokehimage.cc17
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_boxmask.cc13
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_channel_matte.cc15
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc13
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_color_matte.cc13
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_color_spill.cc21
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorbalance.cc23
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc53
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_crop.cc9
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_diff_matte.cc11
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_directionalblur.cc26
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_distance_matte.cc13
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc13
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_lensdist.cc13
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_luma_matte.cc11
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_map_value.cc21
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_movieclip.cc7
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_sepcomb_color.cc22
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_setalpha.cc9
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_translate.cc13
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_attribute.cc16
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc21
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_info.cc2
-rw-r--r--source/blender/render/RE_pipeline.h6
-rw-r--r--source/blender/render/intern/engine.cc24
-rw-r--r--source/blender/render/intern/initrender.cc8
-rw-r--r--source/blender/render/intern/pipeline.cc34
-rw-r--r--source/blender/render/intern/render_result.cc24
-rw-r--r--source/blender/sequencer/intern/sequencer.c12
226 files changed, 8916 insertions, 4122 deletions
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index eb89e76dc75..ee284dd899a 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -296,7 +296,6 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
row.prop(cscene, "use_animated_seed", text="", icon='TIME')
col = layout.column(align=True)
- col.active = not (cscene.use_adaptive_sampling and cscene.use_preview_adaptive_sampling)
col.prop(cscene, "sampling_pattern", text="Pattern")
col = layout.column(align=True)
@@ -305,7 +304,7 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
layout.separator()
heading = layout.column(align=True, heading="Scrambling Distance")
- heading.active = cscene.sampling_pattern != 'SOBOL_BURLEY'
+ heading.active = cscene.sampling_pattern != 'SOBOL'
heading.prop(cscene, "auto_scrambling_distance", text="Automatic")
heading.prop(cscene, "preview_scrambling_distance", text="Viewport")
heading.prop(cscene, "scrambling_distance", text="Multiplier")
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt
index f32a810786d..6d84357b699 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -225,15 +225,18 @@ set(SRC_KERNEL_CAMERA_HEADERS
)
set(SRC_KERNEL_FILM_HEADERS
- film/accumulate.h
film/adaptive_sampling.h
- film/id_passes.h
- film/passes.h
+ film/aov_passes.h
+ film/data_passes.h
+ film/denoising_passes.h
+ film/cryptomatte_passes.h
+ film/light_passes.h
film/read.h
- film/write_passes.h
+ film/write.h
)
set(SRC_KERNEL_INTEGRATOR_HEADERS
+ integrator/displacement_shader.h
integrator/init_from_bake.h
integrator/init_from_camera.h
integrator/intersect_closest.h
@@ -245,7 +248,6 @@ set(SRC_KERNEL_INTEGRATOR_HEADERS
integrator/path_state.h
integrator/shade_background.h
integrator/shade_light.h
- integrator/shader_eval.h
integrator/shade_shadow.h
integrator/shade_surface.h
integrator/shade_volume.h
@@ -258,6 +260,8 @@ set(SRC_KERNEL_INTEGRATOR_HEADERS
integrator/subsurface_disk.h
integrator/subsurface.h
integrator/subsurface_random_walk.h
+ integrator/surface_shader.h
+ integrator/volume_shader.h
integrator/volume_stack.h
)
diff --git a/intern/cycles/kernel/bake/bake.h b/intern/cycles/kernel/bake/bake.h
index 9d53d71b431..384ca9168f0 100644
--- a/intern/cycles/kernel/bake/bake.h
+++ b/intern/cycles/kernel/bake/bake.h
@@ -4,7 +4,8 @@
#pragma once
#include "kernel/camera/projection.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/integrator/displacement_shader.h"
+#include "kernel/integrator/surface_shader.h"
#include "kernel/geom/geom.h"
@@ -25,7 +26,7 @@ ccl_device void kernel_displace_evaluate(KernelGlobals kg,
/* Evaluate displacement shader. */
const float3 P = sd.P;
- shader_eval_displacement(kg, INTEGRATOR_STATE_NULL, &sd);
+ displacement_shader_eval(kg, INTEGRATOR_STATE_NULL, &sd);
float3 D = sd.P - P;
object_inverse_dir_transform(kg, &sd, &D);
@@ -64,10 +65,10 @@ ccl_device void kernel_background_evaluate(KernelGlobals kg,
/* Evaluate shader.
* This is being evaluated for all BSDFs, so path flag does not contain a specific type. */
const uint32_t path_flag = PATH_RAY_EMISSION;
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
kg, INTEGRATOR_STATE_NULL, &sd, NULL, path_flag);
- Spectrum color = shader_background_eval(&sd);
+ Spectrum color = surface_shader_background(&sd);
#ifdef __KERNEL_DEBUG_NAN__
if (!isfinite_safe(color)) {
@@ -99,12 +100,12 @@ ccl_device void kernel_curve_shadow_transparency_evaluate(
shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
/* Evaluate transparency. */
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
kg, INTEGRATOR_STATE_NULL, &sd, NULL, PATH_RAY_SHADOW);
/* Write output. */
- output[offset] = clamp(average(shader_bsdf_transparency(kg, &sd)), 0.0f, 1.0f);
+ output[offset] = clamp(average(surface_shader_transparency(kg, &sd)), 0.0f, 1.0f);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/camera/camera.h b/intern/cycles/kernel/camera/camera.h
index 926ccf7b86f..27876677281 100644
--- a/intern/cycles/kernel/camera/camera.h
+++ b/intern/cycles/kernel/camera/camera.h
@@ -45,7 +45,6 @@ ccl_device void camera_sample_perspective(KernelGlobals kg,
float3 raster = make_float3(raster_x, raster_y, 0.0f);
float3 Pcamera = transform_perspective(&rastertocamera, raster);
-#ifdef __CAMERA_MOTION__
if (kernel_data.cam.have_perspective_motion) {
/* TODO(sergey): Currently we interpolate projected coordinate which
* gives nice looking result and which is simple, but is in fact a bit
@@ -63,7 +62,6 @@ ccl_device void camera_sample_perspective(KernelGlobals kg,
Pcamera = interp(Pcamera, Pcamera_post, (ray->time - 0.5f) * 2.0f);
}
}
-#endif
float3 P = zero_float3();
float3 D = Pcamera;
@@ -87,14 +85,12 @@ ccl_device void camera_sample_perspective(KernelGlobals kg,
/* transform ray from camera to world */
Transform cameratoworld = kernel_data.cam.cameratoworld;
-#ifdef __CAMERA_MOTION__
if (kernel_data.cam.num_motion_steps) {
transform_motion_array_interpolate(&cameratoworld,
kernel_data_array(camera_motion),
kernel_data.cam.num_motion_steps,
ray->time);
}
-#endif
P = transform_point(&cameratoworld, P);
D = normalize(transform_direction(&cameratoworld, D));
@@ -159,7 +155,6 @@ ccl_device void camera_sample_perspective(KernelGlobals kg,
#endif
}
-#ifdef __CAMERA_CLIPPING__
/* clipping */
float z_inv = 1.0f / normalize(Pcamera).z;
float nearclip = kernel_data.cam.nearclip * z_inv;
@@ -167,10 +162,6 @@ ccl_device void camera_sample_perspective(KernelGlobals kg,
ray->dP += nearclip * ray->dD;
ray->tmin = 0.0f;
ray->tmax = kernel_data.cam.cliplength * z_inv;
-#else
- ray->tmin = 0.0f;
- ray->tmax = FLT_MAX;
-#endif
}
/* Orthographic Camera */
@@ -209,14 +200,12 @@ ccl_device void camera_sample_orthographic(KernelGlobals kg,
/* transform ray from camera to world */
Transform cameratoworld = kernel_data.cam.cameratoworld;
-#ifdef __CAMERA_MOTION__
if (kernel_data.cam.num_motion_steps) {
transform_motion_array_interpolate(&cameratoworld,
kernel_data_array(camera_motion),
kernel_data.cam.num_motion_steps,
ray->time);
}
-#endif
ray->P = transform_point(&cameratoworld, P);
ray->D = normalize(transform_direction(&cameratoworld, D));
@@ -231,22 +220,15 @@ ccl_device void camera_sample_orthographic(KernelGlobals kg,
ray->dD = differential_zero_compact();
#endif
-#ifdef __CAMERA_CLIPPING__
/* clipping */
ray->tmin = 0.0f;
ray->tmax = kernel_data.cam.cliplength;
-#else
- ray->tmin = 0.0f;
- ray->tmax = FLT_MAX;
-#endif
}
/* Panorama Camera */
ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam,
-#ifdef __CAMERA_MOTION__
ccl_global const DecomposedTransform *cam_motion,
-#endif
float raster_x,
float raster_y,
float lens_u,
@@ -290,12 +272,10 @@ ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam,
/* transform ray from camera to world */
Transform cameratoworld = cam->cameratoworld;
-#ifdef __CAMERA_MOTION__
if (cam->num_motion_steps) {
transform_motion_array_interpolate(
&cameratoworld, cam_motion, cam->num_motion_steps, ray->time);
}
-#endif
/* Stereo transform */
bool use_stereo = cam->interocular_offset != 0.0f;
@@ -348,17 +328,12 @@ ccl_device_inline void camera_sample_panorama(ccl_constant KernelCamera *cam,
ray->dP = differential_make_compact(dP);
#endif
-#ifdef __CAMERA_CLIPPING__
/* clipping */
float nearclip = cam->nearclip;
ray->P += nearclip * ray->D;
ray->dP += nearclip * ray->dD;
ray->tmin = 0.0f;
ray->tmax = cam->cliplength;
-#else
- ray->tmin = 0.0f;
- ray->tmax = FLT_MAX;
-#endif
}
/* Common */
@@ -378,7 +353,6 @@ ccl_device_inline void camera_sample(KernelGlobals kg,
float raster_x = x + lookup_table_read(kg, filter_u, filter_table_offset, FILTER_TABLE_SIZE);
float raster_y = y + lookup_table_read(kg, filter_v, filter_table_offset, FILTER_TABLE_SIZE);
-#ifdef __CAMERA_MOTION__
/* motion blur */
if (kernel_data.cam.shuttertime == -1.0f) {
ray->time = 0.5f;
@@ -416,7 +390,6 @@ ccl_device_inline void camera_sample(KernelGlobals kg,
}
}
}
-#endif
/* sample */
if (kernel_data.cam.type == CAMERA_PERSPECTIVE) {
@@ -426,12 +399,8 @@ ccl_device_inline void camera_sample(KernelGlobals kg,
camera_sample_orthographic(kg, raster_x, raster_y, lens_u, lens_v, ray);
}
else {
-#ifdef __CAMERA_MOTION__
ccl_global const DecomposedTransform *cam_motion = kernel_data_array(camera_motion);
camera_sample_panorama(&kernel_data.cam, cam_motion, raster_x, raster_y, lens_u, lens_v, ray);
-#else
- camera_sample_panorama(&kernel_data.cam, raster_x, raster_y, lens_u, lens_v, ray);
-#endif
}
}
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h
index d6b7e7bfa88..02cf8bfe3e2 100644
--- a/intern/cycles/kernel/closure/bsdf.h
+++ b/intern/cycles/kernel/closure/bsdf.h
@@ -182,14 +182,12 @@ ccl_device_inline int bsdf_sample(KernelGlobals kg,
case CLOSURE_BSDF_HAIR_PRINCIPLED_ID:
label = bsdf_principled_hair_sample(kg, sc, sd, randu, randv, eval, omega_in, pdf);
break;
-# ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID:
label = bsdf_principled_diffuse_sample(sc, Ng, sd->I, randu, randv, eval, omega_in, pdf);
break;
case CLOSURE_BSDF_PRINCIPLED_SHEEN_ID:
label = bsdf_principled_sheen_sample(sc, Ng, sd->I, randu, randv, eval, omega_in, pdf);
break;
-# endif /* __PRINCIPLED__ */
#endif
default:
label = LABEL_NONE;
@@ -312,14 +310,12 @@ ccl_device_inline
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
eval = bsdf_hair_transmission_eval_reflect(sc, sd->I, omega_in, pdf);
break;
-# ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID:
eval = bsdf_principled_diffuse_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_PRINCIPLED_SHEEN_ID:
eval = bsdf_principled_sheen_eval_reflect(sc, sd->I, omega_in, pdf);
break;
-# endif /* __PRINCIPLED__ */
#endif
default:
break;
@@ -397,14 +393,12 @@ ccl_device_inline
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
eval = bsdf_hair_transmission_eval_transmit(sc, sd->I, omega_in, pdf);
break;
-# ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID:
eval = bsdf_principled_diffuse_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_PRINCIPLED_SHEEN_ID:
eval = bsdf_principled_sheen_eval_transmit(sc, sd->I, omega_in, pdf);
break;
-# endif /* __PRINCIPLED__ */
#endif
default:
break;
diff --git a/intern/cycles/kernel/closure/bssrdf.h b/intern/cycles/kernel/closure/bssrdf.h
index cdd4d128c1f..7131d9d8f38 100644
--- a/intern/cycles/kernel/closure/bssrdf.h
+++ b/intern/cycles/kernel/closure/bssrdf.h
@@ -312,7 +312,6 @@ ccl_device int bssrdf_setup(ccl_private ShaderData *sd,
if (bssrdf_channels < SPECTRUM_CHANNELS) {
/* Add diffuse BSDF if any radius too small. */
-#ifdef __PRINCIPLED__
if (bssrdf->roughness != FLT_MAX) {
ccl_private PrincipledDiffuseBsdf *bsdf = (ccl_private PrincipledDiffuseBsdf *)bsdf_alloc(
sd, sizeof(PrincipledDiffuseBsdf), diffuse_weight);
@@ -323,9 +322,7 @@ ccl_device int bssrdf_setup(ccl_private ShaderData *sd,
flag |= bsdf_principled_diffuse_setup(bsdf, PRINCIPLED_DIFFUSE_LAMBERT);
}
}
- else
-#endif /* __PRINCIPLED__ */
- {
+ else {
ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
sd, sizeof(DiffuseBsdf), diffuse_weight);
diff --git a/intern/cycles/kernel/device/cpu/kernel_arch_impl.h b/intern/cycles/kernel/device/cpu/kernel_arch_impl.h
index 0e5f7b4a2fd..0d7c06f4fc6 100644
--- a/intern/cycles/kernel/device/cpu/kernel_arch_impl.h
+++ b/intern/cycles/kernel/device/cpu/kernel_arch_impl.h
@@ -34,7 +34,7 @@
# include "kernel/integrator/megakernel.h"
# include "kernel/film/adaptive_sampling.h"
-# include "kernel/film/id_passes.h"
+# include "kernel/film/cryptomatte_passes.h"
# include "kernel/film/read.h"
# include "kernel/bake/bake.h"
@@ -169,7 +169,7 @@ bool KERNEL_FUNCTION_FULL_NAME(adaptive_sampling_convergence_check)(
STUB_ASSERT(KERNEL_ARCH, adaptive_sampling_convergence_check);
return false;
#else
- return kernel_adaptive_sampling_convergence_check(
+ return film_adaptive_sampling_convergence_check(
kg, render_buffer, x, y, threshold, reset, offset, stride);
#endif
}
@@ -185,7 +185,7 @@ void KERNEL_FUNCTION_FULL_NAME(adaptive_sampling_filter_x)(const KernelGlobalsCP
#ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, adaptive_sampling_filter_x);
#else
- kernel_adaptive_sampling_filter_x(kg, render_buffer, y, start_x, width, offset, stride);
+ film_adaptive_sampling_filter_x(kg, render_buffer, y, start_x, width, offset, stride);
#endif
}
@@ -200,7 +200,7 @@ void KERNEL_FUNCTION_FULL_NAME(adaptive_sampling_filter_y)(const KernelGlobalsCP
#ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, adaptive_sampling_filter_y);
#else
- kernel_adaptive_sampling_filter_y(kg, render_buffer, x, start_y, height, offset, stride);
+ film_adaptive_sampling_filter_y(kg, render_buffer, x, start_y, height, offset, stride);
#endif
}
@@ -215,7 +215,7 @@ void KERNEL_FUNCTION_FULL_NAME(cryptomatte_postprocess)(const KernelGlobalsCPU *
#ifdef KERNEL_STUB
STUB_ASSERT(KERNEL_ARCH, cryptomatte_postprocess);
#else
- kernel_cryptomatte_post(kg, render_buffer, pixel_index);
+ film_cryptomatte_post(kg, render_buffer, pixel_index);
#endif
}
diff --git a/intern/cycles/kernel/device/gpu/kernel.h b/intern/cycles/kernel/device/gpu/kernel.h
index e1ab802aa80..d7d2000775f 100644
--- a/intern/cycles/kernel/device/gpu/kernel.h
+++ b/intern/cycles/kernel/device/gpu/kernel.h
@@ -526,7 +526,7 @@ ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
bool converged = true;
if (x < sw && y < sh) {
- converged = ccl_gpu_kernel_call(kernel_adaptive_sampling_convergence_check(
+ converged = ccl_gpu_kernel_call(film_adaptive_sampling_convergence_check(
nullptr, render_buffer, sx + x, sy + y, threshold, reset, offset, stride));
}
@@ -553,7 +553,7 @@ ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
if (y < sh) {
ccl_gpu_kernel_call(
- kernel_adaptive_sampling_filter_x(NULL, render_buffer, sy + y, sx, sw, offset, stride));
+ film_adaptive_sampling_filter_x(NULL, render_buffer, sy + y, sx, sw, offset, stride));
}
}
ccl_gpu_kernel_postfix
@@ -572,7 +572,7 @@ ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
if (x < sw) {
ccl_gpu_kernel_call(
- kernel_adaptive_sampling_filter_y(NULL, render_buffer, sx + x, sy, sh, offset, stride));
+ film_adaptive_sampling_filter_y(NULL, render_buffer, sx + x, sy, sh, offset, stride));
}
}
ccl_gpu_kernel_postfix
@@ -589,7 +589,7 @@ ccl_gpu_kernel(GPU_KERNEL_BLOCK_NUM_THREADS, GPU_KERNEL_MAX_REGISTERS)
const int pixel_index = ccl_gpu_global_id_x();
if (pixel_index < num_pixels) {
- ccl_gpu_kernel_call(kernel_cryptomatte_post(nullptr, render_buffer, pixel_index));
+ ccl_gpu_kernel_call(film_cryptomatte_post(nullptr, render_buffer, pixel_index));
}
}
ccl_gpu_kernel_postfix
diff --git a/intern/cycles/kernel/film/adaptive_sampling.h b/intern/cycles/kernel/film/adaptive_sampling.h
index 16867c39d99..d28c87747c3 100644
--- a/intern/cycles/kernel/film/adaptive_sampling.h
+++ b/intern/cycles/kernel/film/adaptive_sampling.h
@@ -3,15 +3,15 @@
#pragma once
-#include "kernel/film/write_passes.h"
+#include "kernel/film/write.h"
CCL_NAMESPACE_BEGIN
/* Check whether the pixel has converged and should not be sampled anymore. */
-ccl_device_forceinline bool kernel_need_sample_pixel(KernelGlobals kg,
- ConstIntegratorState state,
- ccl_global float *render_buffer)
+ccl_device_forceinline bool film_need_sample_pixel(KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_global float *render_buffer)
{
if (kernel_data.film.pass_adaptive_aux_buffer == PASS_UNUSED) {
return true;
@@ -28,14 +28,14 @@ ccl_device_forceinline bool kernel_need_sample_pixel(KernelGlobals kg,
/* Determines whether to continue sampling a given pixel or if it has sufficiently converged. */
-ccl_device bool kernel_adaptive_sampling_convergence_check(KernelGlobals kg,
- ccl_global float *render_buffer,
- int x,
- int y,
- float threshold,
- bool reset,
- int offset,
- int stride)
+ccl_device bool film_adaptive_sampling_convergence_check(KernelGlobals kg,
+ ccl_global float *render_buffer,
+ int x,
+ int y,
+ float threshold,
+ bool reset,
+ int offset,
+ int stride)
{
kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED);
kernel_assert(kernel_data.film.pass_sample_count != PASS_UNUSED);
@@ -78,13 +78,13 @@ ccl_device bool kernel_adaptive_sampling_convergence_check(KernelGlobals kg,
/* This is a simple box filter in two passes.
* When a pixel demands more adaptive samples, let its neighboring pixels draw more samples too. */
-ccl_device void kernel_adaptive_sampling_filter_x(KernelGlobals kg,
- ccl_global float *render_buffer,
- int y,
- int start_x,
- int width,
- int offset,
- int stride)
+ccl_device void film_adaptive_sampling_filter_x(KernelGlobals kg,
+ ccl_global float *render_buffer,
+ int y,
+ int start_x,
+ int width,
+ int offset,
+ int stride)
{
kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED);
@@ -111,13 +111,13 @@ ccl_device void kernel_adaptive_sampling_filter_x(KernelGlobals kg,
}
}
-ccl_device void kernel_adaptive_sampling_filter_y(KernelGlobals kg,
- ccl_global float *render_buffer,
- int x,
- int start_y,
- int height,
- int offset,
- int stride)
+ccl_device void film_adaptive_sampling_filter_y(KernelGlobals kg,
+ ccl_global float *render_buffer,
+ int x,
+ int start_y,
+ int height,
+ int offset,
+ int stride)
{
kernel_assert(kernel_data.film.pass_adaptive_aux_buffer != PASS_UNUSED);
diff --git a/intern/cycles/kernel/film/aov_passes.h b/intern/cycles/kernel/film/aov_passes.h
new file mode 100644
index 00000000000..3fbb250340f
--- /dev/null
+++ b/intern/cycles/kernel/film/aov_passes.h
@@ -0,0 +1,33 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#pragma once
+
+#include "kernel/geom/geom.h"
+
+#include "kernel/film/write.h"
+
+CCL_NAMESPACE_BEGIN
+
+ccl_device_inline void film_write_aov_pass_value(KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_global float *ccl_restrict render_buffer,
+ const int aov_id,
+ const float value)
+{
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+ film_write_pass_float(buffer + kernel_data.film.pass_aov_value + aov_id, value);
+}
+
+ccl_device_inline void film_write_aov_pass_color(KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_global float *ccl_restrict render_buffer,
+ const int aov_id,
+ const float3 color)
+{
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+ film_write_pass_float4(buffer + kernel_data.film.pass_aov_color + aov_id,
+ make_float4(color.x, color.y, color.z, 1.0f));
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/film/id_passes.h b/intern/cycles/kernel/film/cryptomatte_passes.h
index c8317512bb2..4765777e7e2 100644
--- a/intern/cycles/kernel/film/id_passes.h
+++ b/intern/cycles/kernel/film/cryptomatte_passes.h
@@ -8,15 +8,15 @@ CCL_NAMESPACE_BEGIN
/* Element of ID pass stored in the render buffers.
* It is `float2` semantically, but it must be unaligned since the offset of ID passes in the
* render buffers might not meet expected by compiler alignment. */
-typedef struct IDPassBufferElement {
+typedef struct CryptoPassBufferElement {
float x;
float y;
-} IDPassBufferElement;
+} CryptoPassBufferElement;
-ccl_device_inline void kernel_write_id_slots(ccl_global float *buffer,
- int num_slots,
- float id,
- float weight)
+ccl_device_inline void film_write_cryptomatte_slots(ccl_global float *buffer,
+ int num_slots,
+ float id,
+ float weight)
{
kernel_assert(id != ID_NONE);
if (weight == 0.0f) {
@@ -24,7 +24,7 @@ ccl_device_inline void kernel_write_id_slots(ccl_global float *buffer,
}
for (int slot = 0; slot < num_slots; slot++) {
- ccl_global IDPassBufferElement *id_buffer = (ccl_global IDPassBufferElement *)buffer;
+ ccl_global CryptoPassBufferElement *id_buffer = (ccl_global CryptoPassBufferElement *)buffer;
#ifdef __ATOMIC_PASS_WRITE__
/* If the loop reaches an empty slot, the ID isn't in any slot yet - so add it! */
if (id_buffer[slot].x == ID_NONE) {
@@ -60,9 +60,9 @@ ccl_device_inline void kernel_write_id_slots(ccl_global float *buffer,
}
}
-ccl_device_inline void kernel_sort_id_slots(ccl_global float *buffer, int num_slots)
+ccl_device_inline void film_sort_cryptomatte_slots(ccl_global float *buffer, int num_slots)
{
- ccl_global IDPassBufferElement *id_buffer = (ccl_global IDPassBufferElement *)buffer;
+ ccl_global CryptoPassBufferElement *id_buffer = (ccl_global CryptoPassBufferElement *)buffer;
for (int slot = 1; slot < num_slots; ++slot) {
if (id_buffer[slot].x == ID_NONE) {
return;
@@ -70,7 +70,7 @@ ccl_device_inline void kernel_sort_id_slots(ccl_global float *buffer, int num_sl
/* Since we're dealing with a tiny number of elements, insertion sort should be fine. */
int i = slot;
while (i > 0 && id_buffer[i].y > id_buffer[i - 1].y) {
- const IDPassBufferElement swap = id_buffer[i];
+ const CryptoPassBufferElement swap = id_buffer[i];
id_buffer[i] = id_buffer[i - 1];
id_buffer[i - 1] = swap;
--i;
@@ -79,15 +79,15 @@ ccl_device_inline void kernel_sort_id_slots(ccl_global float *buffer, int num_sl
}
/* post-sorting for Cryptomatte */
-ccl_device_inline void kernel_cryptomatte_post(KernelGlobals kg,
- ccl_global float *render_buffer,
- int pixel_index)
+ccl_device_inline void film_cryptomatte_post(KernelGlobals kg,
+ ccl_global float *render_buffer,
+ int pixel_index)
{
const int pass_stride = kernel_data.film.pass_stride;
const uint64_t render_buffer_offset = (uint64_t)pixel_index * pass_stride;
ccl_global float *cryptomatte_buffer = render_buffer + render_buffer_offset +
kernel_data.film.pass_cryptomatte;
- kernel_sort_id_slots(cryptomatte_buffer, 2 * kernel_data.film.cryptomatte_depth);
+ film_sort_cryptomatte_slots(cryptomatte_buffer, 2 * kernel_data.film.cryptomatte_depth);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/film/data_passes.h b/intern/cycles/kernel/film/data_passes.h
new file mode 100644
index 00000000000..d14b3cea989
--- /dev/null
+++ b/intern/cycles/kernel/film/data_passes.h
@@ -0,0 +1,158 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#pragma once
+
+#include "kernel/geom/geom.h"
+
+#include "kernel/film/cryptomatte_passes.h"
+#include "kernel/film/write.h"
+
+CCL_NAMESPACE_BEGIN
+
+ccl_device_inline size_t film_write_cryptomatte_pass(ccl_global float *ccl_restrict buffer,
+ size_t depth,
+ float id,
+ float matte_weight)
+{
+ film_write_cryptomatte_slots(buffer, depth * 2, id, matte_weight);
+ return depth * 4;
+}
+
+ccl_device_inline void film_write_data_passes(KernelGlobals kg,
+ IntegratorState state,
+ ccl_private const ShaderData *sd,
+ ccl_global float *ccl_restrict render_buffer)
+{
+#ifdef __PASSES__
+ const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
+
+ if (!(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
+ return;
+ }
+
+ const int flag = kernel_data.film.pass_flag;
+
+ if (!(flag & PASS_ANY)) {
+ return;
+ }
+
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+
+ if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) {
+ if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f ||
+ average(surface_shader_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) {
+ if (INTEGRATOR_STATE(state, path, sample) == 0) {
+ if (flag & PASSMASK(DEPTH)) {
+ const float depth = camera_z_depth(kg, sd->P);
+ film_write_pass_float(buffer + kernel_data.film.pass_depth, depth);
+ }
+ if (flag & PASSMASK(OBJECT_ID)) {
+ const float id = object_pass_id(kg, sd->object);
+ film_write_pass_float(buffer + kernel_data.film.pass_object_id, id);
+ }
+ if (flag & PASSMASK(MATERIAL_ID)) {
+ const float id = shader_pass_id(kg, sd);
+ film_write_pass_float(buffer + kernel_data.film.pass_material_id, id);
+ }
+ if (flag & PASSMASK(POSITION)) {
+ const float3 position = sd->P;
+ film_write_pass_float3(buffer + kernel_data.film.pass_position, position);
+ }
+ }
+
+ if (flag & PASSMASK(NORMAL)) {
+ const float3 normal = surface_shader_average_normal(kg, sd);
+ film_write_pass_float3(buffer + kernel_data.film.pass_normal, normal);
+ }
+ if (flag & PASSMASK(ROUGHNESS)) {
+ const float roughness = surface_shader_average_roughness(sd);
+ film_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness);
+ }
+ if (flag & PASSMASK(UV)) {
+ const float3 uv = primitive_uv(kg, sd);
+ film_write_pass_float3(buffer + kernel_data.film.pass_uv, uv);
+ }
+ if (flag & PASSMASK(MOTION)) {
+ const float4 speed = primitive_motion_vector(kg, sd);
+ film_write_pass_float4(buffer + kernel_data.film.pass_motion, speed);
+ film_write_pass_float(buffer + kernel_data.film.pass_motion_weight, 1.0f);
+ }
+
+ INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SINGLE_PASS_DONE;
+ }
+ }
+
+ if (kernel_data.film.cryptomatte_passes) {
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
+ const float matte_weight = average(throughput) *
+ (1.0f - average(surface_shader_transparency(kg, sd)));
+ if (matte_weight > 0.0f) {
+ ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte;
+ if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) {
+ const float id = object_cryptomatte_id(kg, sd->object);
+ cryptomatte_buffer += film_write_cryptomatte_pass(
+ cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
+ }
+ if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) {
+ const float id = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).cryptomatte_id;
+ cryptomatte_buffer += film_write_cryptomatte_pass(
+ cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
+ }
+ if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) {
+ const float id = object_cryptomatte_asset_id(kg, sd->object);
+ cryptomatte_buffer += film_write_cryptomatte_pass(
+ cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
+ }
+ }
+ }
+
+ if (flag & PASSMASK(DIFFUSE_COLOR)) {
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_diffuse_color,
+ surface_shader_diffuse(kg, sd) * throughput);
+ }
+ if (flag & PASSMASK(GLOSSY_COLOR)) {
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_glossy_color,
+ surface_shader_glossy(kg, sd) * throughput);
+ }
+ if (flag & PASSMASK(TRANSMISSION_COLOR)) {
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_transmission_color,
+ surface_shader_transmission(kg, sd) * throughput);
+ }
+ if (flag & PASSMASK(MIST)) {
+ /* Bring depth into 0..1 range. */
+ const float mist_start = kernel_data.film.mist_start;
+ const float mist_inv_depth = kernel_data.film.mist_inv_depth;
+
+ const float depth = camera_distance(kg, sd->P);
+ float mist = saturatef((depth - mist_start) * mist_inv_depth);
+
+ /* Falloff */
+ const float mist_falloff = kernel_data.film.mist_falloff;
+
+ if (mist_falloff == 1.0f)
+ ;
+ else if (mist_falloff == 2.0f)
+ mist = mist * mist;
+ else if (mist_falloff == 0.5f)
+ mist = sqrtf(mist);
+ else
+ mist = powf(mist, mist_falloff);
+
+ /* Modulate by transparency */
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
+ const Spectrum alpha = surface_shader_alpha(kg, sd);
+ const float mist_output = (1.0f - mist) * average(throughput * alpha);
+
+ /* Note that the final value in the render buffer we want is 1 - mist_output,
+ * to avoid having to tracking this in the Integrator state we do the negation
+ * after rendering. */
+ film_write_pass_float(buffer + kernel_data.film.pass_mist, mist_output);
+ }
+#endif
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/film/denoising_passes.h b/intern/cycles/kernel/film/denoising_passes.h
new file mode 100644
index 00000000000..1517e8bad56
--- /dev/null
+++ b/intern/cycles/kernel/film/denoising_passes.h
@@ -0,0 +1,146 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#pragma once
+
+#include "kernel/geom/geom.h"
+
+#include "kernel/film/write.h"
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __DENOISING_FEATURES__
+ccl_device_forceinline void film_write_denoising_features_surface(KernelGlobals kg,
+ IntegratorState state,
+ ccl_private const ShaderData *sd,
+ ccl_global float *ccl_restrict
+ render_buffer)
+{
+ if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES)) {
+ return;
+ }
+
+ /* Skip implicitly transparent surfaces. */
+ if (sd->flag & SD_HAS_ONLY_VOLUME) {
+ return;
+ }
+
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+
+ if (kernel_data.film.pass_denoising_depth != PASS_UNUSED) {
+ const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
+ state, path, denoising_feature_throughput);
+ const float denoising_depth = ensure_finite(average(denoising_feature_throughput) *
+ sd->ray_length);
+ film_write_pass_float(buffer + kernel_data.film.pass_denoising_depth, denoising_depth);
+ }
+
+ float3 normal = zero_float3();
+ Spectrum diffuse_albedo = zero_spectrum();
+ Spectrum specular_albedo = zero_spectrum();
+ float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (!CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ continue;
+ }
+
+ /* All closures contribute to the normal feature, but only diffuse-like ones to the albedo. */
+ normal += sc->N * sc->sample_weight;
+ sum_weight += sc->sample_weight;
+
+ Spectrum closure_albedo = sc->weight;
+ /* Closures that include a Fresnel term typically have weights close to 1 even though their
+ * actual contribution is significantly lower.
+ * To account for this, we scale their weight by the average fresnel factor (the same is also
+ * done for the sample weight in the BSDF setup, so we don't need to scale that here). */
+ if (CLOSURE_IS_BSDF_MICROFACET_FRESNEL(sc->type)) {
+ ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)sc;
+ closure_albedo *= bsdf->extra->fresnel_color;
+ }
+ else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) {
+ ccl_private PrincipledSheenBsdf *bsdf = (ccl_private PrincipledSheenBsdf *)sc;
+ closure_albedo *= bsdf->avg_value;
+ }
+ else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) {
+ closure_albedo *= bsdf_principled_hair_albedo(sc);
+ }
+ else if (sc->type == CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID) {
+ /* BSSRDF already accounts for weight, retro-reflection would double up. */
+ ccl_private const PrincipledDiffuseBsdf *bsdf = (ccl_private const PrincipledDiffuseBsdf *)
+ sc;
+ if (bsdf->components == PRINCIPLED_DIFFUSE_RETRO_REFLECTION) {
+ continue;
+ }
+ }
+
+ if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) {
+ diffuse_albedo += closure_albedo;
+ sum_nonspecular_weight += sc->sample_weight;
+ }
+ else {
+ specular_albedo += closure_albedo;
+ }
+ }
+
+ /* Wait for next bounce if 75% or more sample weight belongs to specular-like closures. */
+ if ((sum_weight == 0.0f) || (sum_nonspecular_weight * 4.0f > sum_weight)) {
+ if (sum_weight != 0.0f) {
+ normal /= sum_weight;
+ }
+
+ if (kernel_data.film.pass_denoising_normal != PASS_UNUSED) {
+ /* Transform normal into camera space. */
+ const Transform worldtocamera = kernel_data.cam.worldtocamera;
+ normal = transform_direction(&worldtocamera, normal);
+
+ const float3 denoising_normal = ensure_finite(normal);
+ film_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal);
+ }
+
+ if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) {
+ const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
+ state, path, denoising_feature_throughput);
+ const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput *
+ diffuse_albedo);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo);
+ }
+
+ INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES;
+ }
+ else {
+ INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) *= specular_albedo;
+ }
+}
+
+ccl_device_forceinline void film_write_denoising_features_volume(KernelGlobals kg,
+ IntegratorState state,
+ const Spectrum albedo,
+ const bool scatter,
+ ccl_global float *ccl_restrict
+ render_buffer)
+{
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+ const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
+ state, path, denoising_feature_throughput);
+
+ if (scatter && kernel_data.film.pass_denoising_normal != PASS_UNUSED) {
+ /* Assume scatter is sufficiently diffuse to stop writing denoising features. */
+ INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES;
+
+ /* Write view direction as normal. */
+ const float3 denoising_normal = make_float3(0.0f, 0.0f, -1.0f);
+ film_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal);
+ }
+
+ if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) {
+ /* Write albedo. */
+ const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput * albedo);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo);
+ }
+}
+#endif /* __DENOISING_FEATURES__ */
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/film/accumulate.h b/intern/cycles/kernel/film/light_passes.h
index 97ec915a8ad..b45b5305119 100644
--- a/intern/cycles/kernel/film/accumulate.h
+++ b/intern/cycles/kernel/film/light_passes.h
@@ -4,7 +4,7 @@
#pragma once
#include "kernel/film/adaptive_sampling.h"
-#include "kernel/film/write_passes.h"
+#include "kernel/film/write.h"
#include "kernel/integrator/shadow_catcher.h"
@@ -95,9 +95,7 @@ ccl_device_inline Spectrum bsdf_eval_pass_glossy_weight(ccl_private const BsdfEv
* to render buffers instead of using per-thread memory, and to avoid the
* impact of clamping on other contributions. */
-ccl_device_forceinline void kernel_accum_clamp(KernelGlobals kg,
- ccl_private Spectrum *L,
- int bounce)
+ccl_device_forceinline void film_clamp_light(KernelGlobals kg, ccl_private Spectrum *L, int bounce)
{
#ifdef __KERNEL_DEBUG_NAN__
if (!isfinite_safe(*L)) {
@@ -123,59 +121,49 @@ ccl_device_forceinline void kernel_accum_clamp(KernelGlobals kg,
* Pass accumulation utilities.
*/
-/* Get pointer to pixel in render buffer. */
-ccl_device_forceinline ccl_global float *kernel_accum_pixel_render_buffer(
- KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer)
-{
- const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
- const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
- kernel_data.film.pass_stride;
- return render_buffer + render_buffer_offset;
-}
-
/* --------------------------------------------------------------------
* Adaptive sampling.
*/
-ccl_device_inline int kernel_accum_sample(KernelGlobals kg,
- ConstIntegratorState state,
- ccl_global float *ccl_restrict render_buffer,
- int sample,
- int sample_offset)
+ccl_device_inline int film_write_sample(KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_global float *ccl_restrict render_buffer,
+ int sample,
+ int sample_offset)
{
if (kernel_data.film.pass_sample_count == PASS_UNUSED) {
return sample;
}
- ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer);
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
return atomic_fetch_and_add_uint32(
(ccl_global uint *)(buffer) + kernel_data.film.pass_sample_count, 1) +
sample_offset;
}
-ccl_device void kernel_accum_adaptive_buffer(KernelGlobals kg,
- const int sample,
- const Spectrum contribution,
- ccl_global float *ccl_restrict buffer)
+ccl_device void film_write_adaptive_buffer(KernelGlobals kg,
+ const int sample,
+ const Spectrum contribution,
+ ccl_global float *ccl_restrict buffer)
{
- /* Adaptive Sampling. Fill the additional buffer with the odd samples and calculate our stopping
- * criteria. This is the heuristic from "A hierarchical automatic stopping condition for Monte
- * Carlo global illumination" except that here it is applied per pixel and not in hierarchical
- * tiles. */
+ /* Adaptive Sampling. Fill the additional buffer with only one half of the samples and
+ * calculate our stopping criteria. This is the heuristic from "A hierarchical automatic
+ * stopping condition for Monte Carlo global illumination" except that here it is applied
+ * per pixel and not in hierarchical tiles. */
if (kernel_data.film.pass_adaptive_aux_buffer == PASS_UNUSED) {
return;
}
- if (sample_is_even(kernel_data.integrator.sampling_pattern, sample)) {
+ if (sample_is_class_A(kernel_data.integrator.sampling_pattern, sample)) {
const float3 contribution_rgb = spectrum_to_rgb(contribution);
- kernel_write_pass_float4(buffer + kernel_data.film.pass_adaptive_aux_buffer,
- make_float4(contribution_rgb.x * 2.0f,
- contribution_rgb.y * 2.0f,
- contribution_rgb.z * 2.0f,
- 0.0f));
+ film_write_pass_float4(buffer + kernel_data.film.pass_adaptive_aux_buffer,
+ make_float4(contribution_rgb.x * 2.0f,
+ contribution_rgb.y * 2.0f,
+ contribution_rgb.z * 2.0f,
+ 0.0f));
}
}
@@ -190,10 +178,10 @@ ccl_device void kernel_accum_adaptive_buffer(KernelGlobals kg,
* Returns truth if the contribution is fully handled here and is not to be added to the other
* passes (like combined, adaptive sampling). */
-ccl_device bool kernel_accum_shadow_catcher(KernelGlobals kg,
- const uint32_t path_flag,
- const Spectrum contribution,
- ccl_global float *ccl_restrict buffer)
+ccl_device bool film_write_shadow_catcher(KernelGlobals kg,
+ const uint32_t path_flag,
+ const Spectrum contribution,
+ ccl_global float *ccl_restrict buffer)
{
if (!kernel_data.integrator.has_shadow_catcher) {
return false;
@@ -204,7 +192,7 @@ ccl_device bool kernel_accum_shadow_catcher(KernelGlobals kg,
/* Matte pass. */
if (kernel_shadow_catcher_is_matte_path(path_flag)) {
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_shadow_catcher_matte, contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_shadow_catcher_matte, contribution);
/* NOTE: Accumulate the combined pass and to the samples count pass, so that the adaptive
* sampling is based on how noisy the combined pass is as if there were no catchers in the
* scene. */
@@ -212,18 +200,18 @@ ccl_device bool kernel_accum_shadow_catcher(KernelGlobals kg,
/* Shadow catcher pass. */
if (kernel_shadow_catcher_is_object_pass(path_flag)) {
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_shadow_catcher, contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_shadow_catcher, contribution);
return true;
}
return false;
}
-ccl_device bool kernel_accum_shadow_catcher_transparent(KernelGlobals kg,
- const uint32_t path_flag,
- const Spectrum contribution,
- const float transparent,
- ccl_global float *ccl_restrict buffer)
+ccl_device bool film_write_shadow_catcher_transparent(KernelGlobals kg,
+ const uint32_t path_flag,
+ const Spectrum contribution,
+ const float transparent,
+ ccl_global float *ccl_restrict buffer)
{
if (!kernel_data.integrator.has_shadow_catcher) {
return false;
@@ -240,7 +228,7 @@ ccl_device bool kernel_accum_shadow_catcher_transparent(KernelGlobals kg,
if (kernel_shadow_catcher_is_matte_path(path_flag)) {
const float3 contribution_rgb = spectrum_to_rgb(contribution);
- kernel_write_pass_float4(
+ film_write_pass_float4(
buffer + kernel_data.film.pass_shadow_catcher_matte,
make_float4(contribution_rgb.x, contribution_rgb.y, contribution_rgb.z, transparent));
/* NOTE: Accumulate the combined pass and to the samples count pass, so that the adaptive
@@ -253,17 +241,17 @@ ccl_device bool kernel_accum_shadow_catcher_transparent(KernelGlobals kg,
/* NOTE: The transparency of the shadow catcher pass is ignored. It is not needed for the
* calculation and the alpha channel of the pass contains numbers of samples contributed to a
* pixel of the pass. */
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_shadow_catcher, contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_shadow_catcher, contribution);
return true;
}
return false;
}
-ccl_device void kernel_accum_shadow_catcher_transparent_only(KernelGlobals kg,
- const uint32_t path_flag,
- const float transparent,
- ccl_global float *ccl_restrict buffer)
+ccl_device void film_write_shadow_catcher_transparent_only(KernelGlobals kg,
+ const uint32_t path_flag,
+ const float transparent,
+ ccl_global float *ccl_restrict buffer)
{
if (!kernel_data.integrator.has_shadow_catcher) {
return;
@@ -273,10 +261,29 @@ ccl_device void kernel_accum_shadow_catcher_transparent_only(KernelGlobals kg,
/* Matte pass. */
if (kernel_shadow_catcher_is_matte_path(path_flag)) {
- kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3, transparent);
+ film_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3, transparent);
}
}
+/* Write shadow catcher passes on a bounce from the shadow catcher object. */
+ccl_device_forceinline void film_write_shadow_catcher_bounce_data(
+ KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
+{
+ kernel_assert(kernel_data.film.pass_shadow_catcher_sample_count != PASS_UNUSED);
+ kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED);
+
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+
+ /* Count sample for the shadow catcher object. */
+ film_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_sample_count, 1.0f);
+
+ /* Since the split is done, the sample does not contribute to the matte, so accumulate it as
+ * transparency to the matte. */
+ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
+ film_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3,
+ average(throughput));
+}
+
#endif /* __SHADOW_CATCHER__ */
/* --------------------------------------------------------------------
@@ -284,36 +291,35 @@ ccl_device void kernel_accum_shadow_catcher_transparent_only(KernelGlobals kg,
*/
/* Write combined pass. */
-ccl_device_inline void kernel_accum_combined_pass(KernelGlobals kg,
- const uint32_t path_flag,
- const int sample,
- const Spectrum contribution,
- ccl_global float *ccl_restrict buffer)
+ccl_device_inline void film_write_combined_pass(KernelGlobals kg,
+ const uint32_t path_flag,
+ const int sample,
+ const Spectrum contribution,
+ ccl_global float *ccl_restrict buffer)
{
#ifdef __SHADOW_CATCHER__
- if (kernel_accum_shadow_catcher(kg, path_flag, contribution, buffer)) {
+ if (film_write_shadow_catcher(kg, path_flag, contribution, buffer)) {
return;
}
#endif
if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) {
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_combined, contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_combined, contribution);
}
- kernel_accum_adaptive_buffer(kg, sample, contribution, buffer);
+ film_write_adaptive_buffer(kg, sample, contribution, buffer);
}
/* Write combined pass with transparency. */
-ccl_device_inline void kernel_accum_combined_transparent_pass(KernelGlobals kg,
- const uint32_t path_flag,
- const int sample,
- const Spectrum contribution,
- const float transparent,
- ccl_global float *ccl_restrict
- buffer)
+ccl_device_inline void film_write_combined_transparent_pass(KernelGlobals kg,
+ const uint32_t path_flag,
+ const int sample,
+ const Spectrum contribution,
+ const float transparent,
+ ccl_global float *ccl_restrict buffer)
{
#ifdef __SHADOW_CATCHER__
- if (kernel_accum_shadow_catcher_transparent(kg, path_flag, contribution, transparent, buffer)) {
+ if (film_write_shadow_catcher_transparent(kg, path_flag, contribution, transparent, buffer)) {
return;
}
#endif
@@ -321,16 +327,16 @@ ccl_device_inline void kernel_accum_combined_transparent_pass(KernelGlobals kg,
if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) {
const float3 contribution_rgb = spectrum_to_rgb(contribution);
- kernel_write_pass_float4(
+ film_write_pass_float4(
buffer + kernel_data.film.pass_combined,
make_float4(contribution_rgb.x, contribution_rgb.y, contribution_rgb.z, transparent));
}
- kernel_accum_adaptive_buffer(kg, sample, contribution, buffer);
+ film_write_adaptive_buffer(kg, sample, contribution, buffer);
}
/* Write background or emission to appropriate pass. */
-ccl_device_inline void kernel_accum_emission_or_background_pass(
+ccl_device_inline void film_write_emission_or_background_pass(
KernelGlobals kg,
ConstIntegratorState state,
Spectrum contribution,
@@ -353,15 +359,14 @@ ccl_device_inline void kernel_accum_emission_or_background_pass(
const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
state, path, denoising_feature_throughput);
const Spectrum denoising_albedo = denoising_feature_throughput * contribution;
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo,
- denoising_albedo);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo);
}
}
# endif /* __DENOISING_FEATURES__ */
if (lightgroup != LIGHTGROUP_NONE && kernel_data.film.pass_lightgroup != PASS_UNUSED) {
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_lightgroup + 3 * lightgroup,
- contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_lightgroup + 3 * lightgroup,
+ contribution);
}
if (!(path_flag & PATH_RAY_ANY_PASS)) {
@@ -385,7 +390,7 @@ ccl_device_inline void kernel_accum_emission_or_background_pass(
kernel_data.film.pass_glossy_direct :
kernel_data.film.pass_glossy_indirect);
if (glossy_pass_offset != PASS_UNUSED) {
- kernel_write_pass_spectrum(buffer + glossy_pass_offset, glossy_weight * contribution);
+ film_write_pass_spectrum(buffer + glossy_pass_offset, glossy_weight * contribution);
}
/* Transmission */
@@ -397,8 +402,8 @@ ccl_device_inline void kernel_accum_emission_or_background_pass(
/* Transmission is what remains if not diffuse and glossy, not stored explicitly to save
* GPU memory. */
const Spectrum transmission_weight = one_spectrum() - diffuse_weight - glossy_weight;
- kernel_write_pass_spectrum(buffer + transmission_pass_offset,
- transmission_weight * contribution);
+ film_write_pass_spectrum(buffer + transmission_pass_offset,
+ transmission_weight * contribution);
}
/* Reconstruct diffuse subset of throughput. */
@@ -419,19 +424,19 @@ ccl_device_inline void kernel_accum_emission_or_background_pass(
/* Single write call for GPU coherence. */
if (pass_offset != PASS_UNUSED) {
- kernel_write_pass_spectrum(buffer + pass_offset, contribution);
+ film_write_pass_spectrum(buffer + pass_offset, contribution);
}
#endif /* __PASSES__ */
}
/* Write light contribution to render buffer. */
-ccl_device_inline void kernel_accum_light(KernelGlobals kg,
- ConstIntegratorShadowState state,
- ccl_global float *ccl_restrict render_buffer)
+ccl_device_inline void film_write_direct_light(KernelGlobals kg,
+ ConstIntegratorShadowState state,
+ ccl_global float *ccl_restrict render_buffer)
{
/* The throughput for shadow paths already contains the light shader evaluation. */
Spectrum contribution = INTEGRATOR_STATE(state, shadow_path, throughput);
- kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, shadow_path, bounce));
+ film_clamp_light(kg, &contribution, INTEGRATOR_STATE(state, shadow_path, bounce));
const uint32_t render_pixel_index = INTEGRATOR_STATE(state, shadow_path, render_pixel_index);
const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
@@ -444,17 +449,17 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
/* Ambient occlusion. */
if (path_flag & PATH_RAY_SHADOW_FOR_AO) {
if ((kernel_data.kernel_features & KERNEL_FEATURE_AO_PASS) && (path_flag & PATH_RAY_CAMERA)) {
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_ao, contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_ao, contribution);
}
if (kernel_data.kernel_features & KERNEL_FEATURE_AO_ADDITIVE) {
const Spectrum ao_weight = INTEGRATOR_STATE(state, shadow_path, unshadowed_throughput);
- kernel_accum_combined_pass(kg, path_flag, sample, contribution * ao_weight, buffer);
+ film_write_combined_pass(kg, path_flag, sample, contribution * ao_weight, buffer);
}
return;
}
/* Direct light shadow. */
- kernel_accum_combined_pass(kg, path_flag, sample, contribution, buffer);
+ film_write_combined_pass(kg, path_flag, sample, contribution, buffer);
#ifdef __PASSES__
if (kernel_data.film.light_pass_flag & PASS_ANY) {
@@ -469,8 +474,8 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
/* Write lightgroup pass. LIGHTGROUP_NONE is ~0 so decode from unsigned to signed */
const int lightgroup = (int)(INTEGRATOR_STATE(state, shadow_path, lightgroup)) - 1;
if (lightgroup != LIGHTGROUP_NONE && kernel_data.film.pass_lightgroup != PASS_UNUSED) {
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_lightgroup + 3 * lightgroup,
- contribution);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_lightgroup + 3 * lightgroup,
+ contribution);
}
if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
@@ -486,7 +491,7 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
kernel_data.film.pass_glossy_direct :
kernel_data.film.pass_glossy_indirect);
if (glossy_pass_offset != PASS_UNUSED) {
- kernel_write_pass_spectrum(buffer + glossy_pass_offset, glossy_weight * contribution);
+ film_write_pass_spectrum(buffer + glossy_pass_offset, glossy_weight * contribution);
}
/* Transmission */
@@ -498,8 +503,8 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
/* Transmission is what remains if not diffuse and glossy, not stored explicitly to save
* GPU memory. */
const Spectrum transmission_weight = one_spectrum() - diffuse_weight - glossy_weight;
- kernel_write_pass_spectrum(buffer + transmission_pass_offset,
- transmission_weight * contribution);
+ film_write_pass_spectrum(buffer + transmission_pass_offset,
+ transmission_weight * contribution);
}
/* Reconstruct diffuse subset of throughput. */
@@ -519,7 +524,7 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
/* Single write call for GPU coherence. */
if (pass_offset != PASS_UNUSED) {
- kernel_write_pass_spectrum(buffer + pass_offset, contribution);
+ film_write_pass_spectrum(buffer + pass_offset, contribution);
}
}
@@ -531,7 +536,7 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
const Spectrum shadowed_throughput = INTEGRATOR_STATE(state, shadow_path, throughput);
const Spectrum shadow = safe_divide(shadowed_throughput, unshadowed_throughput) *
kernel_data.film.pass_shadow_scale;
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_shadow, shadow);
+ film_write_pass_spectrum(buffer + kernel_data.film.pass_shadow, shadow);
}
}
#endif
@@ -542,78 +547,96 @@ ccl_device_inline void kernel_accum_light(KernelGlobals kg,
* Note that we accumulate transparency = 1 - alpha in the render buffer.
* Otherwise we'd have to write alpha on path termination, which happens
* in many places. */
-ccl_device_inline void kernel_accum_transparent(KernelGlobals kg,
- ConstIntegratorState state,
- const uint32_t path_flag,
- const float transparent,
- ccl_global float *ccl_restrict buffer)
+ccl_device_inline void film_write_transparent(KernelGlobals kg,
+ ConstIntegratorState state,
+ const uint32_t path_flag,
+ const float transparent,
+ ccl_global float *ccl_restrict buffer)
{
if (kernel_data.film.light_pass_flag & PASSMASK(COMBINED)) {
- kernel_write_pass_float(buffer + kernel_data.film.pass_combined + 3, transparent);
+ film_write_pass_float(buffer + kernel_data.film.pass_combined + 3, transparent);
}
- kernel_accum_shadow_catcher_transparent_only(kg, path_flag, transparent, buffer);
+ film_write_shadow_catcher_transparent_only(kg, path_flag, transparent, buffer);
}
/* Write holdout to render buffer. */
-ccl_device_inline void kernel_accum_holdout(KernelGlobals kg,
- ConstIntegratorState state,
- const uint32_t path_flag,
- const float transparent,
- ccl_global float *ccl_restrict render_buffer)
+ccl_device_inline void film_write_holdout(KernelGlobals kg,
+ ConstIntegratorState state,
+ const uint32_t path_flag,
+ const float transparent,
+ ccl_global float *ccl_restrict render_buffer)
{
- ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer);
- kernel_accum_transparent(kg, state, path_flag, transparent, buffer);
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+ film_write_transparent(kg, state, path_flag, transparent, buffer);
}
/* Write background contribution to render buffer.
*
- * Includes transparency, matching kernel_accum_transparent. */
-ccl_device_inline void kernel_accum_background(KernelGlobals kg,
- ConstIntegratorState state,
- const Spectrum L,
- const float transparent,
- const bool is_transparent_background_ray,
- ccl_global float *ccl_restrict render_buffer)
+ * Includes transparency, matching film_write_transparent. */
+ccl_device_inline void film_write_background(KernelGlobals kg,
+ ConstIntegratorState state,
+ const Spectrum L,
+ const float transparent,
+ const bool is_transparent_background_ray,
+ ccl_global float *ccl_restrict render_buffer)
{
Spectrum contribution = INTEGRATOR_STATE(state, path, throughput) * L;
- kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1);
+ film_clamp_light(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1);
- ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer);
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
if (is_transparent_background_ray) {
- kernel_accum_transparent(kg, state, path_flag, transparent, buffer);
+ film_write_transparent(kg, state, path_flag, transparent, buffer);
}
else {
const int sample = INTEGRATOR_STATE(state, path, sample);
- kernel_accum_combined_transparent_pass(
- kg, path_flag, sample, contribution, transparent, buffer);
- }
- kernel_accum_emission_or_background_pass(kg,
- state,
- contribution,
- buffer,
- kernel_data.film.pass_background,
- kernel_data.background.lightgroup);
+ film_write_combined_transparent_pass(kg, path_flag, sample, contribution, transparent, buffer);
+ }
+ film_write_emission_or_background_pass(kg,
+ state,
+ contribution,
+ buffer,
+ kernel_data.film.pass_background,
+ kernel_data.background.lightgroup);
}
/* Write emission to render buffer. */
-ccl_device_inline void kernel_accum_emission(KernelGlobals kg,
- ConstIntegratorState state,
- const Spectrum L,
- ccl_global float *ccl_restrict render_buffer,
- const int lightgroup = LIGHTGROUP_NONE)
+ccl_device_inline void film_write_volume_emission(KernelGlobals kg,
+ ConstIntegratorState state,
+ const Spectrum L,
+ ccl_global float *ccl_restrict render_buffer,
+ const int lightgroup = LIGHTGROUP_NONE)
{
Spectrum contribution = L;
- kernel_accum_clamp(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1);
+ film_clamp_light(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1);
+
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
+ const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
+ const int sample = INTEGRATOR_STATE(state, path, sample);
+
+ film_write_combined_pass(kg, path_flag, sample, contribution, buffer);
+ film_write_emission_or_background_pass(
+ kg, state, contribution, buffer, kernel_data.film.pass_emission, lightgroup);
+}
+
+ccl_device_inline void film_write_surface_emission(KernelGlobals kg,
+ ConstIntegratorState state,
+ const Spectrum L,
+ const float mis_weight,
+ ccl_global float *ccl_restrict render_buffer,
+ const int lightgroup = LIGHTGROUP_NONE)
+{
+ Spectrum contribution = INTEGRATOR_STATE(state, path, throughput) * L * mis_weight;
+ film_clamp_light(kg, &contribution, INTEGRATOR_STATE(state, path, bounce) - 1);
- ccl_global float *buffer = kernel_accum_pixel_render_buffer(kg, state, render_buffer);
+ ccl_global float *buffer = film_pass_pixel_render_buffer(kg, state, render_buffer);
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
const int sample = INTEGRATOR_STATE(state, path, sample);
- kernel_accum_combined_pass(kg, path_flag, sample, contribution, buffer);
- kernel_accum_emission_or_background_pass(
+ film_write_combined_pass(kg, path_flag, sample, contribution, buffer);
+ film_write_emission_or_background_pass(
kg, state, contribution, buffer, kernel_data.film.pass_emission, lightgroup);
}
diff --git a/intern/cycles/kernel/film/passes.h b/intern/cycles/kernel/film/passes.h
deleted file mode 100644
index bea23411000..00000000000
--- a/intern/cycles/kernel/film/passes.h
+++ /dev/null
@@ -1,304 +0,0 @@
-/* SPDX-License-Identifier: Apache-2.0
- * Copyright 2011-2022 Blender Foundation */
-
-#pragma once
-
-#include "kernel/geom/geom.h"
-
-#include "kernel/film/id_passes.h"
-#include "kernel/film/write_passes.h"
-
-CCL_NAMESPACE_BEGIN
-
-/* Get pointer to pixel in render buffer. */
-ccl_device_forceinline ccl_global float *kernel_pass_pixel_render_buffer(
- KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer)
-{
- const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
- const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
- kernel_data.film.pass_stride;
- return render_buffer + render_buffer_offset;
-}
-
-#ifdef __DENOISING_FEATURES__
-
-ccl_device_forceinline void kernel_write_denoising_features_surface(
- KernelGlobals kg,
- IntegratorState state,
- ccl_private const ShaderData *sd,
- ccl_global float *ccl_restrict render_buffer)
-{
- if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DENOISING_FEATURES)) {
- return;
- }
-
- /* Skip implicitly transparent surfaces. */
- if (sd->flag & SD_HAS_ONLY_VOLUME) {
- return;
- }
-
- ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer);
-
- if (kernel_data.film.pass_denoising_depth != PASS_UNUSED) {
- const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
- state, path, denoising_feature_throughput);
- const float denoising_depth = ensure_finite(average(denoising_feature_throughput) *
- sd->ray_length);
- kernel_write_pass_float(buffer + kernel_data.film.pass_denoising_depth, denoising_depth);
- }
-
- float3 normal = zero_float3();
- Spectrum diffuse_albedo = zero_spectrum();
- Spectrum specular_albedo = zero_spectrum();
- float sum_weight = 0.0f, sum_nonspecular_weight = 0.0f;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (!CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- continue;
- }
-
- /* All closures contribute to the normal feature, but only diffuse-like ones to the albedo. */
- normal += sc->N * sc->sample_weight;
- sum_weight += sc->sample_weight;
-
- Spectrum closure_albedo = sc->weight;
- /* Closures that include a Fresnel term typically have weights close to 1 even though their
- * actual contribution is significantly lower.
- * To account for this, we scale their weight by the average fresnel factor (the same is also
- * done for the sample weight in the BSDF setup, so we don't need to scale that here). */
- if (CLOSURE_IS_BSDF_MICROFACET_FRESNEL(sc->type)) {
- ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)sc;
- closure_albedo *= bsdf->extra->fresnel_color;
- }
- else if (sc->type == CLOSURE_BSDF_PRINCIPLED_SHEEN_ID) {
- ccl_private PrincipledSheenBsdf *bsdf = (ccl_private PrincipledSheenBsdf *)sc;
- closure_albedo *= bsdf->avg_value;
- }
- else if (sc->type == CLOSURE_BSDF_HAIR_PRINCIPLED_ID) {
- closure_albedo *= bsdf_principled_hair_albedo(sc);
- }
- else if (sc->type == CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID) {
- /* BSSRDF already accounts for weight, retro-reflection would double up. */
- ccl_private const PrincipledDiffuseBsdf *bsdf = (ccl_private const PrincipledDiffuseBsdf *)
- sc;
- if (bsdf->components == PRINCIPLED_DIFFUSE_RETRO_REFLECTION) {
- continue;
- }
- }
-
- if (bsdf_get_specular_roughness_squared(sc) > sqr(0.075f)) {
- diffuse_albedo += closure_albedo;
- sum_nonspecular_weight += sc->sample_weight;
- }
- else {
- specular_albedo += closure_albedo;
- }
- }
-
- /* Wait for next bounce if 75% or more sample weight belongs to specular-like closures. */
- if ((sum_weight == 0.0f) || (sum_nonspecular_weight * 4.0f > sum_weight)) {
- if (sum_weight != 0.0f) {
- normal /= sum_weight;
- }
-
- if (kernel_data.film.pass_denoising_normal != PASS_UNUSED) {
- /* Transform normal into camera space. */
- const Transform worldtocamera = kernel_data.cam.worldtocamera;
- normal = transform_direction(&worldtocamera, normal);
-
- const float3 denoising_normal = ensure_finite(normal);
- kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal);
- }
-
- if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) {
- const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
- state, path, denoising_feature_throughput);
- const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput *
- diffuse_albedo);
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo,
- denoising_albedo);
- }
-
- INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES;
- }
- else {
- INTEGRATOR_STATE_WRITE(state, path, denoising_feature_throughput) *= specular_albedo;
- }
-}
-
-ccl_device_forceinline void kernel_write_denoising_features_volume(KernelGlobals kg,
- IntegratorState state,
- const Spectrum albedo,
- const bool scatter,
- ccl_global float *ccl_restrict
- render_buffer)
-{
- ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer);
- const Spectrum denoising_feature_throughput = INTEGRATOR_STATE(
- state, path, denoising_feature_throughput);
-
- if (scatter && kernel_data.film.pass_denoising_normal != PASS_UNUSED) {
- /* Assume scatter is sufficiently diffuse to stop writing denoising features. */
- INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_DENOISING_FEATURES;
-
- /* Write view direction as normal. */
- const float3 denoising_normal = make_float3(0.0f, 0.0f, -1.0f);
- kernel_write_pass_float3(buffer + kernel_data.film.pass_denoising_normal, denoising_normal);
- }
-
- if (kernel_data.film.pass_denoising_albedo != PASS_UNUSED) {
- /* Write albedo. */
- const Spectrum denoising_albedo = ensure_finite(denoising_feature_throughput * albedo);
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_denoising_albedo, denoising_albedo);
- }
-}
-#endif /* __DENOISING_FEATURES__ */
-
-ccl_device_inline size_t kernel_write_id_pass(ccl_global float *ccl_restrict buffer,
- size_t depth,
- float id,
- float matte_weight)
-{
- kernel_write_id_slots(buffer, depth * 2, id, matte_weight);
- return depth * 4;
-}
-
-ccl_device_inline void kernel_write_data_passes(KernelGlobals kg,
- IntegratorState state,
- ccl_private const ShaderData *sd,
- ccl_global float *ccl_restrict render_buffer)
-{
-#ifdef __PASSES__
- const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
-
- if (!(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
- return;
- }
-
- const int flag = kernel_data.film.pass_flag;
-
- if (!(flag & PASS_ANY)) {
- return;
- }
-
- ccl_global float *buffer = kernel_pass_pixel_render_buffer(kg, state, render_buffer);
-
- if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) {
- if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f ||
- average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) {
- if (INTEGRATOR_STATE(state, path, sample) == 0) {
- if (flag & PASSMASK(DEPTH)) {
- const float depth = camera_z_depth(kg, sd->P);
- kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth);
- }
- if (flag & PASSMASK(OBJECT_ID)) {
- const float id = object_pass_id(kg, sd->object);
- kernel_write_pass_float(buffer + kernel_data.film.pass_object_id, id);
- }
- if (flag & PASSMASK(MATERIAL_ID)) {
- const float id = shader_pass_id(kg, sd);
- kernel_write_pass_float(buffer + kernel_data.film.pass_material_id, id);
- }
- if (flag & PASSMASK(POSITION)) {
- const float3 position = sd->P;
- kernel_write_pass_float3(buffer + kernel_data.film.pass_position, position);
- }
- }
-
- if (flag & PASSMASK(NORMAL)) {
- const float3 normal = shader_bsdf_average_normal(kg, sd);
- kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, normal);
- }
- if (flag & PASSMASK(ROUGHNESS)) {
- const float roughness = shader_bsdf_average_roughness(sd);
- kernel_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness);
- }
- if (flag & PASSMASK(UV)) {
- const float3 uv = primitive_uv(kg, sd);
- kernel_write_pass_float3(buffer + kernel_data.film.pass_uv, uv);
- }
- if (flag & PASSMASK(MOTION)) {
- const float4 speed = primitive_motion_vector(kg, sd);
- kernel_write_pass_float4(buffer + kernel_data.film.pass_motion, speed);
- kernel_write_pass_float(buffer + kernel_data.film.pass_motion_weight, 1.0f);
- }
-
- INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SINGLE_PASS_DONE;
- }
- }
-
- if (kernel_data.film.cryptomatte_passes) {
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- const float matte_weight = average(throughput) *
- (1.0f - average(shader_bsdf_transparency(kg, sd)));
- if (matte_weight > 0.0f) {
- ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte;
- if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) {
- const float id = object_cryptomatte_id(kg, sd->object);
- cryptomatte_buffer += kernel_write_id_pass(
- cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
- }
- if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) {
- const float id = shader_cryptomatte_id(kg, sd->shader);
- cryptomatte_buffer += kernel_write_id_pass(
- cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
- }
- if (kernel_data.film.cryptomatte_passes & CRYPT_ASSET) {
- const float id = object_cryptomatte_asset_id(kg, sd->object);
- cryptomatte_buffer += kernel_write_id_pass(
- cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight);
- }
- }
- }
-
- if (flag & PASSMASK(DIFFUSE_COLOR)) {
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_diffuse_color,
- shader_bsdf_diffuse(kg, sd) * throughput);
- }
- if (flag & PASSMASK(GLOSSY_COLOR)) {
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_glossy_color,
- shader_bsdf_glossy(kg, sd) * throughput);
- }
- if (flag & PASSMASK(TRANSMISSION_COLOR)) {
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_write_pass_spectrum(buffer + kernel_data.film.pass_transmission_color,
- shader_bsdf_transmission(kg, sd) * throughput);
- }
- if (flag & PASSMASK(MIST)) {
- /* Bring depth into 0..1 range. */
- const float mist_start = kernel_data.film.mist_start;
- const float mist_inv_depth = kernel_data.film.mist_inv_depth;
-
- const float depth = camera_distance(kg, sd->P);
- float mist = saturatef((depth - mist_start) * mist_inv_depth);
-
- /* Falloff */
- const float mist_falloff = kernel_data.film.mist_falloff;
-
- if (mist_falloff == 1.0f)
- ;
- else if (mist_falloff == 2.0f)
- mist = mist * mist;
- else if (mist_falloff == 0.5f)
- mist = sqrtf(mist);
- else
- mist = powf(mist, mist_falloff);
-
- /* Modulate by transparency */
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- const Spectrum alpha = shader_bsdf_alpha(kg, sd);
- const float mist_output = (1.0f - mist) * average(throughput * alpha);
-
- /* Note that the final value in the render buffer we want is 1 - mist_output,
- * to avoid having to tracking this in the Integrator state we do the negation
- * after rendering. */
- kernel_write_pass_float(buffer + kernel_data.film.pass_mist, mist_output);
- }
-#endif
-}
-
-CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/film/read.h b/intern/cycles/kernel/film/read.h
index 995c20a0053..108f992e29d 100644
--- a/intern/cycles/kernel/film/read.h
+++ b/intern/cycles/kernel/film/read.h
@@ -1,6 +1,10 @@
/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
+/* Functions to retrieving render passes for display or output. Reading from
+ * the raw render buffer and normalizing based on the number of samples,
+ * computing alpha, compositing shadow catchers, etc. */
+
#pragma once
CCL_NAMESPACE_BEGIN
diff --git a/intern/cycles/kernel/film/write_passes.h b/intern/cycles/kernel/film/write.h
index c78116cedc6..c630a522ee3 100644
--- a/intern/cycles/kernel/film/write_passes.h
+++ b/intern/cycles/kernel/film/write.h
@@ -11,7 +11,18 @@
CCL_NAMESPACE_BEGIN
-ccl_device_inline void kernel_write_pass_float(ccl_global float *ccl_restrict buffer, float value)
+/* Get pointer to pixel in render buffer. */
+ccl_device_forceinline ccl_global float *film_pass_pixel_render_buffer(
+ KernelGlobals kg, ConstIntegratorState state, ccl_global float *ccl_restrict render_buffer)
+{
+ const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
+ const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
+ kernel_data.film.pass_stride;
+ return render_buffer + render_buffer_offset;
+}
+
+/* Write to pixel. */
+ccl_device_inline void film_write_pass_float(ccl_global float *ccl_restrict buffer, float value)
{
#ifdef __ATOMIC_PASS_WRITE__
atomic_add_and_fetch_float(buffer, value);
@@ -20,8 +31,7 @@ ccl_device_inline void kernel_write_pass_float(ccl_global float *ccl_restrict bu
#endif
}
-ccl_device_inline void kernel_write_pass_float3(ccl_global float *ccl_restrict buffer,
- float3 value)
+ccl_device_inline void film_write_pass_float3(ccl_global float *ccl_restrict buffer, float3 value)
{
#ifdef __ATOMIC_PASS_WRITE__
ccl_global float *buf_x = buffer + 0;
@@ -38,14 +48,13 @@ ccl_device_inline void kernel_write_pass_float3(ccl_global float *ccl_restrict b
#endif
}
-ccl_device_inline void kernel_write_pass_spectrum(ccl_global float *ccl_restrict buffer,
- Spectrum value)
+ccl_device_inline void film_write_pass_spectrum(ccl_global float *ccl_restrict buffer,
+ Spectrum value)
{
- kernel_write_pass_float3(buffer, spectrum_to_rgb(value));
+ film_write_pass_float3(buffer, spectrum_to_rgb(value));
}
-ccl_device_inline void kernel_write_pass_float4(ccl_global float *ccl_restrict buffer,
- float4 value)
+ccl_device_inline void film_write_pass_float4(ccl_global float *ccl_restrict buffer, float4 value)
{
#ifdef __ATOMIC_PASS_WRITE__
ccl_global float *buf_x = buffer + 0;
diff --git a/intern/cycles/kernel/integrator/displacement_shader.h b/intern/cycles/kernel/integrator/displacement_shader.h
new file mode 100644
index 00000000000..71a0f56fb3e
--- /dev/null
+++ b/intern/cycles/kernel/integrator/displacement_shader.h
@@ -0,0 +1,38 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+/* Functions to evaluate displacement shader. */
+
+#pragma once
+
+#include "kernel/svm/svm.h"
+
+#ifdef __OSL__
+# include "kernel/osl/shader.h"
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+template<typename ConstIntegratorGenericState>
+ccl_device void displacement_shader_eval(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *sd)
+{
+ sd->num_closure = 0;
+ sd->num_closure_left = 0;
+
+ /* this will modify sd->P */
+#ifdef __SVM__
+# ifdef __OSL__
+ if (kg->osl)
+ OSLShader::eval_displacement(kg, state, sd);
+ else
+# endif
+ {
+ svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_DISPLACEMENT, SHADER_TYPE_DISPLACEMENT>(
+ kg, state, sd, NULL, 0);
+ }
+#endif
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/integrator/init_from_bake.h b/intern/cycles/kernel/integrator/init_from_bake.h
index 9897bc3d65c..eca2c0b9ffb 100644
--- a/intern/cycles/kernel/integrator/init_from_bake.h
+++ b/intern/cycles/kernel/integrator/init_from_bake.h
@@ -5,8 +5,8 @@
#include "kernel/camera/camera.h"
-#include "kernel/film/accumulate.h"
#include "kernel/film/adaptive_sampling.h"
+#include "kernel/film/light_passes.h"
#include "kernel/integrator/path_state.h"
@@ -92,12 +92,12 @@ ccl_device bool integrator_init_from_bake(KernelGlobals kg,
path_state_init(state, tile, x, y);
/* Check whether the pixel has converged and should not be sampled anymore. */
- if (!kernel_need_sample_pixel(kg, state, render_buffer)) {
+ if (!film_need_sample_pixel(kg, state, render_buffer)) {
return false;
}
/* Always count the sample, even if the camera sample will reject the ray. */
- const int sample = kernel_accum_sample(
+ const int sample = film_write_sample(
kg, state, render_buffer, scheduled_sample, tile->sample_offset);
/* Setup render buffers. */
@@ -112,7 +112,7 @@ ccl_device bool integrator_init_from_bake(KernelGlobals kg,
int prim = __float_as_uint(primitive[1]);
if (prim == -1) {
/* Accumulate transparency for empty pixels. */
- kernel_accum_transparent(kg, state, 0, 1.0f, buffer);
+ film_write_transparent(kg, state, 0, 1.0f, buffer);
return true;
}
@@ -200,11 +200,11 @@ ccl_device bool integrator_init_from_bake(KernelGlobals kg,
/* Fast path for position and normal passes not affected by shaders. */
if (kernel_data.film.pass_position != PASS_UNUSED) {
- kernel_write_pass_float3(buffer + kernel_data.film.pass_position, P);
+ film_write_pass_float3(buffer + kernel_data.film.pass_position, P);
return true;
}
else if (kernel_data.film.pass_normal != PASS_UNUSED && !(shader_flags & SD_HAS_BUMP)) {
- kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, N);
+ film_write_pass_float3(buffer + kernel_data.film.pass_normal, N);
return true;
}
diff --git a/intern/cycles/kernel/integrator/init_from_camera.h b/intern/cycles/kernel/integrator/init_from_camera.h
index 67ac3603d4c..8df3e1b9fb3 100644
--- a/intern/cycles/kernel/integrator/init_from_camera.h
+++ b/intern/cycles/kernel/integrator/init_from_camera.h
@@ -5,8 +5,8 @@
#include "kernel/camera/camera.h"
-#include "kernel/film/accumulate.h"
#include "kernel/film/adaptive_sampling.h"
+#include "kernel/film/light_passes.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shadow_catcher.h"
@@ -57,7 +57,7 @@ ccl_device bool integrator_init_from_camera(KernelGlobals kg,
path_state_init(state, tile, x, y);
/* Check whether the pixel has converged and should not be sampled anymore. */
- if (!kernel_need_sample_pixel(kg, state, render_buffer)) {
+ if (!film_need_sample_pixel(kg, state, render_buffer)) {
return false;
}
@@ -66,7 +66,7 @@ ccl_device bool integrator_init_from_camera(KernelGlobals kg,
* This logic allows to both count actual number of samples per pixel, and to add samples to this
* pixel after it was converged and samples were added somewhere else (in which case the
* `scheduled_sample` will be different from actual number of samples in this pixel). */
- const int sample = kernel_accum_sample(
+ const int sample = film_write_sample(
kg, state, render_buffer, scheduled_sample, tile->sample_offset);
/* Initialize random number seed for path. */
diff --git a/intern/cycles/kernel/integrator/intersect_closest.h b/intern/cycles/kernel/integrator/intersect_closest.h
index 60299f2cb2f..4ecff56a3fd 100644
--- a/intern/cycles/kernel/integrator/intersect_closest.h
+++ b/intern/cycles/kernel/integrator/intersect_closest.h
@@ -5,6 +5,8 @@
#include "kernel/camera/projection.h"
+#include "kernel/film/light_passes.h"
+
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shadow_catcher.h"
@@ -87,7 +89,7 @@ ccl_device_forceinline void integrator_split_shadow_catcher(
return;
}
- kernel_write_shadow_catcher_bounce_data(kg, state, render_buffer);
+ film_write_shadow_catcher_bounce_data(kg, state, render_buffer);
/* Mark state as having done a shadow catcher split so that it stops contributing to
* the shadow catcher matte pass, but keeps contributing to the combined pass. */
diff --git a/intern/cycles/kernel/integrator/intersect_volume_stack.h b/intern/cycles/kernel/integrator/intersect_volume_stack.h
index b53bee11312..c2490581e4d 100644
--- a/intern/cycles/kernel/integrator/intersect_volume_stack.h
+++ b/intern/cycles/kernel/integrator/intersect_volume_stack.h
@@ -5,7 +5,6 @@
#include "kernel/bvh/bvh.h"
#include "kernel/geom/geom.h"
-#include "kernel/integrator/shader_eval.h"
#include "kernel/integrator/volume_stack.h"
CCL_NAMESPACE_BEGIN
diff --git a/intern/cycles/kernel/integrator/mnee.h b/intern/cycles/kernel/integrator/mnee.h
index 84d527bc8b1..a0ad7afe591 100644
--- a/intern/cycles/kernel/integrator/mnee.h
+++ b/intern/cycles/kernel/integrator/mnee.h
@@ -807,7 +807,7 @@ ccl_device_forceinline bool mnee_path_contribution(KernelGlobals kg,
float3 wo = normalize_len(vertices[0].p - sd->P, &wo_len);
/* Initialize throughput and evaluate receiver bsdf * |n.wo|. */
- shader_bsdf_eval(kg, sd, wo, false, throughput, ls->shader);
+ surface_shader_bsdf_eval(kg, sd, wo, false, throughput, ls->shader);
/* Update light sample with new position / direct.ion
* and keep pdf in vertex area measure */
@@ -913,7 +913,7 @@ ccl_device_forceinline bool mnee_path_contribution(KernelGlobals kg,
INTEGRATOR_STATE_WRITE(state, path, bounce) = bounce + 1 + vi;
/* Evaluate shader nodes at solution vi. */
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
kg, state, sd_mnee, NULL, PATH_RAY_DIFFUSE, true);
/* Set light looking dir. */
@@ -1006,7 +1006,7 @@ ccl_device_forceinline int kernel_path_mnee_sample(KernelGlobals kg,
return 0;
/* Last bool argument is the MNEE flag (for TINY_MAX_CLOSURE cap in kernel_shader.h). */
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
kg, state, sd_mnee, NULL, PATH_RAY_DIFFUSE, true);
/* Get and sample refraction bsdf */
diff --git a/intern/cycles/kernel/integrator/shade_background.h b/intern/cycles/kernel/integrator/shade_background.h
index 57d060d58df..30ce0999258 100644
--- a/intern/cycles/kernel/integrator/shade_background.h
+++ b/intern/cycles/kernel/integrator/shade_background.h
@@ -3,8 +3,10 @@
#pragma once
-#include "kernel/film/accumulate.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/film/light_passes.h"
+
+#include "kernel/integrator/surface_shader.h"
+
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
@@ -14,7 +16,6 @@ ccl_device Spectrum integrator_eval_background_shader(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
-#ifdef __BACKGROUND__
const int shader = kernel_data.background.surface_shader;
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
@@ -31,50 +32,30 @@ ccl_device Spectrum integrator_eval_background_shader(KernelGlobals kg,
/* Use fast constant background color if available. */
Spectrum L = zero_spectrum();
- if (!shader_constant_emission_eval(kg, shader, &L)) {
- /* Evaluate background shader. */
-
- /* TODO: does aliasing like this break automatic SoA in CUDA?
- * Should we instead store closures separate from ShaderData? */
- ShaderDataTinyStorage emission_sd_storage;
- ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
-
- PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
- shader_setup_from_background(kg,
- emission_sd,
- INTEGRATOR_STATE(state, ray, P),
- INTEGRATOR_STATE(state, ray, D),
- INTEGRATOR_STATE(state, ray, time));
-
- PROFILING_SHADER(emission_sd->object, emission_sd->shader);
- PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_BACKGROUND>(
- kg, state, emission_sd, render_buffer, path_flag | PATH_RAY_EMISSION);
-
- L = shader_background_eval(emission_sd);
+ if (surface_shader_constant_emission(kg, shader, &L)) {
+ return L;
}
- /* Background MIS weights. */
-# ifdef __BACKGROUND_MIS__
- /* Check if background light exists or if we should skip pdf. */
- if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_MIS_SKIP) &&
- kernel_data.background.use_mis) {
- const float3 ray_P = INTEGRATOR_STATE(state, ray, P);
- const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
- const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
-
- /* multiple importance sampling, get background light pdf for ray
- * direction, and compute weight with respect to BSDF pdf */
- const float pdf = background_light_pdf(kg, ray_P, ray_D);
- const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, pdf);
- L *= mis_weight;
- }
-# endif
+ /* Evaluate background shader. */
- return L;
-#else
- return make_spectrum(0.8f);
-#endif
+ /* TODO: does aliasing like this break automatic SoA in CUDA?
+ * Should we instead store closures separate from ShaderData? */
+ ShaderDataTinyStorage emission_sd_storage;
+ ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
+
+ PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
+ shader_setup_from_background(kg,
+ emission_sd,
+ INTEGRATOR_STATE(state, ray, P),
+ INTEGRATOR_STATE(state, ray, D),
+ INTEGRATOR_STATE(state, ray, time));
+
+ PROFILING_SHADER(emission_sd->object, emission_sd->shader);
+ PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_BACKGROUND>(
+ kg, state, emission_sd, render_buffer, path_flag | PATH_RAY_EMISSION);
+
+ return surface_shader_background(emission_sd);
}
ccl_device_inline void integrate_background(KernelGlobals kg,
@@ -117,17 +98,37 @@ ccl_device_inline void integrate_background(KernelGlobals kg,
#endif /* __MNEE__ */
/* Evaluate background shader. */
- Spectrum L = (eval_background) ? integrator_eval_background_shader(kg, state, render_buffer) :
- zero_spectrum();
+ Spectrum L = zero_spectrum();
+
+ if (eval_background) {
+ L = integrator_eval_background_shader(kg, state, render_buffer);
+
+ /* When using the ao bounces approximation, adjust background
+ * shader intensity with ao factor. */
+ if (path_state_ao_bounce(kg, state)) {
+ L *= kernel_data.integrator.ao_bounces_factor;
+ }
+
+ /* Background MIS weights. */
+ float mis_weight = 1.0f;
+ /* Check if background light exists or if we should skip pdf. */
+ if (!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_MIS_SKIP) &&
+ kernel_data.background.use_mis) {
+ const float3 ray_P = INTEGRATOR_STATE(state, ray, P);
+ const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
+ const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
+
+ /* multiple importance sampling, get background light pdf for ray
+ * direction, and compute weight with respect to BSDF pdf */
+ const float pdf = background_light_pdf(kg, ray_P, ray_D);
+ mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, pdf);
+ }
- /* When using the ao bounces approximation, adjust background
- * shader intensity with ao factor. */
- if (path_state_ao_bounce(kg, state)) {
- L *= kernel_data.integrator.ao_bounces_factor;
+ L *= mis_weight;
}
/* Write to render buffer. */
- kernel_accum_background(kg, state, L, transparent, is_transparent_background_ray, render_buffer);
+ film_write_background(kg, state, L, transparent, is_transparent_background_ray, render_buffer);
}
ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
@@ -175,18 +176,17 @@ ccl_device_inline void integrate_distant_lights(KernelGlobals kg,
}
/* MIS weighting. */
+ float mis_weight = 1.0f;
if (!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
const float mis_ray_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
- const float mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
- light_eval *= mis_weight;
+ mis_weight = light_sample_mis_weight_forward(kg, mis_ray_pdf, ls.pdf);
}
/* Write to render buffer. */
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_accum_emission(
- kg, state, throughput * light_eval, render_buffer, kernel_data.background.lightgroup);
+ film_write_surface_emission(
+ kg, state, light_eval, mis_weight, render_buffer, kernel_data.background.lightgroup);
}
}
}
diff --git a/intern/cycles/kernel/integrator/shade_light.h b/intern/cycles/kernel/integrator/shade_light.h
index ac9d1415abb..a4246f99bbf 100644
--- a/intern/cycles/kernel/integrator/shade_light.h
+++ b/intern/cycles/kernel/integrator/shade_light.h
@@ -3,8 +3,8 @@
#pragma once
-#include "kernel/film/accumulate.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/film/light_passes.h"
+#include "kernel/integrator/surface_shader.h"
#include "kernel/light/light.h"
#include "kernel/light/sample.h"
@@ -57,6 +57,7 @@ ccl_device_inline void integrate_light(KernelGlobals kg,
}
/* MIS weighting. */
+ float mis_weight = 1.0f;
if (!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
@@ -66,8 +67,7 @@ ccl_device_inline void integrate_light(KernelGlobals kg,
}
/* Write to render buffer. */
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_accum_emission(kg, state, throughput * light_eval, render_buffer, ls.group);
+ film_write_surface_emission(kg, state, light_eval, mis_weight, render_buffer, ls.group);
}
ccl_device void integrator_shade_light(KernelGlobals kg,
diff --git a/intern/cycles/kernel/integrator/shade_shadow.h b/intern/cycles/kernel/integrator/shade_shadow.h
index a52706a77f1..ba18aed6ff0 100644
--- a/intern/cycles/kernel/integrator/shade_shadow.h
+++ b/intern/cycles/kernel/integrator/shade_shadow.h
@@ -4,7 +4,7 @@
#pragma once
#include "kernel/integrator/shade_volume.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/integrator/surface_shader.h"
#include "kernel/integrator/volume_stack.h"
CCL_NAMESPACE_BEGIN
@@ -40,7 +40,7 @@ ccl_device_inline Spectrum integrate_transparent_surface_shadow(KernelGlobals kg
/* Evaluate shader. */
if (!(shadow_sd->flag & SD_HAS_ONLY_VOLUME)) {
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
kg, state, shadow_sd, NULL, PATH_RAY_SHADOW);
}
@@ -50,7 +50,7 @@ ccl_device_inline Spectrum integrate_transparent_surface_shadow(KernelGlobals kg
# endif
/* Compute transparency from closures. */
- return shader_bsdf_transparency(kg, shadow_sd);
+ return surface_shader_transparency(kg, shadow_sd);
}
# ifdef __VOLUME__
@@ -165,7 +165,7 @@ ccl_device void integrator_shade_shadow(KernelGlobals kg,
return;
}
else {
- kernel_accum_light(kg, state, render_buffer);
+ film_write_direct_light(kg, state, render_buffer);
integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
return;
}
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h
index f3f8ed67713..c19f56a9b70 100644
--- a/intern/cycles/kernel/integrator/shade_surface.h
+++ b/intern/cycles/kernel/integrator/shade_surface.h
@@ -3,14 +3,15 @@
#pragma once
-#include "kernel/film/accumulate.h"
-#include "kernel/film/passes.h"
+#include "kernel/film/data_passes.h"
+#include "kernel/film/denoising_passes.h"
+#include "kernel/film/light_passes.h"
#include "kernel/integrator/mnee.h"
#include "kernel/integrator/path_state.h"
-#include "kernel/integrator/shader_eval.h"
#include "kernel/integrator/subsurface.h"
+#include "kernel/integrator/surface_shader.h"
#include "kernel/integrator/volume_stack.h"
#include "kernel/light/light.h"
@@ -77,7 +78,6 @@ ccl_device_forceinline float3 integrate_surface_ray_offset(KernelGlobals kg,
}
}
-#ifdef __HOLDOUT__
ccl_device_forceinline bool integrate_surface_holdout(KernelGlobals kg,
ConstIntegratorState state,
ccl_private ShaderData *sd,
@@ -88,10 +88,10 @@ ccl_device_forceinline bool integrate_surface_holdout(KernelGlobals kg,
if (((sd->flag & SD_HOLDOUT) || (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
- const Spectrum holdout_weight = shader_holdout_apply(kg, sd);
+ const Spectrum holdout_weight = surface_shader_apply_holdout(kg, sd);
const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
const float transparent = average(holdout_weight * throughput);
- kernel_accum_holdout(kg, state, path_flag, transparent, render_buffer);
+ film_write_holdout(kg, state, path_flag, transparent, render_buffer);
if (isequal(holdout_weight, one_spectrum())) {
return false;
}
@@ -99,9 +99,7 @@ ccl_device_forceinline bool integrate_surface_holdout(KernelGlobals kg,
return true;
}
-#endif /* __HOLDOUT__ */
-#ifdef __EMISSION__
ccl_device_forceinline void integrate_surface_emission(KernelGlobals kg,
ConstIntegratorState state,
ccl_private const ShaderData *sd,
@@ -111,14 +109,15 @@ ccl_device_forceinline void integrate_surface_emission(KernelGlobals kg,
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
/* Evaluate emissive closure. */
- Spectrum L = shader_emissive_eval(sd);
+ Spectrum L = surface_shader_emission(sd);
+ float mis_weight = 1.0f;
-# ifdef __HAIR__
+#ifdef __HAIR__
if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) &&
(sd->type & PRIMITIVE_TRIANGLE))
-# else
+#else
if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS))
-# endif
+#endif
{
const float bsdf_pdf = INTEGRATOR_STATE(state, path, mis_ray_pdf);
const float t = sd->ray_length;
@@ -126,17 +125,13 @@ ccl_device_forceinline void integrate_surface_emission(KernelGlobals kg,
/* Multiple importance sampling, get triangle light pdf,
* and compute weight with respect to BSDF pdf. */
float pdf = triangle_light_pdf(kg, sd, t);
- float mis_weight = light_sample_mis_weight_forward(kg, bsdf_pdf, pdf);
- L *= mis_weight;
+ mis_weight = light_sample_mis_weight_forward(kg, bsdf_pdf, pdf);
}
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_accum_emission(
- kg, state, throughput * L, render_buffer, object_lightgroup(kg, sd->object));
+ film_write_surface_emission(
+ kg, state, L, mis_weight, render_buffer, object_lightgroup(kg, sd->object));
}
-#endif /* __EMISSION__ */
-#ifdef __EMISSION__
/* Path tracing: sample point on light and evaluate light shader, then
* queue shadow ray to be traced. */
template<uint node_feature_mask>
@@ -176,9 +171,9 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
Ray ray ccl_optional_struct_init;
BsdfEval bsdf_eval ccl_optional_struct_init;
- const bool is_transmission = shader_bsdf_is_transmission(sd, ls.D);
+ const bool is_transmission = surface_shader_is_transmission(sd, ls.D);
-# ifdef __MNEE__
+#ifdef __MNEE__
int mnee_vertex_count = 0;
IF_KERNEL_FEATURE(MNEE)
{
@@ -204,7 +199,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
light_sample_to_surface_shadow_ray(kg, emission_sd, &ls, &ray);
}
else
-# endif /* __MNEE__ */
+#endif /* __MNEE__ */
{
const Spectrum light_eval = light_sample_shader_eval(kg, state, emission_sd, &ls, sd->time);
if (is_zero(light_eval)) {
@@ -212,7 +207,8 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
}
/* Evaluate BSDF. */
- const float bsdf_pdf = shader_bsdf_eval(kg, sd, ls.D, is_transmission, &bsdf_eval, ls.shader);
+ const float bsdf_pdf = surface_shader_bsdf_eval(
+ kg, sd, ls.D, is_transmission, &bsdf_eval, ls.shader);
bsdf_eval_mul(&bsdf_eval, light_eval / ls.pdf);
if (ls.shader & SHADER_USE_MIS) {
@@ -240,9 +236,9 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
integrator_state_copy_volume_stack_to_shadow(kg, shadow_state, state);
if (is_transmission) {
-# ifdef __VOLUME__
+#ifdef __VOLUME__
shadow_volume_stack_enter_exit(kg, shadow_state, sd);
-# endif
+#endif
}
if (ray.self.object != OBJECT_NONE) {
@@ -298,7 +294,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, glossy_bounce) = INTEGRATOR_STATE(
state, path, glossy_bounce);
-# ifdef __MNEE__
+#ifdef __MNEE__
if (mnee_vertex_count > 0) {
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) =
INTEGRATOR_STATE(state, path, transmission_bounce) + mnee_vertex_count - 1;
@@ -310,7 +306,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
bounce) = INTEGRATOR_STATE(state, path, bounce) + mnee_vertex_count;
}
else
-# endif
+#endif
{
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, transmission_bounce) = INTEGRATOR_STATE(
state, path, transmission_bounce);
@@ -332,7 +328,6 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
ls.group + 1 :
kernel_data.background.lightgroup + 1;
}
-#endif
/* Path tracing: bounce off or through surface with new direction. */
ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
@@ -347,7 +342,7 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
}
float2 rand_bsdf = path_state_rng_2D(kg, rng_state, PRNG_SURFACE_BSDF);
- ccl_private const ShaderClosure *sc = shader_bsdf_bssrdf_pick(sd, &rand_bsdf);
+ ccl_private const ShaderClosure *sc = surface_shader_bsdf_bssrdf_pick(sd, &rand_bsdf);
#ifdef __SUBSURFACE__
/* BSSRDF closure, we schedule subsurface intersection kernel. */
@@ -362,7 +357,8 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
float3 bsdf_omega_in ccl_optional_struct_init;
int label;
- label = shader_bsdf_sample_closure(kg, sd, sc, rand_bsdf, &bsdf_eval, &bsdf_omega_in, &bsdf_pdf);
+ label = surface_shader_bsdf_sample_closure(
+ kg, sd, sc, rand_bsdf, &bsdf_eval, &bsdf_omega_in, &bsdf_pdf);
if (bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval)) {
return LABEL_NONE;
@@ -456,7 +452,7 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
const float2 rand_bsdf = path_state_rng_2D(kg, rng_state, PRNG_SURFACE_BSDF);
float3 ao_N;
- const Spectrum ao_weight = shader_bsdf_ao(
+ const Spectrum ao_weight = surface_shader_ao(
kg, sd, kernel_data.integrator.ao_additive_factor, &ao_N);
float3 ao_D;
@@ -500,7 +496,7 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag) | PATH_RAY_SHADOW_FOR_AO;
const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput) *
- shader_bsdf_alpha(kg, sd);
+ surface_shader_alpha(kg, sd);
INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
state, path, render_pixel_index);
@@ -549,7 +545,7 @@ ccl_device bool integrate_surface(KernelGlobals kg,
{
/* Evaluate shader. */
PROFILING_EVENT(PROFILING_SHADE_SURFACE_EVAL);
- shader_eval_surface<node_feature_mask>(kg, state, &sd, render_buffer, path_flag);
+ surface_shader_eval<node_feature_mask>(kg, state, &sd, render_buffer, path_flag);
/* Initialize additional RNG for BSDFs. */
if (sd.flag & SD_BSDF_NEEDS_LCG) {
@@ -571,21 +567,17 @@ ccl_device bool integrate_surface(KernelGlobals kg,
#endif
{
/* Filter closures. */
- shader_prepare_surface_closures(kg, state, &sd, path_flag);
+ surface_shader_prepare_closures(kg, state, &sd, path_flag);
-#ifdef __HOLDOUT__
/* Evaluate holdout. */
if (!integrate_surface_holdout(kg, state, &sd, render_buffer)) {
return false;
}
-#endif
-#ifdef __EMISSION__
/* Write emission. */
if (sd.flag & SD_EMISSION) {
integrate_surface_emission(kg, state, &sd, render_buffer);
}
-#endif
/* Perform path termination. Most paths have already been terminated in
* the intersect_closest kernel, this is just for emission and for dividing
@@ -599,11 +591,11 @@ ccl_device bool integrate_surface(KernelGlobals kg,
/* Write render passes. */
#ifdef __PASSES__
PROFILING_EVENT(PROFILING_SHADE_SURFACE_PASSES);
- kernel_write_data_passes(kg, state, &sd, render_buffer);
+ film_write_data_passes(kg, state, &sd, render_buffer);
#endif
#ifdef __DENOISING_FEATURES__
- kernel_write_denoising_features_surface(kg, state, &sd, render_buffer);
+ film_write_denoising_features_surface(kg, state, &sd, render_buffer);
#endif
}
diff --git a/intern/cycles/kernel/integrator/shade_volume.h b/intern/cycles/kernel/integrator/shade_volume.h
index 5e0584d4f98..aaef92729d6 100644
--- a/intern/cycles/kernel/integrator/shade_volume.h
+++ b/intern/cycles/kernel/integrator/shade_volume.h
@@ -3,12 +3,13 @@
#pragma once
-#include "kernel/film/accumulate.h"
-#include "kernel/film/passes.h"
+#include "kernel/film/data_passes.h"
+#include "kernel/film/denoising_passes.h"
+#include "kernel/film/light_passes.h"
#include "kernel/integrator/intersect_closest.h"
#include "kernel/integrator/path_state.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/integrator/volume_shader.h"
#include "kernel/integrator/volume_stack.h"
#include "kernel/light/light.h"
@@ -64,7 +65,7 @@ ccl_device_inline bool shadow_volume_shader_sample(KernelGlobals kg,
ccl_private Spectrum *ccl_restrict extinction)
{
VOLUME_READ_LAMBDA(integrator_state_read_shadow_volume_stack(state, i))
- shader_eval_volume<true>(kg, state, sd, PATH_RAY_SHADOW, volume_read_lambda_pass);
+ volume_shader_eval<true>(kg, state, sd, PATH_RAY_SHADOW, volume_read_lambda_pass);
if (!(sd->flag & SD_EXTINCTION)) {
return false;
@@ -83,7 +84,7 @@ ccl_device_inline bool volume_shader_sample(KernelGlobals kg,
{
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
VOLUME_READ_LAMBDA(integrator_state_read_volume_stack(state, i))
- shader_eval_volume<false>(kg, state, sd, path_flag, volume_read_lambda_pass);
+ volume_shader_eval<false>(kg, state, sd, path_flag, volume_read_lambda_pass);
if (!(sd->flag & (SD_EXTINCTION | SD_SCATTER | SD_EMISSION))) {
return false;
@@ -442,7 +443,7 @@ ccl_device_forceinline void volume_integrate_step_scattering(
result.direct_scatter = true;
result.direct_throughput *= coeff.sigma_s * new_transmittance / vstate.equiangular_pdf;
- shader_copy_volume_phases(&result.direct_phases, sd);
+ volume_shader_copy_phases(&result.direct_phases, sd);
/* Multiple importance sampling. */
if (vstate.use_mis) {
@@ -478,7 +479,7 @@ ccl_device_forceinline void volume_integrate_step_scattering(
result.indirect_scatter = true;
result.indirect_t = new_t;
result.indirect_throughput *= coeff.sigma_s * new_transmittance / distance_pdf;
- shader_copy_volume_phases(&result.indirect_phases, sd);
+ volume_shader_copy_phases(&result.indirect_phases, sd);
if (vstate.direct_sample_method != VOLUME_SAMPLE_EQUIANGULAR) {
/* If using distance sampling for direct light, just copy parameters
@@ -486,7 +487,7 @@ ccl_device_forceinline void volume_integrate_step_scattering(
result.direct_scatter = true;
result.direct_t = result.indirect_t;
result.direct_throughput = result.indirect_throughput;
- shader_copy_volume_phases(&result.direct_phases, sd);
+ volume_shader_copy_phases(&result.direct_phases, sd);
/* Multiple importance sampling. */
if (vstate.use_mis) {
@@ -663,20 +664,19 @@ ccl_device_forceinline void volume_integrate_heterogeneous(
/* Write accumulated emission. */
if (!is_zero(accum_emission)) {
- kernel_accum_emission(
+ film_write_volume_emission(
kg, state, accum_emission, render_buffer, object_lightgroup(kg, sd->object));
}
# ifdef __DENOISING_FEATURES__
/* Write denoising features. */
if (write_denoising_features) {
- kernel_write_denoising_features_volume(
+ film_write_denoising_features_volume(
kg, state, accum_albedo, result.indirect_scatter, render_buffer);
}
# endif /* __DENOISING_FEATURES__ */
}
-# ifdef __EMISSION__
/* Path tracing: sample point on light and evaluate light shader, then
* queue shadow ray to be traced. */
ccl_device_forceinline bool integrate_volume_sample_light(
@@ -761,7 +761,7 @@ ccl_device_forceinline void integrate_volume_direct_light(
/* Evaluate BSDF. */
BsdfEval phase_eval ccl_optional_struct_init;
- const float phase_pdf = shader_volume_phase_eval(kg, sd, phases, ls->D, &phase_eval);
+ const float phase_pdf = volume_shader_phase_eval(kg, sd, phases, ls->D, &phase_eval);
if (ls->shader & SHADER_USE_MIS) {
float mis_weight = light_sample_mis_weight_nee(kg, ls->pdf, phase_pdf);
@@ -850,7 +850,6 @@ ccl_device_forceinline void integrate_volume_direct_light(
integrator_state_copy_volume_stack_to_shadow(kg, shadow_state, state);
}
-# endif
/* Path tracing: scatter in new direction using phase function */
ccl_device_forceinline bool integrate_volume_phase_scatter(
@@ -869,7 +868,7 @@ ccl_device_forceinline bool integrate_volume_phase_scatter(
BsdfEval phase_eval ccl_optional_struct_init;
float3 phase_omega_in ccl_optional_struct_init;
- const int label = shader_volume_phase_sample(
+ const int label = volume_shader_phase_sample(
kg, sd, phases, rand_phase, &phase_eval, &phase_omega_in, &phase_pdf);
if (phase_pdf == 0.0f || bsdf_eval_is_zero(&phase_eval)) {
diff --git a/intern/cycles/kernel/integrator/shader_eval.h b/intern/cycles/kernel/integrator/shader_eval.h
deleted file mode 100644
index b1316bda9bb..00000000000
--- a/intern/cycles/kernel/integrator/shader_eval.h
+++ /dev/null
@@ -1,947 +0,0 @@
-/* SPDX-License-Identifier: Apache-2.0
- * Copyright 2011-2022 Blender Foundation */
-
-/* Functions to evaluate shaders and use the resulting shader closures. */
-
-#pragma once
-
-#include "kernel/closure/alloc.h"
-#include "kernel/closure/bsdf.h"
-#include "kernel/closure/bsdf_util.h"
-#include "kernel/closure/emissive.h"
-
-#include "kernel/film/accumulate.h"
-
-#include "kernel/svm/svm.h"
-
-#ifdef __OSL__
-# include "kernel/osl/shader.h"
-#endif
-
-CCL_NAMESPACE_BEGIN
-
-/* Merging */
-
-#if defined(__VOLUME__)
-ccl_device_inline void shader_merge_volume_closures(ccl_private ShaderData *sd)
-{
- /* Merge identical closures to save closure space with stacked volumes. */
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sci = &sd->closure[i];
-
- if (sci->type != CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
- continue;
- }
-
- for (int j = i + 1; j < sd->num_closure; j++) {
- ccl_private ShaderClosure *scj = &sd->closure[j];
- if (sci->type != scj->type) {
- continue;
- }
-
- ccl_private const HenyeyGreensteinVolume *hgi = (ccl_private const HenyeyGreensteinVolume *)
- sci;
- ccl_private const HenyeyGreensteinVolume *hgj = (ccl_private const HenyeyGreensteinVolume *)
- scj;
- if (!(hgi->g == hgj->g)) {
- continue;
- }
-
- sci->weight += scj->weight;
- sci->sample_weight += scj->sample_weight;
-
- int size = sd->num_closure - (j + 1);
- if (size > 0) {
- for (int k = 0; k < size; k++) {
- scj[k] = scj[k + 1];
- }
- }
-
- sd->num_closure--;
- kernel_assert(sd->num_closure >= 0);
- j--;
- }
- }
-}
-
-ccl_device_inline void shader_copy_volume_phases(ccl_private ShaderVolumePhases *ccl_restrict
- phases,
- ccl_private const ShaderData *ccl_restrict sd)
-{
- phases->num_closure = 0;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *from_sc = &sd->closure[i];
- ccl_private const HenyeyGreensteinVolume *from_hg =
- (ccl_private const HenyeyGreensteinVolume *)from_sc;
-
- if (from_sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
- ccl_private ShaderVolumeClosure *to_sc = &phases->closure[phases->num_closure];
-
- to_sc->weight = from_sc->weight;
- to_sc->sample_weight = from_sc->sample_weight;
- to_sc->g = from_hg->g;
- phases->num_closure++;
- if (phases->num_closure >= MAX_VOLUME_CLOSURE) {
- break;
- }
- }
- }
-}
-#endif /* __VOLUME__ */
-
-ccl_device_inline void shader_prepare_surface_closures(KernelGlobals kg,
- ConstIntegratorState state,
- ccl_private ShaderData *sd,
- const uint32_t path_flag)
-{
- /* Filter out closures. */
- if (kernel_data.integrator.filter_closures) {
- if (kernel_data.integrator.filter_closures & FILTER_CLOSURE_EMISSION) {
- sd->closure_emission_background = zero_spectrum();
- }
-
- if (kernel_data.integrator.filter_closures & FILTER_CLOSURE_DIRECT_LIGHT) {
- sd->flag &= ~SD_BSDF_HAS_EVAL;
- }
-
- if (path_flag & PATH_RAY_CAMERA) {
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sc = &sd->closure[i];
-
- if ((CLOSURE_IS_BSDF_DIFFUSE(sc->type) &&
- (kernel_data.integrator.filter_closures & FILTER_CLOSURE_DIFFUSE)) ||
- (CLOSURE_IS_BSDF_GLOSSY(sc->type) &&
- (kernel_data.integrator.filter_closures & FILTER_CLOSURE_GLOSSY)) ||
- (CLOSURE_IS_BSDF_TRANSMISSION(sc->type) &&
- (kernel_data.integrator.filter_closures & FILTER_CLOSURE_TRANSMISSION))) {
- sc->type = CLOSURE_NONE_ID;
- sc->sample_weight = 0.0f;
- }
- else if ((CLOSURE_IS_BSDF_TRANSPARENT(sc->type) &&
- (kernel_data.integrator.filter_closures & FILTER_CLOSURE_TRANSPARENT))) {
- sc->type = CLOSURE_HOLDOUT_ID;
- sc->sample_weight = 0.0f;
- sd->flag |= SD_HOLDOUT;
- }
- }
- }
- }
-
- /* Defensive sampling.
- *
- * We can likely also do defensive sampling at deeper bounces, particularly
- * for cases like a perfect mirror but possibly also others. This will need
- * a good heuristic. */
- if (INTEGRATOR_STATE(state, path, bounce) + INTEGRATOR_STATE(state, path, transparent_bounce) ==
- 0 &&
- sd->num_closure > 1) {
- float sum = 0.0f;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sum += sc->sample_weight;
- }
- }
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sc->sample_weight = max(sc->sample_weight, 0.125f * sum);
- }
- }
- }
-
- /* Filter glossy.
- *
- * Blurring of bsdf after bounces, for rays that have a small likelihood
- * of following this particular path (diffuse, rough glossy) */
- if (kernel_data.integrator.filter_glossy != FLT_MAX
-#ifdef __MNEE__
- && !(INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_VALID)
-#endif
- ) {
- float blur_pdf = kernel_data.integrator.filter_glossy *
- INTEGRATOR_STATE(state, path, min_ray_pdf);
-
- if (blur_pdf < 1.0f) {
- float blur_roughness = sqrtf(1.0f - blur_pdf) * 0.5f;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF(sc->type)) {
- bsdf_blur(kg, sc, blur_roughness);
- }
- }
- }
- }
-}
-
-/* BSDF */
-
-ccl_device_inline bool shader_bsdf_is_transmission(ccl_private const ShaderData *sd,
- const float3 omega_in)
-{
- return dot(sd->N, omega_in) < 0.0f;
-}
-
-ccl_device_forceinline bool _shader_bsdf_exclude(ClosureType type, uint light_shader_flags)
-{
- if (!(light_shader_flags & SHADER_EXCLUDE_ANY)) {
- return false;
- }
- if (light_shader_flags & SHADER_EXCLUDE_DIFFUSE) {
- if (CLOSURE_IS_BSDF_DIFFUSE(type)) {
- return true;
- }
- }
- if (light_shader_flags & SHADER_EXCLUDE_GLOSSY) {
- if (CLOSURE_IS_BSDF_GLOSSY(type)) {
- return true;
- }
- }
- if (light_shader_flags & SHADER_EXCLUDE_TRANSMIT) {
- if (CLOSURE_IS_BSDF_TRANSMISSION(type)) {
- return true;
- }
- }
- return false;
-}
-
-ccl_device_inline float _shader_bsdf_multi_eval(KernelGlobals kg,
- ccl_private ShaderData *sd,
- const float3 omega_in,
- const bool is_transmission,
- ccl_private const ShaderClosure *skip_sc,
- ccl_private BsdfEval *result_eval,
- float sum_pdf,
- float sum_sample_weight,
- const uint light_shader_flags)
-{
- /* This is the veach one-sample model with balance heuristic,
- * some PDF factors drop out when using balance heuristic weighting. */
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (sc == skip_sc) {
- continue;
- }
-
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- if (CLOSURE_IS_BSDF(sc->type) && !_shader_bsdf_exclude(sc->type, light_shader_flags)) {
- float bsdf_pdf = 0.0f;
- Spectrum eval = bsdf_eval(kg, sd, sc, omega_in, is_transmission, &bsdf_pdf);
-
- if (bsdf_pdf != 0.0f) {
- bsdf_eval_accum(result_eval, sc->type, eval * sc->weight);
- sum_pdf += bsdf_pdf * sc->sample_weight;
- }
- }
-
- sum_sample_weight += sc->sample_weight;
- }
- }
-
- return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
-}
-
-#ifndef __KERNEL_CUDA__
-ccl_device
-#else
-ccl_device_inline
-#endif
- float
- shader_bsdf_eval(KernelGlobals kg,
- ccl_private ShaderData *sd,
- const float3 omega_in,
- const bool is_transmission,
- ccl_private BsdfEval *bsdf_eval,
- const uint light_shader_flags)
-{
- bsdf_eval_init(bsdf_eval, CLOSURE_NONE_ID, zero_spectrum());
-
- return _shader_bsdf_multi_eval(
- kg, sd, omega_in, is_transmission, NULL, bsdf_eval, 0.0f, 0.0f, light_shader_flags);
-}
-
-/* Randomly sample a BSSRDF or BSDF proportional to ShaderClosure.sample_weight. */
-ccl_device_inline ccl_private const ShaderClosure *shader_bsdf_bssrdf_pick(
- ccl_private const ShaderData *ccl_restrict sd, ccl_private float2 *rand_bsdf)
-{
- int sampled = 0;
-
- if (sd->num_closure > 1) {
- /* Pick a BSDF or based on sample weights. */
- float sum = 0.0f;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sum += sc->sample_weight;
- }
- }
-
- float r = (*rand_bsdf).x * sum;
- float partial_sum = 0.0f;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- float next_sum = partial_sum + sc->sample_weight;
-
- if (r < next_sum) {
- sampled = i;
-
- /* Rescale to reuse for direction sample, to better preserve stratification. */
- (*rand_bsdf).x = (r - partial_sum) / sc->sample_weight;
- break;
- }
-
- partial_sum = next_sum;
- }
- }
- }
-
- return &sd->closure[sampled];
-}
-
-/* Return weight for picked BSSRDF. */
-ccl_device_inline Spectrum
-shader_bssrdf_sample_weight(ccl_private const ShaderData *ccl_restrict sd,
- ccl_private const ShaderClosure *ccl_restrict bssrdf_sc)
-{
- Spectrum weight = bssrdf_sc->weight;
-
- if (sd->num_closure > 1) {
- float sum = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sum += sc->sample_weight;
- }
- }
- weight *= sum / bssrdf_sc->sample_weight;
- }
-
- return weight;
-}
-
-/* Sample direction for picked BSDF, and return evaluation and pdf for all
- * BSDFs combined using MIS. */
-ccl_device int shader_bsdf_sample_closure(KernelGlobals kg,
- ccl_private ShaderData *sd,
- ccl_private const ShaderClosure *sc,
- const float2 rand_bsdf,
- ccl_private BsdfEval *bsdf_eval,
- ccl_private float3 *omega_in,
- ccl_private float *pdf)
-{
- /* BSSRDF should already have been handled elsewhere. */
- kernel_assert(CLOSURE_IS_BSDF(sc->type));
-
- int label;
- Spectrum eval = zero_spectrum();
-
- *pdf = 0.0f;
- label = bsdf_sample(kg, sd, sc, rand_bsdf.x, rand_bsdf.y, &eval, omega_in, pdf);
-
- if (*pdf != 0.0f) {
- bsdf_eval_init(bsdf_eval, sc->type, eval * sc->weight);
-
- if (sd->num_closure > 1) {
- const bool is_transmission = shader_bsdf_is_transmission(sd, *omega_in);
- float sweight = sc->sample_weight;
- *pdf = _shader_bsdf_multi_eval(
- kg, sd, *omega_in, is_transmission, sc, bsdf_eval, *pdf * sweight, sweight, 0);
- }
- }
-
- return label;
-}
-
-ccl_device float shader_bsdf_average_roughness(ccl_private const ShaderData *sd)
-{
- float roughness = 0.0f;
- float sum_weight = 0.0f;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF(sc->type)) {
- /* sqrt once to undo the squaring from multiplying roughness on the
- * two axes, and once for the squared roughness convention. */
- float weight = fabsf(average(sc->weight));
- roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc)));
- sum_weight += weight;
- }
- }
-
- return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f;
-}
-
-ccl_device Spectrum shader_bsdf_transparency(KernelGlobals kg, ccl_private const ShaderData *sd)
-{
- if (sd->flag & SD_HAS_ONLY_VOLUME) {
- return one_spectrum();
- }
- else if (sd->flag & SD_TRANSPARENT) {
- return sd->closure_transparent_extinction;
- }
- else {
- return zero_spectrum();
- }
-}
-
-ccl_device void shader_bsdf_disable_transparency(KernelGlobals kg, ccl_private ShaderData *sd)
-{
- if (sd->flag & SD_TRANSPARENT) {
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sc = &sd->closure[i];
-
- if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
- sc->sample_weight = 0.0f;
- sc->weight = zero_spectrum();
- }
- }
-
- sd->flag &= ~SD_TRANSPARENT;
- }
-}
-
-ccl_device Spectrum shader_bsdf_alpha(KernelGlobals kg, ccl_private const ShaderData *sd)
-{
- Spectrum alpha = one_spectrum() - shader_bsdf_transparency(kg, sd);
-
- alpha = saturate(alpha);
-
- return alpha;
-}
-
-ccl_device Spectrum shader_bsdf_diffuse(KernelGlobals kg, ccl_private const ShaderData *sd)
-{
- Spectrum eval = zero_spectrum();
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_DIFFUSE(sc->type) || CLOSURE_IS_BSSRDF(sc->type))
- eval += sc->weight;
- }
-
- return eval;
-}
-
-ccl_device Spectrum shader_bsdf_glossy(KernelGlobals kg, ccl_private const ShaderData *sd)
-{
- Spectrum eval = zero_spectrum();
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_GLOSSY(sc->type))
- eval += sc->weight;
- }
-
- return eval;
-}
-
-ccl_device Spectrum shader_bsdf_transmission(KernelGlobals kg, ccl_private const ShaderData *sd)
-{
- Spectrum eval = zero_spectrum();
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
- eval += sc->weight;
- }
-
- return eval;
-}
-
-ccl_device float3 shader_bsdf_average_normal(KernelGlobals kg, ccl_private const ShaderData *sd)
-{
- float3 N = zero_float3();
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type))
- N += sc->N * fabsf(average(sc->weight));
- }
-
- return (is_zero(N)) ? sd->N : normalize(N);
-}
-
-ccl_device Spectrum shader_bsdf_ao(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const float ao_factor,
- ccl_private float3 *N_)
-{
- Spectrum eval = zero_spectrum();
- float3 N = zero_float3();
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
- ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc;
- eval += sc->weight * ao_factor;
- N += bsdf->N * fabsf(average(sc->weight));
- }
- }
-
- *N_ = (is_zero(N)) ? sd->N : normalize(N);
- return eval;
-}
-
-#ifdef __SUBSURFACE__
-ccl_device float3 shader_bssrdf_normal(ccl_private const ShaderData *sd)
-{
- float3 N = zero_float3();
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
-
- if (CLOSURE_IS_BSSRDF(sc->type)) {
- ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc;
- float avg_weight = fabsf(average(sc->weight));
-
- N += bssrdf->N * avg_weight;
- }
- }
-
- return (is_zero(N)) ? sd->N : normalize(N);
-}
-#endif /* __SUBSURFACE__ */
-
-/* Constant emission optimization */
-
-ccl_device bool shader_constant_emission_eval(KernelGlobals kg,
- int shader,
- ccl_private Spectrum *eval)
-{
- int shader_index = shader & SHADER_MASK;
- int shader_flag = kernel_data_fetch(shaders, shader_index).flags;
-
- if (shader_flag & SD_HAS_CONSTANT_EMISSION) {
- const float3 emission_rgb = make_float3(
- kernel_data_fetch(shaders, shader_index).constant_emission[0],
- kernel_data_fetch(shaders, shader_index).constant_emission[1],
- kernel_data_fetch(shaders, shader_index).constant_emission[2]);
- *eval = rgb_to_spectrum(emission_rgb);
-
- return true;
- }
-
- return false;
-}
-
-/* Background */
-
-ccl_device Spectrum shader_background_eval(ccl_private const ShaderData *sd)
-{
- if (sd->flag & SD_EMISSION) {
- return sd->closure_emission_background;
- }
- else {
- return zero_spectrum();
- }
-}
-
-/* Emission */
-
-ccl_device Spectrum shader_emissive_eval(ccl_private const ShaderData *sd)
-{
- if (sd->flag & SD_EMISSION) {
- return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
- }
- else {
- return zero_spectrum();
- }
-}
-
-/* Holdout */
-
-ccl_device Spectrum shader_holdout_apply(KernelGlobals kg, ccl_private ShaderData *sd)
-{
- Spectrum weight = zero_spectrum();
-
- /* For objects marked as holdout, preserve transparency and remove all other
- * closures, replacing them with a holdout weight. */
- if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
- if ((sd->flag & SD_TRANSPARENT) && !(sd->flag & SD_HAS_ONLY_VOLUME)) {
- weight = one_spectrum() - sd->closure_transparent_extinction;
-
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private ShaderClosure *sc = &sd->closure[i];
- if (!CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) {
- sc->type = NBUILTIN_CLOSURES;
- }
- }
-
- sd->flag &= ~(SD_CLOSURE_FLAGS - (SD_TRANSPARENT | SD_BSDF));
- }
- else {
- weight = one_spectrum();
- }
- }
- else {
- for (int i = 0; i < sd->num_closure; i++) {
- ccl_private const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_HOLDOUT(sc->type)) {
- weight += sc->weight;
- }
- }
- }
-
- return weight;
-}
-
-/* Surface Evaluation */
-
-template<uint node_feature_mask, typename ConstIntegratorGenericState>
-ccl_device void shader_eval_surface(KernelGlobals kg,
- ConstIntegratorGenericState state,
- ccl_private ShaderData *ccl_restrict sd,
- ccl_global float *ccl_restrict buffer,
- uint32_t path_flag,
- bool use_caustics_storage = false)
-{
- /* If path is being terminated, we are tracing a shadow ray or evaluating
- * emission, then we don't need to store closures. The emission and shadow
- * shader data also do not have a closure array to save GPU memory. */
- int max_closures;
- if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
- max_closures = 0;
- }
- else {
- max_closures = use_caustics_storage ? CAUSTICS_MAX_CLOSURE : kernel_data.max_closures;
- }
-
- sd->num_closure = 0;
- sd->num_closure_left = max_closures;
-
-#ifdef __OSL__
- if (kg->osl) {
- if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) {
- OSLShader::eval_background(kg, state, sd, path_flag);
- }
- else {
- OSLShader::eval_surface(kg, state, sd, path_flag);
- }
- }
- else
-#endif
- {
-#ifdef __SVM__
- svm_eval_nodes<node_feature_mask, SHADER_TYPE_SURFACE>(kg, state, sd, buffer, path_flag);
-#else
- if (sd->object == OBJECT_NONE) {
- sd->closure_emission_background = make_spectrum(0.8f);
- sd->flag |= SD_EMISSION;
- }
- else {
- ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
- sd, sizeof(DiffuseBsdf), make_spectrum(0.8f));
- if (bsdf != NULL) {
- bsdf->N = sd->N;
- sd->flag |= bsdf_diffuse_setup(bsdf);
- }
- }
-#endif
- }
-}
-
-/* Volume */
-
-#ifdef __VOLUME__
-
-ccl_device_inline float _shader_volume_phase_multi_eval(
- ccl_private const ShaderData *sd,
- ccl_private const ShaderVolumePhases *phases,
- const float3 omega_in,
- int skip_phase,
- ccl_private BsdfEval *result_eval,
- float sum_pdf,
- float sum_sample_weight)
-{
- for (int i = 0; i < phases->num_closure; i++) {
- if (i == skip_phase)
- continue;
-
- ccl_private const ShaderVolumeClosure *svc = &phases->closure[i];
- float phase_pdf = 0.0f;
- Spectrum eval = volume_phase_eval(sd, svc, omega_in, &phase_pdf);
-
- if (phase_pdf != 0.0f) {
- bsdf_eval_accum(result_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
- sum_pdf += phase_pdf * svc->sample_weight;
- }
-
- sum_sample_weight += svc->sample_weight;
- }
-
- return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
-}
-
-ccl_device float shader_volume_phase_eval(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- ccl_private const ShaderVolumePhases *phases,
- const float3 omega_in,
- ccl_private BsdfEval *phase_eval)
-{
- bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, zero_spectrum());
-
- return _shader_volume_phase_multi_eval(sd, phases, omega_in, -1, phase_eval, 0.0f, 0.0f);
-}
-
-ccl_device int shader_volume_phase_sample(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- ccl_private const ShaderVolumePhases *phases,
- float2 rand_phase,
- ccl_private BsdfEval *phase_eval,
- ccl_private float3 *omega_in,
- ccl_private float *pdf)
-{
- int sampled = 0;
-
- if (phases->num_closure > 1) {
- /* pick a phase closure based on sample weights */
- float sum = 0.0f;
-
- for (sampled = 0; sampled < phases->num_closure; sampled++) {
- ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
- sum += svc->sample_weight;
- }
-
- float r = rand_phase.x * sum;
- float partial_sum = 0.0f;
-
- for (sampled = 0; sampled < phases->num_closure; sampled++) {
- ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
- float next_sum = partial_sum + svc->sample_weight;
-
- if (r <= next_sum) {
- /* Rescale to reuse for BSDF direction sample. */
- rand_phase.x = (r - partial_sum) / svc->sample_weight;
- break;
- }
-
- partial_sum = next_sum;
- }
-
- if (sampled == phases->num_closure) {
- *pdf = 0.0f;
- return LABEL_NONE;
- }
- }
-
- /* todo: this isn't quite correct, we don't weight anisotropy properly
- * depending on color channels, even if this is perhaps not a common case */
- ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
- int label;
- Spectrum eval = zero_spectrum();
-
- *pdf = 0.0f;
- label = volume_phase_sample(sd, svc, rand_phase.x, rand_phase.y, &eval, omega_in, pdf);
-
- if (*pdf != 0.0f) {
- bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
- }
-
- return label;
-}
-
-ccl_device int shader_phase_sample_closure(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- ccl_private const ShaderVolumeClosure *sc,
- const float2 rand_phase,
- ccl_private BsdfEval *phase_eval,
- ccl_private float3 *omega_in,
- ccl_private float *pdf)
-{
- int label;
- Spectrum eval = zero_spectrum();
-
- *pdf = 0.0f;
- label = volume_phase_sample(sd, sc, rand_phase.x, rand_phase.y, &eval, omega_in, pdf);
-
- if (*pdf != 0.0f)
- bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
-
- return label;
-}
-
-/* Volume Evaluation */
-
-template<const bool shadow, typename StackReadOp, typename ConstIntegratorGenericState>
-ccl_device_inline void shader_eval_volume(KernelGlobals kg,
- ConstIntegratorGenericState state,
- ccl_private ShaderData *ccl_restrict sd,
- const uint32_t path_flag,
- StackReadOp stack_read)
-{
- /* If path is being terminated, we are tracing a shadow ray or evaluating
- * emission, then we don't need to store closures. The emission and shadow
- * shader data also do not have a closure array to save GPU memory. */
- int max_closures;
- if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
- max_closures = 0;
- }
- else {
- max_closures = kernel_data.max_closures;
- }
-
- /* reset closures once at the start, we will be accumulating the closures
- * for all volumes in the stack into a single array of closures */
- sd->num_closure = 0;
- sd->num_closure_left = max_closures;
- sd->flag = 0;
- sd->object_flag = 0;
-
- for (int i = 0;; i++) {
- const VolumeStack entry = stack_read(i);
- if (entry.shader == SHADER_NONE) {
- break;
- }
-
- /* Setup shader-data from stack. it's mostly setup already in
- * shader_setup_from_volume, this switching should be quick. */
- sd->object = entry.object;
- sd->lamp = LAMP_NONE;
- sd->shader = entry.shader;
-
- sd->flag &= ~SD_SHADER_FLAGS;
- sd->flag |= kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
- sd->object_flag &= ~SD_OBJECT_FLAGS;
-
- if (sd->object != OBJECT_NONE) {
- sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
-
-# ifdef __OBJECT_MOTION__
- /* todo: this is inefficient for motion blur, we should be
- * caching matrices instead of recomputing them each step */
- shader_setup_object_transforms(kg, sd, sd->time);
-
- if ((sd->object_flag & SD_OBJECT_HAS_VOLUME_MOTION) != 0) {
- AttributeDescriptor v_desc = find_attribute(kg, sd, ATTR_STD_VOLUME_VELOCITY);
- kernel_assert(v_desc.offset != ATTR_STD_NOT_FOUND);
-
- const float3 P = sd->P;
- const float velocity_scale = kernel_data_fetch(objects, sd->object).velocity_scale;
- const float time_offset = kernel_data.cam.motion_position == MOTION_POSITION_CENTER ?
- 0.5f :
- 0.0f;
- const float time = kernel_data.cam.motion_position == MOTION_POSITION_END ?
- (1.0f - kernel_data.cam.shuttertime) + sd->time :
- sd->time;
-
- /* Use a 1st order semi-lagrangian advection scheme to estimate what volume quantity
- * existed, or will exist, at the given time:
- *
- * `phi(x, T) = phi(x - (T - t) * u(x, T), t)`
- *
- * where
- *
- * x : position
- * T : super-sampled time (or ray time)
- * t : current time of the simulation (in rendering we assume this is center frame with
- * relative time = 0)
- * phi : the volume quantity
- * u : the velocity field
- *
- * But first we need to determine the velocity field `u(x, T)`, which we can estimate also
- * using semi-lagrangian advection.
- *
- * `u(x, T) = u(x - (T - t) * u(x, T), t)`
- *
- * This is the typical way to model self-advection in fluid dynamics, however, we do not
- * account for other forces affecting the velocity during simulation (pressure, buoyancy,
- * etc.): this gives a linear interpolation when fluid are mostly "curvy". For better
- * results, a higher order interpolation scheme can be used (at the cost of more lookups),
- * or an interpolation of the velocity fields for the previous and next frames could also
- * be used to estimate `u(x, T)` (which will cost more memory and lookups).
- *
- * References:
- * "Eulerian Motion Blur", Kim and Ko, 2007
- * "Production Volume Rendering", Wreninge et al., 2012
- */
-
- /* Find velocity. */
- float3 velocity = primitive_volume_attribute_float3(kg, sd, v_desc);
- object_dir_transform(kg, sd, &velocity);
-
- /* Find advected P. */
- sd->P = P - (time - time_offset) * velocity_scale * velocity;
-
- /* Find advected velocity. */
- velocity = primitive_volume_attribute_float3(kg, sd, v_desc);
- object_dir_transform(kg, sd, &velocity);
-
- /* Find advected P. */
- sd->P = P - (time - time_offset) * velocity_scale * velocity;
- }
-# endif
- }
-
- /* evaluate shader */
-# ifdef __SVM__
-# ifdef __OSL__
- if (kg->osl) {
- OSLShader::eval_volume(kg, state, sd, path_flag);
- }
- else
-# endif
- {
- svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_VOLUME, SHADER_TYPE_VOLUME>(
- kg, state, sd, NULL, path_flag);
- }
-# endif
-
- /* Merge closures to avoid exceeding number of closures limit. */
- if (!shadow) {
- if (i > 0) {
- shader_merge_volume_closures(sd);
- }
- }
- }
-}
-
-#endif /* __VOLUME__ */
-
-/* Displacement Evaluation */
-
-template<typename ConstIntegratorGenericState>
-ccl_device void shader_eval_displacement(KernelGlobals kg,
- ConstIntegratorGenericState state,
- ccl_private ShaderData *sd)
-{
- sd->num_closure = 0;
- sd->num_closure_left = 0;
-
- /* this will modify sd->P */
-#ifdef __SVM__
-# ifdef __OSL__
- if (kg->osl)
- OSLShader::eval_displacement(kg, state, sd);
- else
-# endif
- {
- svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_DISPLACEMENT, SHADER_TYPE_DISPLACEMENT>(
- kg, state, sd, NULL, 0);
- }
-#endif
-}
-
-/* Cryptomatte */
-
-ccl_device float shader_cryptomatte_id(KernelGlobals kg, int shader)
-{
- return kernel_data_fetch(shaders, (shader & SHADER_MASK)).cryptomatte_id;
-}
-
-CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/integrator/shadow_catcher.h b/intern/cycles/kernel/integrator/shadow_catcher.h
index 7103b6032ac..a620853faea 100644
--- a/intern/cycles/kernel/integrator/shadow_catcher.h
+++ b/intern/cycles/kernel/integrator/shadow_catcher.h
@@ -3,7 +3,6 @@
#pragma once
-#include "kernel/film/write_passes.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/state_util.h"
@@ -76,28 +75,6 @@ ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(const uint32_t
return path_flag & PATH_RAY_SHADOW_CATCHER_PASS;
}
-/* Write shadow catcher passes on a bounce from the shadow catcher object. */
-ccl_device_forceinline void kernel_write_shadow_catcher_bounce_data(
- KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
-{
- kernel_assert(kernel_data.film.pass_shadow_catcher_sample_count != PASS_UNUSED);
- kernel_assert(kernel_data.film.pass_shadow_catcher_matte != PASS_UNUSED);
-
- const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
- const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
- kernel_data.film.pass_stride;
- ccl_global float *buffer = render_buffer + render_buffer_offset;
-
- /* Count sample for the shadow catcher object. */
- kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_sample_count, 1.0f);
-
- /* Since the split is done, the sample does not contribute to the matte, so accumulate it as
- * transparency to the matte. */
- const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput);
- kernel_write_pass_float(buffer + kernel_data.film.pass_shadow_catcher_matte + 3,
- average(throughput));
-}
-
#endif /* __SHADOW_CATCHER__ */
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/integrator/subsurface.h b/intern/cycles/kernel/integrator/subsurface.h
index ee3a619f968..15c2cb1c708 100644
--- a/intern/cycles/kernel/integrator/subsurface.h
+++ b/intern/cycles/kernel/integrator/subsurface.h
@@ -15,9 +15,9 @@
#include "kernel/integrator/intersect_volume_stack.h"
#include "kernel/integrator/path_state.h"
-#include "kernel/integrator/shader_eval.h"
#include "kernel/integrator/subsurface_disk.h"
#include "kernel/integrator/subsurface_random_walk.h"
+#include "kernel/integrator/surface_shader.h"
CCL_NAMESPACE_BEGIN
@@ -51,12 +51,10 @@ ccl_device int subsurface_bounce(KernelGlobals kg,
PATH_RAY_SUBSURFACE_RANDOM_WALK);
/* Compute weight, optionally including Fresnel from entry point. */
- Spectrum weight = shader_bssrdf_sample_weight(sd, sc);
-# ifdef __PRINCIPLED__
+ Spectrum weight = surface_shader_bssrdf_sample_weight(sd, sc);
if (bssrdf->roughness != FLT_MAX) {
path_flag |= PATH_RAY_SUBSURFACE_USE_FRESNEL;
}
-# endif
if (sd->flag & SD_BACKFACING) {
path_flag |= PATH_RAY_SUBSURFACE_BACKFACING;
@@ -91,7 +89,7 @@ ccl_device void subsurface_shader_data_setup(KernelGlobals kg,
/* Get bump mapped normal from shader evaluation at exit point. */
float3 N = sd->N;
if (sd->flag & SD_HAS_BSSRDF_BUMP) {
- N = shader_bssrdf_normal(sd);
+ N = surface_shader_bssrdf_normal(sd);
}
/* Setup diffuse BSDF at the exit point. This replaces shader_eval_surface. */
@@ -101,7 +99,6 @@ ccl_device void subsurface_shader_data_setup(KernelGlobals kg,
const Spectrum weight = one_spectrum();
-# ifdef __PRINCIPLED__
if (path_flag & PATH_RAY_SUBSURFACE_USE_FRESNEL) {
ccl_private PrincipledDiffuseBsdf *bsdf = (ccl_private PrincipledDiffuseBsdf *)bsdf_alloc(
sd, sizeof(PrincipledDiffuseBsdf), weight);
@@ -112,9 +109,7 @@ ccl_device void subsurface_shader_data_setup(KernelGlobals kg,
sd->flag |= bsdf_principled_diffuse_setup(bsdf, PRINCIPLED_DIFFUSE_LAMBERT_EXIT);
}
}
- else
-# endif /* __PRINCIPLED__ */
- {
+ else {
ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
sd, sizeof(DiffuseBsdf), weight);
diff --git a/intern/cycles/kernel/integrator/surface_shader.h b/intern/cycles/kernel/integrator/surface_shader.h
new file mode 100644
index 00000000000..f40ff3c33ee
--- /dev/null
+++ b/intern/cycles/kernel/integrator/surface_shader.h
@@ -0,0 +1,587 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+/* Functions to evaluate shaders. */
+
+#pragma once
+
+#include "kernel/closure/alloc.h"
+#include "kernel/closure/bsdf.h"
+#include "kernel/closure/bsdf_util.h"
+#include "kernel/closure/emissive.h"
+
+#include "kernel/svm/svm.h"
+
+#ifdef __OSL__
+# include "kernel/osl/shader.h"
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+ccl_device_inline void surface_shader_prepare_closures(KernelGlobals kg,
+ ConstIntegratorState state,
+ ccl_private ShaderData *sd,
+ const uint32_t path_flag)
+{
+ /* Filter out closures. */
+ if (kernel_data.integrator.filter_closures) {
+ if (kernel_data.integrator.filter_closures & FILTER_CLOSURE_EMISSION) {
+ sd->closure_emission_background = zero_spectrum();
+ }
+
+ if (kernel_data.integrator.filter_closures & FILTER_CLOSURE_DIRECT_LIGHT) {
+ sd->flag &= ~SD_BSDF_HAS_EVAL;
+ }
+
+ if (path_flag & PATH_RAY_CAMERA) {
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+
+ if ((CLOSURE_IS_BSDF_DIFFUSE(sc->type) &&
+ (kernel_data.integrator.filter_closures & FILTER_CLOSURE_DIFFUSE)) ||
+ (CLOSURE_IS_BSDF_GLOSSY(sc->type) &&
+ (kernel_data.integrator.filter_closures & FILTER_CLOSURE_GLOSSY)) ||
+ (CLOSURE_IS_BSDF_TRANSMISSION(sc->type) &&
+ (kernel_data.integrator.filter_closures & FILTER_CLOSURE_TRANSMISSION))) {
+ sc->type = CLOSURE_NONE_ID;
+ sc->sample_weight = 0.0f;
+ }
+ else if ((CLOSURE_IS_BSDF_TRANSPARENT(sc->type) &&
+ (kernel_data.integrator.filter_closures & FILTER_CLOSURE_TRANSPARENT))) {
+ sc->type = CLOSURE_HOLDOUT_ID;
+ sc->sample_weight = 0.0f;
+ sd->flag |= SD_HOLDOUT;
+ }
+ }
+ }
+ }
+
+ /* Defensive sampling.
+ *
+ * We can likely also do defensive sampling at deeper bounces, particularly
+ * for cases like a perfect mirror but possibly also others. This will need
+ * a good heuristic. */
+ if (INTEGRATOR_STATE(state, path, bounce) + INTEGRATOR_STATE(state, path, transparent_bounce) ==
+ 0 &&
+ sd->num_closure > 1) {
+ float sum = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+ }
+ }
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sc->sample_weight = max(sc->sample_weight, 0.125f * sum);
+ }
+ }
+ }
+
+ /* Filter glossy.
+ *
+ * Blurring of bsdf after bounces, for rays that have a small likelihood
+ * of following this particular path (diffuse, rough glossy) */
+ if (kernel_data.integrator.filter_glossy != FLT_MAX
+#ifdef __MNEE__
+ && !(INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_VALID)
+#endif
+ ) {
+ float blur_pdf = kernel_data.integrator.filter_glossy *
+ INTEGRATOR_STATE(state, path, min_ray_pdf);
+
+ if (blur_pdf < 1.0f) {
+ float blur_roughness = sqrtf(1.0f - blur_pdf) * 0.5f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF(sc->type)) {
+ bsdf_blur(kg, sc, blur_roughness);
+ }
+ }
+ }
+ }
+}
+
+/* BSDF */
+
+ccl_device_inline bool surface_shader_is_transmission(ccl_private const ShaderData *sd,
+ const float3 omega_in)
+{
+ return dot(sd->N, omega_in) < 0.0f;
+}
+
+ccl_device_forceinline bool _surface_shader_exclude(ClosureType type, uint light_shader_flags)
+{
+ if (!(light_shader_flags & SHADER_EXCLUDE_ANY)) {
+ return false;
+ }
+ if (light_shader_flags & SHADER_EXCLUDE_DIFFUSE) {
+ if (CLOSURE_IS_BSDF_DIFFUSE(type)) {
+ return true;
+ }
+ }
+ if (light_shader_flags & SHADER_EXCLUDE_GLOSSY) {
+ if (CLOSURE_IS_BSDF_GLOSSY(type)) {
+ return true;
+ }
+ }
+ if (light_shader_flags & SHADER_EXCLUDE_TRANSMIT) {
+ if (CLOSURE_IS_BSDF_TRANSMISSION(type)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+ccl_device_inline float _surface_shader_bsdf_eval_mis(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ const float3 omega_in,
+ const bool is_transmission,
+ ccl_private const ShaderClosure *skip_sc,
+ ccl_private BsdfEval *result_eval,
+ float sum_pdf,
+ float sum_sample_weight,
+ const uint light_shader_flags)
+{
+ /* This is the veach one-sample model with balance heuristic,
+ * some PDF factors drop out when using balance heuristic weighting. */
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (sc == skip_sc) {
+ continue;
+ }
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ if (CLOSURE_IS_BSDF(sc->type) && !_surface_shader_exclude(sc->type, light_shader_flags)) {
+ float bsdf_pdf = 0.0f;
+ Spectrum eval = bsdf_eval(kg, sd, sc, omega_in, is_transmission, &bsdf_pdf);
+
+ if (bsdf_pdf != 0.0f) {
+ bsdf_eval_accum(result_eval, sc->type, eval * sc->weight);
+ sum_pdf += bsdf_pdf * sc->sample_weight;
+ }
+ }
+
+ sum_sample_weight += sc->sample_weight;
+ }
+ }
+
+ return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
+}
+
+#ifndef __KERNEL_CUDA__
+ccl_device
+#else
+ccl_device_inline
+#endif
+ float
+ surface_shader_bsdf_eval(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ const float3 omega_in,
+ const bool is_transmission,
+ ccl_private BsdfEval *bsdf_eval,
+ const uint light_shader_flags)
+{
+ bsdf_eval_init(bsdf_eval, CLOSURE_NONE_ID, zero_spectrum());
+
+ return _surface_shader_bsdf_eval_mis(
+ kg, sd, omega_in, is_transmission, NULL, bsdf_eval, 0.0f, 0.0f, light_shader_flags);
+}
+
+/* Randomly sample a BSSRDF or BSDF proportional to ShaderClosure.sample_weight. */
+ccl_device_inline ccl_private const ShaderClosure *surface_shader_bsdf_bssrdf_pick(
+ ccl_private const ShaderData *ccl_restrict sd, ccl_private float2 *rand_bsdf)
+{
+ int sampled = 0;
+
+ if (sd->num_closure > 1) {
+ /* Pick a BSDF or based on sample weights. */
+ float sum = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+ }
+ }
+
+ float r = (*rand_bsdf).x * sum;
+ float partial_sum = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ float next_sum = partial_sum + sc->sample_weight;
+
+ if (r < next_sum) {
+ sampled = i;
+
+ /* Rescale to reuse for direction sample, to better preserve stratification. */
+ (*rand_bsdf).x = (r - partial_sum) / sc->sample_weight;
+ break;
+ }
+
+ partial_sum = next_sum;
+ }
+ }
+ }
+
+ return &sd->closure[sampled];
+}
+
+/* Return weight for picked BSSRDF. */
+ccl_device_inline Spectrum
+surface_shader_bssrdf_sample_weight(ccl_private const ShaderData *ccl_restrict sd,
+ ccl_private const ShaderClosure *ccl_restrict bssrdf_sc)
+{
+ Spectrum weight = bssrdf_sc->weight;
+
+ if (sd->num_closure > 1) {
+ float sum = 0.0f;
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
+ sum += sc->sample_weight;
+ }
+ }
+ weight *= sum / bssrdf_sc->sample_weight;
+ }
+
+ return weight;
+}
+
+/* Sample direction for picked BSDF, and return evaluation and pdf for all
+ * BSDFs combined using MIS. */
+ccl_device int surface_shader_bsdf_sample_closure(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ ccl_private const ShaderClosure *sc,
+ const float2 rand_bsdf,
+ ccl_private BsdfEval *bsdf_eval,
+ ccl_private float3 *omega_in,
+ ccl_private float *pdf)
+{
+ /* BSSRDF should already have been handled elsewhere. */
+ kernel_assert(CLOSURE_IS_BSDF(sc->type));
+
+ int label;
+ Spectrum eval = zero_spectrum();
+
+ *pdf = 0.0f;
+ label = bsdf_sample(kg, sd, sc, rand_bsdf.x, rand_bsdf.y, &eval, omega_in, pdf);
+
+ if (*pdf != 0.0f) {
+ bsdf_eval_init(bsdf_eval, sc->type, eval * sc->weight);
+
+ if (sd->num_closure > 1) {
+ const bool is_transmission = surface_shader_is_transmission(sd, *omega_in);
+ float sweight = sc->sample_weight;
+ *pdf = _surface_shader_bsdf_eval_mis(
+ kg, sd, *omega_in, is_transmission, sc, bsdf_eval, *pdf * sweight, sweight, 0);
+ }
+ }
+
+ return label;
+}
+
+ccl_device float surface_shader_average_roughness(ccl_private const ShaderData *sd)
+{
+ float roughness = 0.0f;
+ float sum_weight = 0.0f;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF(sc->type)) {
+ /* sqrt once to undo the squaring from multiplying roughness on the
+ * two axes, and once for the squared roughness convention. */
+ float weight = fabsf(average(sc->weight));
+ roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc)));
+ sum_weight += weight;
+ }
+ }
+
+ return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f;
+}
+
+ccl_device Spectrum surface_shader_transparency(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ if (sd->flag & SD_HAS_ONLY_VOLUME) {
+ return one_spectrum();
+ }
+ else if (sd->flag & SD_TRANSPARENT) {
+ return sd->closure_transparent_extinction;
+ }
+ else {
+ return zero_spectrum();
+ }
+}
+
+ccl_device void surface_shader_disable_transparency(KernelGlobals kg, ccl_private ShaderData *sd)
+{
+ if (sd->flag & SD_TRANSPARENT) {
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+
+ if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
+ sc->sample_weight = 0.0f;
+ sc->weight = zero_spectrum();
+ }
+ }
+
+ sd->flag &= ~SD_TRANSPARENT;
+ }
+}
+
+ccl_device Spectrum surface_shader_alpha(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ Spectrum alpha = one_spectrum() - surface_shader_transparency(kg, sd);
+
+ alpha = saturate(alpha);
+
+ return alpha;
+}
+
+ccl_device Spectrum surface_shader_diffuse(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ Spectrum eval = zero_spectrum();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_DIFFUSE(sc->type) || CLOSURE_IS_BSSRDF(sc->type))
+ eval += sc->weight;
+ }
+
+ return eval;
+}
+
+ccl_device Spectrum surface_shader_glossy(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ Spectrum eval = zero_spectrum();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_GLOSSY(sc->type))
+ eval += sc->weight;
+ }
+
+ return eval;
+}
+
+ccl_device Spectrum surface_shader_transmission(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ Spectrum eval = zero_spectrum();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
+ eval += sc->weight;
+ }
+
+ return eval;
+}
+
+ccl_device float3 surface_shader_average_normal(KernelGlobals kg, ccl_private const ShaderData *sd)
+{
+ float3 N = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type))
+ N += sc->N * fabsf(average(sc->weight));
+ }
+
+ return (is_zero(N)) ? sd->N : normalize(N);
+}
+
+ccl_device Spectrum surface_shader_ao(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const float ao_factor,
+ ccl_private float3 *N_)
+{
+ Spectrum eval = zero_spectrum();
+ float3 N = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
+ ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc;
+ eval += sc->weight * ao_factor;
+ N += bsdf->N * fabsf(average(sc->weight));
+ }
+ }
+
+ *N_ = (is_zero(N)) ? sd->N : normalize(N);
+ return eval;
+}
+
+#ifdef __SUBSURFACE__
+ccl_device float3 surface_shader_bssrdf_normal(ccl_private const ShaderData *sd)
+{
+ float3 N = zero_float3();
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+
+ if (CLOSURE_IS_BSSRDF(sc->type)) {
+ ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc;
+ float avg_weight = fabsf(average(sc->weight));
+
+ N += bssrdf->N * avg_weight;
+ }
+ }
+
+ return (is_zero(N)) ? sd->N : normalize(N);
+}
+#endif /* __SUBSURFACE__ */
+
+/* Constant emission optimization */
+
+ccl_device bool surface_shader_constant_emission(KernelGlobals kg,
+ int shader,
+ ccl_private Spectrum *eval)
+{
+ int shader_index = shader & SHADER_MASK;
+ int shader_flag = kernel_data_fetch(shaders, shader_index).flags;
+
+ if (shader_flag & SD_HAS_CONSTANT_EMISSION) {
+ const float3 emission_rgb = make_float3(
+ kernel_data_fetch(shaders, shader_index).constant_emission[0],
+ kernel_data_fetch(shaders, shader_index).constant_emission[1],
+ kernel_data_fetch(shaders, shader_index).constant_emission[2]);
+ *eval = rgb_to_spectrum(emission_rgb);
+
+ return true;
+ }
+
+ return false;
+}
+
+/* Background */
+
+ccl_device Spectrum surface_shader_background(ccl_private const ShaderData *sd)
+{
+ if (sd->flag & SD_EMISSION) {
+ return sd->closure_emission_background;
+ }
+ else {
+ return zero_spectrum();
+ }
+}
+
+/* Emission */
+
+ccl_device Spectrum surface_shader_emission(ccl_private const ShaderData *sd)
+{
+ if (sd->flag & SD_EMISSION) {
+ return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
+ }
+ else {
+ return zero_spectrum();
+ }
+}
+
+/* Holdout */
+
+ccl_device Spectrum surface_shader_apply_holdout(KernelGlobals kg, ccl_private ShaderData *sd)
+{
+ Spectrum weight = zero_spectrum();
+
+ /* For objects marked as holdout, preserve transparency and remove all other
+ * closures, replacing them with a holdout weight. */
+ if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
+ if ((sd->flag & SD_TRANSPARENT) && !(sd->flag & SD_HAS_ONLY_VOLUME)) {
+ weight = one_spectrum() - sd->closure_transparent_extinction;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sc = &sd->closure[i];
+ if (!CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) {
+ sc->type = NBUILTIN_CLOSURES;
+ }
+ }
+
+ sd->flag &= ~(SD_CLOSURE_FLAGS - (SD_TRANSPARENT | SD_BSDF));
+ }
+ else {
+ weight = one_spectrum();
+ }
+ }
+ else {
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *sc = &sd->closure[i];
+ if (CLOSURE_IS_HOLDOUT(sc->type)) {
+ weight += sc->weight;
+ }
+ }
+ }
+
+ return weight;
+}
+
+/* Surface Evaluation */
+
+template<uint node_feature_mask, typename ConstIntegratorGenericState>
+ccl_device void surface_shader_eval(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *ccl_restrict sd,
+ ccl_global float *ccl_restrict buffer,
+ uint32_t path_flag,
+ bool use_caustics_storage = false)
+{
+ /* If path is being terminated, we are tracing a shadow ray or evaluating
+ * emission, then we don't need to store closures. The emission and shadow
+ * shader data also do not have a closure array to save GPU memory. */
+ int max_closures;
+ if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
+ max_closures = 0;
+ }
+ else {
+ max_closures = use_caustics_storage ? CAUSTICS_MAX_CLOSURE : kernel_data.max_closures;
+ }
+
+ sd->num_closure = 0;
+ sd->num_closure_left = max_closures;
+
+#ifdef __OSL__
+ if (kg->osl) {
+ if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) {
+ OSLShader::eval_background(kg, state, sd, path_flag);
+ }
+ else {
+ OSLShader::eval_surface(kg, state, sd, path_flag);
+ }
+ }
+ else
+#endif
+ {
+#ifdef __SVM__
+ svm_eval_nodes<node_feature_mask, SHADER_TYPE_SURFACE>(kg, state, sd, buffer, path_flag);
+#else
+ if (sd->object == OBJECT_NONE) {
+ sd->closure_emission_background = make_spectrum(0.8f);
+ sd->flag |= SD_EMISSION;
+ }
+ else {
+ ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
+ sd, sizeof(DiffuseBsdf), make_spectrum(0.8f));
+ if (bsdf != NULL) {
+ bsdf->N = sd->N;
+ sd->flag |= bsdf_diffuse_setup(bsdf);
+ }
+ }
+#endif
+ }
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/integrator/volume_shader.h b/intern/cycles/kernel/integrator/volume_shader.h
new file mode 100644
index 00000000000..a1d191e2d32
--- /dev/null
+++ b/intern/cycles/kernel/integrator/volume_shader.h
@@ -0,0 +1,353 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+/* Volume shader evaluation and sampling. */
+
+#pragma once
+
+#include "kernel/closure/alloc.h"
+#include "kernel/closure/bsdf.h"
+#include "kernel/closure/bsdf_util.h"
+#include "kernel/closure/emissive.h"
+
+#include "kernel/svm/svm.h"
+
+#ifdef __OSL__
+# include "kernel/osl/shader.h"
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __VOLUME__
+
+/* Merging */
+ccl_device_inline void volume_shader_merge_closures(ccl_private ShaderData *sd)
+{
+ /* Merge identical closures to save closure space with stacked volumes. */
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private ShaderClosure *sci = &sd->closure[i];
+
+ if (sci->type != CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
+ continue;
+ }
+
+ for (int j = i + 1; j < sd->num_closure; j++) {
+ ccl_private ShaderClosure *scj = &sd->closure[j];
+ if (sci->type != scj->type) {
+ continue;
+ }
+
+ ccl_private const HenyeyGreensteinVolume *hgi = (ccl_private const HenyeyGreensteinVolume *)
+ sci;
+ ccl_private const HenyeyGreensteinVolume *hgj = (ccl_private const HenyeyGreensteinVolume *)
+ scj;
+ if (!(hgi->g == hgj->g)) {
+ continue;
+ }
+
+ sci->weight += scj->weight;
+ sci->sample_weight += scj->sample_weight;
+
+ int size = sd->num_closure - (j + 1);
+ if (size > 0) {
+ for (int k = 0; k < size; k++) {
+ scj[k] = scj[k + 1];
+ }
+ }
+
+ sd->num_closure--;
+ kernel_assert(sd->num_closure >= 0);
+ j--;
+ }
+ }
+}
+
+ccl_device_inline void volume_shader_copy_phases(ccl_private ShaderVolumePhases *ccl_restrict
+ phases,
+ ccl_private const ShaderData *ccl_restrict sd)
+{
+ phases->num_closure = 0;
+
+ for (int i = 0; i < sd->num_closure; i++) {
+ ccl_private const ShaderClosure *from_sc = &sd->closure[i];
+ ccl_private const HenyeyGreensteinVolume *from_hg =
+ (ccl_private const HenyeyGreensteinVolume *)from_sc;
+
+ if (from_sc->type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID) {
+ ccl_private ShaderVolumeClosure *to_sc = &phases->closure[phases->num_closure];
+
+ to_sc->weight = from_sc->weight;
+ to_sc->sample_weight = from_sc->sample_weight;
+ to_sc->g = from_hg->g;
+ phases->num_closure++;
+ if (phases->num_closure >= MAX_VOLUME_CLOSURE) {
+ break;
+ }
+ }
+ }
+}
+
+ccl_device_inline float _volume_shader_phase_eval_mis(ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumePhases *phases,
+ const float3 omega_in,
+ int skip_phase,
+ ccl_private BsdfEval *result_eval,
+ float sum_pdf,
+ float sum_sample_weight)
+{
+ for (int i = 0; i < phases->num_closure; i++) {
+ if (i == skip_phase)
+ continue;
+
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[i];
+ float phase_pdf = 0.0f;
+ Spectrum eval = volume_phase_eval(sd, svc, omega_in, &phase_pdf);
+
+ if (phase_pdf != 0.0f) {
+ bsdf_eval_accum(result_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
+ sum_pdf += phase_pdf * svc->sample_weight;
+ }
+
+ sum_sample_weight += svc->sample_weight;
+ }
+
+ return (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
+}
+
+ccl_device float volume_shader_phase_eval(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumePhases *phases,
+ const float3 omega_in,
+ ccl_private BsdfEval *phase_eval)
+{
+ bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, zero_spectrum());
+
+ return _volume_shader_phase_eval_mis(sd, phases, omega_in, -1, phase_eval, 0.0f, 0.0f);
+}
+
+ccl_device int volume_shader_phase_sample(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumePhases *phases,
+ float2 rand_phase,
+ ccl_private BsdfEval *phase_eval,
+ ccl_private float3 *omega_in,
+ ccl_private float *pdf)
+{
+ int sampled = 0;
+
+ if (phases->num_closure > 1) {
+ /* pick a phase closure based on sample weights */
+ float sum = 0.0f;
+
+ for (sampled = 0; sampled < phases->num_closure; sampled++) {
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
+ sum += svc->sample_weight;
+ }
+
+ float r = rand_phase.x * sum;
+ float partial_sum = 0.0f;
+
+ for (sampled = 0; sampled < phases->num_closure; sampled++) {
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
+ float next_sum = partial_sum + svc->sample_weight;
+
+ if (r <= next_sum) {
+ /* Rescale to reuse for BSDF direction sample. */
+ rand_phase.x = (r - partial_sum) / svc->sample_weight;
+ break;
+ }
+
+ partial_sum = next_sum;
+ }
+
+ if (sampled == phases->num_closure) {
+ *pdf = 0.0f;
+ return LABEL_NONE;
+ }
+ }
+
+ /* todo: this isn't quite correct, we don't weight anisotropy properly
+ * depending on color channels, even if this is perhaps not a common case */
+ ccl_private const ShaderVolumeClosure *svc = &phases->closure[sampled];
+ int label;
+ Spectrum eval = zero_spectrum();
+
+ *pdf = 0.0f;
+ label = volume_phase_sample(sd, svc, rand_phase.x, rand_phase.y, &eval, omega_in, pdf);
+
+ if (*pdf != 0.0f) {
+ bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
+ }
+
+ return label;
+}
+
+ccl_device int volume_shader_phase_sample_closure(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ ccl_private const ShaderVolumeClosure *sc,
+ const float2 rand_phase,
+ ccl_private BsdfEval *phase_eval,
+ ccl_private float3 *omega_in,
+ ccl_private float *pdf)
+{
+ int label;
+ Spectrum eval = zero_spectrum();
+
+ *pdf = 0.0f;
+ label = volume_phase_sample(sd, sc, rand_phase.x, rand_phase.y, &eval, omega_in, pdf);
+
+ if (*pdf != 0.0f)
+ bsdf_eval_init(phase_eval, CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID, eval);
+
+ return label;
+}
+
+/* Motion Blur */
+
+# ifdef __OBJECT_MOTION__
+ccl_device_inline void volume_shader_motion_blur(KernelGlobals kg,
+ ccl_private ShaderData *ccl_restrict sd)
+{
+ if ((sd->object_flag & SD_OBJECT_HAS_VOLUME_MOTION) == 0) {
+ return;
+ }
+
+ AttributeDescriptor v_desc = find_attribute(kg, sd, ATTR_STD_VOLUME_VELOCITY);
+ kernel_assert(v_desc.offset != ATTR_STD_NOT_FOUND);
+
+ const float3 P = sd->P;
+ const float velocity_scale = kernel_data_fetch(objects, sd->object).velocity_scale;
+ const float time_offset = kernel_data.cam.motion_position == MOTION_POSITION_CENTER ? 0.5f :
+ 0.0f;
+ const float time = kernel_data.cam.motion_position == MOTION_POSITION_END ?
+ (1.0f - kernel_data.cam.shuttertime) + sd->time :
+ sd->time;
+
+ /* Use a 1st order semi-lagrangian advection scheme to estimate what volume quantity
+ * existed, or will exist, at the given time:
+ *
+ * `phi(x, T) = phi(x - (T - t) * u(x, T), t)`
+ *
+ * where
+ *
+ * x : position
+ * T : super-sampled time (or ray time)
+ * t : current time of the simulation (in rendering we assume this is center frame with
+ * relative time = 0)
+ * phi : the volume quantity
+ * u : the velocity field
+ *
+ * But first we need to determine the velocity field `u(x, T)`, which we can estimate also
+ * using semi-lagrangian advection.
+ *
+ * `u(x, T) = u(x - (T - t) * u(x, T), t)`
+ *
+ * This is the typical way to model self-advection in fluid dynamics, however, we do not
+ * account for other forces affecting the velocity during simulation (pressure, buoyancy,
+ * etc.): this gives a linear interpolation when fluid are mostly "curvy". For better
+ * results, a higher order interpolation scheme can be used (at the cost of more lookups),
+ * or an interpolation of the velocity fields for the previous and next frames could also
+ * be used to estimate `u(x, T)` (which will cost more memory and lookups).
+ *
+ * References:
+ * "Eulerian Motion Blur", Kim and Ko, 2007
+ * "Production Volume Rendering", Wreninge et al., 2012
+ */
+
+ /* Find velocity. */
+ float3 velocity = primitive_volume_attribute_float3(kg, sd, v_desc);
+ object_dir_transform(kg, sd, &velocity);
+
+ /* Find advected P. */
+ sd->P = P - (time - time_offset) * velocity_scale * velocity;
+
+ /* Find advected velocity. */
+ velocity = primitive_volume_attribute_float3(kg, sd, v_desc);
+ object_dir_transform(kg, sd, &velocity);
+
+ /* Find advected P. */
+ sd->P = P - (time - time_offset) * velocity_scale * velocity;
+}
+# endif
+
+/* Volume Evaluation */
+
+template<const bool shadow, typename StackReadOp, typename ConstIntegratorGenericState>
+ccl_device_inline void volume_shader_eval(KernelGlobals kg,
+ ConstIntegratorGenericState state,
+ ccl_private ShaderData *ccl_restrict sd,
+ const uint32_t path_flag,
+ StackReadOp stack_read)
+{
+ /* If path is being terminated, we are tracing a shadow ray or evaluating
+ * emission, then we don't need to store closures. The emission and shadow
+ * shader data also do not have a closure array to save GPU memory. */
+ int max_closures;
+ if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
+ max_closures = 0;
+ }
+ else {
+ max_closures = kernel_data.max_closures;
+ }
+
+ /* reset closures once at the start, we will be accumulating the closures
+ * for all volumes in the stack into a single array of closures */
+ sd->num_closure = 0;
+ sd->num_closure_left = max_closures;
+ sd->flag = 0;
+ sd->object_flag = 0;
+
+ for (int i = 0;; i++) {
+ const VolumeStack entry = stack_read(i);
+ if (entry.shader == SHADER_NONE) {
+ break;
+ }
+
+ /* Setup shader-data from stack. it's mostly setup already in
+ * shader_setup_from_volume, this switching should be quick. */
+ sd->object = entry.object;
+ sd->lamp = LAMP_NONE;
+ sd->shader = entry.shader;
+
+ sd->flag &= ~SD_SHADER_FLAGS;
+ sd->flag |= kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
+ sd->object_flag &= ~SD_OBJECT_FLAGS;
+
+ if (sd->object != OBJECT_NONE) {
+ sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
+
+# ifdef __OBJECT_MOTION__
+ /* todo: this is inefficient for motion blur, we should be
+ * caching matrices instead of recomputing them each step */
+ shader_setup_object_transforms(kg, sd, sd->time);
+
+ volume_shader_motion_blur(kg, sd);
+# endif
+ }
+
+ /* evaluate shader */
+# ifdef __SVM__
+# ifdef __OSL__
+ if (kg->osl) {
+ OSLShader::eval_volume(kg, state, sd, path_flag);
+ }
+ else
+# endif
+ {
+ svm_eval_nodes<KERNEL_FEATURE_NODE_MASK_VOLUME, SHADER_TYPE_VOLUME>(
+ kg, state, sd, NULL, path_flag);
+ }
+# endif
+
+ /* Merge closures to avoid exceeding number of closures limit. */
+ if (!shadow) {
+ if (i > 0) {
+ volume_shader_merge_closures(sd);
+ }
+ }
+ }
+}
+
+#endif /* __VOLUME__ */
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/light/background.h b/intern/cycles/kernel/light/background.h
index 2a97d43c9ce..951620ff1cb 100644
--- a/intern/cycles/kernel/light/background.h
+++ b/intern/cycles/kernel/light/background.h
@@ -9,8 +9,6 @@ CCL_NAMESPACE_BEGIN
/* Background Light */
-#ifdef __BACKGROUND_MIS__
-
ccl_device float3 background_map_sample(KernelGlobals kg,
float randu,
float randv,
@@ -435,6 +433,4 @@ ccl_device float background_light_pdf(KernelGlobals kg, float3 P, float3 directi
return pdf * kernel_data.integrator.pdf_lights;
}
-#endif
-
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/light/light.h b/intern/cycles/kernel/light/light.h
index b939489bb18..85478cd09c5 100644
--- a/intern/cycles/kernel/light/light.h
+++ b/intern/cycles/kernel/light/light.h
@@ -86,7 +86,6 @@ ccl_device_inline bool light_sample(KernelGlobals kg,
ls->pdf = invarea / (costheta * costheta * costheta);
ls->eval_fac = ls->pdf;
}
-#ifdef __BACKGROUND_MIS__
else if (type == LIGHT_BACKGROUND) {
/* infinite area light (e.g. light dome or env light) */
float3 D = -background_light_sample(kg, P, randu, randv, &ls->pdf);
@@ -97,7 +96,6 @@ ccl_device_inline bool light_sample(KernelGlobals kg,
ls->t = FLT_MAX;
ls->eval_fac = 1.0f;
}
-#endif
else {
ls->P = make_float3(klight->co[0], klight->co[1], klight->co[2]);
diff --git a/intern/cycles/kernel/light/sample.h b/intern/cycles/kernel/light/sample.h
index 4195675dd13..e0d4f221bef 100644
--- a/intern/cycles/kernel/light/sample.h
+++ b/intern/cycles/kernel/light/sample.h
@@ -4,7 +4,7 @@
#pragma once
#include "kernel/integrator/path_state.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/integrator/surface_shader.h"
#include "kernel/light/light.h"
@@ -24,22 +24,19 @@ light_sample_shader_eval(KernelGlobals kg,
/* setup shading at emitter */
Spectrum eval = zero_spectrum();
- if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
+ if (surface_shader_constant_emission(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
- /* Setup shader data and call shader_eval_surface once, better
+ /* Setup shader data and call surface_shader_eval once, better
* for GPU coherence and compile times. */
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
-#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
shader_setup_from_background(kg, emission_sd, ls->P, ls->D, time);
}
- else
-#endif
- {
+ else {
shader_setup_from_sample(kg,
emission_sd,
ls->P,
@@ -63,18 +60,15 @@ light_sample_shader_eval(KernelGlobals kg,
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
-#ifdef __BACKGROUND_MIS__
if (ls->type == LIGHT_BACKGROUND) {
- eval = shader_background_eval(emission_sd);
+ eval = surface_shader_background(emission_sd);
}
- else
-#endif
- {
- eval = shader_emissive_eval(emission_sd);
+ else {
+ eval = surface_shader_emission(emission_sd);
}
}
diff --git a/intern/cycles/kernel/osl/services.cpp b/intern/cycles/kernel/osl/services.cpp
index 6766fe2ce89..faa027f4e1e 100644
--- a/intern/cycles/kernel/osl/services.cpp
+++ b/intern/cycles/kernel/osl/services.cpp
@@ -27,7 +27,6 @@
#include "util/log.h"
#include "util/string.h"
-// clang-format off
#include "kernel/device/cpu/compat.h"
#include "kernel/device/cpu/globals.h"
#include "kernel/device/cpu/image.h"
@@ -45,10 +44,10 @@
#include "kernel/camera/projection.h"
#include "kernel/integrator/path_state.h"
-#include "kernel/integrator/shader_eval.h"
+
+#include "kernel/svm/svm.h"
#include "kernel/util/color.h"
-// clang-format on
CCL_NAMESPACE_BEGIN
diff --git a/intern/cycles/kernel/sample/pattern.h b/intern/cycles/kernel/sample/pattern.h
index 6477e29fa40..ebdecc1bff9 100644
--- a/intern/cycles/kernel/sample/pattern.h
+++ b/intern/cycles/kernel/sample/pattern.h
@@ -90,18 +90,33 @@ ccl_device_inline uint path_rng_hash_init(KernelGlobals kg,
return rng_hash;
}
-ccl_device_inline bool sample_is_even(int pattern, int sample)
+/**
+ * Splits samples into two different classes, A and B, which can be
+ * compared for variance estimation.
+ */
+ccl_device_inline bool sample_is_class_A(int pattern, int sample)
{
- if (pattern == SAMPLING_PATTERN_PMJ) {
- /* See Section 10.2.1, "Progressive Multi-Jittered Sample Sequences", Christensen et al.
- * We can use this to get divide sample sequence into two classes for easier variance
- * estimation. */
- return popcount(uint(sample) & 0xaaaaaaaa) & 1;
- }
- else {
- /* TODO(Stefan): Are there reliable ways of dividing Sobol-Burley into two classes? */
- return sample & 0x1;
+#if 0
+ if (!(pattern == SAMPLING_PATTERN_PMJ || pattern == SAMPLING_PATTERN_SOBOL_BURLEY)) {
+ /* Fallback: assign samples randomly.
+ * This is guaranteed to work "okay" for any sampler, but isn't good.
+ * (Note: the seed constant is just a random number to guard against
+ * possible interactions with other uses of the hash. There's nothing
+ * special about it.)
+ */
+ return hash_hp_seeded_uint(sample, 0xa771f873) & 1;
}
-}
+#else
+ (void)pattern;
+#endif
+ /* This follows the approach from section 10.2.1 of "Progressive
+ * Multi-Jittered Sample Sequences" by Christensen et al., but
+ * implemented with efficient bit-fiddling.
+ *
+ * This approach also turns out to work equally well with Sobol-Burley
+ * (see https://developer.blender.org/D15746#429471).
+ */
+ return popcount(uint(sample) & 0xaaaaaaaa) & 1;
+}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/svm/aov.h b/intern/cycles/kernel/svm/aov.h
index 9b818f0e6f8..c574b28c078 100644
--- a/intern/cycles/kernel/svm/aov.h
+++ b/intern/cycles/kernel/svm/aov.h
@@ -3,7 +3,7 @@
#pragma once
-#include "kernel/film/write_passes.h"
+#include "kernel/film/aov_passes.h"
CCL_NAMESPACE_BEGIN
@@ -27,12 +27,7 @@ ccl_device void svm_node_aov_color(KernelGlobals kg,
IF_KERNEL_NODES_FEATURE(AOV)
{
const float3 val = stack_load_float3(stack, node.y);
- const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
- const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
- kernel_data.film.pass_stride;
- ccl_global float *buffer = render_buffer + render_buffer_offset +
- (kernel_data.film.pass_aov_color + node.z);
- kernel_write_pass_float4(buffer, make_float4(val.x, val.y, val.z, 1.0f));
+ film_write_aov_pass_color(kg, state, render_buffer, node.z, val);
}
}
@@ -47,12 +42,7 @@ ccl_device void svm_node_aov_value(KernelGlobals kg,
IF_KERNEL_NODES_FEATURE(AOV)
{
const float val = stack_load_float(stack, node.y);
- const uint32_t render_pixel_index = INTEGRATOR_STATE(state, path, render_pixel_index);
- const uint64_t render_buffer_offset = (uint64_t)render_pixel_index *
- kernel_data.film.pass_stride;
- ccl_global float *buffer = render_buffer + render_buffer_offset +
- (kernel_data.film.pass_aov_value + node.z);
- kernel_write_pass_float(buffer, val);
+ film_write_aov_pass_value(kg, state, render_buffer, node.z, val);
}
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/svm/closure.h b/intern/cycles/kernel/svm/closure.h
index 5e8ef69fd15..2d91b014f60 100644
--- a/intern/cycles/kernel/svm/closure.h
+++ b/intern/cycles/kernel/svm/closure.h
@@ -3,6 +3,11 @@
#pragma once
+#include "kernel/closure/alloc.h"
+#include "kernel/closure/bsdf.h"
+#include "kernel/closure/bsdf_util.h"
+#include "kernel/closure/emissive.h"
+
#include "kernel/util/color.h"
CCL_NAMESPACE_BEGIN
@@ -106,7 +111,6 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
__uint_as_float(node.w);
switch (type) {
-#ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_ID: {
uint specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset,
sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset,
@@ -202,7 +206,7 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
Spectrum weight = sd->svm_closure_weight * mix_weight;
-# ifdef __SUBSURFACE__
+#ifdef __SUBSURFACE__
float3 mixed_ss_base_color = subsurface_color * subsurface +
base_color * (1.0f - subsurface);
Spectrum subsurf_weight = weight * rgb_to_spectrum(mixed_ss_base_color) * diffuse_weight;
@@ -253,7 +257,7 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
}
}
}
-# else
+#else
/* diffuse */
if (diffuse_weight > CLOSURE_WEIGHT_CUTOFF) {
Spectrum diff_weight = weight * rgb_to_spectrum(base_color) * diffuse_weight;
@@ -269,7 +273,7 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
sd->flag |= bsdf_principled_diffuse_setup(bsdf, PRINCIPLED_DIFFUSE_FULL);
}
}
-# endif
+#endif
/* sheen */
if (diffuse_weight > CLOSURE_WEIGHT_CUTOFF && sheen > CLOSURE_WEIGHT_CUTOFF) {
@@ -294,9 +298,9 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
}
/* specular reflection */
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0) {
-# endif
+#endif
if (specular_weight > CLOSURE_WEIGHT_CUTOFF &&
(specular > CLOSURE_WEIGHT_CUTOFF || metallic > CLOSURE_WEIGHT_CUTOFF)) {
Spectrum spec_weight = weight * specular_weight;
@@ -339,15 +343,15 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
sd->flag |= bsdf_microfacet_multi_ggx_fresnel_setup(bsdf, sd);
}
}
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
}
-# endif
+#endif
/* BSDF */
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_reflective ||
kernel_data.integrator.caustics_refractive || (path_flag & PATH_RAY_DIFFUSE) == 0) {
-# endif
+#endif
if (final_transmission > CLOSURE_WEIGHT_CUTOFF) {
Spectrum glass_weight = weight * final_transmission;
float3 cspec0 = base_color * specular_tint + make_float3(1.0f - specular_tint);
@@ -357,9 +361,9 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
float refl_roughness = roughness;
/* reflection */
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
-# endif
+#endif
{
ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)bsdf_alloc(
sd, sizeof(MicrofacetBsdf), glass_weight * fresnel);
@@ -387,9 +391,9 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
}
/* refraction */
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_refractive || (path_flag & PATH_RAY_DIFFUSE) == 0)
-# endif
+#endif
{
/* This is to prevent MNEE from receiving a null BSDF. */
float refraction_fresnel = fmaxf(0.0001f, 1.0f - fresnel);
@@ -443,14 +447,14 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
}
}
}
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
}
-# endif
+#endif
/* clearcoat */
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0) {
-# endif
+#endif
if (clearcoat > CLOSURE_WEIGHT_CUTOFF) {
ccl_private MicrofacetBsdf *bsdf = (ccl_private MicrofacetBsdf *)bsdf_alloc(
sd, sizeof(MicrofacetBsdf), weight);
@@ -476,13 +480,12 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
sd->flag |= bsdf_microfacet_ggx_clearcoat_setup(bsdf, sd);
}
}
-# ifdef __CAUSTICS_TRICKS__
+#ifdef __CAUSTICS_TRICKS__
}
-# endif
+#endif
break;
}
-#endif /* __PRINCIPLED__ */
case CLOSURE_BSDF_DIFFUSE_ID: {
Spectrum weight = sd->svm_closure_weight * mix_weight;
ccl_private OrenNayarBsdf *bsdf = (ccl_private OrenNayarBsdf *)bsdf_alloc(
diff --git a/intern/cycles/kernel/types.h b/intern/cycles/kernel/types.h
index 16c37beeb5a..33a27ad3677 100644
--- a/intern/cycles/kernel/types.h
+++ b/intern/cycles/kernel/types.h
@@ -54,36 +54,25 @@ CCL_NAMESPACE_BEGIN
#endif
/* Kernel features */
-#define __DPDU__
-#define __BACKGROUND__
+#define __AO__
#define __CAUSTICS_TRICKS__
-#define __VISIBILITY_FLAG__
-#define __RAY_DIFFERENTIALS__
-#define __CAMERA_CLIPPING__
-#define __INTERSECTION_REFINE__
#define __CLAMP_SAMPLE__
-#define __PATCH_EVAL__
-#define __SHADOW_CATCHER__
#define __DENOISING_FEATURES__
-#define __SHADER_RAYTRACE__
-#define __AO__
-#define __PASSES__
+#define __DPDU__
#define __HAIR__
+#define __OBJECT_MOTION__
+#define __PASSES__
+#define __PATCH_EVAL__
#define __POINTCLOUD__
+#define __RAY_DIFFERENTIALS__
+#define __SHADER_RAYTRACE__
+#define __SHADOW_CATCHER__
+#define __SHADOW_RECORD_ALL__
+#define __SUBSURFACE__
#define __SVM__
-#define __EMISSION__
-#define __HOLDOUT__
#define __TRANSPARENT_SHADOWS__
-#define __BACKGROUND_MIS__
-#define __LAMP_MIS__
-#define __CAMERA_MOTION__
-#define __OBJECT_MOTION__
-#define __PRINCIPLED__
-#define __SUBSURFACE__
+#define __VISIBILITY_FLAG__
#define __VOLUME__
-#define __CMJ__
-#define __SHADOW_RECORD_ALL__
-#define __BRANCHED_PATH__
/* Device specific features */
#ifndef __KERNEL_GPU__
@@ -101,9 +90,6 @@ CCL_NAMESPACE_BEGIN
/* Scene-based selective features compilation. */
#ifdef __KERNEL_FEATURES__
-# if !(__KERNEL_FEATURES & KERNEL_FEATURE_CAMERA_MOTION)
-# undef __CAMERA_MOTION__
-# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_OBJECT_MOTION)
# undef __OBJECT_MOTION__
# endif
@@ -128,9 +114,6 @@ CCL_NAMESPACE_BEGIN
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_SHADOW_CATCHER)
# undef __SHADOW_CATCHER__
# endif
-# if !(__KERNEL_FEATURES & KERNEL_FEATURE_PRINCIPLED)
-# undef __PRINCIPLED__
-# endif
# if !(__KERNEL_FEATURES & KERNEL_FEATURE_DENOISING)
# undef __DENOISING_FEATURES__
# endif
@@ -1488,42 +1471,38 @@ enum KernelFeatureFlag : uint32_t {
KERNEL_FEATURE_HAIR = (1U << 12U),
KERNEL_FEATURE_HAIR_THICK = (1U << 13U),
KERNEL_FEATURE_OBJECT_MOTION = (1U << 14U),
- KERNEL_FEATURE_CAMERA_MOTION = (1U << 15U),
/* Denotes whether baking functionality is needed. */
- KERNEL_FEATURE_BAKING = (1U << 16U),
+ KERNEL_FEATURE_BAKING = (1U << 15U),
/* Use subsurface scattering materials. */
- KERNEL_FEATURE_SUBSURFACE = (1U << 17U),
+ KERNEL_FEATURE_SUBSURFACE = (1U << 16U),
/* Use volume materials. */
- KERNEL_FEATURE_VOLUME = (1U << 18U),
+ KERNEL_FEATURE_VOLUME = (1U << 17U),
/* Use OpenSubdiv patch evaluation */
- KERNEL_FEATURE_PATCH_EVALUATION = (1U << 19U),
+ KERNEL_FEATURE_PATCH_EVALUATION = (1U << 18U),
/* Use Transparent shadows */
- KERNEL_FEATURE_TRANSPARENT = (1U << 20U),
+ KERNEL_FEATURE_TRANSPARENT = (1U << 19U),
/* Use shadow catcher. */
- KERNEL_FEATURE_SHADOW_CATCHER = (1U << 21U),
-
- /* Per-uber shader usage flags. */
- KERNEL_FEATURE_PRINCIPLED = (1U << 22U),
+ KERNEL_FEATURE_SHADOW_CATCHER = (1U << 29U),
/* Light render passes. */
- KERNEL_FEATURE_LIGHT_PASSES = (1U << 23U),
+ KERNEL_FEATURE_LIGHT_PASSES = (1U << 21U),
/* Shadow render pass. */
- KERNEL_FEATURE_SHADOW_PASS = (1U << 24U),
+ KERNEL_FEATURE_SHADOW_PASS = (1U << 22U),
/* AO. */
- KERNEL_FEATURE_AO_PASS = (1U << 25U),
- KERNEL_FEATURE_AO_ADDITIVE = (1U << 26U),
+ KERNEL_FEATURE_AO_PASS = (1U << 23U),
+ KERNEL_FEATURE_AO_ADDITIVE = (1U << 24U),
KERNEL_FEATURE_AO = (KERNEL_FEATURE_AO_PASS | KERNEL_FEATURE_AO_ADDITIVE),
/* MNEE. */
- KERNEL_FEATURE_MNEE = (1U << 27U),
+ KERNEL_FEATURE_MNEE = (1U << 25U),
};
/* Shader node feature mask, to specialize shader evaluation for kernels. */
diff --git a/intern/cycles/scene/camera.cpp b/intern/cycles/scene/camera.cpp
index d9e574873bd..240e5d9c128 100644
--- a/intern/cycles/scene/camera.cpp
+++ b/intern/cycles/scene/camera.cpp
@@ -761,9 +761,7 @@ float Camera::world_to_raster_size(float3 P)
}
#else
camera_sample_panorama(&kernel_camera,
-# ifdef __CAMERA_MOTION__
kernel_camera_motion.data(),
-# endif
0.5f * full_width,
0.5f * full_height,
0.0f,
diff --git a/intern/cycles/scene/integrator.cpp b/intern/cycles/scene/integrator.cpp
index 86a2c9571c6..e9cd753854f 100644
--- a/intern/cycles/scene/integrator.cpp
+++ b/intern/cycles/scene/integrator.cpp
@@ -217,9 +217,7 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
FLT_MAX :
sample_clamp_indirect * 3.0f;
- /* Adaptive sampling requires PMJ, see sample_is_even. */
- kintegrator->sampling_pattern = (use_adaptive_sampling) ? SAMPLING_PATTERN_PMJ :
- sampling_pattern;
+ kintegrator->sampling_pattern = sampling_pattern;
kintegrator->scrambling_distance = scrambling_distance;
if (light_sampling_threshold > 0.0f) {
diff --git a/intern/cycles/scene/scene.cpp b/intern/cycles/scene/scene.cpp
index 18cd665ac74..478396ea98e 100644
--- a/intern/cycles/scene/scene.cpp
+++ b/intern/cycles/scene/scene.cpp
@@ -497,9 +497,6 @@ void Scene::update_kernel_features()
if (params.hair_shape == CURVE_THICK) {
kernel_features |= KERNEL_FEATURE_HAIR_THICK;
}
- if (use_motion && camera->use_motion()) {
- kernel_features |= KERNEL_FEATURE_CAMERA_MOTION;
- }
/* Figure out whether the scene will use shader ray-trace we need at least
* one caustic light, one caustic caster and one caustic receiver to use
@@ -520,9 +517,6 @@ void Scene::update_kernel_features()
if (object->use_motion() || geom->get_use_motion_blur()) {
kernel_features |= KERNEL_FEATURE_OBJECT_MOTION;
}
- if (geom->get_use_motion_blur()) {
- kernel_features |= KERNEL_FEATURE_CAMERA_MOTION;
- }
}
if (object->get_is_shadow_catcher()) {
kernel_features |= KERNEL_FEATURE_SHADOW_CATCHER;
@@ -590,8 +584,6 @@ static void log_kernel_features(const uint features)
{
VLOG_INFO << "Requested features:\n";
VLOG_INFO << "Use BSDF " << string_from_bool(features & KERNEL_FEATURE_NODE_BSDF) << "\n";
- VLOG_INFO << "Use Principled BSDF " << string_from_bool(features & KERNEL_FEATURE_PRINCIPLED)
- << "\n";
VLOG_INFO << "Use Emission " << string_from_bool(features & KERNEL_FEATURE_NODE_EMISSION)
<< "\n";
VLOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_NODE_VOLUME) << "\n";
@@ -611,8 +603,6 @@ static void log_kernel_features(const uint features)
<< "\n";
VLOG_INFO << "Use Object Motion " << string_from_bool(features & KERNEL_FEATURE_OBJECT_MOTION)
<< "\n";
- VLOG_INFO << "Use Camera Motion " << string_from_bool(features & KERNEL_FEATURE_CAMERA_MOTION)
- << "\n";
VLOG_INFO << "Use Baking " << string_from_bool(features & KERNEL_FEATURE_BAKING) << "\n";
VLOG_INFO << "Use Subsurface " << string_from_bool(features & KERNEL_FEATURE_SUBSURFACE) << "\n";
VLOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_VOLUME) << "\n";
diff --git a/intern/cycles/scene/shader.cpp b/intern/cycles/scene/shader.cpp
index e1af92ea8cf..bd647ab55e7 100644
--- a/intern/cycles/scene/shader.cpp
+++ b/intern/cycles/scene/shader.cpp
@@ -685,9 +685,6 @@ uint ShaderManager::get_graph_kernel_features(ShaderGraph *graph)
if (CLOSURE_IS_VOLUME(bsdf_node->get_closure_type())) {
kernel_features |= KERNEL_FEATURE_NODE_VOLUME;
}
- else if (CLOSURE_IS_PRINCIPLED(bsdf_node->get_closure_type())) {
- kernel_features |= KERNEL_FEATURE_PRINCIPLED;
- }
}
if (node->has_surface_bssrdf()) {
kernel_features |= KERNEL_FEATURE_SUBSURFACE;
diff --git a/release/datafiles/fonts/NotoSansHebrew-Regular.woff2 b/release/datafiles/fonts/NotoSansHebrew-Regular.woff2
new file mode 100644
index 00000000000..afbe2b7f62b
--- /dev/null
+++ b/release/datafiles/fonts/NotoSansHebrew-Regular.woff2
Binary files differ
diff --git a/release/datafiles/fonts/NotoSansHebrew-VariableFont_wdth,wght.woff2 b/release/datafiles/fonts/NotoSansHebrew-VariableFont_wdth,wght.woff2
deleted file mode 100644
index 4f6033c916f..00000000000
--- a/release/datafiles/fonts/NotoSansHebrew-VariableFont_wdth,wght.woff2
+++ /dev/null
Binary files differ
diff --git a/release/scripts/addons b/release/scripts/addons
-Subproject 25ffc6f430fc995b1c046b01acba1c3e6c1896b
+Subproject 67f1fbca1482d9d9362a4001332e785c3fd5d23
diff --git a/release/scripts/startup/bl_ui/space_userpref.py b/release/scripts/startup/bl_ui/space_userpref.py
index cd11938e146..49f0fef5849 100644
--- a/release/scripts/startup/bl_ui/space_userpref.py
+++ b/release/scripts/startup/bl_ui/space_userpref.py
@@ -2327,6 +2327,7 @@ class USERPREF_PT_experimental_debugging(ExperimentalPanel, Panel):
({"property": "use_cycles_debug"}, None),
({"property": "show_asset_debug_info"}, None),
({"property": "use_asset_indexing"}, None),
+ ({"property": "use_viewport_debug"}, None),
),
)
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index b1b5738aecd..b2fa8e4d64f 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -7809,6 +7809,25 @@ class VIEW3D_PT_curves_sculpt_grow_shrink_scaling(Panel):
layout.prop(brush.curves_sculpt_settings, "minimum_length")
+class VIEW3D_PT_viewport_debug(Panel):
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'HEADER'
+ bl_parent_id = 'VIEW3D_PT_overlay'
+ bl_label = "Viewport Debug"
+
+ @classmethod
+ def poll(cls, context):
+ prefs = context.preferences
+ return prefs.experimental.use_viewport_debug
+
+ def draw(self, context):
+ layout = self.layout
+ view = context.space_data
+ overlay = view.overlay
+
+ layout.prop(overlay, "use_debug_freeze_view_culling")
+
+
classes = (
VIEW3D_HT_header,
VIEW3D_HT_tool_header,
@@ -8046,6 +8065,7 @@ classes = (
TOPBAR_PT_annotation_layers,
VIEW3D_PT_curves_sculpt_add_shape,
VIEW3D_PT_curves_sculpt_grow_shrink_scaling,
+ VIEW3D_PT_viewport_debug,
)
diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c
index fb157c71172..03629db0acd 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -231,7 +231,7 @@ void blf_batch_draw_begin(FontBLF *font)
float gpumat[4][4];
GPU_matrix_model_view_get(gpumat);
- bool mat_changed = (memcmp(gpumat, g_batch.mat, sizeof(g_batch.mat)) != 0);
+ bool mat_changed = equals_m4m4(gpumat, g_batch.mat) == false;
if (mat_changed) {
/* Modelviewmat is no longer the same.
@@ -1450,7 +1450,7 @@ static const struct FaceDetails static_face_details[] = {
{"NotoSansGeorgian-VariableFont_wdth,wght.woff2", TT_UCR_GEORGIAN, 0, 0, 0},
{"NotoSansGujarati-Regular.woff2", TT_UCR_GUJARATI, 0, 0, 0},
{"NotoSansGurmukhi-VariableFont_wdth,wght.woff2", TT_UCR_GURMUKHI, 0, 0, 0},
- {"NotoSansHebrew-VariableFont_wdth,wght.woff2", TT_UCR_HEBREW, 0, 0, 0},
+ {"NotoSansHebrew-Regular.woff2", TT_UCR_HEBREW, 0, 0, 0},
{"NotoSansJavanese-Regular.woff2", 0x80000003L, 0x2000L, 0, 0},
{"NotoSansKannada-VariableFont_wdth,wght.woff2", TT_UCR_KANNADA, 0, 0, 0},
{"NotoSansMalayalam-VariableFont_wdth,wght.woff2", TT_UCR_MALAYALAM, 0, 0, 0},
diff --git a/source/blender/blenkernel/BKE_gpencil_geom.h b/source/blender/blenkernel/BKE_gpencil_geom.h
index 39ef738c631..33735fddf55 100644
--- a/source/blender/blenkernel/BKE_gpencil_geom.h
+++ b/source/blender/blenkernel/BKE_gpencil_geom.h
@@ -466,8 +466,8 @@ void BKE_gpencil_stroke_uniform_subdivide(struct bGPdata *gpd,
* This allows for manipulations in 2D but also easy conversion back to 3D.
* \note also takes care of parent space transform.
*/
-void BKE_gpencil_stroke_to_view_space(struct RegionView3D *rv3d,
- struct bGPDstroke *gps,
+void BKE_gpencil_stroke_to_view_space(struct bGPDstroke *gps,
+ float viewmat[4][4],
const float diff_mat[4][4]);
/**
* Stroke from view space
@@ -475,15 +475,15 @@ void BKE_gpencil_stroke_to_view_space(struct RegionView3D *rv3d,
* Inverse of #BKE_gpencil_stroke_to_view_space
* \note also takes care of parent space transform.
*/
-void BKE_gpencil_stroke_from_view_space(struct RegionView3D *rv3d,
- struct bGPDstroke *gps,
+void BKE_gpencil_stroke_from_view_space(struct bGPDstroke *gps,
+ float viewinv[4][4],
const float diff_mat[4][4]);
/**
* Calculates the perimeter of a stroke projected from the view and returns it as a new stroke.
* \param subdivisions: Number of subdivisions for the start and end caps.
* \return: bGPDstroke pointer to stroke perimeter.
*/
-struct bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(struct RegionView3D *rv3d,
+struct bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(float viewmat[4][4],
struct bGPdata *gpd,
const struct bGPDlayer *gpl,
struct bGPDstroke *gps,
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 1118552b643..8affbf0ca67 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -707,7 +707,10 @@ struct bNodeLink *nodeAddLink(struct bNodeTree *ntree,
struct bNodeSocket *tosock);
void nodeRemLink(struct bNodeTree *ntree, struct bNodeLink *link);
void nodeRemSocketLinks(struct bNodeTree *ntree, struct bNodeSocket *sock);
-void nodeMuteLinkToggle(struct bNodeTree *ntree, struct bNodeLink *link);
+/**
+ * Set the mute status of a single link.
+ */
+void nodeLinkSetMute(struct bNodeTree *ntree, struct bNodeLink *link, const bool muted);
bool nodeLinkIsHidden(const struct bNodeLink *link);
bool nodeLinkIsSelected(const struct bNodeLink *link);
void nodeInternalRelink(struct bNodeTree *ntree, struct bNode *node);
diff --git a/source/blender/blenkernel/intern/attribute.cc b/source/blender/blenkernel/intern/attribute.cc
index 0f7fabcff9b..8524f340803 100644
--- a/source/blender/blenkernel/intern/attribute.cc
+++ b/source/blender/blenkernel/intern/attribute.cc
@@ -474,7 +474,7 @@ CustomDataLayer *BKE_id_attributes_active_get(ID *id)
for (int i = 0; i < customdata->totlayer; i++) {
CustomDataLayer *layer = &customdata->layers[i];
if (CD_MASK_PROP_ALL & CD_TYPE_AS_MASK(layer->type)) {
- if (index == active_index) {
+ if (index == active_index && BKE_attribute_allow_procedural_access(layer->name)) {
return layer;
}
index++;
diff --git a/source/blender/blenkernel/intern/curves_geometry.cc b/source/blender/blenkernel/intern/curves_geometry.cc
index 3f549b39a00..7c450b86d52 100644
--- a/source/blender/blenkernel/intern/curves_geometry.cc
+++ b/source/blender/blenkernel/intern/curves_geometry.cc
@@ -1369,6 +1369,10 @@ static void reverse_swap_curve_point_data(const CurvesGeometry &curves,
std::swap(a[end_index], b[i]);
std::swap(b[end_index], a[i]);
}
+ if (points.size() % 2) {
+ const int64_t middle_index = points.size() / 2;
+ std::swap(a[middle_index], b[middle_index]);
+ }
}
});
}
diff --git a/source/blender/blenkernel/intern/gpencil_geom.cc b/source/blender/blenkernel/intern/gpencil_geom.cc
index 8914c01f34f..3ca2c2440a1 100644
--- a/source/blender/blenkernel/intern/gpencil_geom.cc
+++ b/source/blender/blenkernel/intern/gpencil_geom.cc
@@ -3770,8 +3770,8 @@ void BKE_gpencil_stroke_uniform_subdivide(bGPdata *gpd,
BKE_gpencil_stroke_geometry_update(gpd, gps);
}
-void BKE_gpencil_stroke_to_view_space(RegionView3D *rv3d,
- bGPDstroke *gps,
+void BKE_gpencil_stroke_to_view_space(bGPDstroke *gps,
+ float viewmat[4][4],
const float diff_mat[4][4])
{
for (int i = 0; i < gps->totpoints; i++) {
@@ -3779,12 +3779,12 @@ void BKE_gpencil_stroke_to_view_space(RegionView3D *rv3d,
/* Point to parent space. */
mul_v3_m4v3(&pt->x, diff_mat, &pt->x);
/* point to view space */
- mul_m4_v3(rv3d->viewmat, &pt->x);
+ mul_m4_v3(viewmat, &pt->x);
}
}
-void BKE_gpencil_stroke_from_view_space(RegionView3D *rv3d,
- bGPDstroke *gps,
+void BKE_gpencil_stroke_from_view_space(bGPDstroke *gps,
+ float viewinv[4][4],
const float diff_mat[4][4])
{
float inverse_diff_mat[4][4];
@@ -3792,7 +3792,7 @@ void BKE_gpencil_stroke_from_view_space(RegionView3D *rv3d,
for (int i = 0; i < gps->totpoints; i++) {
bGPDspoint *pt = &gps->points[i];
- mul_v3_m4v3(&pt->x, rv3d->viewinv, &pt->x);
+ mul_v3_m4v3(&pt->x, viewinv, &pt->x);
mul_m4_v3(inverse_diff_mat, &pt->x);
}
}
@@ -4209,7 +4209,7 @@ static ListBase *gpencil_stroke_perimeter_ex(const bGPdata *gpd,
return perimeter_list;
}
-bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(struct RegionView3D *rv3d,
+bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(float viewmat[4][4],
bGPdata *gpd,
const bGPDlayer *gpl,
bGPDstroke *gps,
@@ -4220,6 +4220,10 @@ bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(struct RegionView3D *rv3d,
if (gps->totpoints == 0) {
return nullptr;
}
+
+ float viewinv[4][4];
+ invert_m4_m4(viewinv, viewmat);
+
/* Duplicate only points and fill data. Weight and Curve are not needed. */
bGPDstroke *gps_temp = (bGPDstroke *)MEM_dupallocN(gps);
gps_temp->prev = gps_temp->next = nullptr;
@@ -4244,7 +4248,7 @@ bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(struct RegionView3D *rv3d,
pt_dst->uv_rot = 0;
}
- BKE_gpencil_stroke_to_view_space(rv3d, gps_temp, diff_mat);
+ BKE_gpencil_stroke_to_view_space(gps_temp, viewmat, diff_mat);
int num_perimeter_points = 0;
ListBase *perimeter_points = gpencil_stroke_perimeter_ex(
gpd, gpl, gps_temp, subdivisions, thickness_chg, &num_perimeter_points);
@@ -4267,7 +4271,7 @@ bGPDstroke *BKE_gpencil_stroke_perimeter_from_view(struct RegionView3D *rv3d,
pt->flag |= GP_SPOINT_SELECT;
}
- BKE_gpencil_stroke_from_view_space(rv3d, perimeter_stroke, diff_mat);
+ BKE_gpencil_stroke_from_view_space(perimeter_stroke, viewinv, diff_mat);
/* Free temp data. */
BLI_freelistN(perimeter_points);
diff --git a/source/blender/blenkernel/intern/node.cc b/source/blender/blenkernel/intern/node.cc
index 4eb48e9edc9..e1eaed71f37 100644
--- a/source/blender/blenkernel/intern/node.cc
+++ b/source/blender/blenkernel/intern/node.cc
@@ -118,9 +118,6 @@ static void node_free_node(bNodeTree *ntree, bNode *node);
static void node_socket_interface_free(bNodeTree *UNUSED(ntree),
bNodeSocket *sock,
const bool do_id_user);
-static void nodeMuteRerouteOutputLinks(struct bNodeTree *ntree,
- struct bNode *node,
- const bool mute);
static void ntree_init_data(ID *id)
{
@@ -2350,102 +2347,11 @@ void nodeRemLink(bNodeTree *ntree, bNodeLink *link)
}
}
-/* Check if all output links are muted or not. */
-static bool nodeMuteFromSocketLinks(const bNodeTree *ntree, const bNodeSocket *sock)
+void nodeLinkSetMute(bNodeTree *ntree, bNodeLink *link, const bool muted)
{
- int tot = 0;
- int muted = 0;
- LISTBASE_FOREACH (const bNodeLink *, link, &ntree->links) {
- if (link->fromsock == sock) {
- tot++;
- if (link->flag & NODE_LINK_MUTED) {
- muted++;
- }
- }
- }
- return tot == muted;
-}
-
-static void nodeMuteLink(bNodeLink *link)
-{
- link->flag |= NODE_LINK_MUTED;
- link->flag |= NODE_LINK_TEST;
- if (!(link->tosock->flag & SOCK_MULTI_INPUT)) {
- link->tosock->flag &= ~SOCK_IN_USE;
- }
-}
-
-static void nodeUnMuteLink(bNodeLink *link)
-{
- link->flag &= ~NODE_LINK_MUTED;
- link->flag |= NODE_LINK_TEST;
- link->tosock->flag |= SOCK_IN_USE;
-}
-
-/* Upstream muting. Always happens when unmuting but checks when muting. O(n^2) algorithm. */
-static void nodeMuteRerouteInputLinks(bNodeTree *ntree, bNode *node, const bool mute)
-{
- if (node->type != NODE_REROUTE) {
- return;
- }
- if (!mute || nodeMuteFromSocketLinks(ntree, (bNodeSocket *)node->outputs.first)) {
- bNodeSocket *sock = (bNodeSocket *)node->inputs.first;
- LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
- if (!(link->flag & NODE_LINK_VALID) || (link->tosock != sock)) {
- continue;
- }
- if (mute) {
- nodeMuteLink(link);
- }
- else {
- nodeUnMuteLink(link);
- }
- nodeMuteRerouteInputLinks(ntree, link->fromnode, mute);
- }
- }
-}
-
-/* Downstream muting propagates when reaching reroute nodes. O(n^2) algorithm. */
-static void nodeMuteRerouteOutputLinks(bNodeTree *ntree, bNode *node, const bool mute)
-{
- if (node->type != NODE_REROUTE) {
- return;
- }
- bNodeSocket *sock;
- sock = (bNodeSocket *)node->outputs.first;
- LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
- if (!(link->flag & NODE_LINK_VALID) || (link->fromsock != sock)) {
- continue;
- }
- if (mute) {
- nodeMuteLink(link);
- }
- else {
- nodeUnMuteLink(link);
- }
- nodeMuteRerouteOutputLinks(ntree, link->tonode, mute);
- }
-}
-
-void nodeMuteLinkToggle(bNodeTree *ntree, bNodeLink *link)
-{
- if (link->tosock) {
- bool mute = !(link->flag & NODE_LINK_MUTED);
- if (mute) {
- nodeMuteLink(link);
- }
- else {
- nodeUnMuteLink(link);
- }
- if (link->tonode->type == NODE_REROUTE) {
- nodeMuteRerouteOutputLinks(ntree, link->tonode, mute);
- }
- if (link->fromnode->type == NODE_REROUTE) {
- nodeMuteRerouteInputLinks(ntree, link->fromnode, mute);
- }
- }
-
- if (ntree) {
+ const bool was_muted = link->flag & NODE_LINK_MUTED;
+ SET_FLAG_FROM_TEST(link->flag, muted, NODE_LINK_MUTED);
+ if (muted != was_muted) {
BKE_ntree_update_tag_link_mute(ntree, link);
}
}
@@ -2660,9 +2566,9 @@ void nodePositionRelative(bNode *from_node,
void nodePositionPropagate(bNode *node)
{
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node->inputs) {
- if (nsock->link != nullptr) {
- bNodeLink *link = nsock->link;
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
+ if (socket->link != nullptr) {
+ bNodeLink *link = socket->link;
nodePositionRelative(link->fromnode, link->tonode, link->fromsock, link->tosock);
nodePositionPropagate(link->fromnode);
}
diff --git a/source/blender/blenkernel/intern/vfont.c b/source/blender/blenkernel/intern/vfont.c
index 9a6f861eae8..e016cf8db84 100644
--- a/source/blender/blenkernel/intern/vfont.c
+++ b/source/blender/blenkernel/intern/vfont.c
@@ -1422,7 +1422,8 @@ static bool vfont_to_curve(Object *ob,
for (i = 0; i <= selend; i++, ct++) {
if (i >= selstart) {
selboxes[i - selstart].x = ct->xof * font_size;
- selboxes[i - selstart].y = ct->yof * font_size;
+ selboxes[i - selstart].y = (ct->yof - 0.25f) * font_size;
+ selboxes[i - selstart].h = font_size;
}
}
}
@@ -1481,17 +1482,17 @@ static bool vfont_to_curve(Object *ob,
f = ef->textcurs[0];
- f[0] = font_size * (-0.1f * co + ct->xof);
- f[1] = font_size * (0.1f * si + ct->yof);
+ f[0] = font_size * (-0.02f * co + ct->xof);
+ f[1] = font_size * (0.1f * si - (0.25f * co) + ct->yof);
- f[2] = font_size * (0.1f * co + ct->xof);
- f[3] = font_size * (-0.1f * si + ct->yof);
+ f[2] = font_size * (0.02f * co + ct->xof);
+ f[3] = font_size * (-0.1f * si - (0.25f * co) + ct->yof);
- f[4] = font_size * (0.1f * co + 0.8f * si + ct->xof);
- f[5] = font_size * (-0.1f * si + 0.8f * co + ct->yof);
+ f[4] = font_size * (0.02f * co + 0.8f * si + ct->xof);
+ f[5] = font_size * (-0.1f * si + 0.75f * co + ct->yof);
- f[6] = font_size * (-0.1f * co + 0.8f * si + ct->xof);
- f[7] = font_size * (0.1f * si + 0.8f * co + ct->yof);
+ f[6] = font_size * (-0.02f * co + 0.8f * si + ct->xof);
+ f[7] = font_size * (0.1f * si + 0.75f * co + ct->yof);
}
if (mode == FO_SELCHANGE) {
diff --git a/source/blender/bmesh/intern/bmesh_mesh_convert.cc b/source/blender/bmesh/intern/bmesh_mesh_convert.cc
index e0250db8c4b..0190f91250b 100644
--- a/source/blender/bmesh/intern/bmesh_mesh_convert.cc
+++ b/source/blender/bmesh/intern/bmesh_mesh_convert.cc
@@ -486,7 +486,7 @@ void BM_mesh_bm_from_me(BMesh *bm, const Mesh *me, const struct BMeshFromMeshPar
BM_face_select_set(bm, f, true);
}
- f->mat_nr = material_indices == NULL ? 0 : material_indices[i];
+ f->mat_nr = material_indices == nullptr ? 0 : material_indices[i];
if (i == me->act_face) {
bm->act_face = f;
}
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 939e302b3d2..f0c0a435e2a 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -79,19 +79,21 @@ set(SRC
intern/draw_cache_impl_subdivision.cc
intern/draw_cache_impl_volume.c
intern/draw_color_management.cc
+ intern/draw_command.cc
intern/draw_common.c
intern/draw_curves.cc
intern/draw_debug.cc
intern/draw_fluid.c
intern/draw_hair.cc
intern/draw_instance_data.c
- intern/draw_manager.c
intern/draw_manager_data.c
intern/draw_manager_exec.c
intern/draw_manager_profiling.c
intern/draw_manager_shader.c
intern/draw_manager_text.c
intern/draw_manager_texture.c
+ intern/draw_manager.c
+ intern/draw_manager.cc
intern/draw_select_buffer.c
intern/draw_shader.cc
intern/draw_texture_pool.cc
@@ -206,28 +208,34 @@ set(SRC
intern/DRW_gpu_wrapper.hh
intern/DRW_render.h
intern/draw_attributes.h
- intern/draw_cache.h
intern/draw_cache_extract.hh
intern/draw_cache_impl.h
intern/draw_cache_inline.h
+ intern/draw_cache.h
intern/draw_color_management.h
- intern/draw_common.h
+ intern/draw_command.hh
intern/draw_common_shader_shared.h
+ intern/draw_common.h
intern/draw_curves_private.h
intern/draw_debug.h
intern/draw_debug.hh
intern/draw_hair_private.h
intern/draw_instance_data.h
- intern/draw_manager.h
intern/draw_manager_profiling.h
intern/draw_manager_testing.h
intern/draw_manager_text.h
- intern/draw_shader.h
+ intern/draw_manager.h
+ intern/draw_manager.hh
+ intern/draw_pass.hh
+ intern/draw_resource.cc
+ intern/draw_resource.hh
intern/draw_shader_shared.h
+ intern/draw_shader.h
intern/draw_subdivision.h
intern/draw_texture_pool.h
- intern/draw_view.h
intern/draw_view_data.h
+ intern/draw_view.cc
+ intern/draw_view.h
intern/mesh_extractors/extract_mesh.hh
intern/smaa_textures.h
engines/basic/basic_engine.h
@@ -496,14 +504,19 @@ set(GLSL_SRC
intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
intern/shaders/common_view_clipping_lib.glsl
intern/shaders/common_view_lib.glsl
+ intern/shaders/draw_command_generate_comp.glsl
intern/shaders/draw_debug_draw_display_frag.glsl
intern/shaders/draw_debug_draw_display_vert.glsl
intern/shaders/draw_debug_info.hh
intern/shaders/draw_debug_print_display_frag.glsl
intern/shaders/draw_debug_print_display_vert.glsl
+ intern/shaders/draw_resource_finalize_comp.glsl
+ intern/shaders/draw_visibility_comp.glsl
intern/draw_common_shader_shared.h
+ intern/draw_command_shared.hh
intern/draw_shader_shared.h
+ intern/draw_defines.h
engines/gpencil/shaders/gpencil_frag.glsl
engines/gpencil/shaders/gpencil_vert.glsl
@@ -708,6 +721,7 @@ if(WITH_GTESTS)
if(WITH_OPENGL_DRAW_TESTS)
set(TEST_SRC
tests/draw_testing.cc
+ tests/draw_pass_test.cc
tests/shaders_test.cc
tests/draw_testing.hh
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index 9ecc50d9df5..c7f6687d2e2 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -100,7 +100,7 @@ void main()
coef = 0.315392 * (3.0 * cubevec.y * cubevec.y - 1.0) * 1.0 / 4.0;
}
else if (comp == 7) {
- coef = 1.092548 * cubevec.x * cubevec.y * 1.0 / 4.0;
+ coef = -1.092548 * cubevec.x * cubevec.y * 1.0 / 4.0;
}
else { /* (comp == 8) */
coef = 0.546274 * (cubevec.x * cubevec.x - cubevec.z * cubevec.z) * 1.0 / 4.0;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 57d70334651..062a40f35c2 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -152,3 +152,7 @@ vec4 attr_load_color_post(vec4 attr)
{
return attr;
}
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash)
+{
+ return attr;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
index 2a212b757c2..f84db01de18 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
@@ -182,3 +182,7 @@ vec4 attr_load_color_post(vec4 attr)
{
return attr;
}
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash)
+{
+ return attr;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
index 488e229bff7..b984a6df7b3 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -98,10 +98,11 @@ GlobalData init_globals(void)
# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
surf.P = transform_direction(ViewMatrixInverse, -viewCameraVec(viewPosition));
- surf.N = surf.Ng = -surf.P;
+ surf.N = surf.Ng = surf.Ni = -surf.P;
surf.ray_length = 0.0;
# else
surf.P = worldPosition;
+ surf.Ni = worldNormal;
surf.N = safe_normalize(worldNormal);
surf.Ng = safe_normalize(cross(dFdx(surf.P), dFdy(surf.P)));
surf.ray_length = distance(surf.P, cameraPos);
@@ -123,7 +124,7 @@ GlobalData init_globals(void)
cos_theta = hairThickTime / hairThickness;
}
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
- surf.N = safe_normalize(worldNormal * sin_theta + B * cos_theta);
+ surf.N = surf.Ni = safe_normalize(worldNormal * sin_theta + B * cos_theta);
surf.curve_T = -hairTangent;
/* Costly, but follows cycles per pixel tangent space (not following curve shape). */
surf.curve_B = cross(V, surf.curve_T);
diff --git a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
index 4a3a91b8534..54aad7891dc 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
@@ -165,3 +165,7 @@ vec4 attr_load_color_post(vec4 attr)
{
return attr;
}
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash)
+{
+ return attr;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index c6de723ac25..9ed21fc0bf5 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -178,3 +178,7 @@ vec4 attr_load_color_post(vec4 attr)
#endif
return attr;
}
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash)
+{
+ return attr;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
index b3b9c7af19c..2d51fbd9edc 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
@@ -87,3 +87,8 @@ vec4 attr_load_color_post(vec4 attr)
{
return attr;
}
+
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash)
+{
+ return attr;
+}
diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh
index 67643471639..ec05cce3d02 100644
--- a/source/blender/draw/engines/eevee_next/eevee_defines.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh
@@ -68,3 +68,37 @@
#define DOF_FILTER_GROUP_SIZE 8
#define DOF_GATHER_GROUP_SIZE DOF_TILES_SIZE
#define DOF_RESOLVE_GROUP_SIZE (DOF_TILES_SIZE * 2)
+
+/* Resource bindings. */
+
+/* Texture. */
+#define RBUFS_UTILITY_TEX_SLOT 14
+
+/* Images. */
+#define RBUFS_NORMAL_SLOT 0
+#define RBUFS_LIGHT_SLOT 1
+#define RBUFS_DIFF_COLOR_SLOT 2
+#define RBUFS_SPEC_COLOR_SLOT 3
+#define RBUFS_EMISSION_SLOT 4
+#define RBUFS_AOV_COLOR_SLOT 5
+#define RBUFS_AOV_VALUE_SLOT 6
+
+/* Uniform Bufs. */
+/* Only during prepass. */
+#define VELOCITY_CAMERA_PREV_BUF 3
+#define VELOCITY_CAMERA_CURR_BUF 4
+#define VELOCITY_CAMERA_NEXT_BUF 5
+
+/* Storage Bufs. */
+#define LIGHT_CULL_BUF_SLOT 0
+#define LIGHT_BUF_SLOT 1
+#define LIGHT_ZBIN_BUF_SLOT 2
+#define LIGHT_TILE_BUF_SLOT 3
+#define RBUFS_AOV_BUF_SLOT 5
+#define SAMPLING_BUF_SLOT 6
+/* Only during prepass. */
+#define VELOCITY_OBJ_PREV_BUF_SLOT 0
+#define VELOCITY_OBJ_NEXT_BUF_SLOT 1
+#define VELOCITY_GEO_PREV_BUF_SLOT 2
+#define VELOCITY_GEO_NEXT_BUF_SLOT 3
+#define VELOCITY_INDIRECTION_BUF_SLOT 4
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
index afabeb8b729..bc0891ceb92 100644
--- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
@@ -237,35 +237,34 @@ void DepthOfField::bokeh_lut_pass_sync()
const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f);
if (!has_anisotropy && (data_.bokeh_blades == 0.0)) {
/* No need for LUTs in these cases. */
- bokeh_lut_ps_ = nullptr;
+ use_bokeh_lut_ = false;
return;
}
+ use_bokeh_lut_ = true;
/* Precompute bokeh texture. */
- bokeh_lut_ps_ = DRW_pass_create("Dof.bokeh_lut_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_BOKEH_LUT);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, bokeh_lut_ps_);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_image_ref(grp, "out_gather_lut_img", &bokeh_gather_lut_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_scatter_lut_img", &bokeh_scatter_lut_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_resolve_lut_img", &bokeh_resolve_lut_tx_);
- DRW_shgroup_call_compute(grp, 1, 1, 1);
+ bokeh_lut_ps_.init();
+ bokeh_lut_ps_.shader_set(inst_.shaders.static_shader_get(DOF_BOKEH_LUT));
+ bokeh_lut_ps_.bind_ubo("dof_buf", data_);
+ bokeh_lut_ps_.bind_image("out_gather_lut_img", &bokeh_gather_lut_tx_);
+ bokeh_lut_ps_.bind_image("out_scatter_lut_img", &bokeh_scatter_lut_tx_);
+ bokeh_lut_ps_.bind_image("out_resolve_lut_img", &bokeh_resolve_lut_tx_);
+ bokeh_lut_ps_.dispatch(int3(1, 1, 1));
}
void DepthOfField::setup_pass_sync()
{
RenderBuffers &render_buffers = inst_.render_buffers;
- setup_ps_ = DRW_pass_create("Dof.setup_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_SETUP);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, setup_ps_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &setup_color_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_coc_img", &setup_coc_tx_);
- DRW_shgroup_call_compute_ref(grp, dispatch_setup_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ setup_ps_.init();
+ setup_ps_.shader_set(inst_.shaders.static_shader_get(DOF_SETUP));
+ setup_ps_.bind_texture("color_tx", &input_color_tx_, no_filter);
+ setup_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
+ setup_ps_.bind_ubo("dof_buf", data_);
+ setup_ps_.bind_image("out_color_img", &setup_color_tx_);
+ setup_ps_.bind_image("out_coc_img", &setup_coc_tx_);
+ setup_ps_.dispatch(&dispatch_setup_size_);
+ setup_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
void DepthOfField::stabilize_pass_sync()
@@ -273,214 +272,203 @@ void DepthOfField::stabilize_pass_sync()
RenderBuffers &render_buffers = inst_.render_buffers;
VelocityModule &velocity = inst_.velocity;
- stabilize_ps_ = DRW_pass_create("Dof.stabilize_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_STABILIZE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, stabilize_ps_);
- DRW_shgroup_uniform_block_ref(grp, "camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
- DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
+ stabilize_ps_.init();
+ stabilize_ps_.shader_set(inst_.shaders.static_shader_get(DOF_STABILIZE));
+ stabilize_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
+ stabilize_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
/* This is only for temporal stability. The next step is not needed. */
- DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[STEP_PREVIOUS]));
- DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &setup_color_tx_, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "velocity_tx", &render_buffers.vector_tx, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "in_history_tx", &stabilize_input_, with_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
- DRW_shgroup_uniform_bool(grp, "use_history", &stabilize_valid_history_, 1);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_image(grp, "out_coc_img", reduced_coc_tx_.mip_view(0));
- DRW_shgroup_uniform_image(grp, "out_color_img", reduced_color_tx_.mip_view(0));
- DRW_shgroup_uniform_image_ref(grp, "out_history_img", &stabilize_output_tx_);
- DRW_shgroup_call_compute_ref(grp, dispatch_stabilize_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ stabilize_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[STEP_PREVIOUS]));
+ stabilize_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter);
+ stabilize_ps_.bind_texture("color_tx", &setup_color_tx_, no_filter);
+ stabilize_ps_.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter);
+ stabilize_ps_.bind_texture("in_history_tx", &stabilize_input_, with_filter);
+ stabilize_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
+ stabilize_ps_.bind_ubo("dof_buf", data_);
+ stabilize_ps_.push_constant("use_history", &stabilize_valid_history_, 1);
+ stabilize_ps_.bind_image("out_coc_img", reduced_coc_tx_.mip_view(0));
+ stabilize_ps_.bind_image("out_color_img", reduced_color_tx_.mip_view(0));
+ stabilize_ps_.bind_image("out_history_img", &stabilize_output_tx_);
+ stabilize_ps_.dispatch(&dispatch_stabilize_size_);
+ stabilize_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
void DepthOfField::downsample_pass_sync()
{
- downsample_ps_ = DRW_pass_create("Dof.downsample_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_DOWNSAMPLE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, downsample_ps_);
- DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_.mip_view(0), no_filter);
- DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_.mip_view(0), no_filter);
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &downsample_tx_);
- DRW_shgroup_call_compute_ref(grp, dispatch_downsample_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ downsample_ps_.init();
+ downsample_ps_.shader_set(inst_.shaders.static_shader_get(DOF_DOWNSAMPLE));
+ downsample_ps_.bind_texture("color_tx", reduced_color_tx_.mip_view(0), no_filter);
+ downsample_ps_.bind_texture("coc_tx", reduced_coc_tx_.mip_view(0), no_filter);
+ downsample_ps_.bind_image("out_color_img", &downsample_tx_);
+ downsample_ps_.dispatch(&dispatch_downsample_size_);
+ downsample_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
void DepthOfField::reduce_pass_sync()
{
- reduce_ps_ = DRW_pass_create("Dof.reduce_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_REDUCE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, reduce_ps_);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "downsample_tx", &downsample_tx_, no_filter);
- DRW_shgroup_storage_block(grp, "scatter_fg_list_buf", scatter_fg_list_buf_);
- DRW_shgroup_storage_block(grp, "scatter_bg_list_buf", scatter_bg_list_buf_);
- DRW_shgroup_storage_block(grp, "scatter_fg_indirect_buf", scatter_fg_indirect_buf_);
- DRW_shgroup_storage_block(grp, "scatter_bg_indirect_buf", scatter_bg_indirect_buf_);
- DRW_shgroup_uniform_image(grp, "inout_color_lod0_img", reduced_color_tx_.mip_view(0));
- DRW_shgroup_uniform_image(grp, "out_color_lod1_img", reduced_color_tx_.mip_view(1));
- DRW_shgroup_uniform_image(grp, "out_color_lod2_img", reduced_color_tx_.mip_view(2));
- DRW_shgroup_uniform_image(grp, "out_color_lod3_img", reduced_color_tx_.mip_view(3));
- DRW_shgroup_uniform_image(grp, "in_coc_lod0_img", reduced_coc_tx_.mip_view(0));
- DRW_shgroup_uniform_image(grp, "out_coc_lod1_img", reduced_coc_tx_.mip_view(1));
- DRW_shgroup_uniform_image(grp, "out_coc_lod2_img", reduced_coc_tx_.mip_view(2));
- DRW_shgroup_uniform_image(grp, "out_coc_lod3_img", reduced_coc_tx_.mip_view(3));
- DRW_shgroup_call_compute_ref(grp, dispatch_reduce_size_);
+ reduce_ps_.init();
+ reduce_ps_.shader_set(inst_.shaders.static_shader_get(DOF_REDUCE));
+ reduce_ps_.bind_ubo("dof_buf", data_);
+ reduce_ps_.bind_texture("downsample_tx", &downsample_tx_, no_filter);
+ reduce_ps_.bind_ssbo("scatter_fg_list_buf", scatter_fg_list_buf_);
+ reduce_ps_.bind_ssbo("scatter_bg_list_buf", scatter_bg_list_buf_);
+ reduce_ps_.bind_ssbo("scatter_fg_indirect_buf", scatter_fg_indirect_buf_);
+ reduce_ps_.bind_ssbo("scatter_bg_indirect_buf", scatter_bg_indirect_buf_);
+ reduce_ps_.bind_image("inout_color_lod0_img", reduced_color_tx_.mip_view(0));
+ reduce_ps_.bind_image("out_color_lod1_img", reduced_color_tx_.mip_view(1));
+ reduce_ps_.bind_image("out_color_lod2_img", reduced_color_tx_.mip_view(2));
+ reduce_ps_.bind_image("out_color_lod3_img", reduced_color_tx_.mip_view(3));
+ reduce_ps_.bind_image("in_coc_lod0_img", reduced_coc_tx_.mip_view(0));
+ reduce_ps_.bind_image("out_coc_lod1_img", reduced_coc_tx_.mip_view(1));
+ reduce_ps_.bind_image("out_coc_lod2_img", reduced_coc_tx_.mip_view(2));
+ reduce_ps_.bind_image("out_coc_lod3_img", reduced_coc_tx_.mip_view(3));
+ reduce_ps_.dispatch(&dispatch_reduce_size_);
/* NOTE: Command buffer barrier is done automatically by the GPU backend. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE);
+ reduce_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE);
}
void DepthOfField::tiles_flatten_pass_sync()
{
- tiles_flatten_ps_ = DRW_pass_create("Dof.tiles_flatten_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_TILES_FLATTEN);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_);
+ tiles_flatten_ps_.init();
+ tiles_flatten_ps_.shader_set(inst_.shaders.static_shader_get(DOF_TILES_FLATTEN));
/* NOTE(fclem): We should use the reduced_coc_tx_ as it is stable, but we need the slight focus
* flag from the setup pass. A better way would be to do the brute-force in focus gather without
* this. */
- DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter);
- DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current());
- DRW_shgroup_call_compute_ref(grp, dispatch_tiles_flatten_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ tiles_flatten_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter);
+ tiles_flatten_ps_.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current());
+ tiles_flatten_ps_.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current());
+ tiles_flatten_ps_.dispatch(&dispatch_tiles_flatten_size_);
+ tiles_flatten_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
void DepthOfField::tiles_dilate_pass_sync()
{
- tiles_dilate_minmax_ps_ = DRW_pass_create("Dof.tiles_dilate_minmax_ps_", DRW_STATE_NO_DRAW);
- tiles_dilate_minabs_ps_ = DRW_pass_create("Dof.tiles_dilate_minabs_ps_", DRW_STATE_NO_DRAW);
for (int pass = 0; pass < 2; pass++) {
- DRWPass *drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_;
- GPUShader *sh = inst_.shaders.static_shader_get((pass == 0) ? DOF_TILES_DILATE_MINMAX :
- DOF_TILES_DILATE_MINABS);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, drw_pass);
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.previous());
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.previous());
- DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current());
- DRW_shgroup_uniform_int(grp, "ring_count", &tiles_dilate_ring_count_, 1);
- DRW_shgroup_uniform_int(grp, "ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1);
- DRW_shgroup_call_compute_ref(grp, dispatch_tiles_dilate_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ PassSimple &drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_;
+ eShaderType sh_type = (pass == 0) ? DOF_TILES_DILATE_MINMAX : DOF_TILES_DILATE_MINABS;
+ drw_pass.init();
+ drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type));
+ drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.previous());
+ drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.previous());
+ drw_pass.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current());
+ drw_pass.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current());
+ drw_pass.push_constant("ring_count", &tiles_dilate_ring_count_, 1);
+ drw_pass.push_constant("ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1);
+ drw_pass.dispatch(&dispatch_tiles_dilate_size_);
+ drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
}
void DepthOfField::gather_pass_sync()
{
- gather_fg_ps_ = DRW_pass_create("Dof.gather_fg_ps_", DRW_STATE_NO_DRAW);
- gather_bg_ps_ = DRW_pass_create("Dof.gather_bg_ps_", DRW_STATE_NO_DRAW);
for (int pass = 0; pass < 2; pass++) {
+ PassSimple &drw_pass = (pass == 0) ? gather_fg_ps_ : gather_bg_ps_;
SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
- bool use_lut = bokeh_lut_ps_ != nullptr;
eShaderType sh_type = (pass == 0) ?
- (use_lut ? DOF_GATHER_FOREGROUND_LUT : DOF_GATHER_FOREGROUND) :
- (use_lut ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND);
- GPUShader *sh = inst_.shaders.static_shader_get(sh_type);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? gather_fg_ps_ : gather_bg_ps_);
- inst_.sampling.bind_resources(grp);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear);
- DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest);
- DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest);
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current());
- DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current());
- DRW_shgroup_uniform_image_ref(grp, "out_occlusion_img", &occlusion_tx_);
- DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_gather_lut_tx_);
- DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ (use_bokeh_lut_ ? DOF_GATHER_FOREGROUND_LUT :
+ DOF_GATHER_FOREGROUND) :
+ (use_bokeh_lut_ ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND);
+ drw_pass.init();
+ inst_.sampling.bind_resources(&drw_pass);
+ drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type));
+ drw_pass.bind_ubo("dof_buf", data_);
+ drw_pass.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear);
+ drw_pass.bind_texture("color_tx", reduced_color_tx_, gather_nearest);
+ drw_pass.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest);
+ drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
+ drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
+ drw_pass.bind_image("out_color_img", &color_chain.current());
+ drw_pass.bind_image("out_weight_img", &weight_chain.current());
+ drw_pass.bind_image("out_occlusion_img", &occlusion_tx_);
+ drw_pass.bind_texture("bokeh_lut_tx", &bokeh_gather_lut_tx_);
+ drw_pass.dispatch(&dispatch_gather_size_);
+ drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
}
void DepthOfField::filter_pass_sync()
{
- filter_fg_ps_ = DRW_pass_create("Dof.filter_fg_ps_", DRW_STATE_NO_DRAW);
- filter_bg_ps_ = DRW_pass_create("Dof.filter_bg_ps_", DRW_STATE_NO_DRAW);
for (int pass = 0; pass < 2; pass++) {
+ PassSimple &drw_pass = (pass == 0) ? filter_fg_ps_ : filter_bg_ps_;
SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_FILTER);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? filter_fg_ps_ : filter_bg_ps_);
- DRW_shgroup_uniform_texture_ref(grp, "color_tx", &color_chain.previous());
- DRW_shgroup_uniform_texture_ref(grp, "weight_tx", &weight_chain.previous());
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current());
- DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current());
- DRW_shgroup_call_compute_ref(grp, dispatch_filter_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ drw_pass.init();
+ drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_FILTER));
+ drw_pass.bind_texture("color_tx", &color_chain.previous());
+ drw_pass.bind_texture("weight_tx", &weight_chain.previous());
+ drw_pass.bind_image("out_color_img", &color_chain.current());
+ drw_pass.bind_image("out_weight_img", &weight_chain.current());
+ drw_pass.dispatch(&dispatch_filter_size_);
+ drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
}
void DepthOfField::scatter_pass_sync()
{
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL;
- scatter_fg_ps_ = DRW_pass_create("Dof.scatter_fg_ps_", state);
- scatter_bg_ps_ = DRW_pass_create("Dof.scatter_bg_ps_", state);
for (int pass = 0; pass < 2; pass++) {
- GPUStorageBuf *scatter_buf = (pass == 0) ? scatter_fg_indirect_buf_ : scatter_bg_indirect_buf_;
- GPUStorageBuf *rect_list_buf = (pass == 0) ? scatter_fg_list_buf_ : scatter_bg_list_buf_;
-
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_SCATTER);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_);
- DRW_shgroup_uniform_bool_copy(grp, "use_bokeh_lut", bokeh_lut_ps_ != nullptr);
- DRW_shgroup_storage_block(grp, "scatter_list_buf", rect_list_buf);
- DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_scatter_lut_tx_);
- DRW_shgroup_uniform_texture_ref(grp, "occlusion_tx", &occlusion_tx_);
- DRW_shgroup_call_procedural_indirect(grp, GPU_PRIM_TRI_STRIP, nullptr, scatter_buf);
+ PassSimple &drw_pass = (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_;
+ drw_pass.init();
+ drw_pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
+ drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_SCATTER));
+ drw_pass.push_constant("use_bokeh_lut", use_bokeh_lut_);
+ drw_pass.bind_texture("bokeh_lut_tx", &bokeh_scatter_lut_tx_);
+ drw_pass.bind_texture("occlusion_tx", &occlusion_tx_);
if (pass == 0) {
+ drw_pass.bind_ssbo("scatter_list_buf", scatter_fg_list_buf_);
+ drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_fg_indirect_buf_);
/* Avoid background gather pass writing to the occlusion_tx mid pass. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ }
+ else {
+ drw_pass.bind_ssbo("scatter_list_buf", scatter_bg_list_buf_);
+ drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_bg_indirect_buf_);
}
}
}
void DepthOfField::hole_fill_pass_sync()
{
- hole_fill_ps_ = DRW_pass_create("Dof.hole_fill_ps_", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, hole_fill_ps_);
- inst_.sampling.bind_resources(grp);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear);
- DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest);
- DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest);
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &hole_fill_color_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &hole_fill_weight_tx_);
- DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ hole_fill_ps_.init();
+ inst_.sampling.bind_resources(&hole_fill_ps_);
+ hole_fill_ps_.shader_set(inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL));
+ hole_fill_ps_.bind_ubo("dof_buf", data_);
+ hole_fill_ps_.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear);
+ hole_fill_ps_.bind_texture("color_tx", reduced_color_tx_, gather_nearest);
+ hole_fill_ps_.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest);
+ hole_fill_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
+ hole_fill_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
+ hole_fill_ps_.bind_image("out_color_img", &hole_fill_color_tx_);
+ hole_fill_ps_.bind_image("out_weight_img", &hole_fill_weight_tx_);
+ hole_fill_ps_.dispatch(&dispatch_gather_size_);
+ hole_fill_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
void DepthOfField::resolve_pass_sync()
{
eGPUSamplerState with_filter = GPU_SAMPLER_FILTER;
RenderBuffers &render_buffers = inst_.render_buffers;
-
- resolve_ps_ = DRW_pass_create("Dof.resolve_ps_", DRW_STATE_NO_DRAW);
- bool use_lut = bokeh_lut_ps_ != nullptr;
- eShaderType sh_type = use_lut ? DOF_RESOLVE_LUT : DOF_RESOLVE;
- GPUShader *sh = inst_.shaders.static_shader_get(sh_type);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, resolve_ps_);
- inst_.sampling.bind_resources(grp);
- DRW_shgroup_uniform_block(grp, "dof_buf", data_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "stable_color_tx", &resolve_stable_color_tx_, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "color_bg_tx", &color_bg_tx_.current(), with_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "color_fg_tx", &color_fg_tx_.current(), with_filter);
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current());
- DRW_shgroup_uniform_texture_ref(grp, "weight_bg_tx", &weight_bg_tx_.current());
- DRW_shgroup_uniform_texture_ref(grp, "weight_fg_tx", &weight_fg_tx_.current());
- DRW_shgroup_uniform_texture_ref(grp, "color_hole_fill_tx", &hole_fill_color_tx_);
- DRW_shgroup_uniform_texture_ref(grp, "weight_hole_fill_tx", &hole_fill_weight_tx_);
- DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_resolve_lut_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
- DRW_shgroup_call_compute_ref(grp, dispatch_resolve_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ eShaderType sh_type = use_bokeh_lut_ ? DOF_RESOLVE_LUT : DOF_RESOLVE;
+
+ resolve_ps_.init();
+ inst_.sampling.bind_resources(&resolve_ps_);
+ resolve_ps_.shader_set(inst_.shaders.static_shader_get(sh_type));
+ resolve_ps_.bind_ubo("dof_buf", data_);
+ resolve_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
+ resolve_ps_.bind_texture("color_tx", &input_color_tx_, no_filter);
+ resolve_ps_.bind_texture("stable_color_tx", &resolve_stable_color_tx_, no_filter);
+ resolve_ps_.bind_texture("color_bg_tx", &color_bg_tx_.current(), with_filter);
+ resolve_ps_.bind_texture("color_fg_tx", &color_fg_tx_.current(), with_filter);
+ resolve_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
+ resolve_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
+ resolve_ps_.bind_texture("weight_bg_tx", &weight_bg_tx_.current());
+ resolve_ps_.bind_texture("weight_fg_tx", &weight_fg_tx_.current());
+ resolve_ps_.bind_texture("color_hole_fill_tx", &hole_fill_color_tx_);
+ resolve_ps_.bind_texture("weight_hole_fill_tx", &hole_fill_weight_tx_);
+ resolve_ps_.bind_texture("bokeh_lut_tx", &bokeh_resolve_lut_tx_);
+ resolve_ps_.bind_image("out_color_img", &output_color_tx_);
+ resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
+ resolve_ps_.dispatch(&dispatch_resolve_size_);
+ resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
/** \} */
@@ -509,7 +497,8 @@ void DepthOfField::update_sample_table()
data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset));
}
-void DepthOfField::render(GPUTexture **input_tx,
+void DepthOfField::render(View &view,
+ GPUTexture **input_tx,
GPUTexture **output_tx,
DepthOfFieldBuffer &dof_buffer)
{
@@ -580,6 +569,8 @@ void DepthOfField::render(GPUTexture **input_tx,
DRW_stats_group_start("Depth of Field");
+ Manager &drw = *inst_.manager;
+
{
DRW_stats_group_start("Setup");
{
@@ -587,13 +578,15 @@ void DepthOfField::render(GPUTexture **input_tx,
bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F);
bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F);
- DRW_draw_pass(bokeh_lut_ps_);
+ if (use_bokeh_lut_) {
+ drw.submit(bokeh_lut_ps_, view);
+ }
}
{
setup_color_tx_.acquire(half_res, GPU_RGBA16F);
setup_coc_tx_.acquire(half_res, GPU_R16F);
- DRW_draw_pass(setup_ps_);
+ drw.submit(setup_ps_, view);
}
{
stabilize_output_tx_.acquire(half_res, GPU_RGBA16F);
@@ -607,7 +600,7 @@ void DepthOfField::render(GPUTexture **input_tx,
stabilize_input_ = dof_buffer.stabilize_history_tx_;
/* Outputs to reduced_*_tx_ mip 0. */
- DRW_draw_pass(stabilize_ps_);
+ drw.submit(stabilize_ps_, view);
/* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse
* the one that we just consumed. */
@@ -626,7 +619,7 @@ void DepthOfField::render(GPUTexture **input_tx,
tiles_fg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F);
tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F);
- DRW_draw_pass(tiles_flatten_ps_);
+ drw.submit(tiles_flatten_ps_, view);
/* Used by tile_flatten and stabilize_ps pass. */
setup_coc_tx_.release();
@@ -655,7 +648,7 @@ void DepthOfField::render(GPUTexture **input_tx,
tiles_fg_tx_.swap();
tiles_bg_tx_.swap();
- DRW_draw_pass((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_);
+ drw.submit((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_, view);
}
}
@@ -667,12 +660,12 @@ void DepthOfField::render(GPUTexture **input_tx,
downsample_tx_.acquire(quarter_res, GPU_RGBA16F);
- DRW_draw_pass(downsample_ps_);
+ drw.submit(downsample_ps_, view);
scatter_fg_indirect_buf_.clear_to_zero();
scatter_bg_indirect_buf_.clear_to_zero();
- DRW_draw_pass(reduce_ps_);
+ drw.submit(reduce_ps_, view);
/* Used by reduce pass. */
downsample_tx_.release();
@@ -686,15 +679,15 @@ void DepthOfField::render(GPUTexture **input_tx,
SwapChain<TextureFromPool, 2> &color_tx = is_background ? color_bg_tx_ : color_fg_tx_;
SwapChain<TextureFromPool, 2> &weight_tx = is_background ? weight_bg_tx_ : weight_fg_tx_;
Framebuffer &scatter_fb = is_background ? scatter_bg_fb_ : scatter_fg_fb_;
- DRWPass *gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_;
- DRWPass *filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_;
- DRWPass *scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_;
+ PassSimple &gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_;
+ PassSimple &filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_;
+ PassSimple &scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_;
color_tx.current().acquire(half_res, GPU_RGBA16F);
weight_tx.current().acquire(half_res, GPU_R16F);
occlusion_tx_.acquire(half_res, GPU_RG16F);
- DRW_draw_pass(gather_ps);
+ drw.submit(gather_ps, view);
{
/* Filtering pass. */
@@ -704,7 +697,7 @@ void DepthOfField::render(GPUTexture **input_tx,
color_tx.current().acquire(half_res, GPU_RGBA16F);
weight_tx.current().acquire(half_res, GPU_R16F);
- DRW_draw_pass(filter_ps);
+ drw.submit(filter_ps, view);
color_tx.previous().release();
weight_tx.previous().release();
@@ -715,7 +708,7 @@ void DepthOfField::render(GPUTexture **input_tx,
scatter_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current()));
GPU_framebuffer_bind(scatter_fb);
- DRW_draw_pass(scatter_ps);
+ drw.submit(scatter_ps, view);
/* Used by scatter pass. */
occlusion_tx_.release();
@@ -731,7 +724,7 @@ void DepthOfField::render(GPUTexture **input_tx,
hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F);
hole_fill_weight_tx_.acquire(half_res, GPU_R16F);
- DRW_draw_pass(hole_fill_ps_);
+ drw.submit(hole_fill_ps_, view);
/* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */
@@ -742,7 +735,7 @@ void DepthOfField::render(GPUTexture **input_tx,
resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_;
- DRW_draw_pass(resolve_ps_);
+ drw.submit(resolve_ps_, view);
color_bg_tx_.current().release();
color_fg_tx_.current().release();
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh
index 8c291b241bd..bac0e394d66 100644
--- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh
@@ -56,13 +56,13 @@ class DepthOfField {
TextureFromPool bokeh_gather_lut_tx_ = {"dof_bokeh_gather_lut"};
TextureFromPool bokeh_resolve_lut_tx_ = {"dof_bokeh_resolve_lut"};
TextureFromPool bokeh_scatter_lut_tx_ = {"dof_bokeh_scatter_lut"};
- DRWPass *bokeh_lut_ps_ = nullptr;
+ PassSimple bokeh_lut_ps_ = {"BokehLut"};
/** Outputs half-resolution color and Circle Of Confusion. */
TextureFromPool setup_coc_tx_ = {"dof_setup_coc"};
TextureFromPool setup_color_tx_ = {"dof_setup_color"};
int3 dispatch_setup_size_ = int3(-1);
- DRWPass *setup_ps_ = nullptr;
+ PassSimple setup_ps_ = {"Setup"};
/** Allocated because we need mip chain. Which isn't supported by TextureFromPool. */
Texture reduced_coc_tx_ = {"dof_reduced_coc"};
@@ -73,12 +73,12 @@ class DepthOfField {
GPUTexture *stabilize_input_ = nullptr;
bool1 stabilize_valid_history_ = false;
int3 dispatch_stabilize_size_ = int3(-1);
- DRWPass *stabilize_ps_ = nullptr;
+ PassSimple stabilize_ps_ = {"Stabilize"};
/** 1/4th res color buffer used to speedup the local contrast test in the first reduce pass. */
TextureFromPool downsample_tx_ = {"dof_downsample"};
int3 dispatch_downsample_size_ = int3(-1);
- DRWPass *downsample_ps_ = nullptr;
+ PassSimple downsample_ps_ = {"Downsample"};
/** Create mip-mapped color & COC textures for gather passes as well as scatter rect list. */
DepthOfFieldScatterListBuf scatter_fg_list_buf_;
@@ -86,20 +86,20 @@ class DepthOfField {
DrawIndirectBuf scatter_fg_indirect_buf_;
DrawIndirectBuf scatter_bg_indirect_buf_;
int3 dispatch_reduce_size_ = int3(-1);
- DRWPass *reduce_ps_ = nullptr;
+ PassSimple reduce_ps_ = {"Reduce"};
/** Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution). */
SwapChain<TextureFromPool, 2> tiles_fg_tx_;
SwapChain<TextureFromPool, 2> tiles_bg_tx_;
int3 dispatch_tiles_flatten_size_ = int3(-1);
- DRWPass *tiles_flatten_ps_ = nullptr;
+ PassSimple tiles_flatten_ps_ = {"TilesFlatten"};
/** Dilates the min & max CoCs to cover maximum COC values. */
int tiles_dilate_ring_count_ = -1;
int tiles_dilate_ring_width_mul_ = -1;
int3 dispatch_tiles_dilate_size_ = int3(-1);
- DRWPass *tiles_dilate_minmax_ps_ = nullptr;
- DRWPass *tiles_dilate_minabs_ps_ = nullptr;
+ PassSimple tiles_dilate_minmax_ps_ = {"TilesDilateMinmax"};
+ PassSimple tiles_dilate_minabs_ps_ = {"TilesDilateMinabs"};
/** Gather convolution for low intensity pixels and low contrast areas. */
SwapChain<TextureFromPool, 2> color_bg_tx_;
@@ -108,29 +108,29 @@ class DepthOfField {
SwapChain<TextureFromPool, 2> weight_fg_tx_;
TextureFromPool occlusion_tx_ = {"dof_occlusion"};
int3 dispatch_gather_size_ = int3(-1);
- DRWPass *gather_fg_ps_ = nullptr;
- DRWPass *gather_bg_ps_ = nullptr;
+ PassSimple gather_fg_ps_ = {"GatherFg"};
+ PassSimple gather_bg_ps_ = {"GatherBg"};
/** Hole-fill convolution: Gather pass meant to fill areas of foreground dis-occlusion. */
TextureFromPool hole_fill_color_tx_ = {"dof_color_hole_fill"};
TextureFromPool hole_fill_weight_tx_ = {"dof_weight_hole_fill"};
- DRWPass *hole_fill_ps_ = nullptr;
+ PassSimple hole_fill_ps_ = {"HoleFill"};
/** Small Filter pass to reduce noise out of gather passes. */
int3 dispatch_filter_size_ = int3(-1);
- DRWPass *filter_fg_ps_ = nullptr;
- DRWPass *filter_bg_ps_ = nullptr;
+ PassSimple filter_fg_ps_ = {"FilterFg"};
+ PassSimple filter_bg_ps_ = {"FilterBg"};
/** Scatter convolution: A quad is emitted for every 4 bright enough half pixels. */
Framebuffer scatter_fg_fb_ = {"dof_scatter_fg"};
Framebuffer scatter_bg_fb_ = {"dof_scatter_bg"};
- DRWPass *scatter_fg_ps_ = nullptr;
- DRWPass *scatter_bg_ps_ = nullptr;
+ PassSimple scatter_fg_ps_ = {"ScatterFg"};
+ PassSimple scatter_bg_ps_ = {"ScatterBg"};
/** Recombine the results and also perform a slight out of focus gather. */
GPUTexture *resolve_stable_color_tx_ = nullptr;
int3 dispatch_resolve_size_ = int3(-1);
- DRWPass *resolve_ps_ = nullptr;
+ PassSimple resolve_ps_ = {"Resolve"};
DepthOfFieldDataBuf data_;
@@ -139,6 +139,8 @@ class DepthOfField {
float fx_max_coc_;
/** Use jittered depth of field where we randomize camera location. */
bool do_jitter_;
+ /** Enable bokeh lookup texture. */
+ bool use_bokeh_lut_;
/** Circle of Confusion radius for FX DoF passes. Is in view X direction in [0..1] range. */
float fx_radius_;
@@ -166,7 +168,10 @@ class DepthOfField {
* Will swap input and output texture if rendering happens. The actual output of this function
* is in input_tx.
*/
- void render(GPUTexture **input_tx, GPUTexture **output_tx, DepthOfFieldBuffer &dof_buffer);
+ void render(View &view,
+ GPUTexture **input_tx,
+ GPUTexture **output_tx,
+ DepthOfFieldBuffer &dof_buffer);
bool postfx_enabled() const
{
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc
index ae41bd204d0..b0731ceec2f 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_film.cc
@@ -377,48 +377,44 @@ void Film::sync()
* Still bind previous step to avoid undefined behavior. */
eVelocityStep step_next = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT;
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS;
- accumulate_ps_ = DRW_pass_create("Film.Accumulate", state);
- GPUShader *sh = inst_.shaders.static_shader_get(shader);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, accumulate_ps_);
- DRW_shgroup_uniform_block_ref(grp, "film_buf", &data_);
- DRW_shgroup_uniform_block_ref(grp, "camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
- DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
- DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[step_next]));
- DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &rbuffers.depth_tx);
- DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &combined_final_tx_);
- DRW_shgroup_uniform_texture_ref(grp, "normal_tx", &rbuffers.normal_tx);
- DRW_shgroup_uniform_texture_ref(grp, "vector_tx", &rbuffers.vector_tx);
- DRW_shgroup_uniform_texture_ref(grp, "light_tx", &rbuffers.light_tx);
- DRW_shgroup_uniform_texture_ref(grp, "diffuse_color_tx", &rbuffers.diffuse_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "specular_color_tx", &rbuffers.specular_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "volume_light_tx", &rbuffers.volume_light_tx);
- DRW_shgroup_uniform_texture_ref(grp, "emission_tx", &rbuffers.emission_tx);
- DRW_shgroup_uniform_texture_ref(grp, "environment_tx", &rbuffers.environment_tx);
- DRW_shgroup_uniform_texture_ref(grp, "shadow_tx", &rbuffers.shadow_tx);
- DRW_shgroup_uniform_texture_ref(grp, "ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx);
- DRW_shgroup_uniform_texture_ref(grp, "aov_color_tx", &rbuffers.aov_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "aov_value_tx", &rbuffers.aov_value_tx);
+ accumulate_ps_.init();
+ accumulate_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ accumulate_ps_.shader_set(inst_.shaders.static_shader_get(shader));
+ accumulate_ps_.bind_ubo("film_buf", &data_);
+ accumulate_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
+ accumulate_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
+ accumulate_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[step_next]));
+ accumulate_ps_.bind_texture("depth_tx", &rbuffers.depth_tx);
+ accumulate_ps_.bind_texture("combined_tx", &combined_final_tx_);
+ accumulate_ps_.bind_texture("normal_tx", &rbuffers.normal_tx);
+ accumulate_ps_.bind_texture("vector_tx", &rbuffers.vector_tx);
+ accumulate_ps_.bind_texture("light_tx", &rbuffers.light_tx);
+ accumulate_ps_.bind_texture("diffuse_color_tx", &rbuffers.diffuse_color_tx);
+ accumulate_ps_.bind_texture("specular_color_tx", &rbuffers.specular_color_tx);
+ accumulate_ps_.bind_texture("volume_light_tx", &rbuffers.volume_light_tx);
+ accumulate_ps_.bind_texture("emission_tx", &rbuffers.emission_tx);
+ accumulate_ps_.bind_texture("environment_tx", &rbuffers.environment_tx);
+ accumulate_ps_.bind_texture("shadow_tx", &rbuffers.shadow_tx);
+ accumulate_ps_.bind_texture("ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx);
+ accumulate_ps_.bind_texture("aov_color_tx", &rbuffers.aov_color_tx);
+ accumulate_ps_.bind_texture("aov_value_tx", &rbuffers.aov_value_tx);
/* NOTE(@fclem): 16 is the max number of sampled texture in many implementations.
* If we need more, we need to pack more of the similar passes in the same textures as arrays or
* use image binding instead. */
- DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_tx_.current());
- DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_tx_.next());
- DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_tx_.current(), filter);
- DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_tx_.next());
- DRW_shgroup_uniform_image_ref(grp, "depth_img", &depth_tx_);
- DRW_shgroup_uniform_image_ref(grp, "color_accum_img", &color_accum_tx_);
- DRW_shgroup_uniform_image_ref(grp, "value_accum_img", &value_accum_tx_);
+ accumulate_ps_.bind_image("in_weight_img", &weight_tx_.current());
+ accumulate_ps_.bind_image("out_weight_img", &weight_tx_.next());
+ accumulate_ps_.bind_texture("in_combined_tx", &combined_tx_.current(), filter);
+ accumulate_ps_.bind_image("out_combined_img", &combined_tx_.next());
+ accumulate_ps_.bind_image("depth_img", &depth_tx_);
+ accumulate_ps_.bind_image("color_accum_img", &color_accum_tx_);
+ accumulate_ps_.bind_image("value_accum_img", &value_accum_tx_);
/* Sync with rendering passes. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
- /* Sync with rendering passes. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ accumulate_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
if (use_compute) {
- int2 dispatch_size = math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE));
- DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1);
+ accumulate_ps_.dispatch(int3(math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE)), 1));
}
else {
- DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
+ accumulate_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
}
}
@@ -565,8 +561,9 @@ void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx)
data_.display_only = false;
data_.push_update();
- DRW_view_set_active(view);
- DRW_draw_pass(accumulate_ps_);
+ draw::View drw_view("MainView", view);
+
+ DRW_manager_get()->submit(accumulate_ps_, drw_view);
combined_tx_.swap();
weight_tx_.swap();
@@ -593,8 +590,9 @@ void Film::display()
data_.display_only = true;
data_.push_update();
- DRW_view_set_active(nullptr);
- DRW_draw_pass(accumulate_ps_);
+ draw::View drw_view("MainView", DRW_view_default_get());
+
+ DRW_manager_get()->submit(accumulate_ps_, drw_view);
inst_.render_buffers.release();
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh
index 3e368782d31..796fcb24808 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_film.hh
@@ -55,7 +55,7 @@ class Film {
/** User setting to disable reprojection. Useful for debugging or have a more precise render. */
bool force_disable_reprojection_ = false;
- DRWPass *accumulate_ps_ = nullptr;
+ PassSimple accumulate_ps_ = {"Film.Accumulate"};
FilmDataBuf data_;
diff --git a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc
index e2022d74093..cf9049da514 100644
--- a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc
@@ -32,36 +32,31 @@ void HiZBuffer::sync()
data_.push_update();
{
- hiz_update_ps_ = DRW_pass_create("HizUpdate", DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(HIZ_UPDATE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, hiz_update_ps_);
- DRW_shgroup_storage_block(grp, "finished_tile_counter", atomic_tile_counter_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, with_filter);
- DRW_shgroup_uniform_image(grp, "out_mip_0", hiz_tx_.mip_view(0));
- DRW_shgroup_uniform_image(grp, "out_mip_1", hiz_tx_.mip_view(1));
- DRW_shgroup_uniform_image(grp, "out_mip_2", hiz_tx_.mip_view(2));
- DRW_shgroup_uniform_image(grp, "out_mip_3", hiz_tx_.mip_view(3));
- DRW_shgroup_uniform_image(grp, "out_mip_4", hiz_tx_.mip_view(4));
- DRW_shgroup_uniform_image(grp, "out_mip_5", hiz_tx_.mip_view(5));
- DRW_shgroup_uniform_image(grp, "out_mip_6", hiz_tx_.mip_view(6));
- DRW_shgroup_uniform_image(grp, "out_mip_7", hiz_tx_.mip_view(7));
+ hiz_update_ps_.init();
+ hiz_update_ps_.shader_set(inst_.shaders.static_shader_get(HIZ_UPDATE));
+ hiz_update_ps_.bind_ssbo("finished_tile_counter", atomic_tile_counter_);
+ hiz_update_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, with_filter);
+ hiz_update_ps_.bind_image("out_mip_0", hiz_tx_.mip_view(0));
+ hiz_update_ps_.bind_image("out_mip_1", hiz_tx_.mip_view(1));
+ hiz_update_ps_.bind_image("out_mip_2", hiz_tx_.mip_view(2));
+ hiz_update_ps_.bind_image("out_mip_3", hiz_tx_.mip_view(3));
+ hiz_update_ps_.bind_image("out_mip_4", hiz_tx_.mip_view(4));
+ hiz_update_ps_.bind_image("out_mip_5", hiz_tx_.mip_view(5));
+ hiz_update_ps_.bind_image("out_mip_6", hiz_tx_.mip_view(6));
+ hiz_update_ps_.bind_image("out_mip_7", hiz_tx_.mip_view(7));
/* TODO(@fclem): There might be occasions where we might not want to
* copy mip 0 for performance reasons if there is no need for it. */
- DRW_shgroup_uniform_bool_copy(grp, "update_mip_0", true);
- DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ hiz_update_ps_.push_constant("update_mip_0", true);
+ hiz_update_ps_.dispatch(int3(dispatch_size, 1));
+ hiz_update_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
if (inst_.debug_mode == eDebugMode::DEBUG_HIZ_VALIDATION) {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- debug_draw_ps_ = DRW_pass_create("HizUpdate.Debug", state);
- GPUShader *sh = inst_.shaders.static_shader_get(HIZ_DEBUG);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, debug_draw_ps_);
- this->bind_resources(grp);
- DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
- }
- else {
- debug_draw_ps_ = nullptr;
+ debug_draw_ps_.init();
+ debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
+ debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(HIZ_DEBUG));
+ this->bind_resources(&debug_draw_ps_);
+ debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
}
}
@@ -79,22 +74,24 @@ void HiZBuffer::update()
GPU_framebuffer_restore();
}
- DRW_draw_pass(hiz_update_ps_);
+ inst_.manager->submit(hiz_update_ps_);
if (G.debug & G_DEBUG_GPU) {
GPU_framebuffer_bind(fb);
}
}
-void HiZBuffer::debug_draw(GPUFrameBuffer *view_fb)
+void HiZBuffer::debug_draw(View &view, GPUFrameBuffer *view_fb)
{
- if (debug_draw_ps_ == nullptr) {
- return;
+ if (inst_.debug_mode == eDebugMode::DEBUG_HIZ_VALIDATION) {
+ inst_.info =
+ "Debug Mode: HiZ Validation\n"
+ " - Red: pixel in front of HiZ tile value.\n"
+ " - Blue: No error.";
+ inst_.hiz_buffer.update();
+ GPU_framebuffer_bind(view_fb);
+ inst_.manager->submit(debug_draw_ps_, view);
}
- inst_.info = "Debug Mode: HiZ Validation";
- inst_.hiz_buffer.update();
- GPU_framebuffer_bind(view_fb);
- DRW_draw_pass(debug_draw_ps_);
}
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
index 039f7e4f16d..8b8e4de55b1 100644
--- a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
@@ -36,9 +36,9 @@ class HiZBuffer {
*/
draw::StorageBuffer<uint4, true> atomic_tile_counter_ = {"atomic_tile_counter"};
/** Single pass recursive downsample. */
- DRWPass *hiz_update_ps_ = nullptr;
+ PassSimple hiz_update_ps_ = {"HizUpdate"};
/** Debug pass. */
- DRWPass *debug_draw_ps_ = nullptr;
+ PassSimple debug_draw_ps_ = {"HizUpdate.Debug"};
/** Dirty flag to check if the update is necessary. */
bool is_dirty_ = true;
@@ -67,13 +67,20 @@ class HiZBuffer {
*/
void update();
- void debug_draw(GPUFrameBuffer *view_fb);
+ void debug_draw(View &view, GPUFrameBuffer *view_fb);
void bind_resources(DRWShadingGroup *grp)
{
DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", &hiz_tx_);
DRW_shgroup_uniform_block_ref(grp, "hiz_buf", &data_);
}
+
+ /* TODO(fclem): Hardcoded bind slots. */
+ template<typename T> void bind_resources(draw::detail::PassBase<T> *pass)
+ {
+ pass->bind_texture("hiz_tx", &hiz_tx_);
+ pass->bind_ubo("hiz_buf", &data_);
+ }
};
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc
index d28eb55c3b1..6150f32f150 100644
--- a/source/blender/draw/engines/eevee_next/eevee_instance.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc
@@ -52,6 +52,7 @@ void Instance::init(const int2 &output_res,
drw_view = drw_view_;
v3d = v3d_;
rv3d = rv3d_;
+ manager = DRW_manager_get();
if (assign_if_different(debug_mode, (eDebugMode)G.debug_value)) {
sampling.reset();
@@ -126,12 +127,16 @@ void Instance::object_sync(Object *ob)
return;
}
+ /* TODO cleanup. */
+ ObjectRef ob_ref = DRW_object_ref_get(ob);
+ ResourceHandle res_handle = manager->resource_handle(ob_ref);
+
ObjectHandle &ob_handle = sync.sync_object(ob);
if (partsys_is_visible && ob != DRW_context_state_get()->object_edit) {
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type == eModifierType_ParticleSystem) {
- sync.sync_curves(ob, ob_handle, md);
+ sync.sync_curves(ob, ob_handle, res_handle, md);
}
}
}
@@ -142,15 +147,15 @@ void Instance::object_sync(Object *ob)
lights.sync_light(ob, ob_handle);
break;
case OB_MESH:
- sync.sync_mesh(ob, ob_handle);
+ sync.sync_mesh(ob, ob_handle, res_handle, ob_ref);
break;
case OB_VOLUME:
break;
case OB_CURVES:
- sync.sync_curves(ob, ob_handle);
+ sync.sync_curves(ob, ob_handle, res_handle);
break;
case OB_GPENCIL:
- sync.sync_gpencil(ob, ob_handle);
+ sync.sync_gpencil(ob, ob_handle, res_handle);
break;
default:
break;
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh
index cc3d1c32fde..4ab20d540bf 100644
--- a/source/blender/draw/engines/eevee_next/eevee_instance.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh
@@ -59,6 +59,7 @@ class Instance {
/** Input data. */
Depsgraph *depsgraph;
+ Manager *manager;
/** Evaluated IDs. */
Scene *scene;
ViewLayer *view_layer;
diff --git a/source/blender/draw/engines/eevee_next/eevee_light.cc b/source/blender/draw/engines/eevee_next/eevee_light.cc
index 558a9846ced..b60246fa3ab 100644
--- a/source/blender/draw/engines/eevee_next/eevee_light.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_light.cc
@@ -333,7 +333,7 @@ void LightModule::end_sync()
/* This scene data buffer is then immutable after this point. */
light_buf_.push_update();
- for (auto key : deleted_keys) {
+ for (auto &key : deleted_keys) {
light_map_.remove(key);
}
@@ -399,76 +399,70 @@ void LightModule::culling_pass_sync()
uint culling_tile_dispatch_size = divide_ceil_u(total_word_count_, CULLING_TILE_GROUP_SIZE);
/* NOTE: We reference the buffers that may be resized or updated later. */
+
+ culling_ps_.init();
{
- DRW_PASS_CREATE(culling_select_ps_, DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_SELECT);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_select_ps_);
- DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
- DRW_shgroup_storage_block(grp, "in_light_buf", light_buf_);
- DRW_shgroup_storage_block(grp, "out_light_buf", culling_light_buf_);
- DRW_shgroup_storage_block(grp, "out_zdist_buf", culling_zdist_buf_);
- DRW_shgroup_storage_block(grp, "out_key_buf", culling_key_buf_);
- DRW_shgroup_call_compute(grp, culling_select_dispatch_size, 1, 1);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ auto &sub = culling_ps_.sub("Select");
+ sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SELECT));
+ sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
+ sub.bind_ssbo("in_light_buf", light_buf_);
+ sub.bind_ssbo("out_light_buf", culling_light_buf_);
+ sub.bind_ssbo("out_zdist_buf", culling_zdist_buf_);
+ sub.bind_ssbo("out_key_buf", culling_key_buf_);
+ sub.dispatch(int3(culling_select_dispatch_size, 1, 1));
+ sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
- DRW_PASS_CREATE(culling_sort_ps_, DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_SORT);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_sort_ps_);
- DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
- DRW_shgroup_storage_block(grp, "in_light_buf", light_buf_);
- DRW_shgroup_storage_block(grp, "out_light_buf", culling_light_buf_);
- DRW_shgroup_storage_block(grp, "in_zdist_buf", culling_zdist_buf_);
- DRW_shgroup_storage_block(grp, "in_key_buf", culling_key_buf_);
- DRW_shgroup_call_compute(grp, culling_sort_dispatch_size, 1, 1);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ auto &sub = culling_ps_.sub("Sort");
+ sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SORT));
+ sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
+ sub.bind_ssbo("in_light_buf", light_buf_);
+ sub.bind_ssbo("out_light_buf", culling_light_buf_);
+ sub.bind_ssbo("in_zdist_buf", culling_zdist_buf_);
+ sub.bind_ssbo("in_key_buf", culling_key_buf_);
+ sub.dispatch(int3(culling_sort_dispatch_size, 1, 1));
+ sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
- DRW_PASS_CREATE(culling_zbin_ps_, DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_ZBIN);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_zbin_ps_);
- DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
- DRW_shgroup_storage_block(grp, "light_buf", culling_light_buf_);
- DRW_shgroup_storage_block(grp, "out_zbin_buf", culling_zbin_buf_);
- DRW_shgroup_call_compute(grp, 1, 1, 1);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ auto &sub = culling_ps_.sub("Zbin");
+ sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_ZBIN));
+ sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
+ sub.bind_ssbo("light_buf", culling_light_buf_);
+ sub.bind_ssbo("out_zbin_buf", culling_zbin_buf_);
+ sub.dispatch(int3(1, 1, 1));
+ sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
- DRW_PASS_CREATE(culling_tile_ps_, DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_TILE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_tile_ps_);
- DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
- DRW_shgroup_storage_block(grp, "light_buf", culling_light_buf_);
- DRW_shgroup_storage_block(grp, "out_light_tile_buf", culling_tile_buf_);
- DRW_shgroup_call_compute(grp, culling_tile_dispatch_size, 1, 1);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ auto &sub = culling_ps_.sub("Tiles");
+ sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_TILE));
+ sub.bind_ssbo("light_cull_buf", &culling_data_buf_);
+ sub.bind_ssbo("light_buf", culling_light_buf_);
+ sub.bind_ssbo("out_light_tile_buf", culling_tile_buf_);
+ sub.dispatch(int3(culling_tile_dispatch_size, 1, 1));
+ sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
}
void LightModule::debug_pass_sync()
{
- if (inst_.debug_mode != eDebugMode::DEBUG_LIGHT_CULLING) {
- debug_draw_ps_ = nullptr;
- return;
+ if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) {
+ debug_draw_ps_.init();
+ debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
+ debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_DEBUG));
+ inst_.hiz_buffer.bind_resources(&debug_draw_ps_);
+ debug_draw_ps_.bind_ssbo("light_buf", &culling_light_buf_);
+ debug_draw_ps_.bind_ssbo("light_cull_buf", &culling_data_buf_);
+ debug_draw_ps_.bind_ssbo("light_zbin_buf", &culling_zbin_buf_);
+ debug_draw_ps_.bind_ssbo("light_tile_buf", &culling_tile_buf_);
+ debug_draw_ps_.bind_texture("depth_tx", &inst_.render_buffers.depth_tx);
+ debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
}
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- debug_draw_ps_ = DRW_pass_create("LightCulling.Debug", state);
- GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_DEBUG);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, debug_draw_ps_);
- inst_.hiz_buffer.bind_resources(grp);
- DRW_shgroup_storage_block_ref(grp, "light_buf", &culling_light_buf_);
- DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
- DRW_shgroup_storage_block_ref(grp, "light_zbin_buf", &culling_zbin_buf_);
- DRW_shgroup_storage_block_ref(grp, "light_tile_buf", &culling_tile_buf_);
- DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &inst_.render_buffers.depth_tx);
- DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
}
-void LightModule::set_view(const DRWView *view, const int2 extent)
+void LightModule::set_view(View &view, const int2 extent)
{
- float far_z = DRW_view_far_distance_get(view);
- float near_z = DRW_view_near_distance_get(view);
+ float far_z = view.far_clip();
+ float near_z = view.near_clip();
culling_data_buf_.zbin_scale = -CULLING_ZBIN_COUNT / fabsf(far_z - near_z);
culling_data_buf_.zbin_bias = -near_z * culling_data_buf_.zbin_scale;
@@ -476,26 +470,17 @@ void LightModule::set_view(const DRWView *view, const int2 extent)
culling_data_buf_.visible_count = 0;
culling_data_buf_.push_update();
- DRW_stats_group_start("Light Culling");
-
- DRW_view_set_active(view);
- DRW_draw_pass(culling_select_ps_);
- DRW_draw_pass(culling_sort_ps_);
- DRW_draw_pass(culling_zbin_ps_);
- DRW_draw_pass(culling_tile_ps_);
-
- DRW_stats_group_end();
+ inst_.manager->submit(culling_ps_, view);
}
-void LightModule::debug_draw(GPUFrameBuffer *view_fb)
+void LightModule::debug_draw(View &view, GPUFrameBuffer *view_fb)
{
- if (debug_draw_ps_ == nullptr) {
- return;
+ if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) {
+ inst_.info = "Debug Mode: Light Culling Validation";
+ inst_.hiz_buffer.update();
+ GPU_framebuffer_bind(view_fb);
+ inst_.manager->submit(debug_draw_ps_, view);
}
- inst_.info = "Debug Mode: Light Culling Validation";
- inst_.hiz_buffer.update();
- GPU_framebuffer_bind(view_fb);
- DRW_draw_pass(debug_draw_ps_);
}
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/eevee_light.hh b/source/blender/draw/engines/eevee_next/eevee_light.hh
index aad798ccec2..9bacc180ea8 100644
--- a/source/blender/draw/engines/eevee_next/eevee_light.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_light.hh
@@ -116,16 +116,12 @@ class LightModule {
/** Bitmap of lights touching each tiles. */
LightCullingTileBuf culling_tile_buf_ = {"LightCull_tile"};
/** Culling compute passes. */
- DRWPass *culling_select_ps_ = nullptr;
- DRWPass *culling_sort_ps_ = nullptr;
- DRWPass *culling_zbin_ps_ = nullptr;
- DRWPass *culling_tile_ps_ = nullptr;
+ PassSimple culling_ps_ = {"LightCulling"};
/** Total number of words the tile buffer needs to contain for the render resolution. */
uint total_word_count_ = 0;
/** Debug Culling visualization. */
- DRWPass *debug_draw_ps_ = nullptr;
- /* GPUTexture *input_depth_tx_ = nullptr; */
+ PassSimple debug_draw_ps_ = {"LightCulling.Debug"};
public:
LightModule(Instance &inst) : inst_(inst){};
@@ -138,9 +134,9 @@ class LightModule {
/**
* Update acceleration structure for the given view.
*/
- void set_view(const DRWView *view, const int2 extent);
+ void set_view(View &view, const int2 extent);
- void debug_draw(GPUFrameBuffer *view_fb);
+ void debug_draw(View &view, GPUFrameBuffer *view_fb);
void bind_resources(DRWShadingGroup *grp)
{
@@ -154,6 +150,15 @@ class LightModule {
#endif
}
+ template<typename T> void bind_resources(draw::detail::PassBase<T> *pass)
+ {
+ /* Storage Buf. */
+ pass->bind_ssbo(LIGHT_CULL_BUF_SLOT, &culling_data_buf_);
+ pass->bind_ssbo(LIGHT_BUF_SLOT, &culling_light_buf_);
+ pass->bind_ssbo(LIGHT_ZBIN_BUF_SLOT, &culling_zbin_buf_);
+ pass->bind_ssbo(LIGHT_TILE_BUF_SLOT, &culling_tile_buf_);
+ }
+
private:
void culling_pass_sync();
void debug_pass_sync();
diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc
index b3161a67092..13efbd1bd1a 100644
--- a/source/blender/draw/engines/eevee_next/eevee_material.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_material.cc
@@ -145,9 +145,6 @@ MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
MaterialModule::~MaterialModule()
{
- for (Material *mat : material_map_.values()) {
- delete mat;
- }
BKE_id_free(nullptr, glossy_mat);
BKE_id_free(nullptr, diffuse_mat);
BKE_id_free(nullptr, error_mat_);
@@ -157,13 +154,12 @@ void MaterialModule::begin_sync()
{
queued_shaders_count = 0;
- for (Material *mat : material_map_.values()) {
- mat->init = false;
- }
+ material_map_.clear();
shader_map_.clear();
}
-MaterialPass MaterialModule::material_pass_get(::Material *blender_mat,
+MaterialPass MaterialModule::material_pass_get(Object *ob,
+ ::Material *blender_mat,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type)
{
@@ -203,35 +199,34 @@ MaterialPass MaterialModule::material_pass_get(::Material *blender_mat,
pipeline_type = MAT_PIPE_FORWARD;
}
- if ((pipeline_type == MAT_PIPE_FORWARD) &&
+ if (ELEM(pipeline_type,
+ MAT_PIPE_FORWARD,
+ MAT_PIPE_FORWARD_PREPASS,
+ MAT_PIPE_FORWARD_PREPASS_VELOCITY) &&
GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT)) {
- /* Transparent needs to use one shgroup per object to support reordering. */
- matpass.shgrp = inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type);
+ /* Transparent pass is generated later. */
+ matpass.sub_pass = nullptr;
}
else {
ShaderKey shader_key(matpass.gpumat, geometry_type, pipeline_type);
- auto add_cb = [&]() -> DRWShadingGroup * {
- /* First time encountering this shader. Create a shading group. */
- return inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type);
- };
- DRWShadingGroup *grp = shader_map_.lookup_or_add_cb(shader_key, add_cb);
-
- if (grp != nullptr) {
- /* Shading group for this shader already exists. Create a sub one for this material. */
- /* IMPORTANT: We always create a subgroup so that all subgroups are inserted after the
- * first "empty" shgroup. This avoids messing the order of subgroups when there is more
- * nested subgroup (i.e: hair drawing). */
- /* TODO(@fclem): Remove material resource binding from the first group creation. */
- matpass.shgrp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_add_material_resources(matpass.shgrp, matpass.gpumat);
+ PassMain::Sub *shader_sub = shader_map_.lookup_or_add_cb(shader_key, [&]() {
+ /* First time encountering this shader. Create a sub that will contain materials using it. */
+ return inst_.pipelines.material_add(ob, blender_mat, matpass.gpumat, pipeline_type);
+ });
+
+ if (shader_sub != nullptr) {
+ /* Create a sub for this material as `shader_sub` is for sharing shader between materials. */
+ matpass.sub_pass = &shader_sub->sub(GPU_material_get_name(matpass.gpumat));
+ matpass.sub_pass->material_set(*inst_.manager, matpass.gpumat);
}
}
return matpass;
}
-Material &MaterialModule::material_sync(::Material *blender_mat,
+Material &MaterialModule::material_sync(Object *ob,
+ ::Material *blender_mat,
eMaterialGeometry geometry_type,
bool has_motion)
{
@@ -249,27 +244,32 @@ Material &MaterialModule::material_sync(::Material *blender_mat,
MaterialKey material_key(blender_mat, geometry_type, surface_pipe);
- /* TODO: allocate in blocks to avoid memory fragmentation. */
- auto add_cb = [&]() { return new Material(); };
- Material &mat = *material_map_.lookup_or_add_cb(material_key, add_cb);
-
- /* Forward pipeline needs to use one shgroup per object. */
- if (mat.init == false || (surface_pipe == MAT_PIPE_FORWARD)) {
- mat.init = true;
+ Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {
+ Material mat;
/* Order is important for transparent. */
- mat.prepass = material_pass_get(blender_mat, prepass_pipe, geometry_type);
- mat.shading = material_pass_get(blender_mat, surface_pipe, geometry_type);
+ mat.prepass = material_pass_get(ob, blender_mat, prepass_pipe, geometry_type);
+ mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
if (blender_mat->blend_shadow == MA_BS_NONE) {
mat.shadow = MaterialPass();
}
else {
- mat.shadow = material_pass_get(blender_mat, MAT_PIPE_SHADOW, geometry_type);
+ mat.shadow = material_pass_get(ob, blender_mat, MAT_PIPE_SHADOW, geometry_type);
}
-
mat.is_alpha_blend_transparent = (blender_mat->blend_method == MA_BM_BLEND) &&
- GPU_material_flag_get(mat.prepass.gpumat,
+ GPU_material_flag_get(mat.shading.gpumat,
GPU_MATFLAG_TRANSPARENT);
+ return mat;
+ });
+
+ if (mat.is_alpha_blend_transparent) {
+ /* Transparent needs to use one sub pass per object to support reordering.
+ * NOTE: Pre-pass needs to be created first in order to be sorted first. */
+ mat.prepass.sub_pass = inst_.pipelines.forward.prepass_transparent_add(
+ ob, blender_mat, mat.shading.gpumat);
+ mat.shading.sub_pass = inst_.pipelines.forward.material_transparent_add(
+ ob, blender_mat, mat.shading.gpumat);
}
+
return mat;
}
@@ -297,7 +297,7 @@ MaterialArray &MaterialModule::material_array_get(Object *ob, bool has_motion)
for (auto i : IndexRange(materials_len)) {
::Material *blender_mat = material_from_slot(ob, i);
- Material &mat = material_sync(blender_mat, to_material_geometry(ob), has_motion);
+ Material &mat = material_sync(ob, blender_mat, to_material_geometry(ob), has_motion);
material_array_.materials.append(&mat);
material_array_.gpu_materials.append(mat.shading.gpumat);
}
@@ -310,7 +310,7 @@ Material &MaterialModule::material_get(Object *ob,
eMaterialGeometry geometry_type)
{
::Material *blender_mat = material_from_slot(ob, mat_nr);
- Material &mat = material_sync(blender_mat, geometry_type, has_motion);
+ Material &mat = material_sync(ob, blender_mat, geometry_type, has_motion);
return mat;
}
diff --git a/source/blender/draw/engines/eevee_next/eevee_material.hh b/source/blender/draw/engines/eevee_next/eevee_material.hh
index 23165a741b9..ad0c293926b 100644
--- a/source/blender/draw/engines/eevee_next/eevee_material.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_material.hh
@@ -203,12 +203,11 @@ class DefaultSurfaceNodeTree {
* \{ */
struct MaterialPass {
- GPUMaterial *gpumat = nullptr;
- DRWShadingGroup *shgrp = nullptr;
+ GPUMaterial *gpumat;
+ PassMain::Sub *sub_pass;
};
struct Material {
- bool init = false;
bool is_alpha_blend_transparent;
MaterialPass shadow, shading, prepass;
};
@@ -228,8 +227,8 @@ class MaterialModule {
private:
Instance &inst_;
- Map<MaterialKey, Material *> material_map_;
- Map<ShaderKey, DRWShadingGroup *> shader_map_;
+ Map<MaterialKey, Material> material_map_;
+ Map<ShaderKey, PassMain::Sub *> shader_map_;
MaterialArray material_array_;
@@ -254,13 +253,15 @@ class MaterialModule {
Material &material_get(Object *ob, bool has_motion, int mat_nr, eMaterialGeometry geometry_type);
private:
- Material &material_sync(::Material *blender_mat,
+ Material &material_sync(Object *ob,
+ ::Material *blender_mat,
eMaterialGeometry geometry_type,
bool has_motion);
/** Return correct material or empty default material if slot is empty. */
::Material *material_from_slot(Object *ob, int slot);
- MaterialPass material_pass_get(::Material *blender_mat,
+ MaterialPass material_pass_get(Object *ob,
+ ::Material *blender_mat,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type);
};
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
index d9545e2e972..f68abafa3d4 100644
--- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
@@ -135,53 +135,49 @@ void MotionBlurModule::sync()
eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
RenderBuffers &render_buffers = inst_.render_buffers;
+ motion_blur_ps_.init();
+ inst_.velocity.bind_resources(&motion_blur_ps_);
+ inst_.sampling.bind_resources(&motion_blur_ps_);
{
/* Create max velocity tiles. */
- DRW_PASS_CREATE(tiles_flatten_ps_, DRW_STATE_NO_DRAW);
+ PassSimple::Sub &sub = motion_blur_ps_.sub("TilesFlatten");
eShaderType shader = (inst_.is_viewport()) ? MOTION_BLUR_TILE_FLATTEN_VIEWPORT :
MOTION_BLUR_TILE_FLATTEN_RENDER;
- GPUShader *sh = inst_.shaders.static_shader_get(shader);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_);
- inst_.velocity.bind_resources(grp);
- DRW_shgroup_uniform_block(grp, "motion_blur_buf", data_);
- DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &render_buffers.depth_tx);
- DRW_shgroup_uniform_image_ref(grp, "velocity_img", &render_buffers.vector_tx);
- DRW_shgroup_uniform_image_ref(grp, "out_tiles_img", &tiles_tx_);
-
- DRW_shgroup_call_compute_ref(grp, dispatch_flatten_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS | GPU_BARRIER_TEXTURE_FETCH);
+ sub.shader_set(inst_.shaders.static_shader_get(shader));
+ sub.bind_ubo("motion_blur_buf", data_);
+ sub.bind_texture("depth_tx", &render_buffers.depth_tx);
+ sub.bind_image("velocity_img", &render_buffers.vector_tx);
+ sub.bind_image("out_tiles_img", &tiles_tx_);
+ sub.dispatch(&dispatch_flatten_size_);
+ sub.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS | GPU_BARRIER_TEXTURE_FETCH);
}
{
/* Expand max velocity tiles by spreading them in their neighborhood. */
- DRW_PASS_CREATE(tiles_dilate_ps_, DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(MOTION_BLUR_TILE_DILATE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_dilate_ps_);
- DRW_shgroup_storage_block(grp, "tile_indirection_buf", tile_indirection_buf_);
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_img", &tiles_tx_);
-
- DRW_shgroup_call_compute_ref(grp, dispatch_dilate_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ PassSimple::Sub &sub = motion_blur_ps_.sub("TilesDilate");
+ sub.shader_set(inst_.shaders.static_shader_get(MOTION_BLUR_TILE_DILATE));
+ sub.bind_ssbo("tile_indirection_buf", tile_indirection_buf_);
+ sub.bind_image("in_tiles_img", &tiles_tx_);
+ sub.dispatch(&dispatch_dilate_size_);
+ sub.barrier(GPU_BARRIER_SHADER_STORAGE);
}
{
/* Do the motion blur gather algorithm. */
- DRW_PASS_CREATE(gather_ps_, DRW_STATE_NO_DRAW);
- GPUShader *sh = inst_.shaders.static_shader_get(MOTION_BLUR_GATHER);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, gather_ps_);
- inst_.sampling.bind_resources(grp);
- DRW_shgroup_uniform_block(grp, "motion_blur_buf", data_);
- DRW_shgroup_storage_block(grp, "tile_indirection_buf", tile_indirection_buf_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "velocity_tx", &render_buffers.vector_tx, no_filter);
- DRW_shgroup_uniform_texture_ref_ex(grp, "in_color_tx", &input_color_tx_, no_filter);
- DRW_shgroup_uniform_image_ref(grp, "in_tiles_img", &tiles_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_);
-
- DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_);
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ PassSimple::Sub &sub = motion_blur_ps_.sub("ConvolveGather");
+ sub.shader_set(inst_.shaders.static_shader_get(MOTION_BLUR_GATHER));
+ sub.bind_ubo("motion_blur_buf", data_);
+ sub.bind_ssbo("tile_indirection_buf", tile_indirection_buf_);
+ sub.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
+ sub.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter);
+ sub.bind_texture("in_color_tx", &input_color_tx_, no_filter);
+ sub.bind_image("in_tiles_img", &tiles_tx_);
+ sub.bind_image("out_color_img", &output_color_tx_);
+
+ sub.dispatch(&dispatch_gather_size_);
+ sub.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
}
-void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
+void MotionBlurModule::render(View &view, GPUTexture **input_tx, GPUTexture **output_tx)
{
if (!motion_blur_fx_enabled_) {
return;
@@ -239,9 +235,7 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
GPU_storagebuf_clear_to_zero(tile_indirection_buf_);
- DRW_draw_pass(tiles_flatten_ps_);
- DRW_draw_pass(tiles_dilate_ps_);
- DRW_draw_pass(gather_ps_);
+ inst_.manager->submit(motion_blur_ps_, view);
tiles_tx_.release();
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh
index 310e94a702b..056c2e323d5 100644
--- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh
@@ -95,9 +95,7 @@ class MotionBlurModule {
GPUTexture *input_color_tx_ = nullptr;
GPUTexture *output_color_tx_ = nullptr;
- DRWPass *tiles_flatten_ps_ = nullptr;
- DRWPass *tiles_dilate_ps_ = nullptr;
- DRWPass *gather_ps_ = nullptr;
+ PassSimple motion_blur_ps_ = {"MotionBlur"};
MotionBlurTileIndirectionBuf tile_indirection_buf_;
MotionBlurDataBuf data_;
@@ -121,7 +119,7 @@ class MotionBlurModule {
return motion_blur_fx_enabled_;
}
- void render(GPUTexture **input_tx, GPUTexture **output_tx);
+ void render(View &view, GPUTexture **input_tx, GPUTexture **output_tx);
private:
float shutter_time_to_scene_time(float time);
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
index d9ac39f4fb9..16bdfb04d14 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
@@ -24,36 +24,35 @@ namespace blender::eevee {
void WorldPipeline::sync(GPUMaterial *gpumat)
{
+ Manager &manager = *inst_.manager;
RenderBuffers &rbufs = inst_.render_buffers;
- DRWState state = DRW_STATE_WRITE_COLOR;
- world_ps_ = DRW_pass_create("World", state);
+ ResourceHandle handle = manager.resource_handle(float4x4::identity().ptr());
- /* Push a matrix at the same location as the camera. */
- float4x4 camera_mat = float4x4::identity();
- // copy_v3_v3(camera_mat[3], inst_.camera.data_get().viewinv[3]);
-
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, world_ps_);
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- DRW_shgroup_call_obmat(grp, DRW_cache_fullscreen_quad_get(), camera_mat.ptr());
- DRW_shgroup_uniform_float_copy(grp, "world_opacity_fade", inst_.film.background_opacity_get());
+ world_ps_.init();
+ world_ps_.state_set(DRW_STATE_WRITE_COLOR);
+ world_ps_.material_set(manager, gpumat);
+ world_ps_.push_constant("world_opacity_fade", inst_.film.background_opacity_get());
+ world_ps_.bind_texture("utility_tx", inst_.pipelines.utility_tx);
/* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
+ world_ps_.bind_image("aov_color_img", &rbufs.aov_color_tx);
+ world_ps_.bind_image("aov_value_img", &rbufs.aov_value_tx);
+ world_ps_.bind_ssbo("aov_buf", &inst_.film.aovs_info);
/* RenderPasses. Cleared by background (even if bad practice). */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
+ world_ps_.bind_image("rp_normal_img", &rbufs.normal_tx);
+ world_ps_.bind_image("rp_light_img", &rbufs.light_tx);
+ world_ps_.bind_image("rp_diffuse_color_img", &rbufs.diffuse_color_tx);
+ world_ps_.bind_image("rp_specular_color_img", &rbufs.specular_color_tx);
+ world_ps_.bind_image("rp_emission_img", &rbufs.emission_tx);
+
+ world_ps_.draw(DRW_cache_fullscreen_quad_get(), handle);
/* To allow opaque pass rendering over it. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ world_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
-void WorldPipeline::render()
+void WorldPipeline::render(View &view)
{
- DRW_draw_pass(world_ps_);
+ inst_.manager->submit(world_ps_, view);
}
/** \} */
@@ -66,194 +65,150 @@ void WorldPipeline::render()
void ForwardPipeline::sync()
{
+ camera_forward_ = inst_.camera.forward();
+
+ DRWState state_depth_only = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ DRWState state_depth_color = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
+ DRW_STATE_WRITE_COLOR;
{
- DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
- prepass_ps_ = DRW_pass_create("Forward.Opaque.Prepass", state);
- prepass_velocity_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Velocity",
- state | DRW_STATE_WRITE_COLOR);
+ prepass_ps_.init();
- state |= DRW_STATE_CULL_BACK;
- prepass_culled_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Culled", state);
- prepass_culled_velocity_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Velocity",
- state | DRW_STATE_WRITE_COLOR);
+ {
+ /* Common resources. */
- DRW_pass_link(prepass_ps_, prepass_velocity_ps_);
- DRW_pass_link(prepass_velocity_ps_, prepass_culled_ps_);
- DRW_pass_link(prepass_culled_ps_, prepass_culled_velocity_ps_);
- }
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- opaque_ps_ = DRW_pass_create("Forward.Opaque", state);
+ /* Textures. */
+ prepass_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
- state |= DRW_STATE_CULL_BACK;
- opaque_culled_ps_ = DRW_pass_create("Forward.Opaque.Culled", state);
+ inst_.velocity.bind_resources(&prepass_ps_);
+ inst_.sampling.bind_resources(&prepass_ps_);
+ }
+
+ prepass_double_sided_static_ps_ = &prepass_ps_.sub("DoubleSided.Static");
+ prepass_double_sided_static_ps_->state_set(state_depth_only);
+
+ prepass_single_sided_static_ps_ = &prepass_ps_.sub("SingleSided.Static");
+ prepass_single_sided_static_ps_->state_set(state_depth_only | DRW_STATE_CULL_BACK);
+
+ prepass_double_sided_moving_ps_ = &prepass_ps_.sub("DoubleSided.Moving");
+ prepass_double_sided_moving_ps_->state_set(state_depth_color);
- DRW_pass_link(opaque_ps_, opaque_culled_ps_);
+ prepass_single_sided_moving_ps_ = &prepass_ps_.sub("SingleSided.Moving");
+ prepass_single_sided_moving_ps_->state_set(state_depth_color | DRW_STATE_CULL_BACK);
}
{
- DRWState state = DRW_STATE_DEPTH_LESS_EQUAL;
- transparent_ps_ = DRW_pass_create("Forward.Transparent", state);
+ opaque_ps_.init();
+
+ {
+ /* Common resources. */
+
+ /* RenderPasses. */
+ opaque_ps_.bind_image(RBUFS_NORMAL_SLOT, &inst_.render_buffers.normal_tx);
+ opaque_ps_.bind_image(RBUFS_LIGHT_SLOT, &inst_.render_buffers.light_tx);
+ opaque_ps_.bind_image(RBUFS_DIFF_COLOR_SLOT, &inst_.render_buffers.diffuse_color_tx);
+ opaque_ps_.bind_image(RBUFS_SPEC_COLOR_SLOT, &inst_.render_buffers.specular_color_tx);
+ opaque_ps_.bind_image(RBUFS_EMISSION_SLOT, &inst_.render_buffers.emission_tx);
+ /* AOVs. */
+ opaque_ps_.bind_image(RBUFS_AOV_COLOR_SLOT, &inst_.render_buffers.aov_color_tx);
+ opaque_ps_.bind_image(RBUFS_AOV_VALUE_SLOT, &inst_.render_buffers.aov_value_tx);
+ /* Storage Buf. */
+ opaque_ps_.bind_ssbo(RBUFS_AOV_BUF_SLOT, &inst_.film.aovs_info);
+ /* Textures. */
+ opaque_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
+
+ inst_.lights.bind_resources(&opaque_ps_);
+ inst_.sampling.bind_resources(&opaque_ps_);
+ }
+
+ opaque_single_sided_ps_ = &opaque_ps_.sub("SingleSided");
+ opaque_single_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_CULL_BACK);
+
+ opaque_double_sided_ps_ = &opaque_ps_.sub("DoubleSided");
+ opaque_double_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
}
-}
+ {
+ transparent_ps_.init();
+ /* Workaround limitation of PassSortable. Use dummy pass that will be sorted first in all
+ * circumstances. */
+ PassMain::Sub &sub = transparent_ps_.sub("ResourceBind", -FLT_MAX);
-DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat)
-{
- RenderBuffers &rbufs = inst_.render_buffers;
- DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_;
- LightModule &lights = inst_.lights;
- Sampling &sampling = inst_.sampling;
- // LightProbeModule &lightprobes = inst_.lightprobes;
- // RaytracingModule &raytracing = inst_.raytracing;
- // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT;
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass);
- lights.bind_resources(grp);
- sampling.bind_resources(grp);
- // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get());
- // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get());
- // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get());
- // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get());
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- /* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
- /* RenderPasses. */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
-
- /* TODO(fclem): Make this only needed if material uses it ... somehow. */
- // if (true) {
- // DRW_shgroup_uniform_texture_ref(
- // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get());
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data);
- // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data);
- // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data);
- // DRW_shgroup_uniform_texture_ref_ex(grp, "radiance_tx", &input_screen_radiance_tx_,
- // no_interp);
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get());
- // }
- return grp;
-}
+ /* Common resources. */
-DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
- GPUMaterial *gpumat,
- bool has_motion)
-{
- DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
- (has_motion ? prepass_culled_velocity_ps_ : prepass_culled_ps_) :
- (has_motion ? prepass_velocity_ps_ : prepass_ps_);
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass);
- if (has_motion) {
- inst_.velocity.bind_resources(grp);
+ /* Textures. */
+ sub.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
+
+ inst_.lights.bind_resources(&sub);
+ inst_.sampling.bind_resources(&sub);
}
- return grp;
}
-DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat,
- GPUMaterial *gpumat)
+PassMain::Sub *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
+ GPUMaterial *gpumat,
+ bool has_motion)
{
- RenderBuffers &rbufs = inst_.render_buffers;
- LightModule &lights = inst_.lights;
- Sampling &sampling = inst_.sampling;
- // LightProbeModule &lightprobes = inst_.lightprobes;
- // RaytracingModule &raytracing = inst_.raytracing;
- // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT;
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_);
- lights.bind_resources(grp);
- sampling.bind_resources(grp);
- // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get());
- // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get());
- // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get());
- // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get());
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- /* TODO(fclem): Make this only needed if material uses it ... somehow. */
- // if (true) {
- // DRW_shgroup_uniform_texture_ref(
- // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get());
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data);
- // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data);
- // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data);
- // DRW_shgroup_uniform_texture_ref_ex(
- // grp, "rt_radiance_tx", &input_screen_radiance_tx_, no_interp);
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get());
- // }
- {
- /* TODO(fclem): This is not needed. This is only to please the OpenGL debug Layer.
- * If we are to introduce transparency render-passes support, it would be through a separate
- * pass. */
- /* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
- /* RenderPasses. */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
- }
+ PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
+ (has_motion ? prepass_single_sided_moving_ps_ :
+ prepass_single_sided_static_ps_) :
+ (has_motion ? prepass_double_sided_moving_ps_ :
+ prepass_double_sided_static_ps_);
+ return &pass->sub(GPU_material_get_name(gpumat));
+}
- DRWState state_disable = DRW_STATE_WRITE_DEPTH;
- DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
- state_enable |= DRW_STATE_CULL_BACK;
- }
- DRW_shgroup_state_disable(grp, state_disable);
- DRW_shgroup_state_enable(grp, state_enable);
- return grp;
+PassMain::Sub *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat)
+{
+ PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_single_sided_ps_ :
+ opaque_double_sided_ps_;
+ return &pass->sub(GPU_material_get_name(gpumat));
}
-DRWShadingGroup *ForwardPipeline::prepass_transparent_add(::Material *blender_mat,
- GPUMaterial *gpumat)
+PassMain::Sub *ForwardPipeline::prepass_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat)
{
if ((blender_mat->blend_flag & MA_BL_HIDE_BACKFACE) == 0) {
return nullptr;
}
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) {
+ state |= DRW_STATE_CULL_BACK;
+ }
+ float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_);
+ PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
+ pass->state_set(state);
+ pass->material_set(*inst_.manager, gpumat);
+ return pass;
+}
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_);
-
- DRWState state_disable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- DRWState state_enable = DRW_STATE_WRITE_DEPTH;
- if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
- state_enable |= DRW_STATE_CULL_BACK;
+PassMain::Sub *ForwardPipeline::material_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat)
+{
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_LESS_EQUAL;
+ if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) {
+ state |= DRW_STATE_CULL_BACK;
}
- DRW_shgroup_state_disable(grp, state_disable);
- DRW_shgroup_state_enable(grp, state_enable);
- return grp;
+ float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_);
+ PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
+ pass->state_set(state);
+ pass->material_set(*inst_.manager, gpumat);
+ return pass;
}
-void ForwardPipeline::render(const DRWView *view,
+void ForwardPipeline::render(View &view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
GPUTexture *UNUSED(combined_tx))
{
UNUSED_VARS(view);
- DRW_stats_group_start("ForwardOpaque");
+ DRW_stats_group_start("Forward.Opaque");
GPU_framebuffer_bind(prepass_fb);
- DRW_draw_pass(prepass_ps_);
+ inst_.manager->submit(prepass_ps_, view);
- if (!DRW_pass_is_empty(prepass_ps_)) {
- inst_.hiz_buffer.set_dirty();
- }
+ // if (!DRW_pass_is_empty(prepass_ps_)) {
+ inst_.hiz_buffer.set_dirty();
+ // }
// if (inst_.raytracing.enabled()) {
// rt_buffer.radiance_copy(combined_tx);
@@ -263,17 +218,11 @@ void ForwardPipeline::render(const DRWView *view,
// inst_.shadows.set_view(view, depth_tx);
GPU_framebuffer_bind(combined_fb);
- DRW_draw_pass(opaque_ps_);
+ inst_.manager->submit(opaque_ps_, view);
DRW_stats_group_end();
- DRW_stats_group_start("ForwardTransparent");
- /* TODO(fclem) This is suboptimal. We could sort during sync. */
- /* FIXME(fclem) This wont work for panoramic, where we need
- * to sort by distance to camera, not by z. */
- DRW_pass_sort_shgroup_z(transparent_ps_);
- DRW_draw_pass(transparent_ps_);
- DRW_stats_group_end();
+ inst_.manager->submit(transparent_ps_, view);
// if (inst_.raytracing.enabled()) {
// gbuffer.ray_radiance_tx.release();
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
index ed6986b9b61..0614a963dec 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
@@ -13,6 +13,7 @@
#pragma once
#include "DRW_render.h"
+#include "draw_shader_shared.h"
/* TODO(fclem): Move it to GPU/DRAW. */
#include "../eevee/eevee_lut.h"
@@ -31,13 +32,13 @@ class WorldPipeline {
private:
Instance &inst_;
- DRWPass *world_ps_ = nullptr;
+ PassSimple world_ps_ = {"World.Background"};
public:
WorldPipeline(Instance &inst) : inst_(inst){};
void sync(GPUMaterial *gpumat);
- void render();
+ void render(View &view);
};
/** \} */
@@ -52,13 +53,18 @@ class ForwardPipeline {
private:
Instance &inst_;
- DRWPass *prepass_ps_ = nullptr;
- DRWPass *prepass_velocity_ps_ = nullptr;
- DRWPass *prepass_culled_ps_ = nullptr;
- DRWPass *prepass_culled_velocity_ps_ = nullptr;
- DRWPass *opaque_ps_ = nullptr;
- DRWPass *opaque_culled_ps_ = nullptr;
- DRWPass *transparent_ps_ = nullptr;
+ PassMain prepass_ps_ = {"Prepass"};
+ PassMain::Sub *prepass_single_sided_static_ps_ = nullptr;
+ PassMain::Sub *prepass_single_sided_moving_ps_ = nullptr;
+ PassMain::Sub *prepass_double_sided_static_ps_ = nullptr;
+ PassMain::Sub *prepass_double_sided_moving_ps_ = nullptr;
+
+ PassMain opaque_ps_ = {"Shading"};
+ PassMain::Sub *opaque_single_sided_ps_ = nullptr;
+ PassMain::Sub *opaque_double_sided_ps_ = nullptr;
+
+ PassSortable transparent_ps_ = {"Forward.Transparent"};
+ float3 camera_forward_;
// GPUTexture *input_screen_radiance_tx_ = nullptr;
@@ -67,28 +73,17 @@ class ForwardPipeline {
void sync();
- DRWShadingGroup *material_add(::Material *blender_mat, GPUMaterial *gpumat)
- {
- return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ?
- material_transparent_add(blender_mat, gpumat) :
- material_opaque_add(blender_mat, gpumat);
- }
+ PassMain::Sub *prepass_opaque_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion);
+ PassMain::Sub *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat);
- DRWShadingGroup *prepass_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion)
- {
- return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ?
- prepass_transparent_add(blender_mat, gpumat) :
- prepass_opaque_add(blender_mat, gpumat, has_motion);
- }
-
- DRWShadingGroup *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat);
- DRWShadingGroup *prepass_opaque_add(::Material *blender_mat,
- GPUMaterial *gpumat,
- bool has_motion);
- DRWShadingGroup *material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat);
- DRWShadingGroup *prepass_transparent_add(::Material *blender_mat, GPUMaterial *gpumat);
+ PassMain::Sub *prepass_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat);
+ PassMain::Sub *material_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat);
- void render(const DRWView *view,
+ void render(View &view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
GPUTexture *combined_tx);
@@ -192,26 +187,36 @@ class PipelineModule {
// velocity.sync();
}
- DRWShadingGroup *material_add(::Material *blender_mat,
- GPUMaterial *gpumat,
- eMaterialPipeline pipeline_type)
+ PassMain::Sub *material_add(Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat,
+ eMaterialPipeline pipeline_type)
{
switch (pipeline_type) {
case MAT_PIPE_DEFERRED_PREPASS:
// return deferred.prepass_add(blender_mat, gpumat, false);
- break;
+ case MAT_PIPE_FORWARD_PREPASS:
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
+ return forward.prepass_transparent_add(ob, blender_mat, gpumat);
+ }
+ return forward.prepass_opaque_add(blender_mat, gpumat, false);
+
case MAT_PIPE_DEFERRED_PREPASS_VELOCITY:
// return deferred.prepass_add(blender_mat, gpumat, true);
- break;
- case MAT_PIPE_FORWARD_PREPASS:
- return forward.prepass_add(blender_mat, gpumat, false);
case MAT_PIPE_FORWARD_PREPASS_VELOCITY:
- return forward.prepass_add(blender_mat, gpumat, true);
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
+ return forward.prepass_transparent_add(ob, blender_mat, gpumat);
+ }
+ return forward.prepass_opaque_add(blender_mat, gpumat, true);
+
case MAT_PIPE_DEFERRED:
// return deferred.material_add(blender_mat, gpumat);
- break;
case MAT_PIPE_FORWARD:
- return forward.material_add(blender_mat, gpumat);
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
+ return forward.material_transparent_add(ob, blender_mat, gpumat);
+ }
+ return forward.material_opaque_add(blender_mat, gpumat);
+
case MAT_PIPE_VOLUME:
/* TODO(fclem) volume pass. */
return nullptr;
diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh
index be87ee74886..c2bf23d20fc 100644
--- a/source/blender/draw/engines/eevee_next/eevee_sampling.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh
@@ -87,6 +87,12 @@ class Sampling {
DRW_shgroup_storage_block_ref(grp, "sampling_buf", &data_);
}
+ template<typename T> void bind_resources(draw::detail::PassBase<T> *pass)
+ {
+ /* Storage Buf. */
+ pass->bind_ssbo(SAMPLING_BUF_SLOT, &data_);
+ }
+
/* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */
float rng_get(eSamplingDimension dimension) const
{
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc
index 0e49b195ea2..7ff343d14a8 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc
@@ -9,6 +9,8 @@
* and static shader usage.
*/
+#include "GPU_capabilities.h"
+
#include "gpu_shader_create_info.hh"
#include "eevee_shader.hh"
@@ -180,11 +182,41 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
GPUCodegenOutput &codegen = *codegen_;
ShaderCreateInfo &info = *reinterpret_cast<ShaderCreateInfo *>(codegen.create_info);
- info.auto_resource_location(true);
+ /* WORKAROUND: Replace by new ob info. */
+ int64_t ob_info_index = info.additional_infos_.first_index_of_try("draw_object_infos");
+ if (ob_info_index != -1) {
+ info.additional_infos_[ob_info_index] = "draw_object_infos_new";
+ }
+
+ /* WORKAROUND: Add new ob attr buffer. */
+ if (GPU_material_uniform_attributes(gpumat) != nullptr) {
+ info.additional_info("draw_object_attribute_new");
+ }
+
+ /* WORKAROUND: Avoid utility texture merge error. TODO: find a cleaner fix. */
+ for (auto &resource : info.batch_resources_) {
+ if (resource.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
+ if (resource.slot == RBUFS_UTILITY_TEX_SLOT) {
+ resource.slot = GPU_max_textures_frag() - 1;
+ }
+ }
+ }
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
info.define("MAT_TRANSPARENT");
+ /* Transparent material do not have any velocity specific pipeline. */
+ if (pipeline_type == MAT_PIPE_FORWARD_PREPASS_VELOCITY) {
+ pipeline_type = MAT_PIPE_FORWARD_PREPASS;
+ }
}
+
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT) == false &&
+ pipeline_type == MAT_PIPE_FORWARD) {
+ /* Opaque forward do support AOVs and render pass. */
+ info.additional_info("eevee_aov_out");
+ info.additional_info("eevee_render_pass_out");
+ }
+
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC)) {
switch (geometry_type) {
case MAT_GEOM_MESH:
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
index 73c090386c9..bcdb42c0093 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
@@ -12,16 +12,16 @@
# include "BLI_memory_utils.hh"
# include "DRW_gpu_wrapper.hh"
+# include "draw_manager.hh"
+# include "draw_pass.hh"
+
# include "eevee_defines.hh"
# include "GPU_shader_shared.h"
namespace blender::eevee {
-using draw::Framebuffer;
-using draw::SwapChain;
-using draw::Texture;
-using draw::TextureFromPool;
+using namespace draw;
constexpr eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
constexpr eGPUSamplerState with_filter = GPU_SAMPLER_FILTER;
diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.cc b/source/blender/draw/engines/eevee_next/eevee_sync.cc
index e2d4b0ac1c2..6f1725a7120 100644
--- a/source/blender/draw/engines/eevee_next/eevee_sync.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_sync.cc
@@ -74,25 +74,12 @@ WorldHandle &SyncModule::sync_world(::World *world)
/** \name Common
* \{ */
-static inline void shgroup_geometry_call(DRWShadingGroup *grp,
- Object *ob,
- GPUBatch *geom,
- int v_first = -1,
- int v_count = -1,
- bool use_instancing = false)
+static inline void geometry_call(PassMain::Sub *sub_pass,
+ GPUBatch *geom,
+ ResourceHandle resource_handle)
{
- if (grp == nullptr) {
- return;
- }
-
- if (v_first == -1) {
- DRW_shgroup_call(grp, geom, ob);
- }
- else if (use_instancing) {
- DRW_shgroup_call_instance_range(grp, ob, geom, v_first, v_count);
- }
- else {
- DRW_shgroup_call_range(grp, ob, geom, v_first, v_count);
+ if (sub_pass != nullptr) {
+ sub_pass->draw(geom, resource_handle);
}
}
@@ -102,9 +89,13 @@ static inline void shgroup_geometry_call(DRWShadingGroup *grp,
/** \name Mesh
* \{ */
-void SyncModule::sync_mesh(Object *ob, ObjectHandle &ob_handle)
+void SyncModule::sync_mesh(Object *ob,
+ ObjectHandle &ob_handle,
+ ResourceHandle res_handle,
+ const ObjectRef &ob_ref)
{
- bool has_motion = inst_.velocity.step_object_sync(ob, ob_handle.object_key, ob_handle.recalc);
+ bool has_motion = inst_.velocity.step_object_sync(
+ ob, ob_handle.object_key, res_handle, ob_handle.recalc);
MaterialArray &material_array = inst_.materials.material_array_get(ob, has_motion);
@@ -123,14 +114,16 @@ void SyncModule::sync_mesh(Object *ob, ObjectHandle &ob_handle)
continue;
}
Material *material = material_array.materials[i];
- shgroup_geometry_call(material->shading.shgrp, ob, geom);
- shgroup_geometry_call(material->prepass.shgrp, ob, geom);
- shgroup_geometry_call(material->shadow.shgrp, ob, geom);
+ geometry_call(material->shading.sub_pass, geom, res_handle);
+ geometry_call(material->prepass.sub_pass, geom, res_handle);
+ geometry_call(material->shadow.sub_pass, geom, res_handle);
- is_shadow_caster = is_shadow_caster || material->shadow.shgrp != nullptr;
+ is_shadow_caster = is_shadow_caster || material->shadow.sub_pass != nullptr;
is_alpha_blend = is_alpha_blend || material->is_alpha_blend_transparent;
}
+ inst_.manager->extract_object_attributes(res_handle, ob_ref, material_array.gpu_materials);
+
// shadows.sync_object(ob, ob_handle, is_shadow_caster, is_alpha_blend);
}
@@ -155,11 +148,13 @@ struct gpIterData {
int vcount = 0;
bool instancing = false;
- gpIterData(Instance &inst_, Object *ob_, ObjectHandle &ob_handle)
+ gpIterData(Instance &inst_, Object *ob_, ObjectHandle &ob_handle, ResourceHandle resource_handle)
: inst(inst_),
ob(ob_),
material_array(inst_.materials.material_array_get(
- ob_, inst_.velocity.step_object_sync(ob, ob_handle.object_key, ob_handle.recalc)))
+ ob_,
+ inst_.velocity.step_object_sync(
+ ob, ob_handle.object_key, resource_handle, ob_handle.recalc)))
{
cfra = DEG_get_ctime(inst.depsgraph);
};
@@ -167,26 +162,28 @@ struct gpIterData {
static void gpencil_drawcall_flush(gpIterData &iter)
{
+#if 0 /* Incompatible with new darw manager. */
if (iter.geom != nullptr) {
- shgroup_geometry_call(iter.material->shading.shgrp,
+ geometry_call(iter.material->shading.sub_pass,
iter.ob,
iter.geom,
iter.vfirst,
iter.vcount,
iter.instancing);
- shgroup_geometry_call(iter.material->prepass.shgrp,
+ geometry_call(iter.material->prepass.sub_pass,
iter.ob,
iter.geom,
iter.vfirst,
iter.vcount,
iter.instancing);
- shgroup_geometry_call(iter.material->shadow.shgrp,
+ geometry_call(iter.material->shadow.sub_pass,
iter.ob,
iter.geom,
iter.vfirst,
iter.vcount,
iter.instancing);
}
+#endif
iter.geom = nullptr;
iter.vfirst = -1;
iter.vcount = 0;
@@ -250,21 +247,22 @@ static void gpencil_stroke_sync(bGPDlayer *UNUSED(gpl),
}
}
-void SyncModule::sync_gpencil(Object *ob, ObjectHandle &ob_handle)
+void SyncModule::sync_gpencil(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle)
{
/* TODO(fclem): Waiting for a user option to use the render engine instead of gpencil engine. */
if (true) {
inst_.gpencil_engine_enabled = true;
return;
}
+ UNUSED_VARS(res_handle);
- gpIterData iter(inst_, ob, ob_handle);
+ gpIterData iter(inst_, ob, ob_handle, res_handle);
BKE_gpencil_visible_stroke_iter((bGPdata *)ob->data, nullptr, gpencil_stroke_sync, &iter);
gpencil_drawcall_flush(iter);
- // bool is_caster = true; /* TODO material.shadow.shgrp. */
+ // bool is_caster = true; /* TODO material.shadow.sub_pass. */
// bool is_alpha_blend = true; /* TODO material.is_alpha_blend. */
// shadows.sync_object(ob, ob_handle, is_caster, is_alpha_blend);
}
@@ -280,19 +278,24 @@ static void shgroup_curves_call(MaterialPass &matpass,
ParticleSystem *part_sys = nullptr,
ModifierData *modifier_data = nullptr)
{
- if (matpass.shgrp == nullptr) {
+ UNUSED_VARS(ob, modifier_data);
+ if (matpass.sub_pass == nullptr) {
return;
}
if (part_sys != nullptr) {
- DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.shgrp, matpass.gpumat);
+ // DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.sub_pass, matpass.gpumat);
}
else {
- DRW_shgroup_curves_create_sub(ob, matpass.shgrp, matpass.gpumat);
+ // DRW_shgroup_curves_create_sub(ob, matpass.sub_pass, matpass.gpumat);
}
}
-void SyncModule::sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data)
+void SyncModule::sync_curves(Object *ob,
+ ObjectHandle &ob_handle,
+ ResourceHandle res_handle,
+ ModifierData *modifier_data)
{
+ UNUSED_VARS(res_handle);
int mat_nr = CURVES_MATERIAL_NR;
ParticleSystem *part_sys = nullptr;
@@ -320,7 +323,7 @@ void SyncModule::sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *
/* TODO(fclem) Hair velocity. */
// shading_passes.velocity.gpencil_add(ob, ob_handle);
- // bool is_caster = material.shadow.shgrp != nullptr;
+ // bool is_caster = material.shadow.sub_pass != nullptr;
// bool is_alpha_blend = material.is_alpha_blend_transparent;
// shadows.sync_object(ob, ob_handle, is_caster, is_alpha_blend);
}
diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.hh b/source/blender/draw/engines/eevee_next/eevee_sync.hh
index bd8147a2882..ab883ce44c2 100644
--- a/source/blender/draw/engines/eevee_next/eevee_sync.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_sync.hh
@@ -150,9 +150,15 @@ class SyncModule {
ObjectHandle &sync_object(Object *ob);
WorldHandle &sync_world(::World *world);
- void sync_mesh(Object *ob, ObjectHandle &ob_handle);
- void sync_gpencil(Object *ob, ObjectHandle &ob_handle);
- void sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data = nullptr);
+ void sync_mesh(Object *ob,
+ ObjectHandle &ob_handle,
+ ResourceHandle res_handle,
+ const ObjectRef &ob_ref);
+ void sync_gpencil(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle);
+ void sync_curves(Object *ob,
+ ObjectHandle &ob_handle,
+ ResourceHandle res_handle,
+ ModifierData *modifier_data = nullptr);
};
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
index 36734f0c28c..7af311a8ccc 100644
--- a/source/blender/draw/engines/eevee_next/eevee_velocity.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
@@ -43,6 +43,10 @@ void VelocityModule::init()
step_ = STEP_CURRENT;
/* Let the main sync loop handle the current step. */
}
+
+ /* For viewport, only previous motion is supported.
+ * Still bind previous step to avoid undefined behavior. */
+ next_step_ = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT;
}
static void step_object_sync_render(void *velocity,
@@ -51,7 +55,9 @@ static void step_object_sync_render(void *velocity,
Depsgraph *UNUSED(depsgraph))
{
ObjectKey object_key(ob);
- reinterpret_cast<VelocityModule *>(velocity)->step_object_sync(ob, object_key);
+ /* NOTE: Dummy resource handle since this will not be used for drawing. */
+ ResourceHandle resource_handle(0);
+ reinterpret_cast<VelocityModule *>(velocity)->step_object_sync(ob, object_key, resource_handle);
}
void VelocityModule::step_sync(eVelocityStep step, float time)
@@ -78,6 +84,7 @@ void VelocityModule::step_camera_sync()
bool VelocityModule::step_object_sync(Object *ob,
ObjectKey &object_key,
+ ResourceHandle resource_handle,
int /*IDRecalcFlag*/ recalc)
{
bool has_motion = object_has_velocity(ob) || (recalc & ID_RECALC_TRANSFORM);
@@ -89,8 +96,6 @@ bool VelocityModule::step_object_sync(Object *ob,
return false;
}
- uint32_t resource_id = DRW_object_resource_id_get(ob);
-
/* Object motion. */
/* FIXME(fclem) As we are using original objects pointers, there is a chance the previous
* object key matches a totally different object if the scene was changed by user or python
@@ -99,7 +104,7 @@ bool VelocityModule::step_object_sync(Object *ob,
* We live with that until we have a correct way of identifying new objects. */
VelocityObjectData &vel = velocity_map.lookup_or_add_default(object_key);
vel.obj.ofs[step_] = object_steps_usage[step_]++;
- vel.obj.resource_id = resource_id;
+ vel.obj.resource_id = resource_handle.resource_index();
vel.id = (ID *)ob->data;
object_steps[step_]->get_or_resize(vel.obj.ofs[step_]) = ob->obmat;
if (step_ == STEP_CURRENT) {
@@ -257,7 +262,7 @@ void VelocityModule::end_sync()
uint32_t max_resource_id_ = 0u;
for (Map<ObjectKey, VelocityObjectData>::Item item : velocity_map.items()) {
- if (item.value.obj.resource_id == (uint)-1) {
+ if (item.value.obj.resource_id == (uint32_t)-1) {
deleted_obj.append(item.key);
}
else {
@@ -273,11 +278,11 @@ void VelocityModule::end_sync()
inst_.sampling.reset();
}
- for (auto key : deleted_obj) {
+ for (auto &key : deleted_obj) {
velocity_map.remove(key);
}
- indirection_buf.resize(power_of_2_max_u(max_resource_id_ + 1));
+ indirection_buf.resize(ceil_to_multiple_u(max_resource_id_, 128));
/* Avoid uploading more data to the GPU as well as an extra level of
* indirection on the GPU by copying back offsets the to VelocityIndex. */
diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.hh b/source/blender/draw/engines/eevee_next/eevee_velocity.hh
index 01b8a5fb8c1..6f18b05d476 100644
--- a/source/blender/draw/engines/eevee_next/eevee_velocity.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_velocity.hh
@@ -67,7 +67,10 @@ class VelocityModule {
private:
Instance &inst_;
+ /** Step being synced. */
eVelocityStep step_ = STEP_CURRENT;
+ /** Step referenced as next step. */
+ eVelocityStep next_step_ = STEP_NEXT;
public:
VelocityModule(Instance &inst) : inst_(inst)
@@ -102,7 +105,10 @@ class VelocityModule {
void step_sync(eVelocityStep step, float time);
/* Gather motion data. Returns true if the object **can** have motion. */
- bool step_object_sync(Object *ob, ObjectKey &object_key, int recalc = 0);
+ bool step_object_sync(Object *ob,
+ ObjectKey &object_key,
+ ResourceHandle resource_handle,
+ int recalc = 0);
/* Moves next frame data to previous frame data. Nullify next frame data. */
void step_swap();
@@ -112,6 +118,20 @@ class VelocityModule {
void bind_resources(DRWShadingGroup *grp);
+ template<typename T> void bind_resources(draw::detail::Pass<T> *pass)
+ {
+ /* Storage Buf. */
+ pass->bind_ssbo(VELOCITY_OBJ_PREV_BUF_SLOT, &(*object_steps[STEP_PREVIOUS]));
+ pass->bind_ssbo(VELOCITY_OBJ_NEXT_BUF_SLOT, &(*object_steps[next_step_]));
+ pass->bind_ssbo(VELOCITY_GEO_PREV_BUF_SLOT, &(*geometry_steps[STEP_PREVIOUS]));
+ pass->bind_ssbo(VELOCITY_GEO_NEXT_BUF_SLOT, &(*geometry_steps[next_step_]));
+ pass->bind_ssbo(VELOCITY_INDIRECTION_BUF_SLOT, &indirection_buf);
+ /* Uniform Buf. */
+ pass->bind_ubo(VELOCITY_CAMERA_PREV_BUF, &(*camera_steps[STEP_PREVIOUS]));
+ pass->bind_ubo(VELOCITY_CAMERA_CURR_BUF, &(*camera_steps[STEP_CURRENT]));
+ pass->bind_ubo(VELOCITY_CAMERA_NEXT_BUF, &(*camera_steps[next_step_]));
+ }
+
bool camera_has_motion() const;
bool camera_changed_projection() const;
diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc
index 44067aff9ca..48951c2bae7 100644
--- a/source/blender/draw/engines/eevee_next/eevee_view.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_view.cc
@@ -118,10 +118,10 @@ void ShadingView::render()
GPU_framebuffer_bind(combined_fb_);
GPU_framebuffer_clear_color_depth(combined_fb_, clear_color, 1.0f);
- inst_.pipelines.world.render();
+ inst_.pipelines.world.render(render_view_new_);
/* TODO(fclem): Move it after the first prepass (and hiz update) once pipeline is stabilized. */
- inst_.lights.set_view(render_view_, extent_);
+ inst_.lights.set_view(render_view_new_, extent_);
// inst_.pipelines.deferred.render(
// render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_);
@@ -130,10 +130,10 @@ void ShadingView::render()
// inst_.lookdev.render_overlay(view_fb_);
- inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, rbufs.combined_tx);
+ inst_.pipelines.forward.render(render_view_new_, prepass_fb_, combined_fb_, rbufs.combined_tx);
- inst_.lights.debug_draw(combined_fb_);
- inst_.hiz_buffer.debug_draw(combined_fb_);
+ inst_.lights.debug_draw(render_view_new_, combined_fb_);
+ inst_.hiz_buffer.debug_draw(render_view_new_, combined_fb_);
GPUTexture *combined_final_tx = render_postfx(rbufs.combined_tx);
@@ -157,8 +157,8 @@ GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx)
GPUTexture *output_tx = postfx_tx_;
/* Swapping is done internally. Actual output is set to the next input. */
- inst_.depth_of_field.render(&input_tx, &output_tx, dof_buffer_);
- inst_.motion_blur.render(&input_tx, &output_tx);
+ inst_.depth_of_field.render(render_view_new_, &input_tx, &output_tx, dof_buffer_);
+ inst_.motion_blur.render(render_view_new_, &input_tx, &output_tx);
return input_tx;
}
@@ -186,6 +186,8 @@ void ShadingView::update_view()
* out of the blurring radius. To fix this, use custom enlarged culling matrix. */
inst_.depth_of_field.jitter_apply(winmat, viewmat);
DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr());
+
+ render_view_new_.sync(viewmat, winmat);
}
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh
index 65f27aba795..74e513357cd 100644
--- a/source/blender/draw/engines/eevee_next/eevee_view.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_view.hh
@@ -57,6 +57,7 @@ class ShadingView {
DRWView *sub_view_ = nullptr;
/** Same as sub_view_ but has Depth Of Field jitter applied. */
DRWView *render_view_ = nullptr;
+ View render_view_new_;
/** Render size of the view. Can change between scene sample eval. */
int2 extent_ = {-1, -1};
@@ -65,7 +66,7 @@ class ShadingView {
public:
ShadingView(Instance &inst, const char *name, const float (*face_matrix)[4])
- : inst_(inst), name_(name), face_matrix_(face_matrix){};
+ : inst_(inst), name_(name), face_matrix_(face_matrix), render_view_new_(name){};
~ShadingView(){};
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
index 80555367478..a6426cd06e4 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
@@ -133,9 +133,9 @@ void main()
/* Issue a sprite for each field if any CoC matches. */
if (any(lessThan(do_scatter4 * sign(coc4), vec4(0.0)))) {
/* Same value for all threads. Not an issue if we don't sync access to it. */
- scatter_fg_indirect_buf.v_count = 4u;
+ scatter_fg_indirect_buf.vertex_len = 4u;
/* Issue 1 strip instance per sprite. */
- uint rect_id = atomicAdd(scatter_fg_indirect_buf.i_count, 1u);
+ uint rect_id = atomicAdd(scatter_fg_indirect_buf.instance_len, 1u);
if (rect_id < dof_buf.scatter_max_rect) {
vec4 coc4_fg = max(vec4(0.0), -coc4);
@@ -166,9 +166,9 @@ void main()
}
if (any(greaterThan(do_scatter4 * sign(coc4), vec4(0.0)))) {
/* Same value for all threads. Not an issue if we don't sync access to it. */
- scatter_bg_indirect_buf.v_count = 4u;
+ scatter_bg_indirect_buf.vertex_len = 4u;
/* Issue 1 strip instance per sprite. */
- uint rect_id = atomicAdd(scatter_bg_indirect_buf.i_count, 1u);
+ uint rect_id = atomicAdd(scatter_bg_indirect_buf.instance_len, 1u);
if (rect_id < dof_buf.scatter_max_rect) {
vec4 coc4_bg = max(vec4(0.0), coc4);
vec4 bg_weights = dof_layer_weight(coc4_bg) * dof_sample_weight(coc4_bg) * do_scatter4;
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
index 13ad387289d..dd047709afd 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
@@ -409,3 +409,31 @@ vec4 attr_load_color_post(vec4 attr)
#endif
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniform Attributes
+ *
+ * TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on
+ * the engine side. But as of now, the engines are responsible for loading the attributes.
+ *
+ * \{ */
+
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash)
+{
+#if defined(OBATTR_LIB)
+ uint index = floatBitsToUint(ObjectAttributeStart);
+ for (uint i = 0; i < floatBitsToUint(ObjectAttributeLen); i++, index++) {
+ if (drw_attrs[index].hash_code == attr_hash) {
+ return vec4(drw_attrs[index].data_x,
+ drw_attrs[index].data_y,
+ drw_attrs[index].data_z,
+ drw_attrs[index].data_w);
+ }
+ }
+ return vec4(0.0);
+#else
+ return attr;
+#endif
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
index bd32215ddc2..183aac1e546 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
@@ -6,6 +6,7 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
@@ -73,8 +74,7 @@ void main()
nodetree_surface();
- // float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY);
- float noise_offset = 0.5;
+ float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY);
float random_threshold = hashed_alpha_threshold(1.0, noise_offset, g_data.P);
float transparency = avg(g_transmittance);
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
index 3f2349b30a1..39758c0dfc1 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
@@ -97,6 +97,7 @@ void main()
out_normal += g_refraction_data.N * g_refraction_data.weight;
out_normal = safe_normalize(out_normal);
+#ifdef MAT_RENDER_PASS_SUPPORT
ivec2 out_texel = ivec2(gl_FragCoord.xy);
imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0));
imageStore(
@@ -106,6 +107,7 @@ void main()
imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0));
imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0));
imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0));
+#endif
out_radiance.rgb *= 1.0 - g_holdout;
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl
index 30b48edaa78..18e748596d5 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl
@@ -40,7 +40,7 @@ void init_globals_curves()
/* Shade as a cylinder. */
float cos_theta = interp.curves_time_width / interp.curves_thickness;
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
- g_data.N = normalize(interp.N * sin_theta + interp.curves_binormal * cos_theta);
+ g_data.N = g_data.Ni = normalize(interp.N * sin_theta + interp.curves_binormal * cos_theta);
/* Costly, but follows cycles per pixel tangent space (not following curve shape). */
vec3 V = cameraVec(g_data.P);
@@ -67,6 +67,7 @@ void init_globals()
{
/* Default values. */
g_data.P = interp.P;
+ g_data.Ni = interp.N;
g_data.N = safe_normalize(interp.N);
g_data.Ng = g_data.N;
g_data.is_strand = false;
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
index b398a6cc4e7..b689a7f53a2 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
@@ -11,7 +11,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_bokeh_lut)
.do_static_compilation(true)
.local_group_size(DOF_BOKEH_LUT_SIZE, DOF_BOKEH_LUT_SIZE)
.additional_info("eevee_shared", "draw_view")
- .uniform_buf(1, "DepthOfFieldData", "dof_buf")
+ .uniform_buf(6, "DepthOfFieldData", "dof_buf")
.image(0, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_gather_lut_img")
.image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_scatter_lut_img")
.image(2, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_resolve_lut_img")
@@ -21,7 +21,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_setup)
.do_static_compilation(true)
.local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE)
.additional_info("eevee_shared", "draw_view")
- .uniform_buf(1, "DepthOfFieldData", "dof_buf")
+ .uniform_buf(6, "DepthOfFieldData", "dof_buf")
.sampler(0, ImageType::FLOAT_2D, "color_tx")
.sampler(1, ImageType::DEPTH_2D, "depth_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
@@ -32,7 +32,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_stabilize)
.do_static_compilation(true)
.local_group_size(DOF_STABILIZE_GROUP_SIZE, DOF_STABILIZE_GROUP_SIZE)
.additional_info("eevee_shared", "draw_view", "eevee_velocity_camera")
- .uniform_buf(4, "DepthOfFieldData", "dof_buf")
+ .uniform_buf(6, "DepthOfFieldData", "dof_buf")
.sampler(0, ImageType::FLOAT_2D, "coc_tx")
.sampler(1, ImageType::FLOAT_2D, "color_tx")
.sampler(2, ImageType::FLOAT_2D, "velocity_tx")
@@ -57,7 +57,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_reduce)
.do_static_compilation(true)
.local_group_size(DOF_REDUCE_GROUP_SIZE, DOF_REDUCE_GROUP_SIZE)
.additional_info("eevee_shared", "draw_view")
- .uniform_buf(1, "DepthOfFieldData", "dof_buf")
+ .uniform_buf(6, "DepthOfFieldData", "dof_buf")
.sampler(0, ImageType::FLOAT_2D, "downsample_tx")
.storage_buf(0, Qualifier::WRITE, "ScatterRect", "scatter_fg_list_buf[]")
.storage_buf(1, Qualifier::WRITE, "ScatterRect", "scatter_bg_list_buf[]")
@@ -154,7 +154,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather_common)
"draw_view",
"eevee_depth_of_field_tiles_common",
"eevee_sampling_data")
- .uniform_buf(2, "DepthOfFieldData", "dof_buf")
+ .uniform_buf(6, "DepthOfFieldData", "dof_buf")
.local_group_size(DOF_GATHER_GROUP_SIZE, DOF_GATHER_GROUP_SIZE)
.sampler(0, ImageType::FLOAT_2D, "color_tx")
.sampler(1, ImageType::FLOAT_2D, "color_bilinear_tx")
@@ -229,7 +229,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_resolve)
"draw_view",
"eevee_depth_of_field_tiles_common",
"eevee_sampling_data")
- .uniform_buf(2, "DepthOfFieldData", "dof_buf")
+ .uniform_buf(6, "DepthOfFieldData", "dof_buf")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.sampler(1, ImageType::FLOAT_2D, "color_tx")
.sampler(2, ImageType::FLOAT_2D, "color_bg_tx")
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
index c94171db6a9..db82a3265d7 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
@@ -4,7 +4,7 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(eevee_film)
- .uniform_buf(4, "FilmData", "film_buf")
+ .uniform_buf(6, "FilmData", "film_buf")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.sampler(1, ImageType::FLOAT_2D, "combined_tx")
.sampler(2, ImageType::FLOAT_2D, "normal_tx")
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
index c54f05719d3..41602426a1d 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
@@ -8,10 +8,10 @@
* \{ */
GPU_SHADER_CREATE_INFO(eevee_light_data)
- .storage_buf(0, Qualifier::READ, "LightCullingData", "light_cull_buf")
- .storage_buf(1, Qualifier::READ, "LightData", "light_buf[]")
- .storage_buf(2, Qualifier::READ, "uint", "light_zbin_buf[]")
- .storage_buf(3, Qualifier::READ, "uint", "light_tile_buf[]");
+ .storage_buf(LIGHT_CULL_BUF_SLOT, Qualifier::READ, "LightCullingData", "light_cull_buf")
+ .storage_buf(LIGHT_BUF_SLOT, Qualifier::READ, "LightData", "light_buf[]")
+ .storage_buf(LIGHT_ZBIN_BUF_SLOT, Qualifier::READ, "uint", "light_zbin_buf[]")
+ .storage_buf(LIGHT_TILE_BUF_SLOT, Qualifier::READ, "uint", "light_tile_buf[]");
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
index dad1f28ef8e..9abdd1f8adf 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "eevee_defines.hh"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -14,9 +15,10 @@ GPU_SHADER_CREATE_INFO(eevee_shared)
GPU_SHADER_CREATE_INFO(eevee_sampling_data)
.define("EEVEE_SAMPLING_DATA")
.additional_info("eevee_shared")
- .storage_buf(14, Qualifier::READ, "SamplingData", "sampling_buf");
+ .storage_buf(6, Qualifier::READ, "SamplingData", "sampling_buf");
-GPU_SHADER_CREATE_INFO(eevee_utility_texture).sampler(8, ImageType::FLOAT_2D_ARRAY, "utility_tx");
+GPU_SHADER_CREATE_INFO(eevee_utility_texture)
+ .sampler(RBUFS_UTILITY_TEX_SLOT, ImageType::FLOAT_2D_ARRAY, "utility_tx");
/** \} */
@@ -30,7 +32,7 @@ GPU_SHADER_CREATE_INFO(eevee_geom_mesh)
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
.vertex_source("eevee_geom_mesh_vert.glsl")
- .additional_info("draw_mesh", "draw_resource_id_varying", "draw_resource_handle");
+ .additional_info("draw_modelmat_new", "draw_resource_id_varying", "draw_view");
GPU_SHADER_CREATE_INFO(eevee_geom_gpencil)
.additional_info("eevee_shared")
@@ -52,7 +54,7 @@ GPU_SHADER_CREATE_INFO(eevee_geom_world)
.define("MAT_GEOM_WORLD")
.builtins(BuiltinBits::VERTEX_ID)
.vertex_source("eevee_geom_world_vert.glsl")
- .additional_info("draw_modelmat", "draw_resource_id_varying", "draw_resource_handle");
+ .additional_info("draw_modelmat_new", "draw_resource_id_varying", "draw_view");
/** \} */
@@ -78,9 +80,17 @@ GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp")
GPU_SHADER_CREATE_INFO(eevee_aov_out)
.define("MAT_AOV_SUPPORT")
- .image_array_out(5, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img")
- .image_array_out(6, Qualifier::WRITE, GPU_R16F, "aov_value_img")
- .storage_buf(7, Qualifier::READ, "AOVsInfoData", "aov_buf");
+ .image_array_out(RBUFS_AOV_COLOR_SLOT, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img")
+ .image_array_out(RBUFS_AOV_VALUE_SLOT, Qualifier::WRITE, GPU_R16F, "aov_value_img")
+ .storage_buf(RBUFS_AOV_BUF_SLOT, Qualifier::READ, "AOVsInfoData", "aov_buf");
+
+GPU_SHADER_CREATE_INFO(eevee_render_pass_out)
+ .define("MAT_RENDER_PASS_SUPPORT")
+ .image_out(RBUFS_NORMAL_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
+ .image_array_out(RBUFS_LIGHT_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
+ .image_out(RBUFS_DIFF_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
+ .image_out(RBUFS_SPEC_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
+ .image_out(RBUFS_EMISSION_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img");
GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
.vertex_out(eevee_surf_iface)
@@ -104,7 +114,6 @@ GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
;
GPU_SHADER_CREATE_INFO(eevee_surf_forward)
- .auto_resource_location(true)
.vertex_out(eevee_surf_iface)
/* Early fragment test is needed for render passes support for forward surfaces. */
/* NOTE: This removes the possibility of using gl_FragDepth. */
@@ -112,41 +121,27 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
.fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0)
.fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1)
.fragment_source("eevee_surf_forward_frag.glsl")
- .image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
- .image_array_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
- .image_out(2, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
- .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
- .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
- .additional_info("eevee_aov_out",
- "eevee_light_data",
- "eevee_utility_texture",
- "eevee_sampling_data"
- // "eevee_lightprobe_data",
+ .additional_info("eevee_light_data", "eevee_utility_texture", "eevee_sampling_data"
+ // "eevee_lightprobe_data",
+ // "eevee_shadow_data"
/* Optionally added depending on the material. */
// "eevee_raytrace_data",
// "eevee_transmittance_data",
- // "eevee_shadow_data"
+ // "eevee_aov_out",
+ // "eevee_render_pass_out",
);
GPU_SHADER_CREATE_INFO(eevee_surf_depth)
.vertex_out(eevee_surf_iface)
.fragment_source("eevee_surf_depth_frag.glsl")
- // .additional_info("eevee_sampling_data", "eevee_utility_texture")
- ;
+ .additional_info("eevee_sampling_data", "eevee_utility_texture");
GPU_SHADER_CREATE_INFO(eevee_surf_world)
.vertex_out(eevee_surf_iface)
- .image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
- .image_array_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
- .image_out(2, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
- .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
- .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
.push_constant(Type::FLOAT, "world_opacity_fade")
.fragment_out(0, Type::VEC4, "out_background")
.fragment_source("eevee_surf_world_frag.glsl")
- .additional_info("eevee_aov_out"
- //"eevee_utility_texture"
- );
+ .additional_info("eevee_aov_out", "eevee_render_pass_out", "eevee_utility_texture");
#undef image_out
#undef image_array_out
@@ -188,10 +183,7 @@ GPU_SHADER_CREATE_INFO(eevee_volume_deferred)
GPU_SHADER_CREATE_INFO(eevee_material_stub).define("EEVEE_MATERIAL_STUBS");
# define EEVEE_MAT_FINAL_VARIATION(name, ...) \
- GPU_SHADER_CREATE_INFO(name) \
- .additional_info(__VA_ARGS__) \
- .auto_resource_location(true) \
- .do_static_compilation(true);
+ GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);
# define EEVEE_MAT_GEOM_VARIATIONS(prefix, ...) \
EEVEE_MAT_FINAL_VARIATION(prefix##_world, "eevee_geom_world", __VA_ARGS__) \
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
index d6ff34b0ed2..ec302ec6770 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
@@ -6,7 +6,7 @@
GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten)
.local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE)
.additional_info("eevee_shared", "draw_view", "eevee_velocity_camera")
- .uniform_buf(4, "MotionBlurData", "motion_blur_buf")
+ .uniform_buf(6, "MotionBlurData", "motion_blur_buf")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_img")
.compute_source("eevee_motion_blur_flatten_comp.glsl");
@@ -35,7 +35,7 @@ GPU_SHADER_CREATE_INFO(eevee_motion_blur_gather)
.do_static_compilation(true)
.local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE)
.additional_info("eevee_shared", "draw_view", "eevee_sampling_data")
- .uniform_buf(4, "MotionBlurData", "motion_blur_buf")
+ .uniform_buf(6, "MotionBlurData", "motion_blur_buf")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.sampler(1, ImageType::FLOAT_2D, "velocity_tx")
.sampler(2, ImageType::FLOAT_2D, "in_color_tx")
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh
index 6e8e8fb020a..0a1c2721c61 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "eevee_defines.hh"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -17,19 +18,20 @@ GPU_SHADER_INTERFACE_INFO(eevee_velocity_surface_iface, "motion")
GPU_SHADER_CREATE_INFO(eevee_velocity_camera)
.define("VELOCITY_CAMERA")
- .uniform_buf(1, "CameraData", "camera_prev")
- .uniform_buf(2, "CameraData", "camera_curr")
- .uniform_buf(3, "CameraData", "camera_next");
+ .uniform_buf(VELOCITY_CAMERA_PREV_BUF, "CameraData", "camera_prev")
+ .uniform_buf(VELOCITY_CAMERA_CURR_BUF, "CameraData", "camera_curr")
+ .uniform_buf(VELOCITY_CAMERA_NEXT_BUF, "CameraData", "camera_next");
GPU_SHADER_CREATE_INFO(eevee_velocity_geom)
.define("MAT_VELOCITY")
- .auto_resource_location(true)
- .storage_buf(4, Qualifier::READ, "mat4", "velocity_obj_prev_buf[]", Frequency::PASS)
- .storage_buf(5, Qualifier::READ, "mat4", "velocity_obj_next_buf[]", Frequency::PASS)
- .storage_buf(6, Qualifier::READ, "vec4", "velocity_geo_prev_buf[]", Frequency::PASS)
- .storage_buf(7, Qualifier::READ, "vec4", "velocity_geo_next_buf[]", Frequency::PASS)
- .storage_buf(
- 7, Qualifier::READ, "VelocityIndex", "velocity_indirection_buf[]", Frequency::PASS)
+ .storage_buf(VELOCITY_OBJ_PREV_BUF_SLOT, Qualifier::READ, "mat4", "velocity_obj_prev_buf[]")
+ .storage_buf(VELOCITY_OBJ_NEXT_BUF_SLOT, Qualifier::READ, "mat4", "velocity_obj_next_buf[]")
+ .storage_buf(VELOCITY_GEO_PREV_BUF_SLOT, Qualifier::READ, "vec4", "velocity_geo_prev_buf[]")
+ .storage_buf(VELOCITY_GEO_NEXT_BUF_SLOT, Qualifier::READ, "vec4", "velocity_geo_next_buf[]")
+ .storage_buf(VELOCITY_INDIRECTION_BUF_SLOT,
+ Qualifier::READ,
+ "VelocityIndex",
+ "velocity_indirection_buf[]")
.vertex_out(eevee_velocity_surface_iface)
.fragment_out(0, Type::VEC4, "out_velocity")
.additional_info("eevee_velocity_camera");
diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c
index dfef5b3c241..bd8720042f1 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_text.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_text.c
@@ -7,6 +7,8 @@
#include "DRW_render.h"
+#include "UI_resources.h"
+
#include "BKE_vfont.h"
#include "DNA_curve_types.h"
@@ -38,17 +40,24 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_wire);
}
{
+ /* Cursor (text caret). */
state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
- DRW_PASS_CREATE(psl->edit_text_overlay_ps, state | pd->clipping_state);
-
+ DRW_PASS_CREATE(psl->edit_text_cursor_ps, state | pd->clipping_state);
sh = OVERLAY_shader_uniform_color();
- pd->edit_text_overlay_grp = grp = DRW_shgroup_create(sh, psl->edit_text_overlay_ps);
+ pd->edit_text_cursor_grp = grp = DRW_shgroup_create(sh, psl->edit_text_cursor_ps);
+ DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.cursor_color, 1);
- DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.overlay_color, 1);
+ /* Selection boxes. */
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
+ DRW_PASS_CREATE(psl->edit_text_selection_ps, state | pd->clipping_state);
+ sh = OVERLAY_shader_uniform_color();
+ pd->edit_text_selection_grp = grp = DRW_shgroup_create(sh, psl->edit_text_selection_ps);
+ DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.selection_color, 1);
- state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL | DRW_STATE_DEPTH_GREATER_EQUAL |
+ /* Highlight text within selection boxes. */
+ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_DEPTH_GREATER_EQUAL |
pd->clipping_state;
- DRW_PASS_INSTANCE_CREATE(psl->edit_text_darken_ps, psl->edit_text_overlay_ps, state);
+ DRW_PASS_INSTANCE_CREATE(psl->edit_text_highlight_ps, psl->edit_text_selection_ps, state);
}
{
/* Create view which will render everything (hopefully) behind the text geometry. */
@@ -112,7 +121,7 @@ static void edit_text_cache_populate_select(OVERLAY_Data *vedata, Object *ob)
v2_quad_corners_to_mat4(box, final_mat);
mul_m4_m4m4(final_mat, ob->obmat, final_mat);
- DRW_shgroup_call_obmat(pd->edit_text_overlay_grp, geom, final_mat);
+ DRW_shgroup_call_obmat(pd->edit_text_selection_grp, geom, final_mat);
}
}
@@ -128,7 +137,7 @@ static void edit_text_cache_populate_cursor(OVERLAY_Data *vedata, Object *ob)
mul_m4_m4m4(mat, ob->obmat, mat);
struct GPUBatch *geom = DRW_cache_quad_get();
- DRW_shgroup_call_obmat(pd->edit_text_overlay_grp, geom, mat);
+ DRW_shgroup_call_obmat(pd->edit_text_cursor_grp, geom, mat);
}
static void edit_text_cache_populate_boxes(OVERLAY_Data *vedata, Object *ob)
@@ -193,11 +202,18 @@ void OVERLAY_edit_text_draw(OVERLAY_Data *vedata)
DRW_view_set_active(pd->view_edit_text);
- /* Alpha blended. */
- copy_v4_fl4(pd->edit_text.overlay_color, 0.8f, 0.8f, 0.8f, 0.5f);
- DRW_draw_pass(psl->edit_text_overlay_ps);
+ /* Selection Boxes. */
+ UI_GetThemeColor4fv(TH_WIDGET_TEXT_SELECTION, pd->edit_text.selection_color);
+ srgb_to_linearrgb_v4(pd->edit_text.selection_color, pd->edit_text.selection_color);
+ DRW_draw_pass(psl->edit_text_selection_ps);
+
+ /* Highlight text within selection boxes. */
+ UI_GetThemeColor4fv(TH_WIDGET_TEXT_HIGHLIGHT, pd->edit_text.selection_color);
+ srgb_to_linearrgb_v4(pd->edit_text.selection_color, pd->edit_text.selection_color);
+ DRW_draw_pass(psl->edit_text_highlight_ps);
- /* Multiply previous result where depth test fail. */
- copy_v4_fl4(pd->edit_text.overlay_color, 0.0f, 0.0f, 0.0f, 1.0f);
- DRW_draw_pass(psl->edit_text_darken_ps);
+ /* Cursor (text caret). */
+ UI_GetThemeColor4fv(TH_WIDGET_TEXT_CURSOR, pd->edit_text.cursor_color);
+ srgb_to_linearrgb_v4(pd->edit_text.cursor_color, pd->edit_text.cursor_color);
+ DRW_draw_pass(psl->edit_text_cursor_ps);
}
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 06c6ce42fd8..0a783c44029 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -78,8 +78,9 @@ typedef struct OVERLAY_PassList {
DRWPass *edit_mesh_analysis_ps;
DRWPass *edit_mesh_normals_ps;
DRWPass *edit_particle_ps;
- DRWPass *edit_text_overlay_ps;
- DRWPass *edit_text_darken_ps;
+ DRWPass *edit_text_cursor_ps;
+ DRWPass *edit_text_selection_ps;
+ DRWPass *edit_text_highlight_ps;
DRWPass *edit_text_wire_ps[2];
DRWPass *edit_uv_edges_ps;
DRWPass *edit_uv_verts_ps;
@@ -252,7 +253,8 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *edit_mesh_analysis_grp;
DRWShadingGroup *edit_particle_strand_grp;
DRWShadingGroup *edit_particle_point_grp;
- DRWShadingGroup *edit_text_overlay_grp;
+ DRWShadingGroup *edit_text_cursor_grp;
+ DRWShadingGroup *edit_text_selection_grp;
DRWShadingGroup *edit_text_wire_grp[2];
DRWShadingGroup *edit_uv_verts_grp;
DRWShadingGroup *edit_uv_edges_grp;
@@ -338,7 +340,8 @@ typedef struct OVERLAY_PrivateData {
int handle_display;
} edit_curve;
struct {
- float overlay_color[4];
+ float cursor_color[4];
+ float selection_color[4];
} edit_text;
struct {
bool do_zbufclip;
diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh
index 8ed6594c31e..d9122657144 100644
--- a/source/blender/draw/intern/DRW_gpu_wrapper.hh
+++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh
@@ -238,6 +238,11 @@ class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable
GPU_storagebuf_clear_to_zero(ssbo_);
}
+ void read()
+ {
+ GPU_storagebuf_read(ssbo_, this->data_);
+ }
+
operator GPUStorageBuf *() const
{
return ssbo_;
@@ -850,6 +855,32 @@ class TextureFromPool : public Texture, NonMovable {
GPUTexture *stencil_view() = delete;
};
+/**
+ * Dummy type to bind texture as image.
+ * It is just a GPUTexture in disguise.
+ */
+class Image {};
+
+static inline Image *as_image(GPUTexture *tex)
+{
+ return reinterpret_cast<Image *>(tex);
+}
+
+static inline Image **as_image(GPUTexture **tex)
+{
+ return reinterpret_cast<Image **>(tex);
+}
+
+static inline GPUTexture *as_texture(Image *img)
+{
+ return reinterpret_cast<GPUTexture *>(img);
+}
+
+static inline GPUTexture **as_texture(Image **img)
+{
+ return reinterpret_cast<GPUTexture **>(img);
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 30c1144739e..7b80ffd2b88 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -41,6 +41,7 @@
#include "draw_debug.h"
#include "draw_manager_profiling.h"
+#include "draw_state.h"
#include "draw_view_data.h"
#include "MEM_guardedalloc.h"
@@ -288,83 +289,6 @@ void DRW_shader_library_free(DRWShaderLibrary *lib);
/* Batches */
-/**
- * DRWState is a bit-mask that stores the current render state and the desired render state. Based
- * on the differences the minimum state changes can be invoked to setup the desired render state.
- *
- * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
- * therefore they aren't ordered as a bit mask.
- */
-typedef enum {
- /** To be used for compute passes. */
- DRW_STATE_NO_DRAW = 0,
- /** Write mask */
- DRW_STATE_WRITE_DEPTH = (1 << 0),
- DRW_STATE_WRITE_COLOR = (1 << 1),
- /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
- DRW_STATE_WRITE_STENCIL = (1 << 2),
- DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
- DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
- /** Depth test. These options are mutual exclusive and packed into 3 bits */
- DRW_STATE_DEPTH_ALWAYS = (1 << 4),
- DRW_STATE_DEPTH_LESS = (2 << 4),
- DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
- DRW_STATE_DEPTH_EQUAL = (4 << 4),
- DRW_STATE_DEPTH_GREATER = (5 << 4),
- DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
- /** Culling test */
- DRW_STATE_CULL_BACK = (1 << 7),
- DRW_STATE_CULL_FRONT = (1 << 8),
- /** Stencil test. These options are mutually exclusive and packed into 2 bits. */
- DRW_STATE_STENCIL_ALWAYS = (1 << 9),
- DRW_STATE_STENCIL_EQUAL = (2 << 9),
- DRW_STATE_STENCIL_NEQUAL = (3 << 9),
-
- /** Blend state. These options are mutual exclusive and packed into 4 bits */
- DRW_STATE_BLEND_ADD = (1 << 11),
- /** Same as additive but let alpha accumulate without pre-multiply. */
- DRW_STATE_BLEND_ADD_FULL = (2 << 11),
- /** Standard alpha blending. */
- DRW_STATE_BLEND_ALPHA = (3 << 11),
- /** Use that if color is already pre-multiply by alpha. */
- DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
- DRW_STATE_BLEND_BACKGROUND = (5 << 11),
- DRW_STATE_BLEND_OIT = (6 << 11),
- DRW_STATE_BLEND_MUL = (7 << 11),
- DRW_STATE_BLEND_SUB = (8 << 11),
- /** Use dual source blending. WARNING: Only one color buffer allowed. */
- DRW_STATE_BLEND_CUSTOM = (9 << 11),
- DRW_STATE_LOGIC_INVERT = (10 << 11),
- DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (11 << 11),
-
- DRW_STATE_IN_FRONT_SELECT = (1 << 27),
- DRW_STATE_SHADOW_OFFSET = (1 << 28),
- DRW_STATE_CLIP_PLANES = (1 << 29),
- DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
- /** DO NOT USE. Assumed always enabled. Only used internally. */
- DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
-} DRWState;
-
-ENUM_OPERATORS(DRWState, DRW_STATE_PROGRAM_POINT_SIZE);
-
-#define DRW_STATE_DEFAULT \
- (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
-#define DRW_STATE_BLEND_ENABLED \
- (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
- DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
- DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
-#define DRW_STATE_RASTERIZER_ENABLED \
- (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
- DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
-#define DRW_STATE_DEPTH_TEST_ENABLED \
- (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
- DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
-#define DRW_STATE_STENCIL_TEST_ENABLED \
- (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
-#define DRW_STATE_WRITE_STENCIL_ENABLED \
- (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
- DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
-
typedef enum {
DRW_ATTR_INT,
DRW_ATTR_FLOAT,
diff --git a/source/blender/draw/intern/draw_command.cc b/source/blender/draw/intern/draw_command.cc
new file mode 100644
index 00000000000..7d5ea5c2048
--- /dev/null
+++ b/source/blender/draw/intern/draw_command.cc
@@ -0,0 +1,600 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "GPU_batch.h"
+#include "GPU_capabilities.h"
+#include "GPU_compute.h"
+#include "GPU_debug.h"
+
+#include "draw_command.hh"
+#include "draw_shader.h"
+#include "draw_view.hh"
+
+#include <bitset>
+#include <sstream>
+
+namespace blender::draw::command {
+
+/* -------------------------------------------------------------------- */
+/** \name Commands Execution
+ * \{ */
+
+void ShaderBind::execute(RecordingState &state) const
+{
+ if (assign_if_different(state.shader, shader)) {
+ GPU_shader_bind(shader);
+ }
+}
+
+void ResourceBind::execute() const
+{
+ if (slot == -1) {
+ return;
+ }
+ switch (type) {
+ case ResourceBind::Type::Sampler:
+ GPU_texture_bind_ex(is_reference ? *texture_ref : texture, sampler, slot, false);
+ break;
+ case ResourceBind::Type::Image:
+ GPU_texture_image_bind(is_reference ? *texture_ref : texture, slot);
+ break;
+ case ResourceBind::Type::UniformBuf:
+ GPU_uniformbuf_bind(is_reference ? *uniform_buf_ref : uniform_buf, slot);
+ break;
+ case ResourceBind::Type::StorageBuf:
+ GPU_storagebuf_bind(is_reference ? *storage_buf_ref : storage_buf, slot);
+ break;
+ }
+}
+
+void PushConstant::execute(RecordingState &state) const
+{
+ if (location == -1) {
+ return;
+ }
+ switch (type) {
+ case PushConstant::Type::IntValue:
+ GPU_shader_uniform_vector_int(state.shader, location, comp_len, array_len, int4_value);
+ break;
+ case PushConstant::Type::IntReference:
+ GPU_shader_uniform_vector_int(state.shader, location, comp_len, array_len, int_ref);
+ break;
+ case PushConstant::Type::FloatValue:
+ GPU_shader_uniform_vector(state.shader, location, comp_len, array_len, float4_value);
+ break;
+ case PushConstant::Type::FloatReference:
+ GPU_shader_uniform_vector(state.shader, location, comp_len, array_len, float_ref);
+ break;
+ }
+}
+
+void Draw::execute(RecordingState &state) const
+{
+ state.front_facing_set(handle.has_inverted_handedness());
+
+ if (GPU_shader_draw_parameters_support() == false) {
+ GPU_batch_resource_id_buf_set(batch, state.resource_id_buf);
+ }
+
+ GPU_batch_set_shader(batch, state.shader);
+ GPU_batch_draw_advanced(batch, vertex_first, vertex_len, 0, instance_len);
+}
+
+void DrawMulti::execute(RecordingState &state) const
+{
+ DrawMultiBuf::DrawCommandBuf &indirect_buf = multi_draw_buf->command_buf_;
+ DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
+
+ uint group_index = this->group_first;
+ while (group_index != (uint)-1) {
+ const DrawGroup &group = groups[group_index];
+
+ if (group.vertex_len > 0) {
+ if (GPU_shader_draw_parameters_support() == false) {
+ GPU_batch_resource_id_buf_set(group.gpu_batch, state.resource_id_buf);
+ }
+
+ GPU_batch_set_shader(group.gpu_batch, state.shader);
+
+ constexpr intptr_t stride = sizeof(DrawCommand);
+ /* We have 2 indirect command reserved per draw group. */
+ intptr_t offset = stride * group_index * 2;
+
+ /* Draw negatively scaled geometry first. */
+ if (group.len - group.front_facing_len > 0) {
+ state.front_facing_set(true);
+ GPU_batch_draw_indirect(group.gpu_batch, indirect_buf, offset);
+ }
+
+ if (group.front_facing_len > 0) {
+ state.front_facing_set(false);
+ GPU_batch_draw_indirect(group.gpu_batch, indirect_buf, offset + stride);
+ }
+ }
+
+ group_index = group.next;
+ }
+}
+
+void DrawIndirect::execute(RecordingState &state) const
+{
+ state.front_facing_set(handle.has_inverted_handedness());
+
+ GPU_batch_draw_indirect(batch, *indirect_buf, 0);
+}
+
+void Dispatch::execute(RecordingState &state) const
+{
+ if (is_reference) {
+ GPU_compute_dispatch(state.shader, size_ref->x, size_ref->y, size_ref->z);
+ }
+ else {
+ GPU_compute_dispatch(state.shader, size.x, size.y, size.z);
+ }
+}
+
+void DispatchIndirect::execute(RecordingState &state) const
+{
+ GPU_compute_dispatch_indirect(state.shader, *indirect_buf);
+}
+
+void Barrier::execute() const
+{
+ GPU_memory_barrier(type);
+}
+
+void Clear::execute() const
+{
+ GPUFrameBuffer *fb = GPU_framebuffer_active_get();
+ GPU_framebuffer_clear(fb, (eGPUFrameBufferBits)clear_channels, color, depth, stencil);
+}
+
+void StateSet::execute(RecordingState &recording_state) const
+{
+ /**
+ * Does not support locked state for the moment and never should.
+ * Better implement a less hacky selection!
+ */
+ BLI_assert(DST.state_lock == 0);
+
+ if (!assign_if_different(recording_state.pipeline_state, new_state)) {
+ return;
+ }
+
+ /* Keep old API working. Keep the state tracking in sync. */
+ /* TODO(fclem): Move at the end of a pass. */
+ DST.state = new_state;
+
+ GPU_state_set(to_write_mask(new_state),
+ to_blend(new_state),
+ to_face_cull_test(new_state),
+ to_depth_test(new_state),
+ to_stencil_test(new_state),
+ to_stencil_op(new_state),
+ to_provoking_vertex(new_state));
+
+ if (new_state & DRW_STATE_SHADOW_OFFSET) {
+ GPU_shadow_offset(true);
+ }
+ else {
+ GPU_shadow_offset(false);
+ }
+
+ /* TODO: this should be part of shader state. */
+ if (new_state & DRW_STATE_CLIP_PLANES) {
+ GPU_clip_distances(recording_state.view_clip_plane_count);
+ }
+ else {
+ GPU_clip_distances(0);
+ }
+
+ if (new_state & DRW_STATE_IN_FRONT_SELECT) {
+ /* XXX `GPU_depth_range` is not a perfect solution
+ * since very distant geometries can still be occluded.
+ * Also the depth test precision of these geometries is impaired.
+ * However, it solves the selection for the vast majority of cases. */
+ GPU_depth_range(0.0f, 0.01f);
+ }
+ else {
+ GPU_depth_range(0.0f, 1.0f);
+ }
+
+ if (new_state & DRW_STATE_PROGRAM_POINT_SIZE) {
+ GPU_program_point_size(true);
+ }
+ else {
+ GPU_program_point_size(false);
+ }
+}
+
+void StencilSet::execute() const
+{
+ GPU_stencil_write_mask_set(write_mask);
+ GPU_stencil_compare_mask_set(compare_mask);
+ GPU_stencil_reference_set(reference);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Commands Serialization for debugging
+ * \{ */
+
+std::string ShaderBind::serialize() const
+{
+ return std::string(".shader_bind(") + GPU_shader_get_name(shader) + ")";
+}
+
+std::string ResourceBind::serialize() const
+{
+ switch (type) {
+ case Type::Sampler:
+ return std::string(".bind_texture") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) +
+ (sampler != GPU_SAMPLER_MAX ? ", sampler=" + std::to_string(sampler) : "") + ")";
+ case Type::Image:
+ return std::string(".bind_image") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) + ")";
+ case Type::UniformBuf:
+ return std::string(".bind_uniform_buf") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) + ")";
+ case Type::StorageBuf:
+ return std::string(".bind_storage_buf") + (is_reference ? "_ref" : "") + "(" +
+ std::to_string(slot) + ")";
+ default:
+ BLI_assert_unreachable();
+ return "";
+ }
+}
+
+std::string PushConstant::serialize() const
+{
+ std::stringstream ss;
+ for (int i = 0; i < array_len; i++) {
+ switch (comp_len) {
+ case 1:
+ switch (type) {
+ case Type::IntValue:
+ ss << int1_value;
+ break;
+ case Type::IntReference:
+ ss << int_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float1_value;
+ break;
+ case Type::FloatReference:
+ ss << float_ref[i];
+ break;
+ }
+ break;
+ case 2:
+ switch (type) {
+ case Type::IntValue:
+ ss << int2_value;
+ break;
+ case Type::IntReference:
+ ss << int2_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float2_value;
+ break;
+ case Type::FloatReference:
+ ss << float2_ref[i];
+ break;
+ }
+ break;
+ case 3:
+ switch (type) {
+ case Type::IntValue:
+ ss << int3_value;
+ break;
+ case Type::IntReference:
+ ss << int3_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float3_value;
+ break;
+ case Type::FloatReference:
+ ss << float3_ref[i];
+ break;
+ }
+ break;
+ case 4:
+ switch (type) {
+ case Type::IntValue:
+ ss << int4_value;
+ break;
+ case Type::IntReference:
+ ss << int4_ref[i];
+ break;
+ case Type::FloatValue:
+ ss << float4_value;
+ break;
+ case Type::FloatReference:
+ ss << float4_ref[i];
+ break;
+ }
+ break;
+ case 16:
+ switch (type) {
+ case Type::IntValue:
+ case Type::IntReference:
+ BLI_assert_unreachable();
+ break;
+ case Type::FloatValue:
+ ss << *reinterpret_cast<const float4x4 *>(&float4_value);
+ break;
+ case Type::FloatReference:
+ ss << *float4x4_ref;
+ break;
+ }
+ break;
+ }
+ if (i < array_len - 1) {
+ ss << ", ";
+ }
+ }
+
+ return std::string(".push_constant(") + std::to_string(location) + ", data=" + ss.str() + ")";
+}
+
+std::string Draw::serialize() const
+{
+ std::string inst_len = (instance_len == (uint)-1) ? "from_batch" : std::to_string(instance_len);
+ std::string vert_len = (vertex_len == (uint)-1) ? "from_batch" : std::to_string(vertex_len);
+ std::string vert_first = (vertex_first == (uint)-1) ? "from_batch" :
+ std::to_string(vertex_first);
+ return std::string(".draw(inst_len=") + inst_len + ", vert_len=" + vert_len +
+ ", vert_first=" + vert_first + ", res_id=" + std::to_string(handle.resource_index()) +
+ ")";
+}
+
+std::string DrawMulti::serialize(std::string line_prefix) const
+{
+ DrawMultiBuf::DrawGroupBuf &groups = multi_draw_buf->group_buf_;
+
+ MutableSpan<DrawPrototype> prototypes(multi_draw_buf->prototype_buf_.data(),
+ multi_draw_buf->prototype_count_);
+
+ /* This emulates the GPU sorting but without the unstable draw order. */
+ std::sort(
+ prototypes.begin(), prototypes.end(), [](const DrawPrototype &a, const DrawPrototype &b) {
+ return (a.group_id < b.group_id) ||
+ (a.group_id == b.group_id && a.resource_handle > b.resource_handle);
+ });
+
+ /* Compute prefix sum to have correct offsets. */
+ uint prefix_sum = 0u;
+ for (DrawGroup &group : groups) {
+ group.start = prefix_sum;
+ prefix_sum += group.front_proto_len + group.back_proto_len;
+ }
+
+ std::stringstream ss;
+
+ uint group_len = 0;
+ uint group_index = this->group_first;
+ while (group_index != (uint)-1) {
+ const DrawGroup &grp = groups[group_index];
+
+ ss << std::endl << line_prefix << " .group(id=" << group_index << ", len=" << grp.len << ")";
+
+ intptr_t offset = grp.start;
+
+ if (grp.back_proto_len > 0) {
+ for (DrawPrototype &proto : prototypes.slice({offset, grp.back_proto_len})) {
+ BLI_assert(proto.group_id == group_index);
+ ResourceHandle handle(proto.resource_handle);
+ BLI_assert(handle.has_inverted_handedness());
+ ss << std::endl
+ << line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
+ << ", resource_id=" << std::to_string(handle.resource_index()) << ", back_face)";
+ }
+ offset += grp.back_proto_len;
+ }
+
+ if (grp.front_proto_len > 0) {
+ for (DrawPrototype &proto : prototypes.slice({offset, grp.front_proto_len})) {
+ BLI_assert(proto.group_id == group_index);
+ ResourceHandle handle(proto.resource_handle);
+ BLI_assert(!handle.has_inverted_handedness());
+ ss << std::endl
+ << line_prefix << " .proto(instance_len=" << std::to_string(proto.instance_len)
+ << ", resource_id=" << std::to_string(handle.resource_index()) << ", front_face)";
+ }
+ }
+
+ group_index = grp.next;
+ group_len++;
+ }
+
+ ss << std::endl;
+
+ return line_prefix + ".draw_multi(" + std::to_string(group_len) + ")" + ss.str();
+}
+
+std::string DrawIndirect::serialize() const
+{
+ return std::string(".draw_indirect()");
+}
+
+std::string Dispatch::serialize() const
+{
+ int3 sz = is_reference ? *size_ref : size;
+ return std::string(".dispatch") + (is_reference ? "_ref" : "") + "(" + std::to_string(sz.x) +
+ ", " + std::to_string(sz.y) + ", " + std::to_string(sz.z) + ")";
+}
+
+std::string DispatchIndirect::serialize() const
+{
+ return std::string(".dispatch_indirect()");
+}
+
+std::string Barrier::serialize() const
+{
+ /* TOOD(fclem): Better serialization... */
+ return std::string(".barrier(") + std::to_string(type) + ")";
+}
+
+std::string Clear::serialize() const
+{
+ std::stringstream ss;
+ if (eGPUFrameBufferBits(clear_channels) & GPU_COLOR_BIT) {
+ ss << "color=" << color;
+ if (eGPUFrameBufferBits(clear_channels) & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) {
+ ss << ", ";
+ }
+ }
+ if (eGPUFrameBufferBits(clear_channels) & GPU_DEPTH_BIT) {
+ ss << "depth=" << depth;
+ if (eGPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
+ ss << ", ";
+ }
+ }
+ if (eGPUFrameBufferBits(clear_channels) & GPU_STENCIL_BIT) {
+ ss << "stencil=0b" << std::bitset<8>(stencil) << ")";
+ }
+ return std::string(".clear(") + ss.str() + ")";
+}
+
+std::string StateSet::serialize() const
+{
+ /* TOOD(fclem): Better serialization... */
+ return std::string(".state_set(") + std::to_string(new_state) + ")";
+}
+
+std::string StencilSet::serialize() const
+{
+ std::stringstream ss;
+ ss << ".stencil_set(write_mask=0b" << std::bitset<8>(write_mask) << ", compare_mask=0b"
+ << std::bitset<8>(compare_mask) << ", reference=0b" << std::bitset<8>(reference);
+ return ss.str();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Commands buffers binding / command / resource ID generation
+ * \{ */
+
+void DrawCommandBuf::bind(RecordingState &state,
+ Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands)
+{
+ UNUSED_VARS(headers, commands);
+
+ resource_id_count_ = 0;
+
+ for (const Header &header : headers) {
+ if (header.type != Type::Draw) {
+ continue;
+ }
+
+ Draw &cmd = commands[header.index].draw;
+
+ int batch_vert_len, batch_vert_first, batch_base_index, batch_inst_len;
+ /* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
+ GPU_batch_draw_parameter_get(
+ cmd.batch, &batch_vert_len, &batch_vert_first, &batch_base_index, &batch_inst_len);
+ /* Instancing attributes are not supported using the new pipeline since we use the base
+ * instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
+ BLI_assert(batch_inst_len == 1);
+
+ if (cmd.vertex_len == (uint)-1) {
+ cmd.vertex_len = batch_vert_len;
+ }
+
+ if (cmd.handle.raw > 0) {
+ /* Save correct offset to start of resource_id buffer region for this draw. */
+ uint instance_first = resource_id_count_;
+ resource_id_count_ += cmd.instance_len;
+ /* Ensure the buffer is big enough. */
+ resource_id_buf_.get_or_resize(resource_id_count_ - 1);
+
+ /* Copy the resource id for all instances. */
+ uint index = cmd.handle.resource_index();
+ for (int i = instance_first; i < (instance_first + cmd.instance_len); i++) {
+ resource_id_buf_[i] = index;
+ }
+ }
+ }
+
+ resource_id_buf_.push_update();
+
+ if (GPU_shader_draw_parameters_support() == false) {
+ state.resource_id_buf = resource_id_buf_;
+ }
+ else {
+ GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
+ }
+}
+
+void DrawMultiBuf::bind(RecordingState &state,
+ Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ VisibilityBuf &visibility_buf)
+{
+ UNUSED_VARS(headers, commands);
+
+ GPU_debug_group_begin("DrawMultiBuf.bind");
+
+ resource_id_count_ = 0u;
+ for (DrawGroup &group : MutableSpan<DrawGroup>(group_buf_.data(), group_count_)) {
+ /* Compute prefix sum of all instance of previous group. */
+ group.start = resource_id_count_;
+ resource_id_count_ += group.len;
+
+ int batch_inst_len;
+ /* Now that GPUBatches are guaranteed to be finished, extract their parameters. */
+ GPU_batch_draw_parameter_get(group.gpu_batch,
+ &group.vertex_len,
+ &group.vertex_first,
+ &group.base_index,
+ &batch_inst_len);
+
+ /* Instancing attributes are not supported using the new pipeline since we use the base
+ * instance to set the correct resource_id. Workaround is a storage_buf + gl_InstanceID. */
+ BLI_assert(batch_inst_len == 1);
+ UNUSED_VARS_NDEBUG(batch_inst_len);
+
+ /* Now that we got the batch infos, we can set the counters to 0. */
+ group.total_counter = group.front_facing_counter = group.back_facing_counter = 0;
+ }
+
+ group_buf_.push_update();
+ prototype_buf_.push_update();
+ /* Allocate enough for the expansion pass. */
+ resource_id_buf_.get_or_resize(resource_id_count_);
+ /* Two command per group. */
+ command_buf_.get_or_resize(group_count_ * 2);
+
+ if (prototype_count_ > 0) {
+ GPUShader *shader = DRW_shader_draw_command_generate_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "prototype_len", prototype_count_);
+ GPU_storagebuf_bind(group_buf_, GPU_shader_get_ssbo(shader, "group_buf"));
+ GPU_storagebuf_bind(visibility_buf, GPU_shader_get_ssbo(shader, "visibility_buf"));
+ GPU_storagebuf_bind(prototype_buf_, GPU_shader_get_ssbo(shader, "prototype_buf"));
+ GPU_storagebuf_bind(command_buf_, GPU_shader_get_ssbo(shader, "command_buf"));
+ GPU_storagebuf_bind(resource_id_buf_, DRW_RESOURCE_ID_SLOT);
+ GPU_compute_dispatch(shader, divide_ceil_u(prototype_count_, DRW_COMMAND_GROUP_SIZE), 1, 1);
+ if (GPU_shader_draw_parameters_support() == false) {
+ GPU_memory_barrier(GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
+ state.resource_id_buf = resource_id_buf_;
+ }
+ else {
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
+ }
+
+ GPU_debug_group_end();
+}
+
+/** \} */
+
+}; // namespace blender::draw::command
diff --git a/source/blender/draw/intern/draw_command.hh b/source/blender/draw/intern/draw_command.hh
new file mode 100644
index 00000000000..b9117580d91
--- /dev/null
+++ b/source/blender/draw/intern/draw_command.hh
@@ -0,0 +1,534 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Commands stored inside draw passes. Converted into GPU commands upon pass submission.
+ *
+ * Draw calls (primitive rendering commands) are managed by either `DrawCommandBuf` or
+ * `DrawMultiBuf`. See implementation details at their definition.
+ */
+
+#include "BKE_global.h"
+#include "BLI_map.hh"
+#include "DRW_gpu_wrapper.hh"
+
+#include "draw_command_shared.hh"
+#include "draw_handle.hh"
+#include "draw_state.h"
+#include "draw_view.hh"
+
+namespace blender::draw::command {
+
+class DrawCommandBuf;
+class DrawMultiBuf;
+
+/* -------------------------------------------------------------------- */
+/** \name Recording State
+ * \{ */
+
+/**
+ * Command recording state.
+ * Keep track of several states and avoid redundant state changes.
+ */
+struct RecordingState {
+ GPUShader *shader = nullptr;
+ bool front_facing = true;
+ bool inverted_view = false;
+ DRWState pipeline_state = DRW_STATE_NO_DRAW;
+ int view_clip_plane_count = 0;
+ /** Used for gl_BaseInstance workaround. */
+ GPUStorageBuf *resource_id_buf = nullptr;
+
+ void front_facing_set(bool facing)
+ {
+ /* Facing is inverted if view is not in expected handedness. */
+ facing = this->inverted_view == facing;
+ /* Remove redundant changes. */
+ if (assign_if_different(this->front_facing, facing)) {
+ GPU_front_facing(!facing);
+ }
+ }
+
+ void cleanup()
+ {
+ if (front_facing == false) {
+ GPU_front_facing(false);
+ }
+
+ if (G.debug & G_DEBUG_GPU) {
+ GPU_storagebuf_unbind_all();
+ GPU_texture_image_unbind_all();
+ GPU_texture_unbind_all();
+ GPU_uniformbuf_unbind_all();
+ }
+ }
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Regular Commands
+ * \{ */
+
+enum class Type : uint8_t {
+ /**
+ * None Type commands are either uninitialized or are repurposed as data storage.
+ * They are skipped during submission.
+ */
+ None = 0,
+
+ /** Commands stored as Undetermined in regular command buffer. */
+ Barrier,
+ Clear,
+ Dispatch,
+ DispatchIndirect,
+ Draw,
+ DrawIndirect,
+ PushConstant,
+ ResourceBind,
+ ShaderBind,
+ StateSet,
+ StencilSet,
+
+ /** Special commands stored in separate buffers. */
+ SubPass,
+ DrawMulti,
+};
+
+/**
+ * The index of the group is implicit since it is known by the one who want to
+ * access it. This also allows to have an indexed object to split the command
+ * stream.
+ */
+struct Header {
+ /** Command type. */
+ Type type;
+ /** Command index in command heap of this type. */
+ uint index;
+};
+
+struct ShaderBind {
+ GPUShader *shader;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct ResourceBind {
+ eGPUSamplerState sampler;
+ int slot;
+ bool is_reference;
+
+ enum class Type : uint8_t {
+ Sampler = 0,
+ Image,
+ UniformBuf,
+ StorageBuf,
+ } type;
+
+ union {
+ /** TODO: Use draw::Texture|StorageBuffer|UniformBuffer as resources as they will give more
+ * debug info. */
+ GPUUniformBuf *uniform_buf;
+ GPUUniformBuf **uniform_buf_ref;
+ GPUStorageBuf *storage_buf;
+ GPUStorageBuf **storage_buf_ref;
+ /** NOTE: Texture is used for both Sampler and Image binds. */
+ GPUTexture *texture;
+ GPUTexture **texture_ref;
+ };
+
+ ResourceBind() = default;
+
+ ResourceBind(int slot_, GPUUniformBuf *res)
+ : slot(slot_), is_reference(false), type(Type::UniformBuf), uniform_buf(res){};
+ ResourceBind(int slot_, GPUUniformBuf **res)
+ : slot(slot_), is_reference(true), type(Type::UniformBuf), uniform_buf_ref(res){};
+ ResourceBind(int slot_, GPUStorageBuf *res)
+ : slot(slot_), is_reference(false), type(Type::StorageBuf), storage_buf(res){};
+ ResourceBind(int slot_, GPUStorageBuf **res)
+ : slot(slot_), is_reference(true), type(Type::StorageBuf), storage_buf_ref(res){};
+ ResourceBind(int slot_, draw::Image *res)
+ : slot(slot_), is_reference(false), type(Type::Image), texture(draw::as_texture(res)){};
+ ResourceBind(int slot_, draw::Image **res)
+ : slot(slot_), is_reference(true), type(Type::Image), texture_ref(draw::as_texture(res)){};
+ ResourceBind(int slot_, GPUTexture *res, eGPUSamplerState state)
+ : sampler(state), slot(slot_), is_reference(false), type(Type::Sampler), texture(res){};
+ ResourceBind(int slot_, GPUTexture **res, eGPUSamplerState state)
+ : sampler(state), slot(slot_), is_reference(true), type(Type::Sampler), texture_ref(res){};
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+struct PushConstant {
+ int location;
+ uint8_t array_len;
+ uint8_t comp_len;
+ enum class Type : uint8_t {
+ IntValue = 0,
+ FloatValue,
+ IntReference,
+ FloatReference,
+ } type;
+ /**
+ * IMPORTANT: Data is at the end of the struct as it can span over the next commands.
+ * These next commands are not real commands but just memory to hold the data and are not
+ * referenced by any Command::Header.
+ * This is a hack to support float4x4 copy.
+ */
+ union {
+ int int1_value;
+ int2 int2_value;
+ int3 int3_value;
+ int4 int4_value;
+ float float1_value;
+ float2 float2_value;
+ float3 float3_value;
+ float4 float4_value;
+ const int *int_ref;
+ const int2 *int2_ref;
+ const int3 *int3_ref;
+ const int4 *int4_ref;
+ const float *float_ref;
+ const float2 *float2_ref;
+ const float3 *float3_ref;
+ const float4 *float4_ref;
+ const float4x4 *float4x4_ref;
+ };
+
+ PushConstant() = default;
+
+ PushConstant(int loc, const float &val)
+ : location(loc), array_len(1), comp_len(1), type(Type::FloatValue), float1_value(val){};
+ PushConstant(int loc, const float2 &val)
+ : location(loc), array_len(1), comp_len(2), type(Type::FloatValue), float2_value(val){};
+ PushConstant(int loc, const float3 &val)
+ : location(loc), array_len(1), comp_len(3), type(Type::FloatValue), float3_value(val){};
+ PushConstant(int loc, const float4 &val)
+ : location(loc), array_len(1), comp_len(4), type(Type::FloatValue), float4_value(val){};
+
+ PushConstant(int loc, const int &val)
+ : location(loc), array_len(1), comp_len(1), type(Type::IntValue), int1_value(val){};
+ PushConstant(int loc, const int2 &val)
+ : location(loc), array_len(1), comp_len(2), type(Type::IntValue), int2_value(val){};
+ PushConstant(int loc, const int3 &val)
+ : location(loc), array_len(1), comp_len(3), type(Type::IntValue), int3_value(val){};
+ PushConstant(int loc, const int4 &val)
+ : location(loc), array_len(1), comp_len(4), type(Type::IntValue), int4_value(val){};
+
+ PushConstant(int loc, const float *val, int arr)
+ : location(loc), array_len(arr), comp_len(1), type(Type::FloatReference), float_ref(val){};
+ PushConstant(int loc, const float2 *val, int arr)
+ : location(loc), array_len(arr), comp_len(2), type(Type::FloatReference), float2_ref(val){};
+ PushConstant(int loc, const float3 *val, int arr)
+ : location(loc), array_len(arr), comp_len(3), type(Type::FloatReference), float3_ref(val){};
+ PushConstant(int loc, const float4 *val, int arr)
+ : location(loc), array_len(arr), comp_len(4), type(Type::FloatReference), float4_ref(val){};
+ PushConstant(int loc, const float4x4 *val)
+ : location(loc), array_len(1), comp_len(16), type(Type::FloatReference), float4x4_ref(val){};
+
+ PushConstant(int loc, const int *val, int arr)
+ : location(loc), array_len(arr), comp_len(1), type(Type::IntReference), int_ref(val){};
+ PushConstant(int loc, const int2 *val, int arr)
+ : location(loc), array_len(arr), comp_len(2), type(Type::IntReference), int2_ref(val){};
+ PushConstant(int loc, const int3 *val, int arr)
+ : location(loc), array_len(arr), comp_len(3), type(Type::IntReference), int3_ref(val){};
+ PushConstant(int loc, const int4 *val, int arr)
+ : location(loc), array_len(arr), comp_len(4), type(Type::IntReference), int4_ref(val){};
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct Draw {
+ GPUBatch *batch;
+ uint instance_len;
+ uint vertex_len;
+ uint vertex_first;
+ ResourceHandle handle;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct DrawMulti {
+ GPUBatch *batch;
+ DrawMultiBuf *multi_draw_buf;
+ uint group_first;
+ uint uuid;
+
+ void execute(RecordingState &state) const;
+ std::string serialize(std::string line_prefix) const;
+};
+
+struct DrawIndirect {
+ GPUBatch *batch;
+ GPUStorageBuf **indirect_buf;
+ ResourceHandle handle;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct Dispatch {
+ bool is_reference;
+ union {
+ int3 size;
+ int3 *size_ref;
+ };
+
+ Dispatch() = default;
+
+ Dispatch(int3 group_len) : is_reference(false), size(group_len){};
+ Dispatch(int3 *group_len) : is_reference(true), size_ref(group_len){};
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct DispatchIndirect {
+ GPUStorageBuf **indirect_buf;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct Barrier {
+ eGPUBarrier type;
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+struct Clear {
+ uint8_t clear_channels; /* #eGPUFrameBufferBits. But want to save some bits. */
+ uint8_t stencil;
+ float depth;
+ float4 color;
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+struct StateSet {
+ DRWState new_state;
+
+ void execute(RecordingState &state) const;
+ std::string serialize() const;
+};
+
+struct StencilSet {
+ uint write_mask;
+ uint compare_mask;
+ uint reference;
+
+ void execute() const;
+ std::string serialize() const;
+};
+
+union Undetermined {
+ ShaderBind shader_bind;
+ ResourceBind resource_bind;
+ PushConstant push_constant;
+ Draw draw;
+ DrawMulti draw_multi;
+ DrawIndirect draw_indirect;
+ Dispatch dispatch;
+ DispatchIndirect dispatch_indirect;
+ Barrier barrier;
+ Clear clear;
+ StateSet state_set;
+ StencilSet stencil_set;
+};
+
+/** Try to keep the command size as low as possible for performance. */
+BLI_STATIC_ASSERT(sizeof(Undetermined) <= 24, "One of the command type is too large.")
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Commands
+ *
+ * A draw command buffer used to issue single draw commands without instance merging or any
+ * other optimizations.
+ *
+ * It still uses a ResourceIdBuf to keep the same shader interface as multi draw commands.
+ *
+ * \{ */
+
+class DrawCommandBuf {
+ friend Manager;
+
+ private:
+ using ResourceIdBuf = StorageArrayBuffer<uint, 128, false>;
+
+ /** Array of resource id. One per instance. Generated on GPU and send to GPU. */
+ ResourceIdBuf resource_id_buf_;
+ /** Used items in the resource_id_buf_. Not it's allocated length. */
+ uint resource_id_count_ = 0;
+
+ public:
+ void clear(){};
+
+ void append_draw(Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ GPUBatch *batch,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+ {
+ vertex_first = vertex_first != -1 ? vertex_first : 0;
+ instance_len = instance_len != -1 ? instance_len : 1;
+
+ int64_t index = commands.append_and_get_index({});
+ headers.append({Type::Draw, static_cast<uint>(index)});
+ commands[index].draw = {batch, instance_len, vertex_len, vertex_first, handle};
+ }
+
+ void bind(RecordingState &state, Vector<Header, 0> &headers, Vector<Undetermined, 0> &commands);
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Multi Draw Commands
+ *
+ * For efficient rendering of large scene we strive to minimize the number of draw call and state
+ * changes. To this end, we group many rendering commands and sort them per render state using
+ * `DrawGroup` as a container. This is done automatically for any successive commands with the
+ * same state.
+ *
+ * A `DrawGroup` is the combination of a `GPUBatch` (VBO state) and a `command::DrawMulti`
+ * (Pipeline State).
+ *
+ * Inside each `DrawGroup` all instances of a same `GPUBatch` is merged into a single indirect
+ * command.
+ *
+ * To support this arbitrary reordering, we only need to know the offset of all the commands for a
+ * specific `DrawGroup`. This is done on CPU by doing a simple prefix sum. The result is pushed to
+ * GPU and used on CPU to issue the right command indirect.
+ *
+ * Each draw command is stored in an unsorted array of `DrawPrototype` and sent directly to the
+ * GPU.
+ *
+ * A command generation compute shader then go over each `DrawPrototype`. For each it adds it (or
+ * not depending on visibility) to the correct draw command using the offset of the `DrawGroup`
+ * computed on CPU. After that, it also outputs one resource ID for each instance inside a
+ * `DrawPrototype`.
+ *
+ * \{ */
+
+class DrawMultiBuf {
+ friend Manager;
+ friend DrawMulti;
+
+ private:
+ using DrawGroupBuf = StorageArrayBuffer<DrawGroup, 16>;
+ using DrawPrototypeBuf = StorageArrayBuffer<DrawPrototype, 16>;
+ using DrawCommandBuf = StorageArrayBuffer<DrawCommand, 16, true>;
+ using ResourceIdBuf = StorageArrayBuffer<uint, 128, true>;
+
+ using DrawGroupKey = std::pair<uint, GPUBatch *>;
+ using DrawGroupMap = Map<DrawGroupKey, uint>;
+ /** Maps a DrawMulti command and a gpu batch to their unique DrawGroup command. */
+ DrawGroupMap group_ids_;
+
+ /** DrawGroup Command heap. Uploaded to GPU for sorting. */
+ DrawGroupBuf group_buf_ = {"DrawGroupBuf"};
+ /** Command Prototypes. Unsorted */
+ DrawPrototypeBuf prototype_buf_ = {"DrawPrototypeBuf"};
+ /** Command list generated by the sorting / compaction steps. Lives on GPU. */
+ DrawCommandBuf command_buf_ = {"DrawCommandBuf"};
+ /** Array of resource id. One per instance. Lives on GPU. */
+ ResourceIdBuf resource_id_buf_ = {"ResourceIdBuf"};
+ /** Give unique ID to each header so we can use that as hash key. */
+ uint header_id_counter_ = 0;
+ /** Number of groups inside group_buf_. */
+ uint group_count_ = 0;
+ /** Number of prototype command inside prototype_buf_. */
+ uint prototype_count_ = 0;
+ /** Used items in the resource_id_buf_. Not it's allocated length. */
+ uint resource_id_count_ = 0;
+
+ public:
+ void clear()
+ {
+ header_id_counter_ = 0;
+ group_count_ = 0;
+ prototype_count_ = 0;
+ group_ids_.clear();
+ }
+
+ void append_draw(Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ GPUBatch *batch,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+ {
+ /* Unsupported for now. Use PassSimple. */
+ BLI_assert(vertex_first == 0 || vertex_first == -1);
+ BLI_assert(vertex_len == -1);
+ UNUSED_VARS_NDEBUG(vertex_len, vertex_first);
+
+ instance_len = instance_len != -1 ? instance_len : 1;
+
+ /* If there was some state changes since previous call, we have to create another command. */
+ if (headers.is_empty() || headers.last().type != Type::DrawMulti) {
+ uint index = commands.append_and_get_index({});
+ headers.append({Type::DrawMulti, index});
+ commands[index].draw_multi = {batch, this, (uint)-1, header_id_counter_++};
+ }
+
+ DrawMulti &cmd = commands.last().draw_multi;
+
+ uint &group_id = group_ids_.lookup_or_add(DrawGroupKey(cmd.uuid, batch), (uint)-1);
+
+ bool inverted = handle.has_inverted_handedness();
+
+ if (group_id == (uint)-1) {
+ uint new_group_id = group_count_++;
+
+ DrawGroup &group = group_buf_.get_or_resize(new_group_id);
+ group.next = cmd.group_first;
+ group.len = instance_len;
+ group.front_facing_len = inverted ? 0 : instance_len;
+ group.gpu_batch = batch;
+ group.front_proto_len = 0;
+ group.back_proto_len = 0;
+ /* For serialization only. */
+ (inverted ? group.back_proto_len : group.front_proto_len)++;
+ /* Append to list. */
+ cmd.group_first = new_group_id;
+ group_id = new_group_id;
+ }
+ else {
+ DrawGroup &group = group_buf_[group_id];
+ group.len += instance_len;
+ group.front_facing_len += inverted ? 0 : instance_len;
+ /* For serialization only. */
+ (inverted ? group.back_proto_len : group.front_proto_len)++;
+ }
+
+ DrawPrototype &draw = prototype_buf_.get_or_resize(prototype_count_++);
+ draw.group_id = group_id;
+ draw.resource_handle = handle.raw;
+ draw.instance_len = instance_len;
+ }
+
+ void bind(RecordingState &state,
+ Vector<Header, 0> &headers,
+ Vector<Undetermined, 0> &commands,
+ VisibilityBuf &visibility_buf);
+};
+
+/** \} */
+
+}; // namespace blender::draw::command \ No newline at end of file
diff --git a/source/blender/draw/intern/draw_command_shared.hh b/source/blender/draw/intern/draw_command_shared.hh
new file mode 100644
index 00000000000..22d1facfb09
--- /dev/null
+++ b/source/blender/draw/intern/draw_command_shared.hh
@@ -0,0 +1,87 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#ifndef GPU_SHADER
+# include "BLI_span.hh"
+# include "GPU_shader_shared_utils.h"
+
+namespace blender::draw::command {
+
+struct RecordingState;
+
+#endif
+
+/* -------------------------------------------------------------------- */
+/** \name Multi Draw
+ * \{ */
+
+/**
+ * A DrawGroup allow to split the command stream into batch-able chunks of commands with
+ * the same render state.
+ */
+struct DrawGroup {
+ /** Index of next DrawGroup from the same header. */
+ uint next;
+
+ /** Index of the first instances after sorting. */
+ uint start;
+ /** Total number of instances (including inverted facing). Needed to issue the draw call. */
+ uint len;
+ /** Number of non inverted scaling instances in this Group. */
+ uint front_facing_len;
+
+ /** GPUBatch values to be copied to DrawCommand after sorting (if not overriden). */
+ int vertex_len;
+ int vertex_first;
+ int base_index;
+
+ /** Atomic counters used during command sorting. */
+ uint total_counter;
+
+#ifndef GPU_SHADER
+ /* NOTE: Union just to make sure the struct has always the same size on all platform. */
+ union {
+ struct {
+ /** For debug printing only. */
+ uint front_proto_len;
+ uint back_proto_len;
+ /** Needed to create the correct draw call. */
+ GPUBatch *gpu_batch;
+ };
+ struct {
+#endif
+ uint front_facing_counter;
+ uint back_facing_counter;
+ uint _pad0, _pad1;
+#ifndef GPU_SHADER
+ };
+ };
+#endif
+};
+BLI_STATIC_ASSERT_ALIGN(DrawGroup, 16)
+
+/**
+ * Representation of a future draw call inside a DrawGroup. This #DrawPrototype is then
+ * converted into #DrawCommand on GPU after visibility and compaction. Multiple
+ * #DrawPrototype might get merged into the same final #DrawCommand.
+ */
+struct DrawPrototype {
+ /* Reference to parent DrawGroup to get the GPUBatch vertex / instance count. */
+ uint group_id;
+ /* Resource handle associated with this call. Also reference visibility. */
+ uint resource_handle;
+ /* Number of instances. */
+ uint instance_len;
+ uint _pad0;
+};
+BLI_STATIC_ASSERT_ALIGN(DrawPrototype, 16)
+
+/** \} */
+
+#ifndef GPU_SHADER
+}; // namespace blender::draw::command
+#endif
diff --git a/source/blender/draw/intern/draw_common_shader_shared.h b/source/blender/draw/intern/draw_common_shader_shared.h
index c9819d9da87..57cb7880ce6 100644
--- a/source/blender/draw/intern/draw_common_shader_shared.h
+++ b/source/blender/draw/intern/draw_common_shader_shared.h
@@ -19,7 +19,7 @@ typedef struct GlobalsUboStorage GlobalsUboStorage;
#define UBO_LAST_COLOR color_uv_shadow
/* Used as ubo but colors can be directly referenced as well */
-/* NOTE: Also keep all color as vec4 and between #UBO_FIRST_COLOR and #UBO_LAST_COLOR. */
+/* \note Also keep all color as vec4 and between #UBO_FIRST_COLOR and #UBO_LAST_COLOR. */
struct GlobalsUboStorage {
/* UBOs data needs to be 16 byte aligned (size of vec4) */
float4 color_wire;
diff --git a/source/blender/draw/intern/draw_debug.cc b/source/blender/draw/intern/draw_debug.cc
index ab78db5d913..9cb79d73812 100644
--- a/source/blender/draw/intern/draw_debug.cc
+++ b/source/blender/draw/intern/draw_debug.cc
@@ -63,26 +63,26 @@ DebugDraw::DebugDraw()
void DebugDraw::init()
{
- cpu_print_buf_.command.v_count = 0;
- cpu_print_buf_.command.v_first = 0;
- cpu_print_buf_.command.i_count = 1;
- cpu_print_buf_.command.i_first = 0;
-
- cpu_draw_buf_.command.v_count = 0;
- cpu_draw_buf_.command.v_first = 0;
- cpu_draw_buf_.command.i_count = 1;
- cpu_draw_buf_.command.i_first = 0;
-
- gpu_print_buf_.command.v_count = 0;
- gpu_print_buf_.command.v_first = 0;
- gpu_print_buf_.command.i_count = 1;
- gpu_print_buf_.command.i_first = 0;
+ cpu_print_buf_.command.vertex_len = 0;
+ cpu_print_buf_.command.vertex_first = 0;
+ cpu_print_buf_.command.instance_len = 1;
+ cpu_print_buf_.command.instance_first_array = 0;
+
+ cpu_draw_buf_.command.vertex_len = 0;
+ cpu_draw_buf_.command.vertex_first = 0;
+ cpu_draw_buf_.command.instance_len = 1;
+ cpu_draw_buf_.command.instance_first_array = 0;
+
+ gpu_print_buf_.command.vertex_len = 0;
+ gpu_print_buf_.command.vertex_first = 0;
+ gpu_print_buf_.command.instance_len = 1;
+ gpu_print_buf_.command.instance_first_array = 0;
gpu_print_buf_used = false;
- gpu_draw_buf_.command.v_count = 0;
- gpu_draw_buf_.command.v_first = 0;
- gpu_draw_buf_.command.i_count = 1;
- gpu_draw_buf_.command.i_first = 0;
+ gpu_draw_buf_.command.vertex_len = 0;
+ gpu_draw_buf_.command.vertex_first = 0;
+ gpu_draw_buf_.command.instance_len = 1;
+ gpu_draw_buf_.command.instance_first_array = 0;
gpu_draw_buf_used = false;
modelmat_reset();
@@ -323,11 +323,11 @@ template<> void DebugDraw::print_value<uint4>(const uint4 &value)
void DebugDraw::draw_line(float3 v1, float3 v2, uint color)
{
DebugDrawBuf &buf = cpu_draw_buf_;
- uint index = buf.command.v_count;
+ uint index = buf.command.vertex_len;
if (index + 2 < DRW_DEBUG_DRAW_VERT_MAX) {
buf.verts[index + 0] = vert_pack(model_mat_ * v1, color);
buf.verts[index + 1] = vert_pack(model_mat_ * v2, color);
- buf.command.v_count += 2;
+ buf.command.vertex_len += 2;
}
}
@@ -356,7 +356,7 @@ DRWDebugVert DebugDraw::vert_pack(float3 pos, uint color)
void DebugDraw::print_newline()
{
print_col_ = 0u;
- print_row_ = ++cpu_print_buf_.command.i_first;
+ print_row_ = ++cpu_print_buf_.command.instance_first_array;
}
void DebugDraw::print_string_start(uint len)
@@ -406,7 +406,7 @@ void DebugDraw::print_char4(uint data)
break;
}
/* NOTE: Do not skip the header manually like in GPU. */
- uint cursor = cpu_print_buf_.command.v_count++;
+ uint cursor = cpu_print_buf_.command.vertex_len++;
if (cursor < DRW_DEBUG_PRINT_MAX) {
/* For future usage. (i.e: Color) */
uint flags = 0u;
@@ -504,7 +504,7 @@ void DebugDraw::print_value_uint(uint value,
void DebugDraw::display_lines()
{
- if (cpu_draw_buf_.command.v_count == 0 && gpu_draw_buf_used == false) {
+ if (cpu_draw_buf_.command.vertex_len == 0 && gpu_draw_buf_used == false) {
return;
}
GPU_debug_group_begin("Lines");
@@ -541,7 +541,7 @@ void DebugDraw::display_lines()
void DebugDraw::display_prints()
{
- if (cpu_print_buf_.command.v_count == 0 && gpu_print_buf_used == false) {
+ if (cpu_print_buf_.command.vertex_len == 0 && gpu_print_buf_used == false) {
return;
}
GPU_debug_group_begin("Prints");
diff --git a/source/blender/draw/intern/draw_defines.h b/source/blender/draw/intern/draw_defines.h
new file mode 100644
index 00000000000..3df7e47cffb
--- /dev/null
+++ b/source/blender/draw/intern/draw_defines.h
@@ -0,0 +1,27 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw
+ *
+ * List of defines that are shared with the GPUShaderCreateInfos. We do this to avoid
+ * dragging larger headers into the createInfo pipeline which would cause problems.
+ */
+
+#pragma once
+
+#define DRW_VIEW_UBO_SLOT 0
+
+#define DRW_RESOURCE_ID_SLOT 11
+#define DRW_OBJ_MAT_SLOT 10
+#define DRW_OBJ_INFOS_SLOT 9
+#define DRW_OBJ_ATTR_SLOT 8
+
+#define DRW_DEBUG_PRINT_SLOT 15
+#define DRW_DEBUG_DRAW_SLOT 14
+
+#define DRW_COMMAND_GROUP_SIZE 64
+#define DRW_FINALIZE_GROUP_SIZE 64
+/* Must be multiple of 32. Set to 32 for shader simplicity. */
+#define DRW_VISIBILITY_GROUP_SIZE 32
diff --git a/source/blender/draw/intern/draw_handle.hh b/source/blender/draw/intern/draw_handle.hh
new file mode 100644
index 00000000000..5f96bfa5dcd
--- /dev/null
+++ b/source/blender/draw/intern/draw_handle.hh
@@ -0,0 +1,59 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * A unique identifier for each object component.
+ * It is used to access each component data such as matrices and object attributes.
+ * It is valid only for the current draw, it is not persistent.
+ *
+ * The most significant bit is used to encode if the object needs to invert the front face winding
+ * because of its object matrix handedness. This is handy because this means sorting inside
+ * #DrawGroup command will put all inverted commands last.
+ *
+ * Default value of 0 points toward an non-cull-able object with unit bounding box centered at
+ * the origin.
+ */
+
+#include "draw_shader_shared.h"
+
+struct Object;
+struct DupliObject;
+
+namespace blender::draw {
+
+struct ResourceHandle {
+ uint raw;
+
+ ResourceHandle() = default;
+ ResourceHandle(uint raw_) : raw(raw_){};
+ ResourceHandle(uint index, bool inverted_handedness)
+ {
+ raw = index;
+ SET_FLAG_FROM_TEST(raw, inverted_handedness, 0x80000000u);
+ }
+
+ bool has_inverted_handedness() const
+ {
+ return (raw & 0x80000000u) != 0;
+ }
+
+ uint resource_index() const
+ {
+ return (raw & 0x7FFFFFFFu);
+ }
+};
+
+/* TODO(fclem): Move to somewhere more appropriated after cleaning up the header dependencies. */
+struct ObjectRef {
+ Object *object;
+ /** Dupli object that corresponds to the current object. */
+ DupliObject *dupli_object;
+ /** Object that created the dupli-list the current object is part of. */
+ Object *dupli_parent;
+};
+
+}; // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c
index 8754a75d346..ac2aea4524d 100644
--- a/source/blender/draw/intern/draw_instance_data.c
+++ b/source/blender/draw/intern/draw_instance_data.c
@@ -564,7 +564,8 @@ typedef struct DRWUniformAttrBuf {
struct DRWUniformAttrBuf *next_empty;
} DRWUniformAttrBuf;
-static DRWUniformAttrBuf *drw_uniform_attrs_pool_ensure(GHash *table, GPUUniformAttrList *key)
+static DRWUniformAttrBuf *drw_uniform_attrs_pool_ensure(GHash *table,
+ const GPUUniformAttrList *key)
{
void **pkey, **pval;
@@ -669,7 +670,7 @@ static void drw_uniform_attribute_lookup(GPUUniformAttr *attr,
}
void drw_uniform_attrs_pool_update(GHash *table,
- GPUUniformAttrList *key,
+ const GPUUniformAttrList *key,
DRWResourceHandle *handle,
Object *ob,
Object *dupli_parent,
@@ -690,7 +691,8 @@ void drw_uniform_attrs_pool_update(GHash *table,
}
}
-DRWSparseUniformBuf *DRW_uniform_attrs_pool_find_ubo(GHash *table, struct GPUUniformAttrList *key)
+DRWSparseUniformBuf *DRW_uniform_attrs_pool_find_ubo(GHash *table,
+ const struct GPUUniformAttrList *key)
{
DRWUniformAttrBuf *buffer = BLI_ghash_lookup(table, key);
return buffer ? &buffer->ubos : NULL;
diff --git a/source/blender/draw/intern/draw_instance_data.h b/source/blender/draw/intern/draw_instance_data.h
index 4b5cf63bb3b..9053544d98a 100644
--- a/source/blender/draw/intern/draw_instance_data.h
+++ b/source/blender/draw/intern/draw_instance_data.h
@@ -106,4 +106,4 @@ struct GHash *DRW_uniform_attrs_pool_new(void);
void DRW_uniform_attrs_pool_flush_all(struct GHash *table);
void DRW_uniform_attrs_pool_clear_all(struct GHash *table);
struct DRWSparseUniformBuf *DRW_uniform_attrs_pool_find_ubo(struct GHash *table,
- struct GPUUniformAttrList *key);
+ const struct GPUUniformAttrList *key);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index f44cd33fb2b..799d0544e34 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1001,6 +1001,8 @@ static void drw_engines_init(void)
static void drw_engines_cache_init(void)
{
+ DRW_manager_begin_sync();
+
DRW_ENABLED_ENGINE_ITER (DST.view_data_active, engine, data) {
if (data->text_draw_cache) {
DRW_text_cache_destroy(data->text_draw_cache);
@@ -1072,6 +1074,8 @@ static void drw_engines_cache_finish(void)
engine->cache_finish(data);
}
}
+
+ DRW_manager_end_sync();
}
static void drw_engines_draw_scene(void)
diff --git a/source/blender/draw/intern/draw_manager.cc b/source/blender/draw/intern/draw_manager.cc
new file mode 100644
index 00000000000..2841abb53e7
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.cc
@@ -0,0 +1,212 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "BKE_global.h"
+#include "GPU_compute.h"
+
+#include "draw_debug.hh"
+#include "draw_defines.h"
+#include "draw_manager.h"
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader.h"
+
+namespace blender::draw {
+
+Manager::~Manager()
+{
+ for (GPUTexture *texture : acquired_textures) {
+ /* Decrease refcount and free if 0. */
+ GPU_texture_free(texture);
+ }
+}
+
+void Manager::begin_sync()
+{
+ /* TODO: This means the reference is kept until further redraw or manager teardown. Instead, they
+ * should be released after each draw loop. But for now, mimics old DRW behavior. */
+ for (GPUTexture *texture : acquired_textures) {
+ /* Decrease refcount and free if 0. */
+ GPU_texture_free(texture);
+ }
+
+ acquired_textures.clear();
+
+#ifdef DEBUG
+ /* Detect non-init data. */
+ memset(matrix_buf.data(), 0xF0, resource_len_ * sizeof(*matrix_buf.data()));
+ memset(bounds_buf.data(), 0xF0, resource_len_ * sizeof(*bounds_buf.data()));
+ memset(infos_buf.data(), 0xF0, resource_len_ * sizeof(*infos_buf.data()));
+#endif
+ resource_len_ = 0;
+ attribute_len_ = 0;
+ /* TODO(fclem): Resize buffers if too big, but with an hysteresis threshold. */
+
+ object_active = DST.draw_ctx.obact;
+
+ /* Init the 0 resource. */
+ resource_handle(float4x4::identity());
+}
+
+void Manager::end_sync()
+{
+ GPU_debug_group_begin("Manager.end_sync");
+
+ matrix_buf.push_update();
+ bounds_buf.push_update();
+ infos_buf.push_update();
+ attributes_buf.push_update();
+ attributes_buf_legacy.push_update();
+
+ debug_bind();
+
+ /* Dispatch compute to finalize the resources on GPU. Save a bit of CPU time. */
+ uint thread_groups = divide_ceil_u(resource_len_, DRW_FINALIZE_GROUP_SIZE);
+ GPUShader *shader = DRW_shader_draw_resource_finalize_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "resource_len", resource_len_);
+ GPU_storagebuf_bind(matrix_buf, GPU_shader_get_ssbo(shader, "matrix_buf"));
+ GPU_storagebuf_bind(bounds_buf, GPU_shader_get_ssbo(shader, "bounds_buf"));
+ GPU_storagebuf_bind(infos_buf, GPU_shader_get_ssbo(shader, "infos_buf"));
+ GPU_compute_dispatch(shader, thread_groups, 1, 1);
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+
+ GPU_debug_group_end();
+}
+
+void Manager::debug_bind()
+{
+#ifdef DEBUG
+ if (DST.debug == nullptr) {
+ return;
+ }
+ GPU_storagebuf_bind(drw_debug_gpu_draw_buf_get(), DRW_DEBUG_DRAW_SLOT);
+ GPU_storagebuf_bind(drw_debug_gpu_print_buf_get(), DRW_DEBUG_PRINT_SLOT);
+# ifndef DISABLE_DEBUG_SHADER_PRINT_BARRIER
+ /* Add a barrier to allow multiple shader writing to the same buffer. */
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+# endif
+#endif
+}
+
+void Manager::resource_bind()
+{
+ GPU_storagebuf_bind(matrix_buf, DRW_OBJ_MAT_SLOT);
+ GPU_storagebuf_bind(infos_buf, DRW_OBJ_INFOS_SLOT);
+ GPU_storagebuf_bind(attributes_buf, DRW_OBJ_ATTR_SLOT);
+ /* 2 is the hardcoded location of the uniform attr UBO. */
+ /* TODO(@fclem): Remove this workaround. */
+ GPU_uniformbuf_bind(attributes_buf_legacy, 2);
+}
+
+void Manager::submit(PassSimple &pass, View &view)
+{
+ view.bind();
+
+ debug_bind();
+
+ command::RecordingState state;
+ state.inverted_view = view.is_inverted();
+
+ pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_);
+
+ resource_bind();
+
+ pass.submit(state);
+
+ state.cleanup();
+}
+
+void Manager::submit(PassMain &pass, View &view)
+{
+ view.bind();
+
+ debug_bind();
+
+ bool freeze_culling = (U.experimental.use_viewport_debug && DST.draw_ctx.v3d &&
+ (DST.draw_ctx.v3d->debug_flag & V3D_DEBUG_FREEZE_CULLING) != 0);
+
+ view.compute_visibility(bounds_buf, resource_len_, freeze_culling);
+
+ command::RecordingState state;
+ state.inverted_view = view.is_inverted();
+
+ pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_, view.visibility_buf_);
+
+ resource_bind();
+
+ pass.submit(state);
+
+ state.cleanup();
+}
+
+void Manager::submit(PassSortable &pass, View &view)
+{
+ pass.sort();
+
+ this->submit(static_cast<PassMain &>(pass), view);
+}
+
+void Manager::submit(PassSimple &pass)
+{
+ debug_bind();
+
+ command::RecordingState state;
+
+ pass.draw_commands_buf_.bind(state, pass.headers_, pass.commands_);
+
+ resource_bind();
+
+ pass.submit(state);
+
+ state.cleanup();
+}
+
+Manager::SubmitDebugOutput Manager::submit_debug(PassSimple &pass, View &view)
+{
+ submit(pass, view);
+
+ pass.draw_commands_buf_.resource_id_buf_.read();
+
+ Manager::SubmitDebugOutput output;
+ output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
+ pass.draw_commands_buf_.resource_id_count_};
+ /* There is no visibility data for PassSimple. */
+ output.visibility = {(uint *)view.visibility_buf_.data(), 0};
+ return output;
+}
+
+Manager::SubmitDebugOutput Manager::submit_debug(PassMain &pass, View &view)
+{
+ submit(pass, view);
+
+ GPU_finish();
+
+ pass.draw_commands_buf_.resource_id_buf_.read();
+ view.visibility_buf_.read();
+
+ Manager::SubmitDebugOutput output;
+ output.resource_id = {pass.draw_commands_buf_.resource_id_buf_.data(),
+ pass.draw_commands_buf_.resource_id_count_};
+ output.visibility = {(uint *)view.visibility_buf_.data(), divide_ceil_u(resource_len_, 32)};
+ return output;
+}
+
+Manager::DataDebugOutput Manager::data_debug()
+{
+ matrix_buf.read();
+ bounds_buf.read();
+ infos_buf.read();
+
+ Manager::DataDebugOutput output;
+ output.matrices = {matrix_buf.data(), resource_len_};
+ output.bounds = {bounds_buf.data(), resource_len_};
+ output.infos = {infos_buf.data(), resource_len_};
+ return output;
+}
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index a29f2fa7507..4f71e665390 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -377,7 +377,7 @@ struct DRWUniform {
/* DRW_UNIFORM_INT_COPY */
int ivalue[4];
/* DRW_UNIFORM_BLOCK_OBATTRS */
- struct GPUUniformAttrList *uniform_attrs;
+ const struct GPUUniformAttrList *uniform_attrs;
};
int location; /* Uniform location or binding point for textures and UBO's. */
uint8_t type; /* #DRWUniformType */
@@ -403,7 +403,7 @@ struct DRWShadingGroup {
DRWResourceHandle pass_handle; /* Memblock key to parent pass. */
/* Set of uniform attributes used by this shader. */
- struct GPUUniformAttrList *uniform_attrs;
+ const struct GPUUniformAttrList *uniform_attrs;
};
/* This struct is used after cache populate if using the Z sorting.
* It will not conflict with the above struct. */
@@ -681,7 +681,7 @@ GPUBatch *drw_cache_procedural_triangles_get(void);
GPUBatch *drw_cache_procedural_triangle_strips_get(void);
void drw_uniform_attrs_pool_update(struct GHash *table,
- struct GPUUniformAttrList *key,
+ const struct GPUUniformAttrList *key,
DRWResourceHandle *handle,
struct Object *ob,
struct Object *dupli_parent,
@@ -694,6 +694,9 @@ bool drw_engine_data_engines_data_validate(GPUViewport *viewport, void **engine_
void drw_engine_data_cache_release(GPUViewport *viewport);
void drw_engine_data_free(GPUViewport *viewport);
+void DRW_manager_begin_sync(void);
+void DRW_manager_end_sync(void);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/draw/intern/draw_manager.hh b/source/blender/draw/intern/draw_manager.hh
new file mode 100644
index 00000000000..867b376702c
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.hh
@@ -0,0 +1,230 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * `draw::Manager` is the interface between scene data and viewport engines.
+ *
+ * It holds per component data (`ObjectInfo`, `ObjectMatrices`, ...) indexed per `ResourceHandle`.
+ *
+ * \note It is currently work in progress and should replace the old global draw manager.
+ */
+
+#include "BLI_listbase_wrapper.hh"
+#include "BLI_sys_types.h"
+#include "GPU_material.h"
+
+#include "draw_resource.hh"
+#include "draw_view.hh"
+
+#include <string>
+
+namespace blender::draw {
+
+/* Forward declarations. */
+
+namespace detail {
+template<typename T> class Pass;
+} // namespace detail
+
+namespace command {
+class DrawCommandBuf;
+class DrawMultiBuf;
+} // namespace command
+
+using PassSimple = detail::Pass<command::DrawCommandBuf>;
+using PassMain = detail::Pass<command::DrawMultiBuf>;
+class PassSortable;
+
+class Manager {
+ using ObjectMatricesBuf = StorageArrayBuffer<ObjectMatrices, 128>;
+ using ObjectBoundsBuf = StorageArrayBuffer<ObjectBounds, 128>;
+ using ObjectInfosBuf = StorageArrayBuffer<ObjectInfos, 128>;
+ using ObjectAttributeBuf = StorageArrayBuffer<ObjectAttribute, 128>;
+ /** TODO(fclem): Remove once we get rid of old EEVEE codebase. DRW_RESOURCE_CHUNK_LEN = 512 */
+ using ObjectAttributeLegacyBuf = UniformArrayBuffer<float4, 8 * 512>;
+
+ public:
+ struct SubmitDebugOutput {
+ /** Indexed by resource id. */
+ Span<uint32_t> visibility;
+ /** Indexed by drawn instance. */
+ Span<uint32_t> resource_id;
+ };
+
+ struct DataDebugOutput {
+ /** Indexed by resource id. */
+ Span<ObjectMatrices> matrices;
+ /** Indexed by resource id. */
+ Span<ObjectBounds> bounds;
+ /** Indexed by resource id. */
+ Span<ObjectInfos> infos;
+ };
+
+ /**
+ * Buffers containing all object data. Referenced by resource index.
+ * Exposed as public members for shader access after sync.
+ */
+ ObjectMatricesBuf matrix_buf;
+ ObjectBoundsBuf bounds_buf;
+ ObjectInfosBuf infos_buf;
+
+ /**
+ * Object Attributes are reference by indirection data inside ObjectInfos.
+ * This is because attribute list is arbitrary.
+ */
+ ObjectAttributeBuf attributes_buf;
+ /** TODO(fclem): Remove once we get rid of old EEVEE codebase. Only here to satisfy bindings. */
+ ObjectAttributeLegacyBuf attributes_buf_legacy;
+
+ /** List of textures coming from Image data-blocks. They need to be refcounted in order to avoid
+ * beeing freed in another thread. */
+ Vector<GPUTexture *> acquired_textures;
+
+ private:
+ /** Number of resource handle recorded. */
+ uint resource_len_ = 0;
+ /** Number of object attribute recorded. */
+ uint attribute_len_ = 0;
+
+ Object *object = nullptr;
+ Object *object_active = nullptr;
+
+ public:
+ Manager(){};
+ ~Manager();
+
+ /**
+ * Create a new resource handle for the given object. Can be called multiple time with the
+ * same object **successively** without duplicating the data.
+ */
+ ResourceHandle resource_handle(const ObjectRef ref);
+ /**
+ * Get resource id for a loose matrix. The draw-calls for this resource handle won't be culled
+ * and there won't be any associated object info / bounds. Assumes correct handedness / winding.
+ */
+ ResourceHandle resource_handle(const float4x4 &model_matrix);
+ /**
+ * Get resource id for a loose matrix with bounds. The draw-calls for this resource handle will
+ * be culled bute there won't be any associated object info / bounds. Assumes correct handedness
+ * / winding.
+ */
+ ResourceHandle resource_handle(const float4x4 &model_matrix,
+ const float3 &bounds_center,
+ const float3 &bounds_half_extent);
+
+ /**
+ * Populate additional per resource data on demand.
+ */
+ void extract_object_attributes(ResourceHandle handle,
+ const ObjectRef &ref,
+ Span<GPUMaterial *> materials);
+
+ /**
+ * Submit a pass for drawing. All resource reference will be dereferenced and commands will be
+ * sent to GPU.
+ */
+ void submit(PassSimple &pass, View &view);
+ void submit(PassMain &pass, View &view);
+ void submit(PassSortable &pass, View &view);
+ /**
+ * Variant without any view. Must not contain any shader using `draw_view` create info.
+ */
+ void submit(PassSimple &pass);
+
+ /**
+ * Submit a pass for drawing but read back all data buffers for inspection.
+ */
+ SubmitDebugOutput submit_debug(PassSimple &pass, View &view);
+ SubmitDebugOutput submit_debug(PassMain &pass, View &view);
+
+ /**
+ * Check data buffers of the draw manager. Only to be used after end_sync().
+ */
+ DataDebugOutput data_debug();
+
+ /**
+ * Will acquire the texture using ref counting and release it after drawing. To be used for
+ * texture coming from blender Image.
+ */
+ void acquire_texture(GPUTexture *texture)
+ {
+ GPU_texture_ref(texture);
+ acquired_textures.append(texture);
+ }
+
+ /** TODO(fclem): The following should become private at some point. */
+ void begin_sync();
+ void end_sync();
+
+ void debug_bind();
+ void resource_bind();
+};
+
+inline ResourceHandle Manager::resource_handle(const ObjectRef ref)
+{
+ bool is_active_object = (ref.dupli_object ? ref.dupli_parent : ref.object) == object_active;
+ matrix_buf.get_or_resize(resource_len_).sync(*ref.object);
+ bounds_buf.get_or_resize(resource_len_).sync(*ref.object);
+ infos_buf.get_or_resize(resource_len_).sync(ref, is_active_object);
+ return ResourceHandle(resource_len_++, (ref.object->transflag & OB_NEG_SCALE) != 0);
+}
+
+inline ResourceHandle Manager::resource_handle(const float4x4 &model_matrix)
+{
+ matrix_buf.get_or_resize(resource_len_).sync(model_matrix);
+ bounds_buf.get_or_resize(resource_len_).sync();
+ infos_buf.get_or_resize(resource_len_).sync();
+ return ResourceHandle(resource_len_++, false);
+}
+
+inline ResourceHandle Manager::resource_handle(const float4x4 &model_matrix,
+ const float3 &bounds_center,
+ const float3 &bounds_half_extent)
+{
+ matrix_buf.get_or_resize(resource_len_).sync(model_matrix);
+ bounds_buf.get_or_resize(resource_len_).sync(bounds_center, bounds_half_extent);
+ infos_buf.get_or_resize(resource_len_).sync();
+ return ResourceHandle(resource_len_++, false);
+}
+
+inline void Manager::extract_object_attributes(ResourceHandle handle,
+ const ObjectRef &ref,
+ Span<GPUMaterial *> materials)
+{
+ ObjectInfos &infos = infos_buf.get_or_resize(handle.resource_index());
+ infos.object_attrs_offset = attribute_len_;
+
+ /* Simple cache solution to avoid duplicates. */
+ Vector<uint32_t, 4> hash_cache;
+
+ for (const GPUMaterial *mat : materials) {
+ const GPUUniformAttrList *attr_list = GPU_material_uniform_attributes(mat);
+ if (attr_list == nullptr) {
+ continue;
+ }
+
+ LISTBASE_FOREACH (const GPUUniformAttr *, attr, &attr_list->list) {
+ /** WATCH: Linear Search. Avoid duplicate attributes across materials. */
+ if ((mat != materials.first()) && (hash_cache.first_index_of_try(attr->hash_code) != -1)) {
+ /* Attribute has already been added to the attribute buffer by another material. */
+ continue;
+ }
+ hash_cache.append(attr->hash_code);
+ if (attributes_buf.get_or_resize(attribute_len_).sync(ref, *attr)) {
+ infos.object_attrs_len++;
+ attribute_len_++;
+ }
+ }
+ }
+}
+
+} // namespace blender::draw
+
+/* TODO(@fclem): This is for testing. The manager should be passed to the engine through the
+ * callbacks. */
+blender::draw::Manager *DRW_manager_get();
+blender::draw::ObjectRef DRW_object_ref_get(Object *object);
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 913d1b4c3f4..c75049508f9 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1638,7 +1638,7 @@ void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial
DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
}
- GPUUniformAttrList *uattrs = GPU_material_uniform_attributes(material);
+ const GPUUniformAttrList *uattrs = GPU_material_uniform_attributes(material);
if (uattrs != NULL) {
int loc = GPU_shader_get_uniform_block_binding(grp->shader, GPU_ATTRIBUTE_UBO_BLOCK_NAME);
drw_shgroup_uniform_create_ex(grp, loc, DRW_UNIFORM_BLOCK_OBATTRS, uattrs, 0, 0, 1);
diff --git a/source/blender/draw/intern/draw_pass.hh b/source/blender/draw/intern/draw_pass.hh
new file mode 100644
index 00000000000..65faa9febbc
--- /dev/null
+++ b/source/blender/draw/intern/draw_pass.hh
@@ -0,0 +1,1004 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Passes record draw commands. Commands are executed only when a pass is submitted for execution.
+ *
+ * `PassMain`:
+ * Should be used on heavy load passes such as ones that may contain scene objects. Draw call
+ * submission is optimized for large number of draw calls. But has a significant overhead per
+ * #Pass. Use many #PassSub along with a main #Pass to reduce the overhead and allow groupings of
+ * commands. \note The draw call order inside a batch of multiple draw with the exact same state is
+ * not guaranteed and is not even deterministic. Use a PassSimple or PassSortable if ordering is
+ * needed. \note As of now, it is also quite limited in the type of draw command it can record
+ * (no custom vertex count, no custom first vertex).
+ *
+ * `PassSimple`:
+ * Does not have the overhead of #PassMain but does not have the culling and batching optimization.
+ * It should be used for passes that needs a few commands or that needs guaranteed draw call order.
+ *
+ * `Pass<T>::Sub`:
+ * A lightweight #Pass that lives inside a main #Pass. It can only be created from #Pass.sub()
+ * and is auto managed. This mean it can be created, filled and thrown away. A #PassSub reference
+ * is valid until the next #Pass.init() of the parent pass. Commands recorded inside a #PassSub are
+ * inserted inside the parent #Pass where the sub have been created durring submission.
+ *
+ * `PassSortable`:
+ * This is a sort of `PassMain` augmented with a per sub-pass sorting value. They can't directly
+ * contain draw command, everything needs to be inside sub-passes. Sub-passes are automatically
+ * sorted before submission.
+ *
+ * \note A pass can be recorded once and resubmitted any number of time. This can be a good
+ * optimization for passes that are always the same for each frame. The only thing to be aware of
+ * is the life time of external resources. If a pass contains draw-calls with non default
+ * ResourceHandle (not 0) or a reference to any non static resources (GPUBatch, PushConstant ref,
+ * ResourceBind ref) it will have to be re-recorded if any of these reference becomes invalid.
+ */
+
+#include "BKE_image.h"
+#include "BLI_vector.hh"
+#include "DRW_gpu_wrapper.hh"
+#include "GPU_debug.h"
+#include "GPU_material.h"
+
+#include "draw_command.hh"
+#include "draw_handle.hh"
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader_shared.h"
+#include "draw_state.h"
+
+#include "intern/gpu_codegen.h"
+
+namespace blender::draw {
+
+using namespace blender::draw;
+using namespace blender::draw::command;
+
+class Manager;
+
+/* -------------------------------------------------------------------- */
+/** \name Pass API
+ * \{ */
+
+namespace detail {
+
+/**
+ * Special container that never moves allocated items and has fast indexing.
+ */
+template<typename T,
+ /** Numbers of element of type T to allocate together. */
+ int64_t block_size = 16>
+class SubPassVector {
+ private:
+ Vector<std::unique_ptr<Vector<T, block_size>>, 0> blocks_;
+
+ public:
+ void clear()
+ {
+ blocks_.clear();
+ }
+
+ int64_t append_and_get_index(T &&elem)
+ {
+ /* Do not go over the inline size so that existing members never move. */
+ if (blocks_.is_empty() || blocks_.last()->size() == block_size) {
+ blocks_.append(std::make_unique<Vector<T, block_size>>());
+ }
+ return blocks_.last()->append_and_get_index(std::move(elem)) +
+ (blocks_.size() - 1) * block_size;
+ }
+
+ T &operator[](int64_t index)
+ {
+ return (*blocks_[index / block_size])[index % block_size];
+ }
+
+ const T &operator[](int64_t index) const
+ {
+ return (*blocks_[index / block_size])[index % block_size];
+ }
+};
+
+/**
+ * Public API of a draw pass.
+ */
+template<
+ /** Type of command buffer used to create the draw calls. */
+ typename DrawCommandBufType>
+class PassBase {
+ friend Manager;
+
+ /** Will use texture own sampler state. */
+ static constexpr eGPUSamplerState sampler_auto = GPU_SAMPLER_MAX;
+
+ protected:
+ /** Highest level of the command stream. Split command stream in different command types. */
+ Vector<command::Header, 0> headers_;
+ /** Commands referenced by headers (which contains their types). */
+ Vector<command::Undetermined, 0> commands_;
+ /* Reference to draw commands buffer. Either own or from parent pass. */
+ DrawCommandBufType &draw_commands_buf_;
+ /* Reference to sub-pass commands buffer. Either own or from parent pass. */
+ SubPassVector<PassBase<DrawCommandBufType>> &sub_passes_;
+ /** Currently bound shader. Used for interface queries. */
+ GPUShader *shader_;
+
+ public:
+ const char *debug_name;
+
+ PassBase(const char *name,
+ DrawCommandBufType &draw_command_buf,
+ SubPassVector<PassBase<DrawCommandBufType>> &sub_passes,
+ GPUShader *shader = nullptr)
+ : draw_commands_buf_(draw_command_buf),
+ sub_passes_(sub_passes),
+ shader_(shader),
+ debug_name(name){};
+
+ /**
+ * Reset the pass command pool.
+ * \note Implemented in derived class. Not a virtual function to avoid indirection. Here only for
+ * API readability listing.
+ */
+ void init();
+
+ /**
+ * Create a sub-pass inside this pass.
+ */
+ PassBase<DrawCommandBufType> &sub(const char *name);
+
+ /**
+ * Changes the fixed function pipeline state.
+ * Starts as DRW_STATE_NO_DRAW at the start of a Pass submission.
+ * SubPass inherit previous pass state.
+ *
+ * IMPORTANT: This does not set the stencil mask/reference values. Add a call to state_stencil()
+ * to ensure correct behavior of stencil aware draws.
+ */
+ void state_set(DRWState state);
+
+ /**
+ * Clear the current frame-buffer.
+ */
+ void clear_color(float4 color);
+ void clear_depth(float depth);
+ void clear_stencil(uint8_t stencil);
+ void clear_depth_stencil(float depth, uint8_t stencil);
+ void clear_color_depth_stencil(float4 color, float depth, uint8_t stencil);
+
+ /**
+ * Reminders:
+ * - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
+ * stencil_value being the value stored in the stencil buffer.
+ * - (write-mask & reference) is what gets written if the test condition is fulfilled.
+ */
+ void state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask);
+
+ /**
+ * Bind a shader. Any following bind() or push_constant() call will use its interface.
+ */
+ void shader_set(GPUShader *shader);
+
+ /**
+ * Bind a material shader along with its associated resources. Any following bind() or
+ * push_constant() call will use its interface.
+ * IMPORTANT: Assumes material is compiled and can be used (no compilation error).
+ */
+ void material_set(Manager &manager, GPUMaterial *material);
+
+ /**
+ * Record a draw call.
+ * \note Setting the count or first to -1 will use the values from the batch.
+ * \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
+ */
+ void draw(GPUBatch *batch,
+ uint instance_len = -1,
+ uint vertex_len = -1,
+ uint vertex_first = -1,
+ ResourceHandle handle = {0});
+
+ /**
+ * Shorter version for the common case.
+ * \note Implemented in derived class. Not a virtual function to avoid indirection.
+ */
+ void draw(GPUBatch *batch, ResourceHandle handle);
+
+ /**
+ * Record a procedural draw call. Geometry is **NOT** source from a GPUBatch.
+ * \note An instance or vertex count of 0 will discard the draw call. It will not be recorded.
+ */
+ void draw_procedural(GPUPrimType primitive,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first = -1,
+ ResourceHandle handle = {0});
+
+ /**
+ * Indirect variants.
+ * \note If needed, the resource id need to also be set accordingly in the DrawCommand.
+ */
+ void draw_indirect(GPUBatch *batch,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle = {0});
+ void draw_procedural_indirect(GPUPrimType primitive,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle = {0});
+
+ /**
+ * Record a compute dispatch call.
+ */
+ void dispatch(int3 group_len);
+ void dispatch(int3 *group_len);
+ void dispatch(StorageBuffer<DispatchCommand> &indirect_buffer);
+
+ /**
+ * Record a barrier call to synchronize arbitrary load/store operation between draw calls.
+ */
+ void barrier(eGPUBarrier type);
+
+ /**
+ * Bind a shader resource.
+ *
+ * Reference versions are to be used when the resource might be resize / realloc or even change
+ * between the time it is referenced and the time it is dereferenced for drawing.
+ *
+ * IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
+ * still alive until pass submission.
+ *
+ * \note Variations using slot will not query a shader interface and can be used before
+ * binding a shader.
+ */
+ void bind_image(const char *name, GPUTexture *image);
+ void bind_image(const char *name, GPUTexture **image);
+ void bind_image(int slot, GPUTexture *image);
+ void bind_image(int slot, GPUTexture **image);
+ void bind_texture(const char *name, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(const char *name, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state = sampler_auto);
+ void bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state = sampler_auto);
+ void bind_ssbo(const char *name, GPUStorageBuf *buffer);
+ void bind_ssbo(const char *name, GPUStorageBuf **buffer);
+ void bind_ssbo(int slot, GPUStorageBuf *buffer);
+ void bind_ssbo(int slot, GPUStorageBuf **buffer);
+ void bind_ubo(const char *name, GPUUniformBuf *buffer);
+ void bind_ubo(const char *name, GPUUniformBuf **buffer);
+ void bind_ubo(int slot, GPUUniformBuf *buffer);
+ void bind_ubo(int slot, GPUUniformBuf **buffer);
+
+ /**
+ * Update a shader constant.
+ *
+ * Reference versions are to be used when the resource might change between the time it is
+ * referenced and the time it is dereferenced for drawing.
+ *
+ * IMPORTANT: Will keep a reference to the data and dereference it upon drawing. Make sure data
+ * still alive until pass submission.
+ *
+ * \note bool reference version is expected to take bool1 reference which is aliased to int.
+ */
+ void push_constant(const char *name, const float &data);
+ void push_constant(const char *name, const float2 &data);
+ void push_constant(const char *name, const float3 &data);
+ void push_constant(const char *name, const float4 &data);
+ void push_constant(const char *name, const int &data);
+ void push_constant(const char *name, const int2 &data);
+ void push_constant(const char *name, const int3 &data);
+ void push_constant(const char *name, const int4 &data);
+ void push_constant(const char *name, const bool &data);
+ void push_constant(const char *name, const float4x4 &data);
+ void push_constant(const char *name, const float *data, int array_len = 1);
+ void push_constant(const char *name, const float2 *data, int array_len = 1);
+ void push_constant(const char *name, const float3 *data, int array_len = 1);
+ void push_constant(const char *name, const float4 *data, int array_len = 1);
+ void push_constant(const char *name, const int *data, int array_len = 1);
+ void push_constant(const char *name, const int2 *data, int array_len = 1);
+ void push_constant(const char *name, const int3 *data, int array_len = 1);
+ void push_constant(const char *name, const int4 *data, int array_len = 1);
+ void push_constant(const char *name, const float4x4 *data);
+
+ /**
+ * Turn the pass into a string for inspection.
+ */
+ std::string serialize(std::string line_prefix = "") const;
+
+ friend std::ostream &operator<<(std::ostream &stream, const PassBase &pass)
+ {
+ return stream << pass.serialize();
+ }
+
+ protected:
+ /**
+ * Internal Helpers
+ */
+
+ int push_constant_offset(const char *name);
+
+ void clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil);
+
+ GPUBatch *procedural_batch_get(GPUPrimType primitive);
+
+ /**
+ * Return a new command recorded with the given type.
+ */
+ command::Undetermined &create_command(command::Type type);
+
+ void submit(command::RecordingState &state) const;
+};
+
+template<typename DrawCommandBufType> class Pass : public detail::PassBase<DrawCommandBufType> {
+ public:
+ using Sub = detail::PassBase<DrawCommandBufType>;
+
+ private:
+ /** Sub-passes referenced by headers. */
+ SubPassVector<detail::PassBase<DrawCommandBufType>> sub_passes_main_;
+ /** Draws are recorded as indirect draws for compatibility with the multi-draw pipeline. */
+ DrawCommandBufType draw_commands_buf_main_;
+
+ public:
+ Pass(const char *name)
+ : detail::PassBase<DrawCommandBufType>(name, draw_commands_buf_main_, sub_passes_main_){};
+
+ void init()
+ {
+ this->headers_.clear();
+ this->commands_.clear();
+ this->sub_passes_.clear();
+ this->draw_commands_buf_.clear();
+ }
+}; // namespace blender::draw
+
+} // namespace detail
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Pass types
+ * \{ */
+
+/**
+ * Normal pass type. No visibility or draw-call optimisation.
+ */
+// using PassSimple = detail::Pass<DrawCommandBuf>;
+
+/**
+ * Main pass type.
+ * Optimized for many draw calls and sub-pass.
+ *
+ * IMPORTANT: To be used only for passes containing lots of draw calls since it has a potentially
+ * high overhead due to batching and culling optimizations.
+ */
+// using PassMain = detail::Pass<DrawMultiBuf>;
+
+/**
+ * Special pass type for rendering transparent objects.
+ * The base level can only be composed of sub passes that will be ordered by a sorting value.
+ */
+class PassSortable : public PassMain {
+ friend Manager;
+
+ private:
+ /** Sorting value associated with each sub pass. */
+ Vector<float> sorting_values_;
+
+ bool sorted_ = false;
+
+ public:
+ PassSortable(const char *name_) : PassMain(name_){};
+
+ void init()
+ {
+ sorting_values_.clear();
+ sorted_ = false;
+ PassMain::init();
+ }
+
+ PassMain::Sub &sub(const char *name, float sorting_value)
+ {
+ int64_t index = sub_passes_.append_and_get_index(
+ PassBase(name, draw_commands_buf_, sub_passes_, shader_));
+ headers_.append({Type::SubPass, static_cast<uint>(index)});
+ sorting_values_.append(sorting_value);
+ return sub_passes_[index];
+ }
+
+ std::string serialize(std::string line_prefix = "") const
+ {
+ if (sorted_ == false) {
+ const_cast<PassSortable *>(this)->sort();
+ }
+ return PassMain::serialize(line_prefix);
+ }
+
+ protected:
+ void sort()
+ {
+ if (sorted_ == false) {
+ std::sort(headers_.begin(), headers_.end(), [&](Header &a, Header &b) {
+ BLI_assert(a.type == Type::SubPass && b.type == Type::SubPass);
+ float a_val = sorting_values_[a.index];
+ float b_val = sorting_values_[b.index];
+ return a_val < b_val || (a_val == b_val && a.index < b.index);
+ });
+ sorted_ = true;
+ }
+ }
+};
+
+/** \} */
+
+namespace detail {
+
+/* -------------------------------------------------------------------- */
+/** \name PassBase Implementation
+ * \{ */
+
+template<class T> inline command::Undetermined &PassBase<T>::create_command(command::Type type)
+{
+ int64_t index = commands_.append_and_get_index({});
+ headers_.append({type, static_cast<uint>(index)});
+ return commands_[index];
+}
+
+template<class T>
+inline void PassBase<T>::clear(eGPUFrameBufferBits planes,
+ float4 color,
+ float depth,
+ uint8_t stencil)
+{
+ create_command(command::Type::Clear).clear = {(uint8_t)planes, stencil, depth, color};
+}
+
+template<class T> inline GPUBatch *PassBase<T>::procedural_batch_get(GPUPrimType primitive)
+{
+ switch (primitive) {
+ case GPU_PRIM_POINTS:
+ return drw_cache_procedural_points_get();
+ case GPU_PRIM_LINES:
+ return drw_cache_procedural_lines_get();
+ case GPU_PRIM_TRIS:
+ return drw_cache_procedural_triangles_get();
+ case GPU_PRIM_TRI_STRIP:
+ return drw_cache_procedural_triangle_strips_get();
+ default:
+ /* Add new one as needed. */
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+}
+
+template<class T> inline PassBase<T> &PassBase<T>::sub(const char *name)
+{
+ int64_t index = sub_passes_.append_and_get_index(
+ PassBase(name, draw_commands_buf_, sub_passes_, shader_));
+ headers_.append({command::Type::SubPass, static_cast<uint>(index)});
+ return sub_passes_[index];
+}
+
+template<class T> void PassBase<T>::submit(command::RecordingState &state) const
+{
+ GPU_debug_group_begin(debug_name);
+
+ for (const command::Header &header : headers_) {
+ switch (header.type) {
+ default:
+ case Type::None:
+ break;
+ case Type::SubPass:
+ sub_passes_[header.index].submit(state);
+ break;
+ case command::Type::ShaderBind:
+ commands_[header.index].shader_bind.execute(state);
+ break;
+ case command::Type::ResourceBind:
+ commands_[header.index].resource_bind.execute();
+ break;
+ case command::Type::PushConstant:
+ commands_[header.index].push_constant.execute(state);
+ break;
+ case command::Type::Draw:
+ commands_[header.index].draw.execute(state);
+ break;
+ case command::Type::DrawMulti:
+ commands_[header.index].draw_multi.execute(state);
+ break;
+ case command::Type::DrawIndirect:
+ commands_[header.index].draw_indirect.execute(state);
+ break;
+ case command::Type::Dispatch:
+ commands_[header.index].dispatch.execute(state);
+ break;
+ case command::Type::DispatchIndirect:
+ commands_[header.index].dispatch_indirect.execute(state);
+ break;
+ case command::Type::Barrier:
+ commands_[header.index].barrier.execute();
+ break;
+ case command::Type::Clear:
+ commands_[header.index].clear.execute();
+ break;
+ case command::Type::StateSet:
+ commands_[header.index].state_set.execute(state);
+ break;
+ case command::Type::StencilSet:
+ commands_[header.index].stencil_set.execute();
+ break;
+ }
+ }
+
+ GPU_debug_group_end();
+}
+
+template<class T> std::string PassBase<T>::serialize(std::string line_prefix) const
+{
+ std::stringstream ss;
+ ss << line_prefix << "." << debug_name << std::endl;
+ line_prefix += " ";
+ for (const command::Header &header : headers_) {
+ switch (header.type) {
+ default:
+ case Type::None:
+ break;
+ case Type::SubPass:
+ ss << sub_passes_[header.index].serialize(line_prefix);
+ break;
+ case Type::ShaderBind:
+ ss << line_prefix << commands_[header.index].shader_bind.serialize() << std::endl;
+ break;
+ case Type::ResourceBind:
+ ss << line_prefix << commands_[header.index].resource_bind.serialize() << std::endl;
+ break;
+ case Type::PushConstant:
+ ss << line_prefix << commands_[header.index].push_constant.serialize() << std::endl;
+ break;
+ case Type::Draw:
+ ss << line_prefix << commands_[header.index].draw.serialize() << std::endl;
+ break;
+ case Type::DrawMulti:
+ ss << commands_[header.index].draw_multi.serialize(line_prefix);
+ break;
+ case Type::DrawIndirect:
+ ss << line_prefix << commands_[header.index].draw_indirect.serialize() << std::endl;
+ break;
+ case Type::Dispatch:
+ ss << line_prefix << commands_[header.index].dispatch.serialize() << std::endl;
+ break;
+ case Type::DispatchIndirect:
+ ss << line_prefix << commands_[header.index].dispatch_indirect.serialize() << std::endl;
+ break;
+ case Type::Barrier:
+ ss << line_prefix << commands_[header.index].barrier.serialize() << std::endl;
+ break;
+ case Type::Clear:
+ ss << line_prefix << commands_[header.index].clear.serialize() << std::endl;
+ break;
+ case Type::StateSet:
+ ss << line_prefix << commands_[header.index].state_set.serialize() << std::endl;
+ break;
+ case Type::StencilSet:
+ ss << line_prefix << commands_[header.index].stencil_set.serialize() << std::endl;
+ break;
+ }
+ }
+ return ss.str();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw calls
+ * \{ */
+
+template<class T>
+inline void PassBase<T>::draw(
+ GPUBatch *batch, uint instance_len, uint vertex_len, uint vertex_first, ResourceHandle handle)
+{
+ if (instance_len == 0 || vertex_len == 0) {
+ return;
+ }
+ BLI_assert(shader_);
+ draw_commands_buf_.append_draw(
+ headers_, commands_, batch, instance_len, vertex_len, vertex_first, handle);
+}
+
+template<class T> inline void PassBase<T>::draw(GPUBatch *batch, ResourceHandle handle)
+{
+ this->draw(batch, -1, -1, -1, handle);
+}
+
+template<class T>
+inline void PassBase<T>::draw_procedural(GPUPrimType primitive,
+ uint instance_len,
+ uint vertex_len,
+ uint vertex_first,
+ ResourceHandle handle)
+{
+ this->draw(procedural_batch_get(primitive), instance_len, vertex_len, vertex_first, handle);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Indirect draw calls
+ * \{ */
+
+template<class T>
+inline void PassBase<T>::draw_indirect(GPUBatch *batch,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle)
+{
+ BLI_assert(shader_);
+ create_command(Type::DrawIndirect).draw_indirect = {batch, &indirect_buffer, handle};
+}
+
+template<class T>
+inline void PassBase<T>::draw_procedural_indirect(
+ GPUPrimType primitive,
+ StorageBuffer<DrawCommand, true> &indirect_buffer,
+ ResourceHandle handle)
+{
+ this->draw_indirect(procedural_batch_get(primitive), indirect_buffer, handle);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Compute Dispatch Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::dispatch(int3 group_len)
+{
+ BLI_assert(shader_);
+ create_command(Type::Dispatch).dispatch = {group_len};
+}
+
+template<class T> inline void PassBase<T>::dispatch(int3 *group_len)
+{
+ BLI_assert(shader_);
+ create_command(Type::Dispatch).dispatch = {group_len};
+}
+
+template<class T>
+inline void PassBase<T>::dispatch(StorageBuffer<DispatchCommand> &indirect_buffer)
+{
+ BLI_assert(shader_);
+ create_command(Type::DispatchIndirect).dispatch_indirect = {&indirect_buffer};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Clear Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::clear_color(float4 color)
+{
+ this->clear(GPU_COLOR_BIT, color, 0.0f, 0);
+}
+
+template<class T> inline void PassBase<T>::clear_depth(float depth)
+{
+ this->clear(GPU_DEPTH_BIT, float4(0.0f), depth, 0);
+}
+
+template<class T> inline void PassBase<T>::clear_stencil(uint8_t stencil)
+{
+ this->clear(GPU_STENCIL_BIT, float4(0.0f), 0.0f, stencil);
+}
+
+template<class T> inline void PassBase<T>::clear_depth_stencil(float depth, uint8_t stencil)
+{
+ this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT, float4(0.0f), depth, stencil);
+}
+
+template<class T>
+inline void PassBase<T>::clear_color_depth_stencil(float4 color, float depth, uint8_t stencil)
+{
+ this->clear(GPU_DEPTH_BIT | GPU_STENCIL_BIT | GPU_COLOR_BIT, color, depth, stencil);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Barrier Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::barrier(eGPUBarrier type)
+{
+ create_command(Type::Barrier).barrier = {type};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name State Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::state_set(DRWState state)
+{
+ create_command(Type::StateSet).state_set = {state};
+}
+
+template<class T>
+inline void PassBase<T>::state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)
+{
+ create_command(Type::StencilSet).stencil_set = {write_mask, reference, compare_mask};
+}
+
+template<class T> inline void PassBase<T>::shader_set(GPUShader *shader)
+{
+ shader_ = shader;
+ create_command(Type::ShaderBind).shader_bind = {shader};
+}
+
+template<class T> inline void PassBase<T>::material_set(Manager &manager, GPUMaterial *material)
+{
+ GPUPass *gpupass = GPU_material_get_pass(material);
+ shader_set(GPU_pass_shader_get(gpupass));
+
+ /* Bind all textures needed by the material. */
+ ListBase textures = GPU_material_textures(material);
+ for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
+ if (tex->ima) {
+ /* Image */
+ ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
+ if (tex->tiled_mapping_name[0]) {
+ GPUTexture *tiles = BKE_image_get_gpu_tiles(tex->ima, iuser, nullptr);
+ manager.acquire_texture(tiles);
+ bind_texture(tex->sampler_name, tiles, (eGPUSamplerState)tex->sampler_state);
+
+ GPUTexture *tile_map = BKE_image_get_gpu_tilemap(tex->ima, iuser, nullptr);
+ manager.acquire_texture(tile_map);
+ bind_texture(tex->tiled_mapping_name, tile_map, (eGPUSamplerState)tex->sampler_state);
+ }
+ else {
+ GPUTexture *texture = BKE_image_get_gpu_texture(tex->ima, iuser, nullptr);
+ manager.acquire_texture(texture);
+ bind_texture(tex->sampler_name, texture, (eGPUSamplerState)tex->sampler_state);
+ }
+ }
+ else if (tex->colorband) {
+ /* Color Ramp */
+ bind_texture(tex->sampler_name, *tex->colorband);
+ }
+ }
+
+ GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material);
+ if (ubo != nullptr) {
+ bind_ubo(GPU_UBO_BLOCK_NAME, ubo);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Resource bind Implementation
+ * \{ */
+
+template<class T> inline int PassBase<T>::push_constant_offset(const char *name)
+{
+ return GPU_shader_get_uniform(shader_, name);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf *buffer)
+{
+ this->bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf *buffer)
+{
+ this->bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(const char *name,
+ GPUTexture *texture,
+ eGPUSamplerState state)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
+}
+
+template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture *image)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), image);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf *buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf *buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(int slot, GPUTexture *texture, eGPUSamplerState state)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
+}
+
+template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture *image)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(const char *name, GPUStorageBuf **buffer)
+{
+ this->bind_ssbo(GPU_shader_get_ssbo(shader_, name), buffer);
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(const char *name, GPUUniformBuf **buffer)
+{
+ this->bind_ubo(GPU_shader_get_uniform_block_binding(shader_, name), buffer);
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(const char *name,
+ GPUTexture **texture,
+ eGPUSamplerState state)
+{
+ this->bind_texture(GPU_shader_get_texture_binding(shader_, name), texture, state);
+}
+
+template<class T> inline void PassBase<T>::bind_image(const char *name, GPUTexture **image)
+{
+ this->bind_image(GPU_shader_get_texture_binding(shader_, name), image);
+}
+
+template<class T> inline void PassBase<T>::bind_ssbo(int slot, GPUStorageBuf **buffer)
+{
+
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T> inline void PassBase<T>::bind_ubo(int slot, GPUUniformBuf **buffer)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, buffer};
+}
+
+template<class T>
+inline void PassBase<T>::bind_texture(int slot, GPUTexture **texture, eGPUSamplerState state)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, texture, state};
+}
+
+template<class T> inline void PassBase<T>::bind_image(int slot, GPUTexture **image)
+{
+ create_command(Type::ResourceBind).resource_bind = {slot, as_image(image)};
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Push Constant Implementation
+ * \{ */
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float2 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float3 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int2 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int3 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const int4 &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const bool &data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float2 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float3 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const float4 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int2 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int3 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T>
+inline void PassBase<T>::push_constant(const char *name, const int4 *data, int array_len)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data, array_len};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 *data)
+{
+ create_command(Type::PushConstant).push_constant = {push_constant_offset(name), data};
+}
+
+template<class T> inline void PassBase<T>::push_constant(const char *name, const float4x4 &data)
+{
+ /* WORKAROUND: Push 3 consecutive commands to hold the 64 bytes of the float4x4.
+ * This assumes that all commands are always stored in flat array of memory. */
+ Undetermined commands[3];
+
+ PushConstant &cmd = commands[0].push_constant;
+ cmd.location = push_constant_offset(name);
+ cmd.array_len = 1;
+ cmd.comp_len = 16;
+ cmd.type = PushConstant::Type::FloatValue;
+ /* Copy overrides the next 2 commands. We append them as Type::None to not evaluate them. */
+ *reinterpret_cast<float4x4 *>(&cmd.float4_value) = data;
+
+ create_command(Type::PushConstant) = commands[0];
+ create_command(Type::None) = commands[1];
+ create_command(Type::None) = commands[2];
+}
+
+/** \} */
+
+} // namespace detail
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_resource.cc b/source/blender/draw/intern/draw_resource.cc
new file mode 100644
index 00000000000..689df4edb31
--- /dev/null
+++ b/source/blender/draw/intern/draw_resource.cc
@@ -0,0 +1,109 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "DNA_particle_types.h"
+#include "RNA_access.h"
+#include "RNA_path.h"
+#include "RNA_types.h"
+
+#include "draw_handle.hh"
+#include "draw_manager.hh"
+#include "draw_shader_shared.h"
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectAttributes
+ * \{ */
+
+/**
+ * Extract object attribute from RNA property.
+ * Returns true if the attribute was correctly extracted.
+ * This function mirrors lookup_property in cycles/blender/blender_object.cpp
+ */
+bool ObjectAttribute::id_property_lookup(ID *id, const char *name)
+{
+ PointerRNA ptr, id_ptr;
+ PropertyRNA *prop;
+
+ if (id == nullptr) {
+ return false;
+ }
+
+ RNA_id_pointer_create(id, &id_ptr);
+
+ if (!RNA_path_resolve(&id_ptr, name, &ptr, &prop)) {
+ return false;
+ }
+
+ if (prop == nullptr) {
+ return false;
+ }
+
+ PropertyType type = RNA_property_type(prop);
+ int array_len = RNA_property_array_length(&ptr, prop);
+
+ if (array_len == 0) {
+ float value;
+
+ if (type == PROP_FLOAT) {
+ value = RNA_property_float_get(&ptr, prop);
+ }
+ else if (type == PROP_INT) {
+ value = RNA_property_int_get(&ptr, prop);
+ }
+ else {
+ return false;
+ }
+
+ *reinterpret_cast<float4 *>(&data_x) = float4(value, value, value, 1.0f);
+ return true;
+ }
+
+ if (type == PROP_FLOAT && array_len <= 4) {
+ *reinterpret_cast<float4 *>(&data_x) = float4(0.0f, 0.0f, 0.0f, 1.0f);
+ RNA_property_float_get_array(&ptr, prop, &data_x);
+ return true;
+ }
+ return false;
+}
+
+/**
+ * Go through all possible source of the given object uniform attribute.
+ * Returns true if the attribute was correctly filled.
+ * This function mirrors lookup_instance_property in cycles/blender/blender_object.cpp
+ */
+bool ObjectAttribute::sync(const blender::draw::ObjectRef &ref, const GPUUniformAttr &attr)
+{
+ hash_code = attr.hash_code;
+
+ /* If requesting instance data, check the parent particle system and object. */
+ if (attr.use_dupli) {
+ if ((ref.dupli_object != nullptr) && (ref.dupli_object->particle_system != nullptr)) {
+ ParticleSettings *settings = ref.dupli_object->particle_system->part;
+ if (this->id_property_lookup((ID *)settings, attr.name_id_prop) ||
+ this->id_property_lookup((ID *)settings, attr.name)) {
+ return true;
+ }
+ }
+ if (this->id_property_lookup((ID *)ref.dupli_parent, attr.name_id_prop) ||
+ this->id_property_lookup((ID *)ref.dupli_parent, attr.name)) {
+ return true;
+ }
+ }
+
+ /* Check the object and mesh. */
+ if (ref.object != nullptr) {
+ if (this->id_property_lookup((ID *)ref.object, attr.name_id_prop) ||
+ this->id_property_lookup((ID *)ref.object, attr.name) ||
+ this->id_property_lookup((ID *)ref.object->data, attr.name_id_prop) ||
+ this->id_property_lookup((ID *)ref.object->data, attr.name)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_resource.hh b/source/blender/draw/intern/draw_resource.hh
new file mode 100644
index 00000000000..22ee43592a9
--- /dev/null
+++ b/source/blender/draw/intern/draw_resource.hh
@@ -0,0 +1,205 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ *
+ * Component / Object level resources like object attributes, matrices, visibility etc...
+ * Each of them are reference by resource index (#ResourceHandle).
+ */
+
+#include "BKE_curve.h"
+#include "BKE_duplilist.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_volume.h"
+#include "BLI_hash.h"
+#include "DNA_curve_types.h"
+#include "DNA_layer_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_object_types.h"
+
+#include "draw_handle.hh"
+#include "draw_manager.hh"
+#include "draw_shader_shared.h"
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectMatrices
+ * \{ */
+
+inline void ObjectMatrices::sync(const Object &object)
+{
+ model = object.obmat;
+ model_inverse = object.imat;
+}
+
+inline void ObjectMatrices::sync(const float4x4 &model_matrix)
+{
+ model = model_matrix;
+ model_inverse = model_matrix.inverted();
+}
+
+inline std::ostream &operator<<(std::ostream &stream, const ObjectMatrices &matrices)
+{
+ stream << "ObjectMatrices(" << std::endl;
+ stream << "model=" << matrices.model << ", " << std::endl;
+ stream << "model_inverse=" << matrices.model_inverse << ")" << std::endl;
+ return stream;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectInfos
+ * \{ */
+
+ENUM_OPERATORS(eObjectInfoFlag, OBJECT_NEGATIVE_SCALE)
+
+inline void ObjectInfos::sync()
+{
+ object_attrs_len = 0;
+ object_attrs_offset = 0;
+
+ flag = eObjectInfoFlag::OBJECT_NO_INFO;
+}
+
+inline void ObjectInfos::sync(const blender::draw::ObjectRef ref, bool is_active_object)
+{
+ object_attrs_len = 0;
+ object_attrs_offset = 0;
+
+ color = ref.object->color;
+ index = ref.object->index;
+ SET_FLAG_FROM_TEST(flag, is_active_object, eObjectInfoFlag::OBJECT_ACTIVE);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->base_flag & BASE_SELECTED, eObjectInfoFlag::OBJECT_SELECTED);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->base_flag & BASE_FROM_DUPLI, eObjectInfoFlag::OBJECT_FROM_DUPLI);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->base_flag & BASE_FROM_SET, eObjectInfoFlag::OBJECT_FROM_SET);
+ SET_FLAG_FROM_TEST(
+ flag, ref.object->transflag & OB_NEG_SCALE, eObjectInfoFlag::OBJECT_NEGATIVE_SCALE);
+
+ if (ref.dupli_object == nullptr) {
+ /* TODO(fclem): this is rather costly to do at draw time. Maybe we can
+ * put it in ob->runtime and make depsgraph ensure it is up to date. */
+ random = BLI_hash_int_2d(BLI_hash_string(ref.object->id.name + 2), 0) * (1.0f / 0xFFFFFFFF);
+ }
+ else {
+ random = ref.dupli_object->random_id * (1.0f / 0xFFFFFFFF);
+ }
+ /* Default values. Set if needed. */
+ random = 0.0f;
+
+ if (ref.object->data == nullptr) {
+ orco_add = float3(0.0f);
+ orco_mul = float3(1.0f);
+ return;
+ }
+
+ switch (GS(reinterpret_cast<ID *>(ref.object->data)->name)) {
+ case ID_VO: {
+ BoundBox &bbox = *BKE_volume_boundbox_get(ref.object);
+ orco_add = (float3(bbox.vec[6]) + float3(bbox.vec[0])) * 0.5f; /* Center. */
+ orco_mul = float3(bbox.vec[6]) - float3(bbox.vec[0]); /* Size. */
+ break;
+ }
+ case ID_ME: {
+ BKE_mesh_texspace_get(static_cast<Mesh *>(ref.object->data), orco_add, orco_mul);
+ break;
+ }
+ case ID_CU_LEGACY: {
+ Curve &cu = *static_cast<Curve *>(ref.object->data);
+ BKE_curve_texspace_ensure(&cu);
+ orco_add = cu.loc;
+ orco_mul = cu.size;
+ break;
+ }
+ case ID_MB: {
+ MetaBall &mb = *static_cast<MetaBall *>(ref.object->data);
+ orco_add = mb.loc;
+ orco_mul = mb.size;
+ break;
+ }
+ default:
+ orco_add = float3(0.0f);
+ orco_mul = float3(1.0f);
+ break;
+ }
+}
+
+inline std::ostream &operator<<(std::ostream &stream, const ObjectInfos &infos)
+{
+ stream << "ObjectInfos(";
+ if (infos.flag == eObjectInfoFlag::OBJECT_NO_INFO) {
+ stream << "skipped)" << std::endl;
+ return stream;
+ }
+ stream << "orco_add=" << infos.orco_add << ", ";
+ stream << "orco_mul=" << infos.orco_mul << ", ";
+ stream << "color=" << infos.color << ", ";
+ stream << "index=" << infos.index << ", ";
+ stream << "random=" << infos.random << ", ";
+ stream << "flag=" << infos.flag << ")" << std::endl;
+ return stream;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name ObjectBounds
+ * \{ */
+
+inline void ObjectBounds::sync()
+{
+ bounding_sphere.w = -1.0f; /* Disable test. */
+}
+
+inline void ObjectBounds::sync(Object &ob)
+{
+ const BoundBox *bbox = BKE_object_boundbox_get(&ob);
+ if (bbox == nullptr) {
+ bounding_sphere.w = -1.0f; /* Disable test. */
+ return;
+ }
+ *reinterpret_cast<float3 *>(&bounding_corners[0]) = bbox->vec[0];
+ *reinterpret_cast<float3 *>(&bounding_corners[1]) = bbox->vec[4];
+ *reinterpret_cast<float3 *>(&bounding_corners[2]) = bbox->vec[3];
+ *reinterpret_cast<float3 *>(&bounding_corners[3]) = bbox->vec[1];
+ bounding_sphere.w = 0.0f; /* Enable test. */
+}
+
+inline void ObjectBounds::sync(const float3 &center, const float3 &size)
+{
+ *reinterpret_cast<float3 *>(&bounding_corners[0]) = center - size;
+ *reinterpret_cast<float3 *>(&bounding_corners[1]) = center + float3(+size.x, -size.y, -size.z);
+ *reinterpret_cast<float3 *>(&bounding_corners[2]) = center + float3(-size.x, +size.y, -size.z);
+ *reinterpret_cast<float3 *>(&bounding_corners[3]) = center + float3(-size.x, -size.y, +size.z);
+ bounding_sphere.w = 0.0; /* Enable test. */
+}
+
+inline std::ostream &operator<<(std::ostream &stream, const ObjectBounds &bounds)
+{
+ stream << "ObjectBounds(";
+ if (bounds.bounding_sphere.w == -1.0f) {
+ stream << "skipped)" << std::endl;
+ return stream;
+ }
+ stream << std::endl;
+ stream << ".bounding_corners[0]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[0]) << std::endl;
+ stream << ".bounding_corners[1]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[1]) << std::endl;
+ stream << ".bounding_corners[2]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[2]) << std::endl;
+ stream << ".bounding_corners[3]"
+ << *reinterpret_cast<const float3 *>(&bounds.bounding_corners[3]) << std::endl;
+ stream << ".sphere=(pos=" << float3(bounds.bounding_sphere)
+ << ", rad=" << bounds.bounding_sphere.w << std::endl;
+ stream << ")" << std::endl;
+ return stream;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_shader.cc b/source/blender/draw/intern/draw_shader.cc
index ecb30d54b64..960348b4a94 100644
--- a/source/blender/draw/intern/draw_shader.cc
+++ b/source/blender/draw/intern/draw_shader.cc
@@ -17,15 +17,15 @@
#include "draw_shader.h"
extern "C" char datatoc_common_hair_lib_glsl[];
-
extern "C" char datatoc_common_hair_refine_vert_glsl[];
-extern "C" char datatoc_common_hair_refine_comp_glsl[];
-extern "C" char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
static struct {
struct GPUShader *hair_refine_sh[PART_REFINE_MAX_SHADER];
struct GPUShader *debug_print_display_sh;
struct GPUShader *debug_draw_display_sh;
+ struct GPUShader *draw_visibility_compute_sh;
+ struct GPUShader *draw_resource_finalize_sh;
+ struct GPUShader *draw_command_generate_sh;
} e_data = {{nullptr}};
/* -------------------------------------------------------------------- */
@@ -127,6 +127,31 @@ GPUShader *DRW_shader_debug_draw_display_get()
return e_data.debug_draw_display_sh;
}
+GPUShader *DRW_shader_draw_visibility_compute_get()
+{
+ if (e_data.draw_visibility_compute_sh == nullptr) {
+ e_data.draw_visibility_compute_sh = GPU_shader_create_from_info_name(
+ "draw_visibility_compute");
+ }
+ return e_data.draw_visibility_compute_sh;
+}
+
+GPUShader *DRW_shader_draw_resource_finalize_get()
+{
+ if (e_data.draw_resource_finalize_sh == nullptr) {
+ e_data.draw_resource_finalize_sh = GPU_shader_create_from_info_name("draw_resource_finalize");
+ }
+ return e_data.draw_resource_finalize_sh;
+}
+
+GPUShader *DRW_shader_draw_command_generate_get()
+{
+ if (e_data.draw_command_generate_sh == nullptr) {
+ e_data.draw_command_generate_sh = GPU_shader_create_from_info_name("draw_command_generate");
+ }
+ return e_data.draw_command_generate_sh;
+}
+
/** \} */
void DRW_shaders_free()
@@ -136,4 +161,7 @@ void DRW_shaders_free()
}
DRW_SHADER_FREE_SAFE(e_data.debug_print_display_sh);
DRW_SHADER_FREE_SAFE(e_data.debug_draw_display_sh);
+ DRW_SHADER_FREE_SAFE(e_data.draw_visibility_compute_sh);
+ DRW_SHADER_FREE_SAFE(e_data.draw_resource_finalize_sh);
+ DRW_SHADER_FREE_SAFE(e_data.draw_command_generate_sh);
}
diff --git a/source/blender/draw/intern/draw_shader.h b/source/blender/draw/intern/draw_shader.h
index dabb4b3327f..3b8c0425fa9 100644
--- a/source/blender/draw/intern/draw_shader.h
+++ b/source/blender/draw/intern/draw_shader.h
@@ -32,6 +32,9 @@ struct GPUShader *DRW_shader_curves_refine_get(CurvesEvalShader type,
struct GPUShader *DRW_shader_debug_print_display_get(void);
struct GPUShader *DRW_shader_debug_draw_display_get(void);
+struct GPUShader *DRW_shader_draw_visibility_compute_get(void);
+struct GPUShader *DRW_shader_draw_resource_finalize_get(void);
+struct GPUShader *DRW_shader_draw_command_generate_get(void);
void DRW_shaders_free(void);
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
index 90a6475c42b..d43bfe6b159 100644
--- a/source/blender/draw/intern/draw_shader_shared.h
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -5,18 +5,38 @@
# include "GPU_shader.h"
# include "GPU_shader_shared_utils.h"
+# include "draw_defines.h"
typedef struct ViewInfos ViewInfos;
typedef struct ObjectMatrices ObjectMatrices;
typedef struct ObjectInfos ObjectInfos;
+typedef struct ObjectBounds ObjectBounds;
typedef struct VolumeInfos VolumeInfos;
typedef struct CurvesInfos CurvesInfos;
+typedef struct ObjectAttribute ObjectAttribute;
typedef struct DrawCommand DrawCommand;
-typedef struct DrawCommandIndexed DrawCommandIndexed;
typedef struct DispatchCommand DispatchCommand;
typedef struct DRWDebugPrintBuffer DRWDebugPrintBuffer;
typedef struct DRWDebugVert DRWDebugVert;
typedef struct DRWDebugDrawBuffer DRWDebugDrawBuffer;
+
+# ifdef __cplusplus
+/* C++ only forward declarations. */
+struct Object;
+struct ID;
+struct GPUUniformAttr;
+
+namespace blender::draw {
+
+struct ObjectRef;
+
+} // namespace blender::draw
+
+# else /* __cplusplus */
+/* C only forward declarations. */
+typedef enum eObjectInfoFlag eObjectInfoFlag;
+
+# endif
#endif
#define DRW_SHADER_SHARED_H
@@ -48,15 +68,18 @@ struct ViewInfos {
float2 viewport_size_inverse;
/** Frustum culling data. */
- /** NOTE: vec3 arrays are padded to vec4. */
+ /** \note vec3 array padded to vec4. */
float4 frustum_corners[8];
float4 frustum_planes[6];
+ float4 frustum_bound_sphere;
/** For debugging purpose */
/* Mouse pixel. */
int2 mouse_pixel;
- int2 _pad0;
+ /** True if facing needs to be inverted. */
+ bool1 is_inverted;
+ int _pad0;
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
@@ -74,23 +97,89 @@ BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
# define CameraTexCoFactors drw_view.viewcamtexcofac
#endif
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug draw shapes
+ * \{ */
+
struct ObjectMatrices {
- float4x4 drw_modelMatrix;
- float4x4 drw_modelMatrixInverse;
+ float4x4 model;
+ float4x4 model_inverse;
+
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ void sync(const Object &object);
+ void sync(const float4x4 &model_matrix);
+#endif
+};
+BLI_STATIC_ASSERT_ALIGN(ObjectMatrices, 16)
+
+enum eObjectInfoFlag {
+ OBJECT_SELECTED = (1u << 0u),
+ OBJECT_FROM_DUPLI = (1u << 1u),
+ OBJECT_FROM_SET = (1u << 2u),
+ OBJECT_ACTIVE = (1u << 3u),
+ OBJECT_NEGATIVE_SCALE = (1u << 4u),
+ /* Avoid skipped info to change culling. */
+ OBJECT_NO_INFO = ~OBJECT_NEGATIVE_SCALE
};
-BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
struct ObjectInfos {
- float4 drw_OrcoTexCoFactors[2];
- float4 drw_ObjectColor;
- float4 drw_Infos;
+#if defined(GPU_SHADER) && !defined(DRAW_FINALIZE_SHADER)
+ /* TODO Rename to struct member for glsl too. */
+ float4 orco_mul_bias[2];
+ float4 color;
+ float4 infos;
+#else
+ /** Uploaded as center + size. Converted to mul+bias to local coord. */
+ float3 orco_add;
+ uint object_attrs_offset;
+ float3 orco_mul;
+ uint object_attrs_len;
+
+ float4 color;
+ uint index;
+ uint _pad2;
+ float random;
+ eObjectInfoFlag flag;
+#endif
+
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ void sync();
+ void sync(const blender::draw::ObjectRef ref, bool is_active_object);
+#endif
};
-BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+BLI_STATIC_ASSERT_ALIGN(ObjectInfos, 16)
+
+struct ObjectBounds {
+ /**
+ * Uploaded as vertex (0, 4, 3, 1) of the bbox in local space, matching XYZ axis order.
+ * Then processed by GPU and stored as (0, 4-0, 3-0, 1-0) in world space for faster culling.
+ */
+ float4 bounding_corners[4];
+ /** Bounding sphere derived from the bounding corner. Computed on GPU. */
+ float4 bounding_sphere;
+ /** Radius of the inscribed sphere derived from the bounding corner. Computed on GPU. */
+#define _inner_sphere_radius bounding_corners[3].w
+
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ void sync();
+ void sync(Object &ob);
+ void sync(const float3 &center, const float3 &size);
+#endif
+};
+BLI_STATIC_ASSERT_ALIGN(ObjectBounds, 16)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Object attributes
+ * \{ */
struct VolumeInfos {
- /* Object to grid-space. */
+ /** Object to grid-space. */
float4x4 grids_xform[DRW_GRID_PER_VOLUME_MAX];
- /* NOTE: vec4 for alignment. Only float3 needed. */
+ /** \note vec4 for alignment. Only float3 needed. */
float4 color_mul;
float density_scale;
float temperature_mul;
@@ -100,38 +189,58 @@ struct VolumeInfos {
BLI_STATIC_ASSERT_ALIGN(VolumeInfos, 16)
struct CurvesInfos {
- /* Per attribute scope, follows loading order.
- * NOTE: uint as bool in GLSL is 4 bytes.
- * NOTE: GLSL pad arrays of scalar to 16 bytes (std140). */
+ /** Per attribute scope, follows loading order.
+ * \note uint as bool in GLSL is 4 bytes.
+ * \note GLSL pad arrays of scalar to 16 bytes (std140). */
uint4 is_point_attribute[DRW_ATTRIBUTE_PER_CURVES_MAX];
};
BLI_STATIC_ASSERT_ALIGN(CurvesInfos, 16)
-#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
-#define ObjectInfo (drw_infos[resource_id].drw_Infos)
-#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
-
-/* Indirect commands structures. */
+#pragma pack(push, 4)
+struct ObjectAttribute {
+ /* Workaround the padding cost from alignment requirements.
+ * (see GL spec : 7.6.2.2 Standard Uniform Block Layout) */
+ float data_x, data_y, data_z, data_w;
+ uint hash_code;
-struct DrawCommand {
- uint v_count;
- uint i_count;
- uint v_first;
- uint i_first;
+#if !defined(GPU_SHADER) && defined(__cplusplus)
+ bool sync(const blender::draw::ObjectRef &ref, const GPUUniformAttr &attr);
+ bool id_property_lookup(ID *id, const char *name);
+#endif
};
-BLI_STATIC_ASSERT_ALIGN(DrawCommand, 16)
+#pragma pack(pop)
+/** \note we only align to 4 bytes and fetch data manually so make sure
+ * C++ compiler gives us the same size. */
+BLI_STATIC_ASSERT_ALIGN(ObjectAttribute, 20)
-struct DrawCommandIndexed {
- uint v_count;
- uint i_count;
- uint v_first;
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Indirect commands structures.
+ * \{ */
+
+struct DrawCommand {
+ /* TODO(fclem): Rename */
+ uint vertex_len;
+ uint instance_len;
+ uint vertex_first;
+#if defined(GPU_SHADER)
uint base_index;
- uint i_first;
- uint _pad0;
- uint _pad1;
- uint _pad2;
+ /** \note base_index is i_first for non-indexed draw-calls. */
+# define _instance_first_array base_index
+#else
+ union {
+ uint base_index;
+ /* Use this instead of instance_first_indexed for non indexed draw calls. */
+ uint instance_first_array;
+ };
+#endif
+
+ uint instance_first_indexed;
+
+ uint _pad0, _pad1, _pad2;
};
-BLI_STATIC_ASSERT_ALIGN(DrawCommandIndexed, 16)
+BLI_STATIC_ASSERT_ALIGN(DrawCommand, 16)
struct DispatchCommand {
uint num_groups_x;
@@ -141,13 +250,15 @@ struct DispatchCommand {
};
BLI_STATIC_ASSERT_ALIGN(DispatchCommand, 16)
+/** \} */
+
/* -------------------------------------------------------------------- */
/** \name Debug print
* \{ */
/* Take the header (DrawCommand) into account. */
#define DRW_DEBUG_PRINT_MAX (8 * 1024) - 4
-/* NOTE: Cannot be more than 255 (because of column encoding). */
+/** \note Cannot be more than 255 (because of column encoding). */
#define DRW_DEBUG_PRINT_WORD_WRAP_COLUMN 120u
/* The debug print buffer is laid-out as the following struct.
@@ -164,6 +275,9 @@ BLI_STATIC_ASSERT_ALIGN(DRWDebugPrintBuffer, 16)
/* Reuse first instance as row index as we don't use instancing. Equivalent to
* `DRWDebugPrintBuffer.command.i_first`. */
#define drw_debug_print_row_shared drw_debug_print_buf[3]
+/** Offset to the first data. Equal to: sizeof(DrawCommand) / sizeof(uint).
+ * This is needed because we bind the whole buffer as a `uint` array. */
+#define drw_debug_print_offset 8
/** \} */
@@ -194,5 +308,8 @@ BLI_STATIC_ASSERT_ALIGN(DRWDebugPrintBuffer, 16)
/* Equivalent to `DRWDebugDrawBuffer.command.v_count`. */
#define drw_debug_draw_v_count drw_debug_verts_buf[0].pos0
+/** Offset to the first data. Equal to: sizeof(DrawCommand) / sizeof(DRWDebugVert).
+ * This is needed because we bind the whole buffer as a `DRWDebugVert` array. */
+#define drw_debug_draw_offset 2
/** \} */
diff --git a/source/blender/draw/intern/draw_state.h b/source/blender/draw/intern/draw_state.h
new file mode 100644
index 00000000000..bf1e63e0852
--- /dev/null
+++ b/source/blender/draw/intern/draw_state.h
@@ -0,0 +1,225 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/** \file
+ * \ingroup draw
+ *
+ * Internal Pipeline State tracking. It is higher level than GPU state as everything fits a single
+ * enum.
+ */
+
+/**
+ * DRWState is a bit-mask that stores the current render state and the desired render state. Based
+ * on the differences the minimum state changes can be invoked to setup the desired render state.
+ *
+ * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
+ * therefore they aren't ordered as a bit mask.
+ */
+typedef enum {
+ /** To be used for compute passes. */
+ DRW_STATE_NO_DRAW = 0,
+ /** Write mask */
+ DRW_STATE_WRITE_DEPTH = (1 << 0),
+ DRW_STATE_WRITE_COLOR = (1 << 1),
+ /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
+ DRW_STATE_WRITE_STENCIL = (1 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
+ /** Depth test. These options are mutual exclusive and packed into 3 bits */
+ DRW_STATE_DEPTH_ALWAYS = (1 << 4),
+ DRW_STATE_DEPTH_LESS = (2 << 4),
+ DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
+ DRW_STATE_DEPTH_EQUAL = (4 << 4),
+ DRW_STATE_DEPTH_GREATER = (5 << 4),
+ DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
+ /** Culling test */
+ DRW_STATE_CULL_BACK = (1 << 7),
+ DRW_STATE_CULL_FRONT = (1 << 8),
+ /** Stencil test. These options are mutually exclusive and packed into 2 bits. */
+ DRW_STATE_STENCIL_ALWAYS = (1 << 9),
+ DRW_STATE_STENCIL_EQUAL = (2 << 9),
+ DRW_STATE_STENCIL_NEQUAL = (3 << 9),
+
+ /** Blend state. These options are mutual exclusive and packed into 4 bits */
+ DRW_STATE_BLEND_ADD = (1 << 11),
+ /** Same as additive but let alpha accumulate without pre-multiply. */
+ DRW_STATE_BLEND_ADD_FULL = (2 << 11),
+ /** Standard alpha blending. */
+ DRW_STATE_BLEND_ALPHA = (3 << 11),
+ /** Use that if color is already pre-multiply by alpha. */
+ DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
+ DRW_STATE_BLEND_BACKGROUND = (5 << 11),
+ DRW_STATE_BLEND_OIT = (6 << 11),
+ DRW_STATE_BLEND_MUL = (7 << 11),
+ DRW_STATE_BLEND_SUB = (8 << 11),
+ /** Use dual source blending. WARNING: Only one color buffer allowed. */
+ DRW_STATE_BLEND_CUSTOM = (9 << 11),
+ DRW_STATE_LOGIC_INVERT = (10 << 11),
+ DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (11 << 11),
+
+ DRW_STATE_IN_FRONT_SELECT = (1 << 27),
+ DRW_STATE_SHADOW_OFFSET = (1 << 28),
+ DRW_STATE_CLIP_PLANES = (1 << 29),
+ DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
+ /** DO NOT USE. Assumed always enabled. Only used internally. */
+ DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
+} DRWState;
+
+ENUM_OPERATORS(DRWState, DRW_STATE_PROGRAM_POINT_SIZE);
+
+#define DRW_STATE_DEFAULT \
+ (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
+#define DRW_STATE_BLEND_ENABLED \
+ (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
+ DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
+ DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
+#define DRW_STATE_RASTERIZER_ENABLED \
+ (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
+#define DRW_STATE_DEPTH_TEST_ENABLED \
+ (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
+ DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
+#define DRW_STATE_STENCIL_TEST_ENABLED \
+ (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
+#define DRW_STATE_WRITE_STENCIL_ENABLED \
+ (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
+
+#ifdef __cplusplus
+}
+#endif
+
+#ifdef __cplusplus
+
+namespace blender::draw {
+
+/* -------------------------------------------------------------------- */
+/** \name DRWState to GPU state conversion
+ * \{ */
+
+static inline eGPUWriteMask to_write_mask(DRWState state)
+{
+ eGPUWriteMask write_mask = GPU_WRITE_NONE;
+ if (state & DRW_STATE_WRITE_DEPTH) {
+ write_mask |= GPU_WRITE_DEPTH;
+ }
+ if (state & DRW_STATE_WRITE_COLOR) {
+ write_mask |= GPU_WRITE_COLOR;
+ }
+ if (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ write_mask |= GPU_WRITE_STENCIL;
+ }
+ return write_mask;
+}
+
+static inline eGPUFaceCullTest to_face_cull_test(DRWState state)
+{
+ switch (state & (DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT)) {
+ case DRW_STATE_CULL_BACK:
+ return GPU_CULL_BACK;
+ case DRW_STATE_CULL_FRONT:
+ return GPU_CULL_FRONT;
+ default:
+ return GPU_CULL_NONE;
+ }
+}
+
+static inline eGPUDepthTest to_depth_test(DRWState state)
+{
+ switch (state & DRW_STATE_DEPTH_TEST_ENABLED) {
+ case DRW_STATE_DEPTH_LESS:
+ return GPU_DEPTH_LESS;
+ case DRW_STATE_DEPTH_LESS_EQUAL:
+ return GPU_DEPTH_LESS_EQUAL;
+ case DRW_STATE_DEPTH_EQUAL:
+ return GPU_DEPTH_EQUAL;
+ case DRW_STATE_DEPTH_GREATER:
+ return GPU_DEPTH_GREATER;
+ case DRW_STATE_DEPTH_GREATER_EQUAL:
+ return GPU_DEPTH_GREATER_EQUAL;
+ case DRW_STATE_DEPTH_ALWAYS:
+ return GPU_DEPTH_ALWAYS;
+ default:
+ return GPU_DEPTH_NONE;
+ }
+}
+
+static inline eGPUStencilOp to_stencil_op(DRWState state)
+{
+ switch (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ case DRW_STATE_WRITE_STENCIL:
+ return GPU_STENCIL_OP_REPLACE;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
+ return GPU_STENCIL_OP_COUNT_DEPTH_PASS;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
+ return GPU_STENCIL_OP_COUNT_DEPTH_FAIL;
+ default:
+ return GPU_STENCIL_OP_NONE;
+ }
+}
+
+static inline eGPUStencilTest to_stencil_test(DRWState state)
+{
+ switch (state & DRW_STATE_STENCIL_TEST_ENABLED) {
+ case DRW_STATE_STENCIL_ALWAYS:
+ return GPU_STENCIL_ALWAYS;
+ case DRW_STATE_STENCIL_EQUAL:
+ return GPU_STENCIL_EQUAL;
+ case DRW_STATE_STENCIL_NEQUAL:
+ return GPU_STENCIL_NEQUAL;
+ default:
+ return GPU_STENCIL_NONE;
+ }
+}
+
+static inline eGPUBlend to_blend(DRWState state)
+{
+ switch (state & DRW_STATE_BLEND_ENABLED) {
+ case DRW_STATE_BLEND_ADD:
+ return GPU_BLEND_ADDITIVE;
+ case DRW_STATE_BLEND_ADD_FULL:
+ return GPU_BLEND_ADDITIVE_PREMULT;
+ case DRW_STATE_BLEND_ALPHA:
+ return GPU_BLEND_ALPHA;
+ case DRW_STATE_BLEND_ALPHA_PREMUL:
+ return GPU_BLEND_ALPHA_PREMULT;
+ case DRW_STATE_BLEND_BACKGROUND:
+ return GPU_BLEND_BACKGROUND;
+ case DRW_STATE_BLEND_OIT:
+ return GPU_BLEND_OIT;
+ case DRW_STATE_BLEND_MUL:
+ return GPU_BLEND_MULTIPLY;
+ case DRW_STATE_BLEND_SUB:
+ return GPU_BLEND_SUBTRACT;
+ case DRW_STATE_BLEND_CUSTOM:
+ return GPU_BLEND_CUSTOM;
+ case DRW_STATE_LOGIC_INVERT:
+ return GPU_BLEND_INVERT;
+ case DRW_STATE_BLEND_ALPHA_UNDER_PREMUL:
+ return GPU_BLEND_ALPHA_UNDER_PREMUL;
+ default:
+ return GPU_BLEND_NONE;
+ }
+}
+
+static inline eGPUProvokingVertex to_provoking_vertex(DRWState state)
+{
+ switch (state & DRW_STATE_FIRST_VERTEX_CONVENTION) {
+ case DRW_STATE_FIRST_VERTEX_CONVENTION:
+ return GPU_VERTEX_FIRST;
+ default:
+ return GPU_VERTEX_LAST;
+ }
+}
+
+/** \} */
+
+}; // namespace blender::draw
+
+#endif
diff --git a/source/blender/draw/intern/draw_view.cc b/source/blender/draw/intern/draw_view.cc
new file mode 100644
index 00000000000..326e8629e52
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.cc
@@ -0,0 +1,332 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "BLI_math_geom.h"
+#include "GPU_compute.h"
+#include "GPU_debug.h"
+
+#include "draw_debug.hh"
+#include "draw_shader.h"
+#include "draw_view.hh"
+
+namespace blender::draw {
+
+void View::sync(const float4x4 &view_mat, const float4x4 &win_mat)
+{
+ data_.viewmat = view_mat;
+ data_.viewinv = view_mat.inverted();
+ data_.winmat = win_mat;
+ data_.wininv = win_mat.inverted();
+ data_.persmat = data_.winmat * data_.viewmat;
+ data_.persinv = data_.persmat.inverted();
+ /* Should not be used anymore. */
+ data_.viewcamtexcofac = float4(1.0f, 1.0f, 0.0f, 0.0f);
+
+ data_.is_inverted = (is_negative_m4(view_mat.ptr()) == is_negative_m4(win_mat.ptr()));
+
+ update_view_vectors();
+
+ BoundBox &bound_box = *reinterpret_cast<BoundBox *>(&data_.frustum_corners);
+ BoundSphere &bound_sphere = *reinterpret_cast<BoundSphere *>(&data_.frustum_bound_sphere);
+ frustum_boundbox_calc(bound_box);
+ frustum_culling_planes_calc();
+ frustum_culling_sphere_calc(bound_box, bound_sphere);
+
+ dirty_ = true;
+}
+
+void View::frustum_boundbox_calc(BoundBox &bbox)
+{
+ /* Extract the 8 corners from a Projection Matrix. */
+#if 0 /* Equivalent to this but it has accuracy problems. */
+ BKE_boundbox_init_from_minmax(&bbox, float3(-1.0f),float3(1.0f));
+ for (int i = 0; i < 8; i++) {
+ mul_project_m4_v3(data_.wininv.ptr(), bbox.vec[i]);
+ }
+#endif
+
+ float left, right, bottom, top, near, far;
+ bool is_persp = data_.winmat[3][3] == 0.0f;
+
+ projmat_dimensions(data_.winmat.ptr(), &left, &right, &bottom, &top, &near, &far);
+
+ bbox.vec[0][2] = bbox.vec[3][2] = bbox.vec[7][2] = bbox.vec[4][2] = -near;
+ bbox.vec[0][0] = bbox.vec[3][0] = left;
+ bbox.vec[4][0] = bbox.vec[7][0] = right;
+ bbox.vec[0][1] = bbox.vec[4][1] = bottom;
+ bbox.vec[7][1] = bbox.vec[3][1] = top;
+
+ /* Get the coordinates of the far plane. */
+ if (is_persp) {
+ float sca_far = far / near;
+ left *= sca_far;
+ right *= sca_far;
+ bottom *= sca_far;
+ top *= sca_far;
+ }
+
+ bbox.vec[1][2] = bbox.vec[2][2] = bbox.vec[6][2] = bbox.vec[5][2] = -far;
+ bbox.vec[1][0] = bbox.vec[2][0] = left;
+ bbox.vec[6][0] = bbox.vec[5][0] = right;
+ bbox.vec[1][1] = bbox.vec[5][1] = bottom;
+ bbox.vec[2][1] = bbox.vec[6][1] = top;
+
+ /* Transform into world space. */
+ for (int i = 0; i < 8; i++) {
+ mul_m4_v3(data_.viewinv.ptr(), bbox.vec[i]);
+ }
+}
+
+void View::frustum_culling_planes_calc()
+{
+ planes_from_projmat(data_.persmat.ptr(),
+ data_.frustum_planes[0],
+ data_.frustum_planes[5],
+ data_.frustum_planes[1],
+ data_.frustum_planes[3],
+ data_.frustum_planes[4],
+ data_.frustum_planes[2]);
+
+ /* Normalize. */
+ for (int p = 0; p < 6; p++) {
+ data_.frustum_planes[p].w /= normalize_v3(data_.frustum_planes[p]);
+ }
+}
+
+void View::frustum_culling_sphere_calc(const BoundBox &bbox, BoundSphere &bsphere)
+{
+ /* Extract Bounding Sphere */
+ if (data_.winmat[3][3] != 0.0f) {
+ /* Orthographic */
+ /* The most extreme points on the near and far plane. (normalized device coords). */
+ const float *nearpoint = bbox.vec[0];
+ const float *farpoint = bbox.vec[6];
+
+ /* just use median point */
+ mid_v3_v3v3(bsphere.center, farpoint, nearpoint);
+ bsphere.radius = len_v3v3(bsphere.center, farpoint);
+ }
+ else if (data_.winmat[2][0] == 0.0f && data_.winmat[2][1] == 0.0f) {
+ /* Perspective with symmetrical frustum. */
+
+ /* We obtain the center and radius of the circumscribed circle of the
+ * isosceles trapezoid composed by the diagonals of the near and far clipping plane */
+
+ /* center of each clipping plane */
+ float mid_min[3], mid_max[3];
+ mid_v3_v3v3(mid_min, bbox.vec[3], bbox.vec[4]);
+ mid_v3_v3v3(mid_max, bbox.vec[2], bbox.vec[5]);
+
+ /* square length of the diagonals of each clipping plane */
+ float a_sq = len_squared_v3v3(bbox.vec[3], bbox.vec[4]);
+ float b_sq = len_squared_v3v3(bbox.vec[2], bbox.vec[5]);
+
+ /* distance squared between clipping planes */
+ float h_sq = len_squared_v3v3(mid_min, mid_max);
+
+ float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
+
+ /* The goal is to get the smallest sphere,
+ * not the sphere that passes through each corner */
+ CLAMP(fac, 0.0f, 1.0f);
+
+ interp_v3_v3v3(bsphere.center, mid_min, mid_max, fac);
+
+ /* distance from the center to one of the points of the far plane (1, 2, 5, 6) */
+ bsphere.radius = len_v3v3(bsphere.center, bbox.vec[1]);
+ }
+ else {
+ /* Perspective with asymmetrical frustum. */
+
+ /* We put the sphere center on the line that goes from origin
+ * to the center of the far clipping plane. */
+
+ /* Detect which of the corner of the far clipping plane is the farthest to the origin */
+ float nfar[4]; /* most extreme far point in NDC space */
+ float farxy[2]; /* far-point projection onto the near plane */
+ float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */
+ float nearpoint[3]; /* most extreme near point in camera coordinate */
+ float farcenter[3] = {0.0f}; /* center of far clipping plane in camera coordinate */
+ float F = -1.0f, N; /* square distance of far and near point to origin */
+ float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */
+ float e, s; /* far and near clipping distance (<0) */
+ float c; /* slope of center line = distance of far clipping center
+ * to z axis / far clipping distance. */
+ float z; /* projection of sphere center on z axis (<0) */
+
+ /* Find farthest corner and center of far clip plane. */
+ float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */
+ for (int i = 0; i < 4; i++) {
+ float point[3];
+ mul_v3_project_m4_v3(point, data_.wininv.ptr(), corner);
+ float len = len_squared_v3(point);
+ if (len > F) {
+ copy_v3_v3(nfar, corner);
+ copy_v3_v3(farpoint, point);
+ F = len;
+ }
+ add_v3_v3(farcenter, point);
+ /* rotate by 90 degree to walk through the 4 points of the far clip plane */
+ float tmp = corner[0];
+ corner[0] = -corner[1];
+ corner[1] = tmp;
+ }
+
+ /* the far center is the average of the far clipping points */
+ mul_v3_fl(farcenter, 0.25f);
+ /* the extreme near point is the opposite point on the near clipping plane */
+ copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f);
+ mul_v3_project_m4_v3(nearpoint, data_.wininv.ptr(), nfar);
+ /* this is a frustum projection */
+ N = len_squared_v3(nearpoint);
+ e = farpoint[2];
+ s = nearpoint[2];
+ /* distance to view Z axis */
+ f = len_v2(farpoint);
+ /* get corresponding point on the near plane */
+ mul_v2_v2fl(farxy, farpoint, s / e);
+ /* this formula preserve the sign of n */
+ sub_v2_v2(nearpoint, farxy);
+ n = f * s / e - len_v2(nearpoint);
+ c = len_v2(farcenter) / e;
+ /* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */
+ z = (F - N) / (2.0f * (e - s + c * (f - n)));
+
+ bsphere.center[0] = farcenter[0] * z / e;
+ bsphere.center[1] = farcenter[1] * z / e;
+ bsphere.center[2] = z;
+
+ /* For XR, the view matrix may contain a scale factor. Then, transforming only the center
+ * into world space after calculating the radius will result in incorrect behavior. */
+ mul_m4_v3(data_.viewinv.ptr(), bsphere.center); /* Transform to world space. */
+ mul_m4_v3(data_.viewinv.ptr(), farpoint);
+ bsphere.radius = len_v3v3(bsphere.center, farpoint);
+ }
+}
+
+void View::set_clip_planes(Span<float4> planes)
+{
+ BLI_assert(planes.size() <= ARRAY_SIZE(data_.clip_planes));
+ int i = 0;
+ for (const auto &plane : planes) {
+ data_.clip_planes[i++] = plane;
+ }
+}
+
+void View::update_viewport_size()
+{
+ float4 viewport;
+ GPU_viewport_size_get_f(viewport);
+ float2 viewport_size = float2(viewport.z, viewport.w);
+ if (assign_if_different(data_.viewport_size, viewport_size)) {
+ dirty_ = true;
+ }
+}
+
+void View::update_view_vectors()
+{
+ bool is_persp = data_.winmat[3][3] == 0.0f;
+
+ /* Near clip distance. */
+ data_.viewvecs[0][3] = (is_persp) ? -data_.winmat[3][2] / (data_.winmat[2][2] - 1.0f) :
+ -(data_.winmat[3][2] + 1.0f) / data_.winmat[2][2];
+
+ /* Far clip distance. */
+ data_.viewvecs[1][3] = (is_persp) ? -data_.winmat[3][2] / (data_.winmat[2][2] + 1.0f) :
+ -(data_.winmat[3][2] - 1.0f) / data_.winmat[2][2];
+
+ /* View vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float3 view_vecs[4] = {
+ {-1.0f, -1.0f, -1.0f},
+ {1.0f, -1.0f, -1.0f},
+ {-1.0f, 1.0f, -1.0f},
+ {-1.0f, -1.0f, 1.0f},
+ };
+
+ /* Convert the view vectors to view space */
+ for (int i = 0; i < 4; i++) {
+ mul_project_m4_v3(data_.wininv.ptr(), view_vecs[i]);
+ /* Normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ if (is_persp) {
+ view_vecs[i].x /= view_vecs[i].z;
+ view_vecs[i].y /= view_vecs[i].z;
+ }
+ }
+
+ /**
+ * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
+ * view_vecs[1] is the vector going from the near-bottom-left corner to
+ * the far-top-right corner.
+ * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
+ * when Z = 1, and top-left corner if Z = 1.
+ * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
+ * distance from the near plane to the far clip plane.
+ */
+ copy_v3_v3(data_.viewvecs[0], view_vecs[0]);
+
+ /* we need to store the differences */
+ data_.viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
+ data_.viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
+ data_.viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
+}
+
+void View::bind()
+{
+ update_viewport_size();
+
+ if (dirty_) {
+ dirty_ = false;
+ data_.push_update();
+ }
+
+ GPU_uniformbuf_bind(data_, DRW_VIEW_UBO_SLOT);
+}
+
+void View::compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze)
+{
+ if (debug_freeze && frozen_ == false) {
+ data_freeze_ = static_cast<ViewInfos>(data_);
+ data_freeze_.push_update();
+ }
+#ifdef DEBUG
+ if (debug_freeze) {
+ drw_debug_matrix_as_bbox(data_freeze_.persinv, float4(0, 1, 0, 1));
+ }
+#endif
+ frozen_ = debug_freeze;
+
+ GPU_debug_group_begin("View.compute_visibility");
+
+ /* TODO(fclem): Early out if visibility hasn't changed. */
+ /* TODO(fclem): Resize to nearest pow2 to reduce fragmentation. */
+ visibility_buf_.resize(divide_ceil_u(resource_len, 128));
+
+ uint32_t data = 0xFFFFFFFFu;
+ GPU_storagebuf_clear(visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data);
+
+ if (do_visibility_) {
+ GPUShader *shader = DRW_shader_draw_visibility_compute_get();
+ GPU_shader_bind(shader);
+ GPU_shader_uniform_1i(shader, "resource_len", resource_len);
+ GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf"));
+ GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf"));
+ GPU_uniformbuf_bind((frozen_) ? data_freeze_ : data_, DRW_VIEW_UBO_SLOT);
+ GPU_compute_dispatch(shader, divide_ceil_u(resource_len, DRW_VISIBILITY_GROUP_SIZE), 1, 1);
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
+
+ if (frozen_) {
+ /* Bind back the non frozen data. */
+ GPU_uniformbuf_bind(data_, DRW_VIEW_UBO_SLOT);
+ }
+
+ GPU_debug_group_end();
+}
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_view.hh b/source/blender/draw/intern/draw_view.hh
new file mode 100644
index 00000000000..82e74774a5a
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.hh
@@ -0,0 +1,94 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+/** \file
+ * \ingroup draw
+ */
+
+#include "DRW_gpu_wrapper.hh"
+#include "DRW_render.h"
+
+#include "draw_shader_shared.h"
+
+namespace blender::draw {
+
+class Manager;
+
+/* TODO deduplicate. */
+using ObjectBoundsBuf = StorageArrayBuffer<ObjectBounds, 128>;
+/** \note Using uint4 for declaration but bound as uint. */
+using VisibilityBuf = StorageArrayBuffer<uint4, 1, true>;
+
+class View {
+ friend Manager;
+
+ private:
+ UniformBuffer<ViewInfos> data_;
+ /** Freezed version of data_ used for debugging culling. */
+ UniformBuffer<ViewInfos> data_freeze_;
+ /** Result of the visibility computation. 1 bit per resource ID. */
+ VisibilityBuf visibility_buf_;
+
+ const char *debug_name_;
+
+ bool do_visibility_ = true;
+ bool dirty_ = true;
+ bool frozen_ = false;
+
+ public:
+ View(const char *name) : visibility_buf_(name), debug_name_(name){};
+ /* For compatibility with old system. Will be removed at some point. */
+ View(const char *name, const DRWView *view) : visibility_buf_(name), debug_name_(name)
+ {
+ float4x4 view_mat, win_mat;
+ DRW_view_viewmat_get(view, view_mat.ptr(), false);
+ DRW_view_winmat_get(view, win_mat.ptr(), false);
+ this->sync(view_mat, win_mat);
+ }
+
+ void set_clip_planes(Span<float4> planes);
+
+ void sync(const float4x4 &view_mat, const float4x4 &win_mat);
+
+ bool is_persp() const
+ {
+ return data_.winmat[3][3] == 0.0f;
+ }
+
+ bool is_inverted() const
+ {
+ return data_.is_inverted;
+ }
+
+ float far_clip() const
+ {
+ if (is_persp()) {
+ return -data_.winmat[3][2] / (data_.winmat[2][2] + 1.0f);
+ }
+ return -(data_.winmat[3][2] - 1.0f) / data_.winmat[2][2];
+ }
+
+ float near_clip() const
+ {
+ if (is_persp()) {
+ return -data_.winmat[3][2] / (data_.winmat[2][2] - 1.0f);
+ }
+ return -(data_.winmat[3][2] + 1.0f) / data_.winmat[2][2];
+ }
+
+ private:
+ /** Called from draw manager. */
+ void bind();
+ void compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze);
+
+ void update_view_vectors();
+ void update_viewport_size();
+
+ void frustum_boundbox_calc(BoundBox &bbox);
+ void frustum_culling_planes_calc();
+ void frustum_culling_sphere_calc(const BoundBox &bbox, BoundSphere &bsphere);
+};
+
+} // namespace blender::draw
diff --git a/source/blender/draw/intern/draw_view_data.cc b/source/blender/draw/intern/draw_view_data.cc
index 55f1ab83b3a..58d826e0218 100644
--- a/source/blender/draw/intern/draw_view_data.cc
+++ b/source/blender/draw/intern/draw_view_data.cc
@@ -7,6 +7,7 @@
#include "BLI_vector.hh"
+#include "GPU_capabilities.h"
#include "GPU_viewport.h"
#include "DRW_render.h"
@@ -16,6 +17,7 @@
#include "draw_manager_text.h"
#include "draw_manager.h"
+#include "draw_manager.hh"
#include "draw_view_data.h"
using namespace blender;
@@ -33,6 +35,22 @@ struct DRWViewData {
Vector<ViewportEngineData> engines;
Vector<ViewportEngineData *> enabled_engines;
+
+ /** New per view/viewport manager. Null if not supported by current hardware. */
+ draw::Manager *manager = nullptr;
+
+ DRWViewData()
+ {
+ /* Only for GL >= 4.3 implementation for now. */
+ if (GPU_shader_storage_buffer_objects_support() && GPU_compute_shader_support()) {
+ manager = new draw::Manager();
+ }
+ };
+
+ ~DRWViewData()
+ {
+ delete manager;
+ };
};
DRWViewData *DRW_view_data_create(ListBase *engine_types)
@@ -237,3 +255,31 @@ ViewportEngineData *DRW_view_data_enabled_engine_iter_step(DRWEngineIterator *it
ViewportEngineData *engine = iterator->engines[iterator->id++];
return engine;
}
+
+draw::Manager *DRW_manager_get()
+{
+ BLI_assert(DST.view_data_active->manager);
+ return reinterpret_cast<draw::Manager *>(DST.view_data_active->manager);
+}
+
+draw::ObjectRef DRW_object_ref_get(Object *object)
+{
+ BLI_assert(DST.view_data_active->manager);
+ return {object, DST.dupli_source, DST.dupli_parent};
+}
+
+void DRW_manager_begin_sync()
+{
+ if (DST.view_data_active->manager == nullptr) {
+ return;
+ }
+ reinterpret_cast<draw::Manager *>(DST.view_data_active->manager)->begin_sync();
+}
+
+void DRW_manager_end_sync()
+{
+ if (DST.view_data_active->manager == nullptr) {
+ return;
+ }
+ reinterpret_cast<draw::Manager *>(DST.view_data_active->manager)->end_sync();
+}
diff --git a/source/blender/draw/intern/shaders/common_attribute_lib.glsl b/source/blender/draw/intern/shaders/common_attribute_lib.glsl
index ce5e49c7f63..6b5b6fcc846 100644
--- a/source/blender/draw/intern/shaders/common_attribute_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_attribute_lib.glsl
@@ -25,3 +25,4 @@ float attr_load_float(sampler3D tex);
float attr_load_temperature_post(float attr);
vec4 attr_load_color_post(vec4 attr);
+vec4 attr_load_uniform(vec4 attr, const uint attr_hash);
diff --git a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
index 5f795d3abdb..3287897e73c 100644
--- a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
@@ -17,8 +17,7 @@ const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
uint drw_debug_start_draw(uint v_needed)
{
uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed);
- /* NOTE: Skip the header manually. */
- vertid += 1;
+ vertid += drw_debug_draw_offset;
return vertid;
}
diff --git a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
index 0c7f32bd00d..89d1729b52d 100644
--- a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
@@ -71,8 +71,7 @@ void drw_print_char4(uint data)
break;
}
uint cursor = atomicAdd(drw_debug_print_cursor, 1u);
- /* NOTE: Skip the header manually. */
- cursor += 4;
+ cursor += drw_debug_print_offset;
if (cursor < DRW_DEBUG_PRINT_MAX) {
/* For future usage. (i.e: Color) */
uint flags = 0u;
diff --git a/source/blender/draw/intern/shaders/common_intersect_lib.glsl b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
index 33378588553..83223f89277 100644
--- a/source/blender/draw/intern/shaders/common_intersect_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
@@ -70,6 +70,30 @@ IsectBox isect_data_setup(Box shape)
return data;
}
+/* Construct box from 1 corner point + 3 side vectors. */
+IsectBox isect_data_setup(vec3 origin, vec3 side_x, vec3 side_y, vec3 side_z)
+{
+ IsectBox data;
+ data.corners[0] = origin;
+ data.corners[1] = origin + side_x;
+ data.corners[2] = origin + side_y + side_x;
+ data.corners[3] = origin + side_y;
+ data.corners[4] = data.corners[0] + side_z;
+ data.corners[5] = data.corners[1] + side_z;
+ data.corners[6] = data.corners[2] + side_z;
+ data.corners[7] = data.corners[3] + side_z;
+
+ data.planes[0] = isect_plane_setup(data.corners[0], side_y, side_z);
+ data.planes[1] = isect_plane_setup(data.corners[0], side_x, side_y);
+ data.planes[2] = isect_plane_setup(data.corners[0], side_z, side_x);
+ /* Assumes that the box is actually a box! */
+ data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, data.corners[6]));
+ data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, data.corners[6]));
+ data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, data.corners[6]));
+
+ return data;
+}
+
struct IsectFrustum {
vec3 corners[8];
vec4 planes[6];
@@ -194,6 +218,50 @@ bool intersect_view(Box box)
return intersects;
}
+bool intersect_view(IsectBox i_box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(i_box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
bool intersect_view(Sphere sphere)
{
bool intersects = true;
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 8ab2ef10e4c..6521476c3a7 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -155,7 +155,11 @@ uniform int drw_ResourceID;
# define PASS_RESOURCE_ID
# elif defined(GPU_VERTEX_SHADER)
-# define resource_id gpu_InstanceIndex
+# if defined(UNIFORM_RESOURCE_ID_NEW)
+# define resource_id drw_ResourceID
+# else
+# define resource_id gpu_InstanceIndex
+# endif
# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
# elif defined(GPU_GEOMETRY_SHADER)
@@ -203,8 +207,8 @@ flat in int resourceIDFrag;
# ifndef DRW_SHADER_SHARED_H
struct ObjectMatrices {
- mat4 drw_modelMatrix;
- mat4 drw_modelMatrixInverse;
+ mat4 model;
+ mat4 model_inverse;
};
# endif /* DRW_SHADER_SHARED_H */
@@ -214,8 +218,8 @@ layout(std140) uniform modelBlock
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
-# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
-# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+# define ModelMatrix (drw_matrices[resource_id].model)
+# define ModelMatrixInverse (drw_matrices[resource_id].model_inverse)
# endif /* USE_GPU_SHADER_CREATE_INFO */
#else /* GPU_INTEL */
diff --git a/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl b/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
new file mode 100644
index 00000000000..70842e5bb81
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_command_generate_comp.glsl
@@ -0,0 +1,84 @@
+
+/**
+ * Convert DrawPrototype into draw commands.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+#define atomicAddAndGet(dst, val) (atomicAdd(dst, val) + val)
+
+/* This is only called by the last thread executed over the group's prototype draws. */
+void write_draw_call(DrawGroup group, uint group_id)
+{
+ DrawCommand cmd;
+ cmd.vertex_len = group.vertex_len;
+ cmd.vertex_first = group.vertex_first;
+ if (group.base_index != -1) {
+ cmd.base_index = group.base_index;
+ cmd.instance_first_indexed = group.start;
+ }
+ else {
+ cmd._instance_first_array = group.start;
+ }
+ /* Back-facing command. */
+ cmd.instance_len = group_buf[group_id].back_facing_counter;
+ command_buf[group_id * 2 + 0] = cmd;
+ /* Front-facing command. */
+ cmd.instance_len = group_buf[group_id].front_facing_counter;
+ command_buf[group_id * 2 + 1] = cmd;
+
+ /* Reset the counters for a next command gen dispatch. Avoids resending the whole data just
+ * for this purpose. Only the last thread will execute this so it is threadsafe. */
+ group_buf[group_id].front_facing_counter = 0u;
+ group_buf[group_id].back_facing_counter = 0u;
+ group_buf[group_id].total_counter = 0u;
+}
+
+void main()
+{
+ uint proto_id = gl_GlobalInvocationID.x;
+ if (proto_id >= prototype_len) {
+ return;
+ }
+
+ DrawPrototype proto = prototype_buf[proto_id];
+ uint group_id = proto.group_id;
+ bool is_inverted = (proto.resource_handle & 0x80000000u) != 0;
+ uint resource_index = (proto.resource_handle & 0x7FFFFFFFu);
+
+ /* Visibility test result. */
+ bool is_visible = ((visibility_buf[resource_index / 32u] & (1u << (resource_index % 32u)))) != 0;
+
+ DrawGroup group = group_buf[group_id];
+
+ if (!is_visible) {
+ /* Skip the draw but still count towards the completion. */
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ return;
+ }
+
+ uint back_facing_len = group.len - group.front_facing_len;
+ uint front_facing_len = group.front_facing_len;
+ uint dst_index = group.start;
+ if (is_inverted) {
+ uint offset = atomicAdd(group_buf[group_id].back_facing_counter, proto.instance_len);
+ dst_index += offset;
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ }
+ else {
+ uint offset = atomicAdd(group_buf[group_id].front_facing_counter, proto.instance_len);
+ dst_index += back_facing_len + offset;
+ if (atomicAddAndGet(group_buf[group_id].total_counter, proto.instance_len) == group.len) {
+ write_draw_call(group, group_id);
+ }
+ }
+
+ for (uint i = dst_index; i < dst_index + proto.instance_len; i++) {
+ /* Fill resource_id buffer for each instance of this draw */
+ resource_id_buf[i] = resource_index;
+ }
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
index ab76df819d5..4061dda5d1c 100644
--- a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
@@ -6,7 +6,7 @@
void main()
{
/* Skip the first vertex containing header data. */
- DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 1];
+ DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 2];
vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2));
vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu) / 255.0;
diff --git a/source/blender/draw/intern/shaders/draw_debug_info.hh b/source/blender/draw/intern/shaders/draw_debug_info.hh
index 893a5e537d9..ce450bb1210 100644
--- a/source/blender/draw/intern/shaders/draw_debug_info.hh
+++ b/source/blender/draw/intern/shaders/draw_debug_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -10,7 +11,7 @@
GPU_SHADER_CREATE_INFO(draw_debug_print)
.typedef_source("draw_shader_shared.h")
- .storage_buf(7, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
+ .storage_buf(DRW_DEBUG_PRINT_SLOT, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface, "").flat(Type::UINT, "char_index");
@@ -34,7 +35,10 @@ GPU_SHADER_CREATE_INFO(draw_debug_print_display)
GPU_SHADER_CREATE_INFO(draw_debug_draw)
.typedef_source("draw_shader_shared.h")
- .storage_buf(6, Qualifier::READ_WRITE, "DRWDebugVert", "drw_debug_verts_buf[]");
+ .storage_buf(DRW_DEBUG_DRAW_SLOT,
+ Qualifier::READ_WRITE,
+ "DRWDebugVert",
+ "drw_debug_verts_buf[]");
GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface, "interp").flat(Type::VEC4, "color");
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
index f67e9d3f9e0..cb379056e2b 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -8,7 +8,7 @@
void main()
{
/* Skip first 4 chars containing header data. */
- uint char_data = drw_debug_print_buf[gl_VertexID + 4];
+ uint char_data = drw_debug_print_buf[gl_VertexID + 8];
char_index = (char_data & 0xFFu) - 0x20u;
/* Discard invalid chars. */
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
index 8fd55ea351f..31fee018fbc 100644
--- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -1,10 +1,14 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(draw_object_infos)
.typedef_source("draw_shader_shared.h")
.define("OBINFO_LIB")
+ .define("OrcoTexCoFactors", "(drw_infos[resource_id].orco_mul_bias)")
+ .define("ObjectInfo", "(drw_infos[resource_id].infos)")
+ .define("ObjectColor", "(drw_infos[resource_id].color)")
.uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
GPU_SHADER_CREATE_INFO(draw_volume_infos)
@@ -14,3 +18,19 @@ GPU_SHADER_CREATE_INFO(draw_volume_infos)
GPU_SHADER_CREATE_INFO(draw_curves_infos)
.typedef_source("draw_shader_shared.h")
.uniform_buf(2, "CurvesInfos", "drw_curves", Frequency::BATCH);
+
+GPU_SHADER_CREATE_INFO(draw_object_infos_new)
+ .typedef_source("draw_shader_shared.h")
+ .define("OBINFO_LIB")
+ .define("OrcoTexCoFactors", "(drw_infos[resource_id].orco_mul_bias)")
+ .define("ObjectInfo", "(drw_infos[resource_id].infos)")
+ .define("ObjectColor", "(drw_infos[resource_id].color)")
+ .storage_buf(DRW_OBJ_INFOS_SLOT, Qualifier::READ, "ObjectInfos", "drw_infos[]");
+
+/** \note Requires draw_object_infos_new. */
+GPU_SHADER_CREATE_INFO(draw_object_attribute_new)
+ .define("OBATTR_LIB")
+ .define("ObjectAttributeStart", "(drw_infos[resource_id].orco_mul_bias[0].w)")
+ .define("ObjectAttributeLen", "(drw_infos[resource_id].orco_mul_bias[1].w)")
+ .storage_buf(DRW_OBJ_ATTR_SLOT, Qualifier::READ, "ObjectAttribute", "drw_attrs[]")
+ .additional_info("draw_object_infos_new");
diff --git a/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl b/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl
new file mode 100644
index 00000000000..d834435e54e
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_resource_finalize_comp.glsl
@@ -0,0 +1,64 @@
+
+/**
+ * Finish computation of a few draw resource after sync.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+void main()
+{
+ uint resource_id = gl_GlobalInvocationID.x;
+ if (resource_id >= resource_len) {
+ return;
+ }
+
+ mat4 model_mat = matrix_buf[resource_id].model;
+ ObjectInfos infos = infos_buf[resource_id];
+ ObjectBounds bounds = bounds_buf[resource_id];
+
+ if (bounds.bounding_sphere.w != -1.0) {
+ /* Convert corners to origin + sides in world space. */
+ vec3 p0 = bounds.bounding_corners[0].xyz;
+ vec3 p01 = bounds.bounding_corners[1].xyz - p0;
+ vec3 p02 = bounds.bounding_corners[2].xyz - p0;
+ vec3 p03 = bounds.bounding_corners[3].xyz - p0;
+ /* Avoid flat box. */
+ p01.x = max(p01.x, 1e-4);
+ p02.y = max(p02.y, 1e-4);
+ p03.z = max(p03.z, 1e-4);
+ vec3 diagonal = p01 + p02 + p03;
+ vec3 center = p0 + diagonal * 0.5;
+ float min_axis = min_v3(abs(diagonal));
+ bounds_buf[resource_id].bounding_sphere.xyz = transform_point(model_mat, center);
+ /* We have to apply scaling to the diagonal. */
+ bounds_buf[resource_id].bounding_sphere.w = length(transform_direction(model_mat, diagonal)) *
+ 0.5;
+ bounds_buf[resource_id]._inner_sphere_radius = min_axis;
+ bounds_buf[resource_id].bounding_corners[0].xyz = transform_point(model_mat, p0);
+ bounds_buf[resource_id].bounding_corners[1].xyz = transform_direction(model_mat, p01);
+ bounds_buf[resource_id].bounding_corners[2].xyz = transform_direction(model_mat, p02);
+ bounds_buf[resource_id].bounding_corners[3].xyz = transform_direction(model_mat, p03);
+ /* Always have correct handedness in the corners vectors. */
+ if (flag_test(infos.flag, OBJECT_NEGATIVE_SCALE)) {
+ bounds_buf[resource_id].bounding_corners[0].xyz +=
+ bounds_buf[resource_id].bounding_corners[1].xyz;
+ bounds_buf[resource_id].bounding_corners[1].xyz =
+ -bounds_buf[resource_id].bounding_corners[1].xyz;
+ }
+
+ /* TODO: Bypass test for very large objects (see T67319). */
+ if (bounds_buf[resource_id].bounding_sphere.w > 1e12) {
+ bounds_buf[resource_id].bounding_sphere.w = -1.0;
+ }
+ }
+
+ vec3 loc = infos.orco_add; /* Box center. */
+ vec3 size = infos.orco_mul; /* Box half-extent. */
+ /* This is what the original computation looks like.
+ * Simplify to a nice MADD in shading code. */
+ // orco = (pos - loc) / size;
+ // orco = pos * (1.0 / size) + (-loc / size);
+ vec3 size_inv = safe_rcp(size);
+ infos_buf[resource_id].orco_add = -loc * size_inv;
+ infos_buf[resource_id].orco_mul = size_inv;
+} \ No newline at end of file
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index 0400521c53d..c522c607791 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -1,5 +1,6 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
+#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
@@ -44,13 +45,13 @@ GPU_SHADER_CREATE_INFO(draw_resource_handle)
* \{ */
GPU_SHADER_CREATE_INFO(draw_view)
- .uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
+ .uniform_buf(DRW_VIEW_UBO_SLOT, "ViewInfos", "drw_view", Frequency::PASS)
.typedef_source("draw_shader_shared.h");
GPU_SHADER_CREATE_INFO(draw_modelmat)
.uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
- .define("ModelMatrix", "(drw_matrices[resource_id].drw_modelMatrix)")
- .define("ModelMatrixInverse", "(drw_matrices[resource_id].drw_modelMatrixInverse)")
+ .define("ModelMatrix", "(drw_matrices[resource_id].model)")
+ .define("ModelMatrixInverse", "(drw_matrices[resource_id].model_inverse)")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
@@ -136,3 +137,77 @@ GPU_SHADER_CREATE_INFO(draw_gpencil)
.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_object_infos");
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internal Draw Manager usage
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_resource_finalize)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .define("DRAW_FINALIZE_SHADER")
+ .local_group_size(DRW_FINALIZE_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "ObjectMatrices", "matrix_buf[]")
+ .storage_buf(1, Qualifier::READ_WRITE, "ObjectBounds", "bounds_buf[]")
+ .storage_buf(2, Qualifier::READ_WRITE, "ObjectInfos", "infos_buf[]")
+ .push_constant(Type::INT, "resource_len")
+ .compute_source("draw_resource_finalize_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(draw_visibility_compute)
+ .do_static_compilation(true)
+ .local_group_size(DRW_VISIBILITY_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "ObjectBounds", "bounds_buf[]")
+ .storage_buf(1, Qualifier::READ_WRITE, "uint", "visibility_buf[]")
+ .push_constant(Type::INT, "resource_len")
+ .compute_source("draw_visibility_comp.glsl")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_command_generate)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .typedef_source("draw_command_shared.hh")
+ .local_group_size(DRW_COMMAND_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ_WRITE, "DrawGroup", "group_buf[]")
+ .storage_buf(1, Qualifier::READ, "uint", "visibility_buf[]")
+ .storage_buf(2, Qualifier::READ, "DrawPrototype", "prototype_buf[]")
+ .storage_buf(3, Qualifier::WRITE, "DrawCommand", "command_buf[]")
+ .storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::WRITE, "uint", "resource_id_buf[]")
+ .push_constant(Type::INT, "prototype_len")
+ .compute_source("draw_command_generate_comp.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Resource ID
+ * New implementation using gl_BaseInstance and storage buffers.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_resource_id_new)
+ .define("UNIFORM_RESOURCE_ID_NEW")
+ .storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::READ, "int", "resource_id_buf[]")
+ .define("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]");
+
+/**
+ * Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
+ */
+GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
+ .define("UNIFORM_RESOURCE_ID_NEW")
+ .vertex_in(15, Type::INT, "drw_ResourceID");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw Object Resources
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_new)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(DRW_OBJ_MAT_SLOT, Qualifier::READ, "ObjectMatrices", "drw_matrix_buf[]")
+ .define("drw_ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
+ .define("drw_ModelMatrix", "drw_matrix_buf[resource_id].model")
+ /* TODO For compatibility with old shaders. To be removed. */
+ .define("ModelMatrixInverse", "drw_ModelMatrixInverse")
+ .define("ModelMatrix", "drw_ModelMatrix")
+ .additional_info("draw_resource_id_new");
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/draw_visibility_comp.glsl b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl
new file mode 100644
index 00000000000..7ec58c8f919
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_visibility_comp.glsl
@@ -0,0 +1,46 @@
+
+/**
+ * Compute visibility of each resource bounds for a given view.
+ */
+/* TODO(fclem): This could be augmented by a 2 pass occlusion culling system. */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
+
+shared uint shared_result;
+
+void mask_visibility_bit()
+{
+ uint bit = 1u << gl_LocalInvocationID.x;
+ atomicAnd(visibility_buf[gl_WorkGroupID.x], ~bit);
+}
+
+void main()
+{
+ if (gl_GlobalInvocationID.x >= resource_len) {
+ return;
+ }
+
+ ObjectBounds bounds = bounds_buf[gl_GlobalInvocationID.x];
+
+ if (bounds.bounding_sphere.w != -1.0) {
+ IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz,
+ bounds.bounding_corners[1].xyz,
+ bounds.bounding_corners[2].xyz,
+ bounds.bounding_corners[3].xyz);
+ Sphere bounding_sphere = Sphere(bounds.bounding_sphere.xyz, bounds.bounding_sphere.w);
+ Sphere inscribed_sphere = Sphere(bounds.bounding_sphere.xyz, bounds._inner_sphere_radius);
+
+ if (intersect_view(inscribed_sphere) == true) {
+ /* Visible. */
+ }
+ else if (intersect_view(bounding_sphere) == false) {
+ /* Not visible. */
+ mask_visibility_bit();
+ }
+ else if (intersect_view(box) == false) {
+ /* Not visible. */
+ mask_visibility_bit();
+ }
+ }
+} \ No newline at end of file
diff --git a/source/blender/draw/tests/draw_pass_test.cc b/source/blender/draw/tests/draw_pass_test.cc
new file mode 100644
index 00000000000..f8a006d096b
--- /dev/null
+++ b/source/blender/draw/tests/draw_pass_test.cc
@@ -0,0 +1,441 @@
+/* SPDX-License-Identifier: Apache-2.0 */
+
+#include "testing/testing.h"
+
+#include "draw_manager.hh"
+#include "draw_pass.hh"
+#include "draw_shader.h"
+#include "draw_testing.hh"
+
+#include <bitset>
+
+namespace blender::draw {
+
+static void test_draw_pass_all_commands()
+{
+ Texture tex;
+ tex.ensure_2d(GPU_RGBA16, int2(1));
+
+ UniformBuffer<uint4> ubo;
+ ubo.push_update();
+
+ StorageBuffer<uint4> ssbo;
+ ssbo.push_update();
+
+ float alpha = 0.0f;
+ int3 dispatch_size(1);
+
+ PassSimple pass = {"test.all_commands"};
+ pass.init();
+ pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL);
+ pass.clear_color_depth_stencil(float4(0.25f, 0.5f, 100.0f, -2000.0f), 0.5f, 0xF0);
+ pass.state_stencil(0x80, 0x0F, 0x8F);
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.bind_texture("image", tex);
+ pass.bind_texture("image", &tex);
+ pass.bind_image("missing_image", tex); /* Should not crash. */
+ pass.bind_image("missing_image", &tex); /* Should not crash. */
+ pass.bind_ubo("missing_ubo", ubo); /* Should not crash. */
+ pass.bind_ubo("missing_ubo", &ubo); /* Should not crash. */
+ pass.bind_ssbo("missing_ssbo", ssbo); /* Should not crash. */
+ pass.bind_ssbo("missing_ssbo", &ssbo); /* Should not crash. */
+ pass.push_constant("alpha", alpha);
+ pass.push_constant("alpha", &alpha);
+ pass.push_constant("ModelViewProjectionMatrix", float4x4::identity());
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, 3);
+
+ /* Should not crash even if shader is not a compute. This is because we only serialize. */
+ /* TODO(fclem): Use real compute shader. */
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.dispatch(dispatch_size);
+ pass.dispatch(&dispatch_size);
+ pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
+
+ /* Change references. */
+ alpha = 1.0f;
+ dispatch_size = int3(2);
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.all_commands" << std::endl;
+ expected << " .state_set(6)" << std::endl;
+ expected << " .clear(color=(0.25, 0.5, 100, -2000), depth=0.5, stencil=0b11110000))"
+ << std::endl;
+ expected << " .stencil_set(write_mask=0b10000000, compare_mask=0b00001111, reference=0b10001111"
+ << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .bind_texture(0)" << std::endl;
+ expected << " .bind_texture_ref(0)" << std::endl;
+ expected << " .bind_image(-1)" << std::endl;
+ expected << " .bind_image_ref(-1)" << std::endl;
+ expected << " .bind_uniform_buf(-1)" << std::endl;
+ expected << " .bind_uniform_buf_ref(-1)" << std::endl;
+ expected << " .bind_storage_buf(-1)" << std::endl;
+ expected << " .bind_storage_buf_ref(-1)" << std::endl;
+ expected << " .push_constant(2, data=0)" << std::endl;
+ expected << " .push_constant(2, data=1)" << std::endl;
+ expected << " .push_constant(0, data=(" << std::endl;
+ expected << "( 1.000000, 0.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 1.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 1.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << " .draw(inst_len=1, vert_len=3, vert_first=0, res_id=0)" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .dispatch(1, 1, 1)" << std::endl;
+ expected << " .dispatch_ref(2, 2, 2)" << std::endl;
+ expected << " .barrier(4)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_all_commands)
+
+static void test_draw_pass_sub_ordering()
+{
+ PassSimple pass = {"test.sub_ordering"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.push_constant("test_pass", 1);
+
+ PassSimple::Sub &sub1 = pass.sub("Sub1");
+ sub1.push_constant("test_sub1", 11);
+
+ PassSimple::Sub &sub2 = pass.sub("Sub2");
+ sub2.push_constant("test_sub2", 21);
+
+ /* Will execute after both sub. */
+ pass.push_constant("test_pass", 2);
+
+ /* Will execute after sub1. */
+ sub2.push_constant("test_sub2", 22);
+
+ /* Will execute before sub2. */
+ sub1.push_constant("test_sub1", 12);
+
+ /* Will execute before end of pass. */
+ sub2.push_constant("test_sub2", 23);
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.sub_ordering" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .push_constant(-1, data=1)" << std::endl;
+ expected << " .Sub1" << std::endl;
+ expected << " .push_constant(-1, data=11)" << std::endl;
+ expected << " .push_constant(-1, data=12)" << std::endl;
+ expected << " .Sub2" << std::endl;
+ expected << " .push_constant(-1, data=21)" << std::endl;
+ expected << " .push_constant(-1, data=22)" << std::endl;
+ expected << " .push_constant(-1, data=23)" << std::endl;
+ expected << " .push_constant(-1, data=2)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+}
+DRAW_TEST(draw_pass_sub_ordering)
+
+static void test_draw_pass_simple_draw()
+{
+ PassSimple pass = {"test.simple_draw"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ /* Each draw procedural type uses a different batch. Groups are drawn in correct order. */
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, 10, 1, {1});
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, 20, 2, {2});
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, 30, 3, {3});
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, 40, 4, ResourceHandle(4, true));
+ pass.draw_procedural(GPU_PRIM_LINES, 1, 50, 5, {5});
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, 60, 6, {5});
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, 70, 7, {6});
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.simple_draw" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .draw(inst_len=1, vert_len=10, vert_first=1, res_id=1)" << std::endl;
+ expected << " .draw(inst_len=4, vert_len=20, vert_first=2, res_id=2)" << std::endl;
+ expected << " .draw(inst_len=2, vert_len=30, vert_first=3, res_id=3)" << std::endl;
+ expected << " .draw(inst_len=5, vert_len=40, vert_first=4, res_id=4)" << std::endl;
+ expected << " .draw(inst_len=1, vert_len=50, vert_first=5, res_id=5)" << std::endl;
+ expected << " .draw(inst_len=6, vert_len=60, vert_first=6, res_id=5)" << std::endl;
+ expected << " .draw(inst_len=3, vert_len=70, vert_first=7, res_id=6)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_simple_draw)
+
+static void test_draw_pass_multi_draw()
+{
+ PassMain pass = {"test.multi_draw"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ /* Each draw procedural type uses a different batch. Groups are drawn in reverse order. */
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, {1});
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, {2});
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, {3});
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, ResourceHandle(4, true));
+ pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, {5});
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, {5});
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, {6});
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.multi_draw" << std::endl;
+ expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
+ expected << " .draw_multi(3)" << std::endl;
+ expected << " .group(id=2, len=1)" << std::endl;
+ expected << " .proto(instance_len=1, resource_id=5, front_face)" << std::endl;
+ expected << " .group(id=1, len=15)" << std::endl;
+ expected << " .proto(instance_len=5, resource_id=4, back_face)" << std::endl;
+ expected << " .proto(instance_len=6, resource_id=5, front_face)" << std::endl;
+ expected << " .proto(instance_len=4, resource_id=2, front_face)" << std::endl;
+ expected << " .group(id=0, len=6)" << std::endl;
+ expected << " .proto(instance_len=3, resource_id=6, front_face)" << std::endl;
+ expected << " .proto(instance_len=2, resource_id=3, front_face)" << std::endl;
+ expected << " .proto(instance_len=1, resource_id=1, front_face)" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_multi_draw)
+
+static void test_draw_pass_sortable()
+{
+ PassSortable pass = {"test.sortable"};
+ pass.init();
+
+ pass.sub("Sub3", 3.0f);
+ pass.sub("Sub2", 2.0f);
+ pass.sub("Sub5", 4.0f);
+ pass.sub("Sub4", 3.0f);
+ pass.sub("Sub1", 1.0f);
+
+ std::string result = pass.serialize();
+ std::stringstream expected;
+ expected << ".test.sortable" << std::endl;
+ expected << " .Sub1" << std::endl;
+ expected << " .Sub2" << std::endl;
+ expected << " .Sub3" << std::endl;
+ expected << " .Sub4" << std::endl;
+ expected << " .Sub5" << std::endl;
+
+ EXPECT_EQ(result, expected.str());
+
+ DRW_shape_cache_free();
+}
+DRAW_TEST(draw_pass_sortable)
+
+static void test_draw_resource_id_gen()
+{
+ float4x4 win_mat;
+ orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1);
+
+ View view("test_view");
+ view.sync(float4x4::identity(), win_mat);
+
+ Manager drw;
+
+ float4x4 obmat_1 = float4x4::identity();
+ float4x4 obmat_2 = float4x4::identity();
+ obmat_1.apply_scale(-0.5f);
+ obmat_2.apply_scale(0.5f);
+
+ drw.begin_sync();
+ ResourceHandle handle1 = drw.resource_handle(obmat_1);
+ ResourceHandle handle2 = drw.resource_handle(obmat_1);
+ ResourceHandle handle3 = drw.resource_handle(obmat_2);
+ drw.resource_handle(obmat_2, float3(2), float3(1));
+ drw.end_sync();
+
+ StringRefNull expected = "2 1 1 1 1 3 3 1 1 1 1 1 3 2 2 2 2 2 2 1 1 1 ";
+
+ {
+ /* Computed on CPU. */
+ PassSimple pass = {"test.resource_id"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1);
+
+ Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
+
+ std::stringstream result;
+ for (auto val : debug.resource_id) {
+ result << val << " ";
+ }
+
+ EXPECT_EQ(result.str(), expected);
+ }
+ {
+ /* Same thing with PassMain (computed on GPU) */
+ PassSimple pass = {"test.resource_id"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1);
+ pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3);
+ pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2);
+ pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1);
+
+ Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
+
+ std::stringstream result;
+ for (auto val : debug.resource_id) {
+ result << val << " ";
+ }
+
+ EXPECT_EQ(result.str(), expected);
+ }
+
+ DRW_shape_cache_free();
+ DRW_shaders_free();
+}
+DRAW_TEST(draw_resource_id_gen)
+
+static void test_draw_visibility()
+{
+ float4x4 win_mat;
+ orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1);
+
+ View view("test_view");
+ view.sync(float4x4::identity(), win_mat);
+
+ Manager drw;
+
+ float4x4 obmat_1 = float4x4::identity();
+ float4x4 obmat_2 = float4x4::identity();
+ obmat_1.apply_scale(-0.5f);
+ obmat_2.apply_scale(0.5f);
+
+ drw.begin_sync(); /* Default {0} always visible. */
+ drw.resource_handle(obmat_1); /* No bounds, always visible. */
+ drw.resource_handle(obmat_1, float3(3), float3(1)); /* Out of view. */
+ drw.resource_handle(obmat_2, float3(0), float3(1)); /* Inside view. */
+ drw.end_sync();
+
+ PassMain pass = {"test.visibility"};
+ pass.init();
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1);
+
+ Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
+ Vector<uint32_t> expected_visibility = {0};
+
+ std::stringstream result;
+ for (auto val : debug.visibility) {
+ result << std::bitset<32>(val);
+ }
+
+ EXPECT_EQ(result.str(), "11111111111111111111111111111011");
+
+ DRW_shape_cache_free();
+ DRW_shaders_free();
+}
+DRAW_TEST(draw_visibility)
+
+static void test_draw_manager_sync()
+{
+ float4x4 obmat_1 = float4x4::identity();
+ float4x4 obmat_2 = float4x4::identity();
+ obmat_1.apply_scale(-0.5f);
+ obmat_2.apply_scale(0.5f);
+
+ /* TODO find a way to create a minimum object to test resource handle creation on it. */
+ Manager drw;
+
+ drw.begin_sync();
+ drw.resource_handle(obmat_1);
+ drw.resource_handle(obmat_2, float3(2), float3(1));
+ drw.end_sync();
+
+ Manager::DataDebugOutput debug = drw.data_debug();
+
+ std::stringstream result;
+ for (const auto &val : debug.matrices) {
+ result << val;
+ }
+ for (const auto &val : debug.bounds) {
+ result << val;
+ }
+ for (const auto &val : debug.infos) {
+ result << val;
+ }
+
+ std::stringstream expected;
+ expected << "ObjectMatrices(" << std::endl;
+ expected << "model=(" << std::endl;
+ expected << "( 1.000000, 0.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 1.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 1.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ", " << std::endl;
+ expected << "model_inverse=(" << std::endl;
+ expected << "( 1.000000, -0.000000, 0.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 1.000000, -0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, -0.000000, 1.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 0.000000, -0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectMatrices(" << std::endl;
+ expected << "model=(" << std::endl;
+ expected << "( -0.500000, -0.000000, -0.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, -0.500000, -0.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, -0.000000, -0.500000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ", " << std::endl;
+ expected << "model_inverse=(" << std::endl;
+ expected << "( -2.000000, 0.000000, -0.000000, -0.000000)" << std::endl;
+ expected << "( 0.000000, -2.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, 0.000000, -2.000000, 0.000000)" << std::endl;
+ expected << "( -0.000000, -0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectMatrices(" << std::endl;
+ expected << "model=(" << std::endl;
+ expected << "( 0.500000, 0.000000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.500000, 0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.500000, 0.000000)" << std::endl;
+ expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ", " << std::endl;
+ expected << "model_inverse=(" << std::endl;
+ expected << "( 2.000000, -0.000000, 0.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 2.000000, -0.000000, 0.000000)" << std::endl;
+ expected << "( 0.000000, -0.000000, 2.000000, -0.000000)" << std::endl;
+ expected << "( -0.000000, 0.000000, -0.000000, 1.000000)" << std::endl;
+ expected << ")" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectBounds(skipped)" << std::endl;
+ expected << "ObjectBounds(skipped)" << std::endl;
+ expected << "ObjectBounds(" << std::endl;
+ expected << ".bounding_corners[0](0.5, 0.5, 0.5)" << std::endl;
+ expected << ".bounding_corners[1](1, 0, 0)" << std::endl;
+ expected << ".bounding_corners[2](0, 1, 0)" << std::endl;
+ expected << ".bounding_corners[3](0, 0, 1)" << std::endl;
+ expected << ".sphere=(pos=(1, 1, 1), rad=0.866025" << std::endl;
+ expected << ")" << std::endl;
+ expected << "ObjectInfos(skipped)" << std::endl;
+ expected << "ObjectInfos(skipped)" << std::endl;
+ expected << "ObjectInfos(skipped)" << std::endl;
+
+ EXPECT_EQ(result.str(), expected.str());
+
+ DRW_shaders_free();
+}
+DRAW_TEST(draw_manager_sync)
+
+} // namespace blender::draw \ No newline at end of file
diff --git a/source/blender/editors/gpencil/gpencil_edit.c b/source/blender/editors/gpencil/gpencil_edit.c
index 280512a2dd3..b826f033cc0 100644
--- a/source/blender/editors/gpencil/gpencil_edit.c
+++ b/source/blender/editors/gpencil/gpencil_edit.c
@@ -4001,40 +4001,35 @@ static int gpencil_stroke_outline_exec(bContext *C, wmOperator *op)
bool changed = false;
- float viewmat[4][4], viewinv[4][4];
+ float viewmat[4][4];
copy_m4_m4(viewmat, rv3d->viewmat);
- copy_m4_m4(viewinv, rv3d->viewinv);
switch (view_mode) {
case GP_PERIMETER_FRONT:
unit_m4(rv3d->viewmat);
- rv3d->viewmat[1][1] = 0.0f;
- rv3d->viewmat[1][2] = -1.0f;
+ viewmat[1][1] = 0.0f;
+ viewmat[1][2] = -1.0f;
- rv3d->viewmat[2][1] = 1.0f;
- rv3d->viewmat[2][2] = 0.0f;
+ viewmat[2][1] = 1.0f;
+ viewmat[2][2] = 0.0f;
- rv3d->viewmat[3][2] = -10.0f;
- invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+ viewmat[3][2] = -10.0f;
break;
case GP_PERIMETER_SIDE:
- zero_m4(rv3d->viewmat);
- rv3d->viewmat[0][2] = 1.0f;
- rv3d->viewmat[1][0] = 1.0f;
- rv3d->viewmat[2][1] = 1.0f;
- rv3d->viewmat[3][3] = 1.0f;
- invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
+ zero_m4(viewmat);
+ viewmat[0][2] = 1.0f;
+ viewmat[1][0] = 1.0f;
+ viewmat[2][1] = 1.0f;
+ viewmat[3][3] = 1.0f;
break;
case GP_PERIMETER_TOP:
- unit_m4(rv3d->viewmat);
- unit_m4(rv3d->viewinv);
+ unit_m4(viewmat);
break;
case GP_PERIMETER_CAMERA: {
Scene *scene = CTX_data_scene(C);
Object *cam_ob = scene->camera;
if (cam_ob != NULL) {
- invert_m4_m4(rv3d->viewmat, cam_ob->obmat);
- copy_m4_m4(rv3d->viewinv, cam_ob->obmat);
+ invert_m4_m4(viewmat, cam_ob->obmat);
}
break;
}
@@ -4107,7 +4102,7 @@ static int gpencil_stroke_outline_exec(bContext *C, wmOperator *op)
/* Stroke. */
const float ovr_thickness = keep ? thickness : 0.0f;
bGPDstroke *gps_perimeter = BKE_gpencil_stroke_perimeter_from_view(
- rv3d, gpd, gpl, gps_duplicate, subdivisions, diff_mat, ovr_thickness);
+ viewmat, gpd, gpl, gps_duplicate, subdivisions, diff_mat, ovr_thickness);
gps_perimeter->flag &= ~GP_STROKE_SELECT;
/* Assign material. */
switch (material_mode) {
@@ -4174,9 +4169,6 @@ static int gpencil_stroke_outline_exec(bContext *C, wmOperator *op)
}
}
- /* Back to view matrix. */
- copy_m4_m4(rv3d->viewmat, viewmat);
- copy_m4_m4(rv3d->viewinv, viewinv);
if (changed) {
/* notifiers */
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index cbc88b57c65..be2fc566da5 100644
--- a/source/blender/editors/gpencil/gpencil_paint.c
+++ b/source/blender/editors/gpencil/gpencil_paint.c
@@ -945,7 +945,7 @@ static bGPDstroke *gpencil_stroke_to_outline(tGPsdata *p, bGPDstroke *gps)
unit_m4(diff_mat);
const float outline_thickness = (float)brush->size * gpencil_settings->outline_fac * 0.5f;
bGPDstroke *gps_perimeter = BKE_gpencil_stroke_perimeter_from_view(
- rv3d, p->gpd, gpl, gps_duplicate, 3, diff_mat, outline_thickness);
+ rv3d->viewmat, p->gpd, gpl, gps_duplicate, 3, diff_mat, outline_thickness);
/* Assign material. */
if (gpencil_settings->material_alt == NULL) {
gps_perimeter->mat_nr = gps->mat_nr;
diff --git a/source/blender/editors/include/UI_resources.h b/source/blender/editors/include/UI_resources.h
index 22e747e37ad..9a46728097c 100644
--- a/source/blender/editors/include/UI_resources.h
+++ b/source/blender/editors/include/UI_resources.h
@@ -291,6 +291,8 @@ typedef enum ThemeColorID {
TH_WIDGET_EMBOSS,
TH_WIDGET_TEXT_CURSOR,
+ TH_WIDGET_TEXT_SELECTION,
+ TH_WIDGET_TEXT_HIGHLIGHT,
TH_EDITOR_OUTLINE,
TH_TRANSPARENT_CHECKER_PRIMARY,
diff --git a/source/blender/editors/interface/interface.cc b/source/blender/editors/interface/interface.cc
index 933724c9294..ca4918b2e8d 100644
--- a/source/blender/editors/interface/interface.cc
+++ b/source/blender/editors/interface/interface.cc
@@ -153,8 +153,8 @@ void ui_block_to_window(const ARegion *region, uiBlock *block, int *r_x, int *r_
ui_block_to_window_fl(region, block, &fx, &fy);
- *r_x = (int)(fx + 0.5f);
- *r_y = (int)(fy + 0.5f);
+ *r_x = (int)lround(fx);
+ *r_y = (int)lround(fy);
}
void ui_block_to_region_rctf(const ARegion *region,
@@ -232,8 +232,8 @@ void ui_window_to_block(const ARegion *region, uiBlock *block, int *r_x, int *r_
ui_window_to_block_fl(region, block, &fx, &fy);
- *r_x = (int)(fx + 0.5f);
- *r_y = (int)(fy + 0.5f);
+ *r_x = (int)lround(fx);
+ *r_y = (int)lround(fy);
}
void ui_window_to_region(const ARegion *region, int *r_x, int *r_y)
@@ -2363,9 +2363,9 @@ void ui_but_v3_set(uiBut *but, const float vec[3])
}
else if (but->pointype == UI_BUT_POIN_CHAR) {
char *cp = (char *)but->poin;
- cp[0] = (char)(0.5f + vec[0] * 255.0f);
- cp[1] = (char)(0.5f + vec[1] * 255.0f);
- cp[2] = (char)(0.5f + vec[2] * 255.0f);
+ cp[0] = (char)lround(vec[0] * 255.0f);
+ cp[1] = (char)lround(vec[1] * 255.0f);
+ cp[2] = (char)lround(vec[2] * 255.0f);
}
else if (but->pointype == UI_BUT_POIN_FLOAT) {
float *fp = (float *)but->poin;
diff --git a/source/blender/editors/interface/interface_ops.cc b/source/blender/editors/interface/interface_ops.cc
index 7649c80d700..a42e08c59d5 100644
--- a/source/blender/editors/interface/interface_ops.cc
+++ b/source/blender/editors/interface/interface_ops.cc
@@ -1015,7 +1015,7 @@ static void override_idtemplate_menu_draw(const bContext *UNUSED(C), Menu *menu)
uiItemO(layout, IFACE_("Clear"), ICON_NONE, "UI_OT_override_idtemplate_clear");
}
-static void override_idtemplate_menu(void)
+static void override_idtemplate_menu()
{
MenuType *mt;
@@ -1574,8 +1574,13 @@ static bool jump_to_target_button(bContext *C, bool poll)
char *str_ptr = RNA_property_string_get_alloc(
&ptr, prop, str_buf, sizeof(str_buf), nullptr);
- int found = RNA_property_collection_lookup_string(
- &coll_search->search_ptr, coll_search->search_prop, str_ptr, &target_ptr);
+ int found = 0;
+ /* Jump to target only works with search properties currently, not search callbacks yet.
+ * See ui_but_add_search. */
+ if (coll_search->search_prop != NULL) {
+ found = RNA_property_collection_lookup_string(
+ &coll_search->search_ptr, coll_search->search_prop, str_ptr, &target_ptr);
+ }
if (str_ptr != str_buf) {
MEM_freeN(str_ptr);
diff --git a/source/blender/editors/interface/interface_utils.cc b/source/blender/editors/interface/interface_utils.cc
index b7ca2d9aa11..4b94834ce97 100644
--- a/source/blender/editors/interface/interface_utils.cc
+++ b/source/blender/editors/interface/interface_utils.cc
@@ -787,7 +787,7 @@ int UI_calc_float_precision(int prec, double value)
*/
value = fabs(value);
if ((value < pow10_neg[prec]) && (value > (1.0 / max_pow))) {
- int value_i = (int)((value * max_pow) + 0.5);
+ int value_i = (int)lround(value * max_pow);
if (value_i != 0) {
const int prec_span = 3; /* show: 0.01001, 5 would allow 0.0100001 for eg. */
int test_prec;
diff --git a/source/blender/editors/interface/resources.c b/source/blender/editors/interface/resources.c
index cfdcd08df4a..93b94d42d39 100644
--- a/source/blender/editors/interface/resources.c
+++ b/source/blender/editors/interface/resources.c
@@ -895,6 +895,12 @@ const uchar *UI_ThemeGetColorPtr(bTheme *btheme, int spacetype, int colorid)
case TH_WIDGET_TEXT_CURSOR:
cp = btheme->tui.widget_text_cursor;
break;
+ case TH_WIDGET_TEXT_SELECTION:
+ cp = btheme->tui.wcol_text.item;
+ break;
+ case TH_WIDGET_TEXT_HIGHLIGHT:
+ cp = btheme->tui.wcol_text.text_sel;
+ break;
case TH_TRANSPARENT_CHECKER_PRIMARY:
cp = btheme->tui.transparent_checker_primary;
diff --git a/source/blender/editors/object/object_vgroup.cc b/source/blender/editors/object/object_vgroup.cc
index 1a73d7e6569..310d73daa76 100644
--- a/source/blender/editors/object/object_vgroup.cc
+++ b/source/blender/editors/object/object_vgroup.cc
@@ -513,7 +513,7 @@ static void mesh_defvert_mirror_update_internal(Object *ob,
else {
/* Single vgroup. */
MDeformWeight *dw = BKE_defvert_ensure_index(dvert_dst,
- BKE_object_defgroup_flip_index(ob, def_nr, 1));
+ BKE_object_defgroup_flip_index(ob, def_nr, true));
if (dw) {
dw->weight = BKE_defvert_find_weight(dvert_src, def_nr);
}
@@ -2938,10 +2938,10 @@ void OBJECT_OT_vertex_group_remove(wmOperatorType *ot)
ot->flag = /*OPTYPE_REGISTER|*/ OPTYPE_UNDO;
/* properties */
- PropertyRNA *prop = RNA_def_boolean(ot->srna, "all", 0, "All", "Remove all vertex groups");
+ PropertyRNA *prop = RNA_def_boolean(ot->srna, "all", false, "All", "Remove all vertex groups");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_boolean(
- ot->srna, "all_unlocked", 0, "All Unlocked", "Remove all unlocked vertex groups");
+ ot->srna, "all_unlocked", false, "All Unlocked", "Remove all unlocked vertex groups");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
@@ -3068,9 +3068,11 @@ void OBJECT_OT_vertex_group_remove_from(wmOperatorType *ot)
ot->flag = /*OPTYPE_REGISTER|*/ OPTYPE_UNDO;
/* properties */
- prop = RNA_def_boolean(ot->srna, "use_all_groups", 0, "All Groups", "Remove from all groups");
+ prop = RNA_def_boolean(
+ ot->srna, "use_all_groups", false, "All Groups", "Remove from all groups");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(ot->srna, "use_all_verts", 0, "All Vertices", "Clear the active group");
+ prop = RNA_def_boolean(
+ ot->srna, "use_all_verts", false, "All Vertices", "Clear the active group");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
@@ -3870,7 +3872,7 @@ void OBJECT_OT_vertex_group_mirror(wmOperatorType *ot)
RNA_def_boolean(
ot->srna,
"use_topology",
- 0,
+ false,
"Topology Mirror",
"Use topology based mirroring (for when both sides of mesh have matching, unique topology)");
}
diff --git a/source/blender/editors/space_node/drawnode.cc b/source/blender/editors/space_node/drawnode.cc
index 262b33dc0a3..a4db5edf0f6 100644
--- a/source/blender/editors/space_node/drawnode.cc
+++ b/source/blender/editors/space_node/drawnode.cc
@@ -1585,102 +1585,75 @@ void draw_nodespace_back_pix(const bContext &C,
GPU_matrix_pop();
}
-bool node_link_bezier_handles(const View2D *v2d,
- const SpaceNode *snode,
- const bNodeLink &link,
- float vec[4][2])
+static float2 socket_link_connection_location(const bNodeSocket &socket, const bNodeLink &link)
{
- float cursor[2] = {0.0f, 0.0f};
-
- /* this function can be called with snode null (via cut_links_intersect) */
- /* XXX map snode->runtime->cursor back to view space */
- if (snode) {
- cursor[0] = snode->runtime->cursor[0] * UI_DPI_FAC;
- cursor[1] = snode->runtime->cursor[1] * UI_DPI_FAC;
- }
-
- /* in v0 and v3 we put begin/end points */
- if (link.fromsock) {
- vec[0][0] = link.fromsock->locx;
- vec[0][1] = link.fromsock->locy;
- if (link.fromsock->flag & SOCK_MULTI_INPUT) {
- const float2 position = node_link_calculate_multi_input_position(
- {link.fromsock->locx, link.fromsock->locy},
- link.fromsock->total_inputs - 1,
- link.fromsock->total_inputs);
- copy_v2_v2(vec[0], position);
- }
- }
- else {
- if (snode == nullptr) {
- return false;
- }
- copy_v2_v2(vec[0], cursor);
- }
- if (link.tosock) {
- vec[3][0] = link.tosock->locx;
- vec[3][1] = link.tosock->locy;
- if (!(link.tonode->flag & NODE_HIDDEN) && link.tosock->flag & SOCK_MULTI_INPUT) {
- const float2 position = node_link_calculate_multi_input_position(
- {link.tosock->locx, link.tosock->locy},
- link.multi_input_socket_index,
- link.tosock->total_inputs);
- copy_v2_v2(vec[3], position);
- }
- }
- else {
- if (snode == nullptr) {
- return false;
- }
- copy_v2_v2(vec[3], cursor);
+ const float2 socket_location(socket.locx, socket.locy);
+ if (socket.flag & SOCK_MULTI_INPUT && socket.in_out == SOCK_IN) {
+ return node_link_calculate_multi_input_position(
+ socket_location, link.multi_input_socket_index, socket.total_inputs);
}
+ return socket_location;
+}
- /* may be called outside of drawing (so pass spacetype) */
- int curving = UI_GetThemeValueType(TH_NODE_CURVING, SPACE_NODE);
-
+static void calculate_inner_link_bezier_points(std::array<float2, 4> &points)
+{
+ const int curving = UI_GetThemeValueType(TH_NODE_CURVING, SPACE_NODE);
if (curving == 0) {
/* Straight line: align all points. */
- interp_v2_v2v2(vec[1], vec[0], vec[3], 1.0f / 3.0f);
- interp_v2_v2v2(vec[2], vec[0], vec[3], 2.0f / 3.0f);
- return true;
+ points[1] = math::interpolate(points[0], points[3], 1.0f / 3.0f);
+ points[2] = math::interpolate(points[0], points[3], 2.0f / 3.0f);
}
+ else {
+ const float dist = curving * 0.1f * math::distance(points[0].x, points[3].x);
- const float dist = curving * 0.10f * fabsf(vec[0][0] - vec[3][0]);
+ points[1].x = points[0].x + dist;
+ points[1].y = points[0].y;
- vec[1][0] = vec[0][0] + dist;
- vec[1][1] = vec[0][1];
+ points[2].x = points[3].x - dist;
+ points[2].y = points[3].y;
+ }
+}
- vec[2][0] = vec[3][0] - dist;
- vec[2][1] = vec[3][1];
+static std::array<float2, 4> node_link_bezier_points(const bNodeLink &link)
+{
+ std::array<float2, 4> points;
+ points[0] = socket_link_connection_location(*link.fromsock, link);
+ points[3] = socket_link_connection_location(*link.tosock, link);
+ calculate_inner_link_bezier_points(points);
+ return points;
+}
- if (v2d && min_ffff(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) > v2d->cur.xmax) {
- return false; /* clipped */
+static bool node_link_draw_is_visible(const View2D &v2d, const std::array<float2, 4> &points)
+{
+ if (min_ffff(points[0].x, points[1].x, points[2].x, points[3].x) > v2d.cur.xmax) {
+ return false;
}
- if (v2d && max_ffff(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) < v2d->cur.xmin) {
- return false; /* clipped */
+ if (max_ffff(points[0].x, points[1].x, points[2].x, points[3].x) < v2d.cur.xmin) {
+ return false;
}
-
return true;
}
-bool node_link_bezier_points(const View2D *v2d,
- const SpaceNode *snode,
- const bNodeLink &link,
- float coord_array[][2],
- const int resol)
+void node_link_bezier_points_evaluated(const bNodeLink &link,
+ std::array<float2, NODE_LINK_RESOL + 1> &coords)
{
- float vec[4][2];
+ const std::array<float2, 4> points = node_link_bezier_points(link);
- if (node_link_bezier_handles(v2d, snode, link, vec)) {
- /* always do all three, to prevent data hanging around */
- BKE_curve_forward_diff_bezier(
- vec[0][0], vec[1][0], vec[2][0], vec[3][0], coord_array[0] + 0, resol, sizeof(float[2]));
- BKE_curve_forward_diff_bezier(
- vec[0][1], vec[1][1], vec[2][1], vec[3][1], coord_array[0] + 1, resol, sizeof(float[2]));
-
- return true;
- }
- return false;
+ /* The extra +1 in size is required by these functions and would be removed ideally. */
+ BKE_curve_forward_diff_bezier(points[0].x,
+ points[1].x,
+ points[2].x,
+ points[3].x,
+ &coords[0].x,
+ NODE_LINK_RESOL,
+ sizeof(float2));
+ BKE_curve_forward_diff_bezier(points[0].y,
+ points[1].y,
+ points[2].y,
+ points[3].y,
+ &coords[0].y,
+ NODE_LINK_RESOL,
+ sizeof(float2));
}
#define NODELINK_GROUP_SIZE 256
@@ -1959,10 +1932,7 @@ struct NodeLinkDrawConfig {
};
static void nodelink_batch_add_link(const SpaceNode &snode,
- const float2 &p0,
- const float2 &p1,
- const float2 &p2,
- const float2 &p3,
+ const std::array<float2, 4> &points,
const NodeLinkDrawConfig &draw_config)
{
/* Only allow these colors. If more is needed, you need to modify the shader accordingly. */
@@ -1973,10 +1943,10 @@ static void nodelink_batch_add_link(const SpaceNode &snode,
BLI_assert(ELEM(draw_config.th_col3, TH_WIRE, TH_REDALERT, -1));
g_batch_link.count++;
- copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p0_step), p0);
- copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p1_step), p1);
- copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p2_step), p2);
- copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p3_step), p3);
+ copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p0_step), points[0]);
+ copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p1_step), points[1]);
+ copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p2_step), points[2]);
+ copy_v2_v2((float *)GPU_vertbuf_raw_step(&g_batch_link.p3_step), points[3]);
char *colid = (char *)GPU_vertbuf_raw_step(&g_batch_link.colid_step);
colid[0] = nodelink_get_color_id(draw_config.th_col1);
colid[1] = nodelink_get_color_id(draw_config.th_col2);
@@ -2012,19 +1982,17 @@ static void node_draw_link_end_marker(const float2 center,
static void node_draw_link_end_markers(const bNodeLink &link,
const NodeLinkDrawConfig &draw_config,
- const float handles[4][2],
+ const std::array<float2, 4> &points,
const bool outline)
{
const float radius = (outline ? 0.65f : 0.45f) * NODE_SOCKSIZE;
if (link.fromsock) {
- const float2 link_start(handles[0]);
node_draw_link_end_marker(
- link_start, radius, outline ? draw_config.outline_color : draw_config.start_color);
+ points[0], radius, outline ? draw_config.outline_color : draw_config.start_color);
}
if (link.tosock) {
- const float2 link_end(handles[3]);
node_draw_link_end_marker(
- link_end, radius, outline ? draw_config.outline_color : draw_config.end_color);
+ points[3], radius, outline ? draw_config.outline_color : draw_config.end_color);
}
}
@@ -2130,7 +2098,7 @@ static NodeLinkDrawConfig nodelink_get_draw_config(const bContext &C,
static void node_draw_link_bezier_ex(const SpaceNode &snode,
const NodeLinkDrawConfig &draw_config,
- const float handles[4][2])
+ const std::array<float2, 4> &points)
{
if (g_batch_link.batch == nullptr) {
nodelink_batch_init();
@@ -2138,12 +2106,12 @@ static void node_draw_link_bezier_ex(const SpaceNode &snode,
if (g_batch_link.enabled && !draw_config.highlighted) {
/* Add link to batch. */
- nodelink_batch_add_link(snode, handles[0], handles[1], handles[2], handles[3], draw_config);
+ nodelink_batch_add_link(snode, points, draw_config);
}
else {
NodeLinkData node_link_data;
- for (int i = 0; i < 4; i++) {
- copy_v2_v2(node_link_data.bezierPts[i], handles[i]);
+ for (const int i : IndexRange(points.size())) {
+ copy_v2_v2(node_link_data.bezierPts[i], points[i]);
}
copy_v4_v4(node_link_data.colors[0], draw_config.outline_color);
@@ -2180,14 +2148,14 @@ void node_draw_link_bezier(const bContext &C,
const int th_col3,
const bool selected)
{
- float handles[4][2];
- if (!node_link_bezier_handles(&v2d, &snode, link, handles)) {
+ const std::array<float2, 4> points = node_link_bezier_points(link);
+ if (!node_link_draw_is_visible(v2d, points)) {
return;
}
const NodeLinkDrawConfig draw_config = nodelink_get_draw_config(
C, v2d, snode, link, th_col1, th_col2, th_col3, selected);
- node_draw_link_bezier_ex(snode, draw_config, handles);
+ node_draw_link_bezier_ex(snode, draw_config, points);
}
void node_draw_link(const bContext &C,
@@ -2236,6 +2204,17 @@ void node_draw_link(const bContext &C,
node_draw_link_bezier(C, v2d, snode, link, th_col1, th_col2, th_col3, selected);
}
+static std::array<float2, 4> node_link_bezier_points_dragged(const SpaceNode &snode,
+ const bNodeLink &link)
+{
+ const float2 cursor = snode.runtime->cursor * UI_DPI_FAC;
+ std::array<float2, 4> points;
+ points[0] = link.fromsock ? socket_link_connection_location(*link.fromsock, link) : cursor;
+ points[3] = link.tosock ? socket_link_connection_location(*link.tosock, link) : cursor;
+ calculate_inner_link_bezier_points(points);
+ return points;
+}
+
void node_draw_link_dragged(const bContext &C,
const View2D &v2d,
const SpaceNode &snode,
@@ -2245,19 +2224,16 @@ void node_draw_link_dragged(const bContext &C,
return;
}
- float handles[4][2];
- if (!node_link_bezier_handles(&v2d, &snode, link, handles)) {
- return;
- }
+ const std::array<float2, 4> points = node_link_bezier_points_dragged(snode, link);
const NodeLinkDrawConfig draw_config = nodelink_get_draw_config(
C, v2d, snode, link, TH_ACTIVE, TH_ACTIVE, TH_WIRE, true);
/* End marker outline. */
- node_draw_link_end_markers(link, draw_config, handles, true);
+ node_draw_link_end_markers(link, draw_config, points, true);
/* Link. */
- node_draw_link_bezier_ex(snode, draw_config, handles);
+ node_draw_link_bezier_ex(snode, draw_config, points);
/* End marker fill. */
- node_draw_link_end_markers(link, draw_config, handles, false);
+ node_draw_link_end_markers(link, draw_config, points, false);
}
} // namespace blender::ed::space_node
diff --git a/source/blender/editors/space_node/link_drag_search.cc b/source/blender/editors/space_node/link_drag_search.cc
index 9014e36c4e2..553d4013324 100644
--- a/source/blender/editors/space_node/link_drag_search.cc
+++ b/source/blender/editors/space_node/link_drag_search.cc
@@ -293,7 +293,7 @@ static uiBlock *create_search_popup_block(bContext *C, ARegion *region, void *ar
0,
nullptr);
- const int offset[2] = {0, -UI_UNIT_Y};
+ const int2 offset = {0, -UI_UNIT_Y};
UI_block_bounds_set_popup(block, 0.3f * U.widget_unit, offset);
return block;
}
diff --git a/source/blender/editors/space_node/node_add.cc b/source/blender/editors/space_node/node_add.cc
index 02684d92eaf..7e46877d0ba 100644
--- a/source/blender/editors/space_node/node_add.cc
+++ b/source/blender/editors/space_node/node_add.cc
@@ -5,6 +5,8 @@
* \ingroup spnode
*/
+#include <numeric>
+
#include "MEM_guardedalloc.h"
#include "DNA_collection_types.h"
@@ -20,6 +22,7 @@
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node.h"
+#include "BKE_node_runtime.hh"
#include "BKE_node_tree_update.h"
#include "BKE_report.h"
#include "BKE_scene.h"
@@ -101,198 +104,113 @@ bNode *add_static_node(const bContext &C, int type, const float2 &location)
/** \name Add Reroute Operator
* \{ */
-static bool add_reroute_intersect_check(const bNodeLink &link,
- float mcoords[][2],
- int tot,
- float result[2])
+std::optional<float2> link_path_intersection(const bNodeLink &link, const Span<float2> path)
{
- float coord_array[NODE_LINK_RESOL + 1][2];
-
- if (node_link_bezier_points(nullptr, nullptr, link, coord_array, NODE_LINK_RESOL)) {
- for (int i = 0; i < tot - 1; i++) {
- for (int b = 0; b < NODE_LINK_RESOL; b++) {
- if (isect_seg_seg_v2_point(
- mcoords[i], mcoords[i + 1], coord_array[b], coord_array[b + 1], result) > 0) {
- return true;
- }
+ std::array<float2, NODE_LINK_RESOL + 1> coords;
+ node_link_bezier_points_evaluated(link, coords);
+
+ for (const int i : path.index_range().drop_back(1)) {
+ for (const int j : IndexRange(NODE_LINK_RESOL)) {
+ float2 result;
+ if (isect_seg_seg_v2_point(path[i], path[i + 1], coords[j], coords[j + 1], result) > 0) {
+ return result;
}
}
}
- return false;
-}
-struct bNodeSocketLink {
- struct bNodeSocketLink *next, *prev;
+ return std::nullopt;
+}
- struct bNodeSocket *sock;
- struct bNodeLink *link;
- float point[2];
+struct RerouteCutsForSocket {
+ /* The output socket's owner node. */
+ bNode *from_node;
+ /* Intersected links connected to the socket and their path intersection locations. */
+ Map<bNodeLink *, float2> links;
};
-static bNodeSocketLink *add_reroute_insert_socket_link(ListBase *lb,
- bNodeSocket *sock,
- bNodeLink *link,
- const float point[2])
+static int add_reroute_exec(bContext *C, wmOperator *op)
{
- bNodeSocketLink *socklink, *prev;
-
- socklink = MEM_cnew<bNodeSocketLink>("socket link");
- socklink->sock = sock;
- socklink->link = link;
- copy_v2_v2(socklink->point, point);
+ const ARegion &region = *CTX_wm_region(C);
+ SpaceNode &snode = *CTX_wm_space_node(C);
+ bNodeTree &ntree = *snode.edittree;
- for (prev = (bNodeSocketLink *)lb->last; prev; prev = prev->prev) {
- if (prev->sock == sock) {
+ Vector<float2> path;
+ RNA_BEGIN (op->ptr, itemptr, "path") {
+ float2 loc_region;
+ RNA_float_get_array(&itemptr, "loc", loc_region);
+ float2 loc_view;
+ UI_view2d_region_to_view(&region.v2d, loc_region.x, loc_region.y, &loc_view.x, &loc_view.y);
+ path.append(loc_view);
+ if (path.size() >= 256) {
break;
}
}
- BLI_insertlinkafter(lb, prev, socklink);
- return socklink;
-}
-
-static bNodeSocketLink *add_reroute_do_socket_section(bContext *C,
- bNodeSocketLink *socklink,
- int in_out)
-{
- SpaceNode *snode = CTX_wm_space_node(C);
- bNodeTree *ntree = snode->edittree;
- bNode *reroute_node = nullptr;
- bNodeSocket *cursock = socklink->sock;
- float insert_point[2];
- int num_links;
-
- zero_v2(insert_point);
- num_links = 0;
-
- while (socklink && socklink->sock == cursock) {
- if (!(socklink->link->flag & NODE_LINK_TEST)) {
- socklink->link->flag |= NODE_LINK_TEST;
-
- /* create the reroute node for this cursock */
- if (!reroute_node) {
- reroute_node = nodeAddStaticNode(C, ntree, NODE_REROUTE);
-
- /* add a single link to/from the reroute node to replace multiple links */
- if (in_out == SOCK_OUT) {
- nodeAddLink(ntree,
- socklink->link->fromnode,
- socklink->link->fromsock,
- reroute_node,
- (bNodeSocket *)reroute_node->inputs.first);
- }
- else {
- nodeAddLink(ntree,
- reroute_node,
- (bNodeSocket *)reroute_node->outputs.first,
- socklink->link->tonode,
- socklink->link->tosock);
- }
- }
-
- /* insert the reroute node into the link */
- if (in_out == SOCK_OUT) {
- socklink->link->fromnode = reroute_node;
- socklink->link->fromsock = (bNodeSocket *)reroute_node->outputs.first;
- }
- else {
- socklink->link->tonode = reroute_node;
- socklink->link->tosock = (bNodeSocket *)reroute_node->inputs.first;
- }
-
- add_v2_v2(insert_point, socklink->point);
- num_links++;
- }
- socklink = socklink->next;
- }
-
- if (num_links > 0) {
- /* average cut point from shared links */
- mul_v2_fl(insert_point, 1.0f / num_links);
-
- reroute_node->locx = insert_point[0] / UI_DPI_FAC;
- reroute_node->locy = insert_point[1] / UI_DPI_FAC;
+ RNA_END;
- LISTBASE_FOREACH_BACKWARD (bNode *, frame_node, &ntree->nodes) {
- if (frame_node->type == NODE_FRAME && BLI_rctf_isect_pt_v(&frame_node->totr, insert_point)) {
- nodeAttachNode(reroute_node, frame_node);
- break;
- }
- }
+ if (path.is_empty()) {
+ return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
- return socklink;
-}
+ ntree.ensure_topology_cache();
+ const Vector<bNode *> frame_nodes = ntree.nodes_by_type("NodeFrame");
-static int add_reroute_exec(bContext *C, wmOperator *op)
-{
- SpaceNode &snode = *CTX_wm_space_node(C);
- ARegion &region = *CTX_wm_region(C);
- bNodeTree &ntree = *snode.edittree;
- float mcoords[256][2];
- int i = 0;
+ ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
+ node_deselect_all(snode);
- /* Get the cut path */
- RNA_BEGIN (op->ptr, itemptr, "path") {
- float loc[2];
+ /* All link "cuts" that start at a particular output socket. Deduplicating new reroutes per
+ * output socket is useful because it allows reusing reroutes for connected intersections.
+ * Further deduplication using the second map means we only have one cut per link.*/
+ Map<bNodeSocket *, RerouteCutsForSocket> cuts_per_socket;
- RNA_float_get_array(&itemptr, "loc", loc);
- UI_view2d_region_to_view(
- &region.v2d, (short)loc[0], (short)loc[1], &mcoords[i][0], &mcoords[i][1]);
- i++;
- if (i >= 256) {
- break;
+ LISTBASE_FOREACH (bNodeLink *, link, &ntree.links) {
+ if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
+ continue;
+ }
+ const std::optional<float2> intersection = link_path_intersection(*link, path);
+ if (!intersection) {
+ continue;
}
+ RerouteCutsForSocket &from_cuts = cuts_per_socket.lookup_or_add_default(link->fromsock);
+ from_cuts.from_node = link->fromnode;
+ from_cuts.links.add(link, *intersection);
}
- RNA_END;
-
- if (i > 1) {
- ListBase output_links, input_links;
- bNodeSocketLink *socklink;
- float insert_point[2];
-
- /* always first */
- ED_preview_kill_jobs(CTX_wm_manager(C), CTX_data_main(C));
- node_deselect_all(snode);
+ for (const auto item : cuts_per_socket.items()) {
+ const Map<bNodeLink *, float2> &cuts = item.value.links;
- /* Find cut links and sort them by sockets */
- BLI_listbase_clear(&output_links);
- BLI_listbase_clear(&input_links);
+ bNode *reroute = nodeAddStaticNode(C, &ntree, NODE_REROUTE);
- LISTBASE_FOREACH (bNodeLink *, link, &ntree.links) {
- if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
- continue;
- }
- if (add_reroute_intersect_check(*link, mcoords, i, insert_point)) {
- add_reroute_insert_socket_link(&output_links, link->fromsock, link, insert_point);
- add_reroute_insert_socket_link(&input_links, link->tosock, link, insert_point);
+ nodeAddLink(&ntree,
+ item.value.from_node,
+ item.key,
+ reroute,
+ static_cast<bNodeSocket *>(reroute->inputs.first));
- /* Clear flag */
- link->flag &= ~NODE_LINK_TEST;
- }
+ /* Reconnect links from the original output socket to the new reroute. */
+ for (bNodeLink *link : cuts.keys()) {
+ link->fromnode = reroute;
+ link->fromsock = static_cast<bNodeSocket *>(reroute->outputs.first);
+ BKE_ntree_update_tag_link_changed(&ntree);
}
- /* Create reroute nodes for intersected links.
- * Only one reroute if links share the same input/output socket.
- */
- socklink = (bNodeSocketLink *)output_links.first;
- while (socklink) {
- socklink = add_reroute_do_socket_section(C, socklink, SOCK_OUT);
- }
- socklink = (bNodeSocketLink *)input_links.first;
- while (socklink) {
- socklink = add_reroute_do_socket_section(C, socklink, SOCK_IN);
+ /* Place the new reroute at the average location of all connected cuts. */
+ const float2 loc = std::accumulate(cuts.values().begin(), cuts.values().end(), float2(0)) /
+ cuts.size() / UI_DPI_FAC;
+ reroute->locx = loc.x;
+ reroute->locy = loc.y;
+
+ /* Attach the reroute node to frame nodes behind it. */
+ for (const int i : frame_nodes.index_range()) {
+ bNode *frame_node = frame_nodes.last(i);
+ if (BLI_rctf_isect_pt_v(&frame_node->totr, loc)) {
+ nodeAttachNode(reroute, frame_node);
+ break;
+ }
}
-
- BLI_freelistN(&output_links);
- BLI_freelistN(&input_links);
-
- /* always last */
- ED_node_tree_propagate_change(C, CTX_data_main(C), &ntree);
- return OPERATOR_FINISHED;
}
- return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
+ ED_node_tree_propagate_change(C, CTX_data_main(C), &ntree);
+ return OPERATOR_FINISHED;
}
void NODE_OT_add_reroute(wmOperatorType *ot)
diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc
index a5b4d2bcf4e..225bae89c66 100644
--- a/source/blender/editors/space_node/node_draw.cc
+++ b/source/blender/editors/space_node/node_draw.cc
@@ -340,13 +340,13 @@ static void node_update_basis(const bContext &C, bNodeTree &ntree, bNode &node,
bool add_output_space = false;
int buty;
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node.outputs) {
- if (nodeSocketIsHidden(nsock)) {
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node.outputs) {
+ if (nodeSocketIsHidden(socket)) {
continue;
}
PointerRNA sockptr;
- RNA_pointer_create(&ntree.id, &RNA_NodeSocket, nsock, &sockptr);
+ RNA_pointer_create(&ntree.id, &RNA_NodeSocket, socket, &sockptr);
uiLayout *layout = UI_block_layout(&block,
UI_LAYOUT_VERTICAL,
@@ -369,10 +369,10 @@ static void node_update_basis(const bContext &C, bNodeTree &ntree, bNode &node,
/* Align output buttons to the right. */
uiLayout *row = uiLayoutRow(layout, true);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_RIGHT);
- const char *socket_label = nodeSocketLabel(nsock);
- nsock->typeinfo->draw((bContext *)&C, row, &sockptr, &nodeptr, IFACE_(socket_label));
+ const char *socket_label = nodeSocketLabel(socket);
+ socket->typeinfo->draw((bContext *)&C, row, &sockptr, &nodeptr, IFACE_(socket_label));
- node_socket_add_tooltip(&ntree, &node, nsock, row);
+ node_socket_add_tooltip(ntree, node, *socket, *row);
UI_block_align_end(&block);
UI_block_layout_resolve(&block, nullptr, &buty);
@@ -381,11 +381,11 @@ static void node_update_basis(const bContext &C, bNodeTree &ntree, bNode &node,
buty = min_ii(buty, dy - NODE_DY);
/* Round the socket location to stop it from jiggling. */
- nsock->locx = round(loc.x + NODE_WIDTH(node));
- nsock->locy = round(dy - NODE_DYS);
+ socket->locx = round(loc.x + NODE_WIDTH(node));
+ socket->locy = round(dy - NODE_DYS);
dy = buty;
- if (nsock->next) {
+ if (socket->next) {
dy -= NODE_SOCKDY;
}
@@ -463,20 +463,20 @@ static void node_update_basis(const bContext &C, bNodeTree &ntree, bNode &node,
}
/* Input sockets. */
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node.inputs) {
- if (nodeSocketIsHidden(nsock)) {
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
+ if (nodeSocketIsHidden(socket)) {
continue;
}
PointerRNA sockptr;
- RNA_pointer_create(&ntree.id, &RNA_NodeSocket, nsock, &sockptr);
+ RNA_pointer_create(&ntree.id, &RNA_NodeSocket, socket, &sockptr);
/* Add the half the height of a multi-input socket to cursor Y
* to account for the increased height of the taller sockets. */
float multi_input_socket_offset = 0.0f;
- if (nsock->flag & SOCK_MULTI_INPUT) {
- if (nsock->total_inputs > 2) {
- multi_input_socket_offset = (nsock->total_inputs - 2) * NODE_MULTI_INPUT_LINK_GAP;
+ if (socket->flag & SOCK_MULTI_INPUT) {
+ if (socket->total_inputs > 2) {
+ multi_input_socket_offset = (socket->total_inputs - 2) * NODE_MULTI_INPUT_LINK_GAP;
}
}
dy -= multi_input_socket_offset * 0.5f;
@@ -501,10 +501,10 @@ static void node_update_basis(const bContext &C, bNodeTree &ntree, bNode &node,
uiLayout *row = uiLayoutRow(layout, true);
- const char *socket_label = nodeSocketLabel(nsock);
- nsock->typeinfo->draw((bContext *)&C, row, &sockptr, &nodeptr, IFACE_(socket_label));
+ const char *socket_label = nodeSocketLabel(socket);
+ socket->typeinfo->draw((bContext *)&C, row, &sockptr, &nodeptr, IFACE_(socket_label));
- node_socket_add_tooltip(&ntree, &node, nsock, row);
+ node_socket_add_tooltip(ntree, node, *socket, *row);
UI_block_align_end(&block);
UI_block_layout_resolve(&block, nullptr, &buty);
@@ -512,12 +512,12 @@ static void node_update_basis(const bContext &C, bNodeTree &ntree, bNode &node,
/* Ensure minimum socket height in case layout is empty. */
buty = min_ii(buty, dy - NODE_DY);
- nsock->locx = loc.x;
+ socket->locx = loc.x;
/* Round the socket vertical position to stop it from jiggling. */
- nsock->locy = round(dy - NODE_DYS);
+ socket->locy = round(dy - NODE_DYS);
dy = buty - multi_input_socket_offset * 0.5;
- if (nsock->next) {
+ if (socket->next) {
dy -= NODE_SOCKDY;
}
}
@@ -555,13 +555,13 @@ static void node_update_hidden(bNode &node, uiBlock &block)
loc.y = round(loc.y);
/* Calculate minimal radius. */
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node.inputs) {
- if (!nodeSocketIsHidden(nsock)) {
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
+ if (!nodeSocketIsHidden(socket)) {
totin++;
}
}
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node.outputs) {
- if (!nodeSocketIsHidden(nsock)) {
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node.outputs) {
+ if (!nodeSocketIsHidden(socket)) {
totout++;
}
}
@@ -581,11 +581,11 @@ static void node_update_hidden(bNode &node, uiBlock &block)
float rad = (float)M_PI / (1.0f + (float)totout);
float drad = rad;
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node.outputs) {
- if (!nodeSocketIsHidden(nsock)) {
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node.outputs) {
+ if (!nodeSocketIsHidden(socket)) {
/* Round the socket location to stop it from jiggling. */
- nsock->locx = round(node.totr.xmax - hiddenrad + sinf(rad) * hiddenrad);
- nsock->locy = round(node.totr.ymin + hiddenrad + cosf(rad) * hiddenrad);
+ socket->locx = round(node.totr.xmax - hiddenrad + sinf(rad) * hiddenrad);
+ socket->locy = round(node.totr.ymin + hiddenrad + cosf(rad) * hiddenrad);
rad += drad;
}
}
@@ -593,11 +593,11 @@ static void node_update_hidden(bNode &node, uiBlock &block)
/* Input sockets. */
rad = drad = -(float)M_PI / (1.0f + (float)totin);
- LISTBASE_FOREACH (bNodeSocket *, nsock, &node.inputs) {
- if (!nodeSocketIsHidden(nsock)) {
+ LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
+ if (!nodeSocketIsHidden(socket)) {
/* Round the socket location to stop it from jiggling. */
- nsock->locx = round(node.totr.xmin + hiddenrad + sinf(rad) * hiddenrad);
- nsock->locy = round(node.totr.ymin + hiddenrad + cosf(rad) * hiddenrad);
+ socket->locx = round(node.totr.xmin + hiddenrad + sinf(rad) * hiddenrad);
+ socket->locy = round(node.totr.ymin + hiddenrad + cosf(rad) * hiddenrad);
rad += drad;
}
}
@@ -720,8 +720,7 @@ static void node_socket_draw_multi_input(const float color[4],
const float color_outline[4],
const float width,
const float height,
- const int locx,
- const int locy)
+ const float2 location)
{
/* The other sockets are drawn with the keyframe shader. There, the outline has a base thickness
* that can be varied but always scales with the size the socket is drawn at. Using `U.dpi_fac`
@@ -731,10 +730,10 @@ static void node_socket_draw_multi_input(const float color[4],
/* UI_draw_roundbox draws the outline on the outer side, so compensate for the outline width. */
const rctf rect = {
- locx - width + outline_width * 0.5f,
- locx + width - outline_width * 0.5f,
- locy - height + outline_width * 0.5f,
- locy + height - outline_width * 0.5f,
+ location.x - width + outline_width * 0.5f,
+ location.x + width - outline_width * 0.5f,
+ location.y - height + outline_width * 0.5f,
+ location.y + height - outline_width * 0.5f,
};
UI_draw_roundbox_corner_set(UI_CNR_ALL);
@@ -776,9 +775,9 @@ void node_socket_color_get(const bContext &C,
}
struct SocketTooltipData {
- bNodeTree *ntree;
- bNode *node;
- bNodeSocket *socket;
+ const bNodeTree *ntree;
+ const bNode *node;
+ const bNodeSocket *socket;
};
static void create_inspection_string_for_generic_value(const GPointer value, std::stringstream &ss)
@@ -999,11 +998,11 @@ static void create_inspection_string_for_geometry(const geo_log::GeometryValueLo
}
}
-static std::optional<std::string> create_socket_inspection_string(bContext *C,
- bNode &node,
- bNodeSocket &socket)
+static std::optional<std::string> create_socket_inspection_string(const bContext &C,
+ const bNode &node,
+ const bNodeSocket &socket)
{
- SpaceNode *snode = CTX_wm_space_node(C);
+ const SpaceNode *snode = CTX_wm_space_node(&C);
if (snode == nullptr) {
return {};
};
@@ -1038,41 +1037,41 @@ static std::optional<std::string> create_socket_inspection_string(bContext *C,
return ss.str();
}
-static bool node_socket_has_tooltip(bNodeTree *ntree, bNodeSocket *socket)
+static bool node_socket_has_tooltip(const bNodeTree &ntree, const bNodeSocket &socket)
{
- if (ntree->type == NTREE_GEOMETRY) {
+ if (ntree.type == NTREE_GEOMETRY) {
return true;
}
- if (socket->runtime->declaration != nullptr) {
- const blender::nodes::SocketDeclaration &socket_decl = *socket->runtime->declaration;
+ if (socket.runtime->declaration != nullptr) {
+ const blender::nodes::SocketDeclaration &socket_decl = *socket.runtime->declaration;
return !socket_decl.description().is_empty();
}
return false;
}
-static char *node_socket_get_tooltip(bContext *C,
- bNodeTree *ntree,
- bNode *node,
- bNodeSocket *socket)
+static char *node_socket_get_tooltip(const bContext &C,
+ const bNodeTree &ntree,
+ const bNode &node,
+ const bNodeSocket &socket)
{
std::stringstream output;
- if (socket->runtime->declaration != nullptr) {
- const blender::nodes::SocketDeclaration &socket_decl = *socket->runtime->declaration;
+ if (socket.runtime->declaration != nullptr) {
+ const blender::nodes::SocketDeclaration &socket_decl = *socket.runtime->declaration;
blender::StringRef description = socket_decl.description();
if (!description.is_empty()) {
output << TIP_(description.data());
}
}
- if (ntree->type == NTREE_GEOMETRY) {
+ if (ntree.type == NTREE_GEOMETRY) {
if (!output.str().empty()) {
output << ".\n\n";
}
std::optional<std::string> socket_inspection_str = create_socket_inspection_string(
- C, *node, *socket);
+ C, node, socket);
if (socket_inspection_str.has_value()) {
output << *socket_inspection_str;
}
@@ -1082,28 +1081,31 @@ static char *node_socket_get_tooltip(bContext *C,
}
if (output.str().empty()) {
- output << nodeSocketLabel(socket);
+ output << nodeSocketLabel(&socket);
}
return BLI_strdup(output.str().c_str());
}
-void node_socket_add_tooltip(bNodeTree *ntree, bNode *node, bNodeSocket *sock, uiLayout *layout)
+void node_socket_add_tooltip(const bNodeTree &ntree,
+ const bNode &node,
+ const bNodeSocket &sock,
+ uiLayout &layout)
{
if (!node_socket_has_tooltip(ntree, sock)) {
return;
}
- SocketTooltipData *data = MEM_cnew<SocketTooltipData>(__func__);
- data->ntree = ntree;
- data->node = node;
- data->socket = sock;
+ SocketTooltipData *data = MEM_new<SocketTooltipData>(__func__);
+ data->ntree = &ntree;
+ data->node = &node;
+ data->socket = &sock;
uiLayoutSetTooltipFunc(
- layout,
+ &layout,
[](bContext *C, void *argN, const char *UNUSED(tip)) {
- SocketTooltipData *data = static_cast<SocketTooltipData *>(argN);
- return node_socket_get_tooltip(C, data->ntree, data->node, data->socket);
+ const SocketTooltipData *data = static_cast<SocketTooltipData *>(argN);
+ return node_socket_get_tooltip(*C, *data->ntree, *data->node, *data->socket);
},
data,
MEM_dupallocN,
@@ -1123,9 +1125,10 @@ static void node_socket_draw_nested(const bContext &C,
const float size,
const bool selected)
{
+ const float2 location(sock.locx, sock.locy);
+
float color[4];
float outline_color[4];
-
node_socket_color_get(C, ntree, node_ptr, sock, color);
node_socket_outline_color_get(selected, sock.type, outline_color);
@@ -1133,15 +1136,15 @@ static void node_socket_draw_nested(const bContext &C,
color,
outline_color,
size,
- sock.locx,
- sock.locy,
+ location.x,
+ location.y,
pos_id,
col_id,
shape_id,
size_id,
outline_col_id);
- if (!node_socket_has_tooltip(&ntree, &sock)) {
+ if (!node_socket_has_tooltip(ntree, sock)) {
return;
}
@@ -1153,8 +1156,8 @@ static void node_socket_draw_nested(const bContext &C,
UI_BTYPE_BUT,
0,
ICON_NONE,
- sock.locx - size / 2,
- sock.locy - size / 2,
+ location.x - size / 2.0f,
+ location.y - size / 2.0f,
size,
size,
nullptr,
@@ -1164,16 +1167,16 @@ static void node_socket_draw_nested(const bContext &C,
0,
nullptr);
- SocketTooltipData *data = (SocketTooltipData *)MEM_mallocN(sizeof(SocketTooltipData), __func__);
+ SocketTooltipData *data = MEM_new<SocketTooltipData>(__func__);
data->ntree = &ntree;
- data->node = (bNode *)node_ptr.data;
+ data->node = static_cast<const bNode *>(node_ptr.data);
data->socket = &sock;
UI_but_func_tooltip_set(
but,
[](bContext *C, void *argN, const char *UNUSED(tip)) {
SocketTooltipData *data = (SocketTooltipData *)argN;
- return node_socket_get_tooltip(C, data->ntree, data->node, data->socket);
+ return node_socket_get_tooltip(*C, *data->ntree, *data->node, *data->socket);
},
data,
MEM_freeN);
@@ -1308,7 +1311,7 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv)
}
/* Common handle function for operator buttons that need to select the node first. */
-static void node_toggle_button_cb(struct bContext *C, void *node_argv, void *op_argv)
+static void node_toggle_button_cb(bContext *C, void *node_argv, void *op_argv)
{
bNode *node = (bNode *)node_argv;
const char *opname = (const char *)op_argv;
@@ -1527,7 +1530,8 @@ static void node_draw_sockets(const View2D &v2d,
node_socket_color_get(C, ntree, node_ptr, *socket, color);
node_socket_outline_color_get(socket->flag & SELECT, socket->type, outline_color);
- node_socket_draw_multi_input(color, outline_color, width, height, socket->locx, socket->locy);
+ const float2 location(socket->locx, socket->locy);
+ node_socket_draw_multi_input(color, outline_color, width, height, location);
}
}
@@ -2645,13 +2649,13 @@ static void reroute_node_prepare_for_draw(bNode &node)
const float2 loc = node_to_view(node, float2(0));
/* reroute node has exactly one input and one output, both in the same place */
- bNodeSocket *nsock = (bNodeSocket *)node.outputs.first;
- nsock->locx = loc.x;
- nsock->locy = loc.y;
+ bNodeSocket *socket = (bNodeSocket *)node.outputs.first;
+ socket->locx = loc.x;
+ socket->locy = loc.y;
- nsock = (bNodeSocket *)node.inputs.first;
- nsock->locx = loc.x;
- nsock->locy = loc.y;
+ socket = (bNodeSocket *)node.inputs.first;
+ socket->locx = loc.x;
+ socket->locy = loc.y;
const float size = 8.0f;
node.width = size * 2;
@@ -2768,7 +2772,7 @@ static void frame_node_draw_label(const bNodeTree &ntree,
BLF_wordwrap(fontid, line_width);
LISTBASE_FOREACH (const TextLine *, line, &text->lines) {
- struct ResultBLF info;
+ ResultBLF info;
if (line->line[0]) {
BLF_position(fontid, x, y, 0);
BLF_draw_ex(fontid, line->line, line->len, &info);
@@ -3023,8 +3027,9 @@ static void draw_nodetree(const bContext &C,
bNodeInstanceKey parent_key)
{
SpaceNode *snode = CTX_wm_space_node(&C);
+ ntree.ensure_topology_cache();
- Vector<bNode *> nodes = ntree.nodes;
+ Span<bNode *> nodes = ntree.all_nodes();
Array<uiBlock *> blocks = node_uiblocks_init(C, nodes);
@@ -3104,8 +3109,8 @@ void node_draw_space(const bContext &C, ARegion &region)
}
/* Current View2D center, will be set temporarily for parent node trees. */
- float center[2];
- UI_view2d_center_get(&v2d, &center[0], &center[1]);
+ float2 center;
+ UI_view2d_center_get(&v2d, &center.x, &center.y);
/* Store new view center in path and current edit tree. */
copy_v2_v2(path->view_center, center);
diff --git a/source/blender/editors/space_node/node_edit.cc b/source/blender/editors/space_node/node_edit.cc
index 7f8a479739f..5f92e514385 100644
--- a/source/blender/editors/space_node/node_edit.cc
+++ b/source/blender/editors/space_node/node_edit.cc
@@ -320,7 +320,7 @@ static void compo_completejob(void *cjv)
/** \name Composite Job C API
* \{ */
-void ED_node_composite_job(const bContext *C, struct bNodeTree *nodetree, Scene *scene_owner)
+void ED_node_composite_job(const bContext *C, bNodeTree *nodetree, Scene *scene_owner)
{
using namespace blender::ed::space_node;
@@ -464,22 +464,22 @@ void ED_node_set_tree_type(SpaceNode *snode, bNodeTreeType *typeinfo)
}
}
-bool ED_node_is_compositor(struct SpaceNode *snode)
+bool ED_node_is_compositor(SpaceNode *snode)
{
return STREQ(snode->tree_idname, ntreeType_Composite->idname);
}
-bool ED_node_is_shader(struct SpaceNode *snode)
+bool ED_node_is_shader(SpaceNode *snode)
{
return STREQ(snode->tree_idname, ntreeType_Shader->idname);
}
-bool ED_node_is_texture(struct SpaceNode *snode)
+bool ED_node_is_texture(SpaceNode *snode)
{
return STREQ(snode->tree_idname, ntreeType_Texture->idname);
}
-bool ED_node_is_geometry(struct SpaceNode *snode)
+bool ED_node_is_geometry(SpaceNode *snode)
{
return STREQ(snode->tree_idname, ntreeType_Geometry->idname);
}
@@ -550,7 +550,7 @@ void ED_node_shader_default(const bContext *C, ID *id)
}
}
-void ED_node_composit_default(const bContext *C, struct Scene *sce)
+void ED_node_composit_default(const bContext *C, Scene *sce)
{
/* but lets check it anyway */
if (sce->nodetree) {
@@ -921,7 +921,7 @@ static void edit_node_properties_get(
/** \name Node Generic
* \{ */
-static bool socket_is_occluded(const bNodeSocket &sock,
+static bool socket_is_occluded(const float2 &location,
const bNode &node_the_socket_belongs_to,
const SpaceNode &snode)
{
@@ -933,7 +933,7 @@ static bool socket_is_occluded(const bNodeSocket &sock,
rctf socket_hitbox;
const float socket_hitbox_radius = NODE_SOCKSIZE - 0.1f * U.widget_unit;
- BLI_rctf_init_pt_radius(&socket_hitbox, float2(sock.locx, sock.locy), socket_hitbox_radius);
+ BLI_rctf_init_pt_radius(&socket_hitbox, location, socket_hitbox_radius);
if (BLI_rctf_inside_rctf(&node->totr, &socket_hitbox)) {
return true;
}
@@ -956,14 +956,14 @@ struct NodeSizeWidget {
};
static void node_resize_init(
- bContext *C, wmOperator *op, const float cursor[2], const bNode *node, NodeResizeDirection dir)
+ bContext *C, wmOperator *op, const float2 &cursor, const bNode *node, NodeResizeDirection dir)
{
NodeSizeWidget *nsw = MEM_cnew<NodeSizeWidget>(__func__);
op->customdata = nsw;
- nsw->mxstart = cursor[0];
- nsw->mystart = cursor[1];
+ nsw->mxstart = cursor.x;
+ nsw->mystart = cursor.y;
/* store old */
nsw->oldlocx = node->locx;
@@ -1010,12 +1010,12 @@ static int node_resize_modal(bContext *C, wmOperator *op, const wmEvent *event)
switch (event->type) {
case MOUSEMOVE: {
- int mval[2];
+ int2 mval;
WM_event_drag_start_mval(event, region, mval);
float mx, my;
- UI_view2d_region_to_view(&region->v2d, mval[0], mval[1], &mx, &my);
- float dx = (mx - nsw->mxstart) / UI_DPI_FAC;
- float dy = (my - nsw->mystart) / UI_DPI_FAC;
+ UI_view2d_region_to_view(&region->v2d, mval.x, mval.y, &mx, &my);
+ const float dx = (mx - nsw->mxstart) / UI_DPI_FAC;
+ const float dy = (my - nsw->mystart) / UI_DPI_FAC;
if (node) {
float *pwidth = &node->width;
@@ -1117,11 +1117,11 @@ static int node_resize_invoke(bContext *C, wmOperator *op, const wmEvent *event)
}
/* convert mouse coordinates to v2d space */
- float cursor[2];
- int mval[2];
+ float2 cursor;
+ int2 mval;
WM_event_drag_start_mval(event, region, mval);
- UI_view2d_region_to_view(&region->v2d, mval[0], mval[1], &cursor[0], &cursor[1]);
- const NodeResizeDirection dir = node_get_resize_direction(node, cursor[0], cursor[1]);
+ UI_view2d_region_to_view(&region->v2d, mval.x, mval.y, &cursor.x, &cursor.y);
+ const NodeResizeDirection dir = node_get_resize_direction(node, cursor.x, cursor.y);
if (dir == NODE_RESIZE_NONE) {
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
@@ -1199,21 +1199,22 @@ void node_set_hidden_sockets(SpaceNode *snode, bNode *node, int set)
}
/* checks snode->mouse position, and returns found node/socket */
-static bool cursor_isect_multi_input_socket(const float cursor[2], const bNodeSocket &socket)
+static bool cursor_isect_multi_input_socket(const float2 &cursor, const bNodeSocket &socket)
{
const float node_socket_height = node_socket_calculate_height(socket);
- rctf multi_socket_rect;
+ const float2 location(socket.locx, socket.locy);
/* `.xmax = socket->locx + NODE_SOCKSIZE * 5.5f`
* would be the same behavior as for regular sockets.
* But keep it smaller because for multi-input socket you
* sometimes want to drag the link to the other side, if you may
* accidentally pick the wrong link otherwise. */
+ rctf multi_socket_rect;
BLI_rctf_init(&multi_socket_rect,
- socket.locx - NODE_SOCKSIZE * 4.0f,
- socket.locx + NODE_SOCKSIZE * 2.0f,
- socket.locy - node_socket_height,
- socket.locy + node_socket_height);
- if (BLI_rctf_isect_pt(&multi_socket_rect, cursor[0], cursor[1])) {
+ location.x - NODE_SOCKSIZE * 4.0f,
+ location.x + NODE_SOCKSIZE * 2.0f,
+ location.y - node_socket_height,
+ location.y + node_socket_height);
+ if (BLI_rctf_isect_pt(&multi_socket_rect, cursor.x, cursor.y)) {
return true;
}
return false;
@@ -1251,17 +1252,18 @@ bool node_find_indicated_socket(SpaceNode &snode,
if (in_out & SOCK_IN) {
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (!nodeSocketIsHidden(sock)) {
+ const float2 location(sock->locx, sock->locy);
if (sock->flag & SOCK_MULTI_INPUT && !(node->flag & NODE_HIDDEN)) {
if (cursor_isect_multi_input_socket(cursor, *sock)) {
- if (!socket_is_occluded(*sock, *node, snode)) {
+ if (!socket_is_occluded(location, *node, snode)) {
*nodep = node;
*sockp = sock;
return true;
}
}
}
- else if (BLI_rctf_isect_pt(&rect, sock->locx, sock->locy)) {
- if (!socket_is_occluded(*sock, *node, snode)) {
+ else if (BLI_rctf_isect_pt(&rect, location.x, location.y)) {
+ if (!socket_is_occluded(location, *node, snode)) {
*nodep = node;
*sockp = sock;
return true;
@@ -1273,8 +1275,9 @@ bool node_find_indicated_socket(SpaceNode &snode,
if (in_out & SOCK_OUT) {
LISTBASE_FOREACH (bNodeSocket *, sock, &node->outputs) {
if (!nodeSocketIsHidden(sock)) {
- if (BLI_rctf_isect_pt(&rect, sock->locx, sock->locy)) {
- if (!socket_is_occluded(*sock, *node, snode)) {
+ const float2 location(sock->locx, sock->locy);
+ if (BLI_rctf_isect_pt(&rect, location.x, location.y)) {
+ if (!socket_is_occluded(location, *node, snode)) {
*nodep = node;
*sockp = sock;
return true;
@@ -1300,11 +1303,12 @@ float node_link_dim_factor(const View2D &v2d, const bNodeLink &link)
return 1.0f;
}
+ const float2 from(link.fromsock->locx, link.fromsock->locy);
+ const float2 to(link.tosock->locx, link.tosock->locy);
+
const float min_endpoint_distance = std::min(
- std::max(BLI_rctf_length_x(&v2d.cur, link.fromsock->locx),
- BLI_rctf_length_y(&v2d.cur, link.fromsock->locy)),
- std::max(BLI_rctf_length_x(&v2d.cur, link.tosock->locx),
- BLI_rctf_length_y(&v2d.cur, link.tosock->locy)));
+ std::max(BLI_rctf_length_x(&v2d.cur, from.x), BLI_rctf_length_y(&v2d.cur, from.y)),
+ std::max(BLI_rctf_length_x(&v2d.cur, to.x), BLI_rctf_length_y(&v2d.cur, to.y)));
if (min_endpoint_distance == 0.0f) {
return 1.0f;
@@ -1363,7 +1367,7 @@ static int node_duplicate_exec(bContext *C, wmOperator *op)
bNode *lastnode = (bNode *)ntree->nodes.last;
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->flag & SELECT) {
- bNode *new_node = blender::bke::node_copy_with_mapping(
+ bNode *new_node = bke::node_copy_with_mapping(
ntree, *node, LIB_ID_COPY_DEFAULT, true, socket_map);
node_map.add_new(node, new_node);
changed = true;
@@ -2230,12 +2234,12 @@ static int node_clipboard_copy_exec(bContext *C, wmOperator *UNUSED(op))
if (node->flag & SELECT) {
/* No ID refcounting, this node is virtual,
* detached from any actual Blender data currently. */
- bNode *new_node = blender::bke::node_copy_with_mapping(nullptr,
- *node,
- LIB_ID_CREATE_NO_USER_REFCOUNT |
- LIB_ID_CREATE_NO_MAIN,
- false,
- socket_map);
+ bNode *new_node = bke::node_copy_with_mapping(nullptr,
+ *node,
+ LIB_ID_CREATE_NO_USER_REFCOUNT |
+ LIB_ID_CREATE_NO_MAIN,
+ false,
+ socket_map);
node_map.add_new(node, new_node);
}
}
@@ -2355,11 +2359,11 @@ static int node_clipboard_paste_exec(bContext *C, wmOperator *op)
node_deselect_all(*snode);
/* calculate "barycenter" for placing on mouse cursor */
- float center[2] = {0.0f, 0.0f};
+ float2 center = {0.0f, 0.0f};
int num_nodes = 0;
LISTBASE_FOREACH_INDEX (bNode *, node, clipboard_nodes_lb, num_nodes) {
- center[0] += BLI_rctf_cent_x(&node->totr);
- center[1] += BLI_rctf_cent_y(&node->totr);
+ center.x += BLI_rctf_cent_x(&node->totr);
+ center.y += BLI_rctf_cent_y(&node->totr);
}
mul_v2_fl(center, 1.0 / num_nodes);
@@ -2368,7 +2372,7 @@ static int node_clipboard_paste_exec(bContext *C, wmOperator *op)
/* copy nodes from clipboard */
LISTBASE_FOREACH (bNode *, node, clipboard_nodes_lb) {
- bNode *new_node = blender::bke::node_copy_with_mapping(
+ bNode *new_node = bke::node_copy_with_mapping(
ntree, *node, LIB_ID_COPY_DEFAULT, true, socket_map);
node_map.add_new(node, new_node);
}
diff --git a/source/blender/editors/space_node/node_gizmo.cc b/source/blender/editors/space_node/node_gizmo.cc
index 4f27f9baabc..f9126556b71 100644
--- a/source/blender/editors/space_node/node_gizmo.cc
+++ b/source/blender/editors/space_node/node_gizmo.cc
@@ -49,14 +49,14 @@ static void node_gizmo_calc_matrix_space(const SpaceNode *snode,
static void node_gizmo_calc_matrix_space_with_image_dims(const SpaceNode *snode,
const ARegion *region,
- const float image_dims[2],
+ const float2 &image_dims,
float matrix_space[4][4])
{
unit_m4(matrix_space);
- mul_v3_fl(matrix_space[0], snode->zoom * image_dims[0]);
- mul_v3_fl(matrix_space[1], snode->zoom * image_dims[1]);
- matrix_space[3][0] = ((region->winx / 2) + snode->xof) - ((image_dims[0] / 2.0f) * snode->zoom);
- matrix_space[3][1] = ((region->winy / 2) + snode->yof) - ((image_dims[1] / 2.0f) * snode->zoom);
+ mul_v3_fl(matrix_space[0], snode->zoom * image_dims.x);
+ mul_v3_fl(matrix_space[1], snode->zoom * image_dims.y);
+ matrix_space[3][0] = ((region->winx / 2) + snode->xof) - ((image_dims.x / 2.0f) * snode->zoom);
+ matrix_space[3][1] = ((region->winy / 2) + snode->yof) - ((image_dims.y / 2.0f) * snode->zoom);
}
/** \} */
@@ -135,7 +135,7 @@ static void WIDGETGROUP_node_transform_refresh(const bContext *C, wmGizmoGroup *
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, nullptr, &lock);
if (ibuf) {
- const float dims[2] = {
+ const float2 dims = {
(ibuf->x > 0) ? ibuf->x : 64.0f,
(ibuf->y > 0) ? ibuf->y : 64.0f,
};
@@ -190,7 +190,7 @@ struct NodeCropWidgetGroup {
wmGizmo *border;
struct {
- float dims[2];
+ float2 dims;
} state;
struct {
@@ -206,10 +206,7 @@ static void gizmo_node_crop_update(struct NodeCropWidgetGroup *crop_group)
crop_group->update_data.context, &crop_group->update_data.ptr, crop_group->update_data.prop);
}
-static void two_xy_to_rect(const NodeTwoXYs *nxy,
- rctf *rect,
- const float dims[2],
- bool is_relative)
+static void two_xy_to_rect(const NodeTwoXYs *nxy, rctf *rect, const float2 &dims, bool is_relative)
{
if (is_relative) {
rect->xmin = nxy->fac_x1;
@@ -218,16 +215,16 @@ static void two_xy_to_rect(const NodeTwoXYs *nxy,
rect->ymax = nxy->fac_y2;
}
else {
- rect->xmin = nxy->x1 / dims[0];
- rect->xmax = nxy->x2 / dims[0];
- rect->ymin = nxy->y1 / dims[1];
- rect->ymax = nxy->y2 / dims[1];
+ rect->xmin = nxy->x1 / dims.x;
+ rect->xmax = nxy->x2 / dims.x;
+ rect->ymin = nxy->y1 / dims.y;
+ rect->ymax = nxy->y2 / dims.y;
}
}
static void two_xy_from_rect(NodeTwoXYs *nxy,
const rctf *rect,
- const float dims[2],
+ const float2 &dims,
bool is_relative)
{
if (is_relative) {
@@ -237,10 +234,10 @@ static void two_xy_from_rect(NodeTwoXYs *nxy,
nxy->fac_y2 = rect->ymax;
}
else {
- nxy->x1 = rect->xmin * dims[0];
- nxy->x2 = rect->xmax * dims[0];
- nxy->y1 = rect->ymin * dims[1];
- nxy->y2 = rect->ymax * dims[1];
+ nxy->x1 = rect->xmin * dims.x;
+ nxy->x2 = rect->xmax * dims.x;
+ nxy->y1 = rect->ymin * dims.y;
+ nxy->y2 = rect->ymax * dims.y;
}
}
@@ -321,9 +318,7 @@ static bool WIDGETGROUP_node_crop_poll(const bContext *C, wmGizmoGroupType *UNUS
static void WIDGETGROUP_node_crop_setup(const bContext *UNUSED(C), wmGizmoGroup *gzgroup)
{
- struct NodeCropWidgetGroup *crop_group = (NodeCropWidgetGroup *)MEM_mallocN(
- sizeof(struct NodeCropWidgetGroup), __func__);
-
+ NodeCropWidgetGroup *crop_group = MEM_new<NodeCropWidgetGroup>(__func__);
crop_group->border = WM_gizmo_new("GIZMO_GT_cage_2d", gzgroup, nullptr);
RNA_enum_set(crop_group->border->ptr,
@@ -407,7 +402,7 @@ struct NodeSunBeamsWidgetGroup {
wmGizmo *gizmo;
struct {
- float dims[2];
+ float2 dims;
} state;
};
@@ -512,7 +507,7 @@ struct NodeCornerPinWidgetGroup {
wmGizmo *gizmos[4];
struct {
- float dims[2];
+ float2 dims;
} state;
};
diff --git a/source/blender/editors/space_node/node_group.cc b/source/blender/editors/space_node/node_group.cc
index bb520c0537e..21def1bd9d7 100644
--- a/source/blender/editors/space_node/node_group.cc
+++ b/source/blender/editors/space_node/node_group.cc
@@ -25,6 +25,7 @@
#include "BKE_context.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
+#include "BKE_node_runtime.hh"
#include "BKE_node_tree_update.h"
#include "BKE_report.h"
@@ -462,8 +463,7 @@ static bool node_group_separate_selected(
bNode *newnode;
if (make_copy) {
/* make a copy */
- newnode = blender::bke::node_copy_with_mapping(
- &ngroup, *node, LIB_ID_COPY_DEFAULT, true, socket_map);
+ newnode = bke::node_copy_with_mapping(&ngroup, *node, LIB_ID_COPY_DEFAULT, true, socket_map);
node_map.add_new(node, newnode);
}
else {
@@ -653,7 +653,7 @@ static bool node_group_make_use_node(bNode &node, bNode *gnode)
static bool node_group_make_test_selected(bNodeTree &ntree,
bNode *gnode,
const char *ntree_idname,
- struct ReportList &reports)
+ ReportList &reports)
{
int ok = true;
@@ -717,13 +717,13 @@ static int node_get_selected_minmax(
INIT_MINMAX2(min, max);
LISTBASE_FOREACH (bNode *, node, &ntree.nodes) {
if (node_group_make_use_node(*node, gnode)) {
- float loc[2];
- nodeToView(node, node->offsetx, node->offsety, &loc[0], &loc[1]);
- minmax_v2v2_v2(min, max, loc);
+ float2 loc;
+ nodeToView(node, node->offsetx, node->offsety, &loc.x, &loc.y);
+ math::min_max(loc, min, max);
if (use_size) {
- loc[0] += node->width;
- loc[1] -= node->height;
- minmax_v2v2_v2(min, max, loc);
+ loc.x += node->width;
+ loc.y -= node->height;
+ math::min_max(loc, min, max);
}
totselect++;
}
@@ -837,8 +837,8 @@ static void node_group_make_insert_selected(const bContext &C, bNodeTree &ntree,
/* relink external sockets */
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree.links) {
- int fromselect = node_group_make_use_node(*link->fromnode, gnode);
- int toselect = node_group_make_use_node(*link->tonode, gnode);
+ const bool fromselect = node_group_make_use_node(*link->fromnode, gnode);
+ const bool toselect = node_group_make_use_node(*link->tonode, gnode);
if ((fromselect && link->tonode == gnode) || (toselect && link->fromnode == gnode)) {
/* remove all links to/from the gnode.
@@ -918,8 +918,8 @@ static void node_group_make_insert_selected(const bContext &C, bNodeTree &ntree,
/* move internal links */
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree.links) {
- int fromselect = node_group_make_use_node(*link->fromnode, gnode);
- int toselect = node_group_make_use_node(*link->tonode, gnode);
+ const bool fromselect = node_group_make_use_node(*link->fromnode, gnode);
+ const bool toselect = node_group_make_use_node(*link->tonode, gnode);
if (fromselect && toselect) {
BLI_remlink(&ntree.links, link);
@@ -1042,9 +1042,6 @@ static int node_group_make_exec(bContext *C, wmOperator *op)
nodeSetActive(&ntree, gnode);
if (ngroup) {
ED_node_tree_push(&snode, ngroup, gnode);
- LISTBASE_FOREACH (bNode *, node, &ngroup->nodes) {
- sort_multi_input_socket_links(snode, *node, nullptr, nullptr);
- }
}
}
diff --git a/source/blender/editors/space_node/node_intern.hh b/source/blender/editors/space_node/node_intern.hh
index b7fa6ffd807..6754673cffc 100644
--- a/source/blender/editors/space_node/node_intern.hh
+++ b/source/blender/editors/space_node/node_intern.hh
@@ -144,7 +144,10 @@ void node_socket_color_get(const bContext &C,
void node_draw_space(const bContext &C, ARegion &region);
-void node_socket_add_tooltip(bNodeTree *ntree, bNode *node, bNodeSocket *sock, uiLayout *layout);
+void node_socket_add_tooltip(const bNodeTree &ntree,
+ const bNode &node,
+ const bNodeSocket &sock,
+ uiLayout &layout);
/**
* Sort nodes by selection: unselected nodes first, then selected,
@@ -166,7 +169,7 @@ void node_keymap(wmKeyConfig *keyconf);
/* node_select.cc */
rctf node_frame_rect_inside(const bNode &node);
-bool node_or_socket_isect_event(bContext *C, const wmEvent *event);
+bool node_or_socket_isect_event(const bContext &C, const wmEvent &event);
void node_deselect_all(SpaceNode &snode);
void node_socket_select(bNode *node, bNodeSocket &sock);
@@ -229,19 +232,12 @@ void node_draw_link_bezier(const bContext &C,
int th_col2,
int th_col3,
bool selected);
-/** If v2d not nullptr, it clips and returns 0 if not visible. */
-bool node_link_bezier_points(const View2D *v2d,
- const SpaceNode *snode,
- const bNodeLink &link,
- float coord_array[][2],
- int resol);
-/**
- * Return quadratic beziers points for a given nodelink and clip if v2d is not nullptr.
- */
-bool node_link_bezier_handles(const View2D *v2d,
- const SpaceNode *snode,
- const bNodeLink &ink,
- float vec[4][2]);
+
+void node_link_bezier_points_evaluated(const bNodeLink &link,
+ std::array<float2, NODE_LINK_RESOL + 1> &coords);
+
+std::optional<float2> link_path_intersection(const bNodeLink &link, Span<float2> path);
+
void draw_nodespace_back_pix(const bContext &C,
ARegion &region,
SpaceNode &snode,
@@ -271,11 +267,6 @@ void NODE_OT_group_edit(wmOperatorType *ot);
/* node_relationships.cc */
-void sort_multi_input_socket_links(SpaceNode &snode,
- bNode &node,
- bNodeLink *drag_link,
- const float2 *cursor);
-
void NODE_OT_link(wmOperatorType *ot);
void NODE_OT_link_make(wmOperatorType *ot);
void NODE_OT_links_cut(wmOperatorType *ot);
diff --git a/source/blender/editors/space_node/node_ops.cc b/source/blender/editors/space_node/node_ops.cc
index ce000aba1da..c936f07a594 100644
--- a/source/blender/editors/space_node/node_ops.cc
+++ b/source/blender/editors/space_node/node_ops.cc
@@ -111,7 +111,7 @@ void node_operatortypes()
WM_operatortype_append(NODE_OT_cryptomatte_layer_remove);
}
-void node_keymap(struct wmKeyConfig *keyconf)
+void node_keymap( wmKeyConfig *keyconf)
{
/* Entire Editor only ----------------- */
WM_keymap_ensure(keyconf, "Node Generic", SPACE_NODE, 0);
diff --git a/source/blender/editors/space_node/node_relationships.cc b/source/blender/editors/space_node/node_relationships.cc
index 3a8bb56bc5e..067c01dcc58 100644
--- a/source/blender/editors/space_node/node_relationships.cc
+++ b/source/blender/editors/space_node/node_relationships.cc
@@ -11,6 +11,7 @@
#include "DNA_node_types.h"
#include "BLI_easing.h"
+#include "BLI_stack.hh"
#include "BKE_anim_data.h"
#include "BKE_context.h"
@@ -52,11 +53,6 @@
#include "node_intern.hh" /* own include */
-struct bNodeListItem {
- struct bNodeListItem *next, *prev;
- struct bNode *node;
-};
-
struct NodeInsertOfsData {
bNodeTree *ntree;
bNode *insert; /* inserted node */
@@ -77,6 +73,8 @@ static void clear_picking_highlight(ListBase *links)
namespace blender::ed::space_node {
+void update_multi_input_indices_for_removed_links(bNode &node);
+
/* -------------------------------------------------------------------- */
/** \name Add Node
* \{ */
@@ -107,11 +105,9 @@ static void pick_link(
nldrag.links.append(link);
nodeRemLink(snode.edittree, &link_to_pick);
-
+ snode.edittree->ensure_topology_cache();
BLI_assert(nldrag.last_node_hovered_while_dragging_a_link != nullptr);
-
- sort_multi_input_socket_links(
- snode, *nldrag.last_node_hovered_while_dragging_a_link, nullptr, nullptr);
+ update_multi_input_indices_for_removed_links(*nldrag.last_node_hovered_while_dragging_a_link);
/* Send changed event to original link->tonode. */
if (node) {
@@ -125,10 +121,8 @@ static void pick_input_link_by_link_intersect(const bContext &C,
const float2 &cursor)
{
SpaceNode *snode = CTX_wm_space_node(&C);
- const ARegion *region = CTX_wm_region(&C);
- const View2D *v2d = &region->v2d;
- float drag_start[2];
+ float2 drag_start;
RNA_float_get_array(op.ptr, "drag_start", drag_start);
bNode *node;
bNodeSocket *socket;
@@ -137,26 +131,16 @@ static void pick_input_link_by_link_intersect(const bContext &C,
/* Distance to test overlapping of cursor on link. */
const float cursor_link_touch_distance = 12.5f * UI_DPI_FAC;
- const int resolution = NODE_LINK_RESOL;
-
bNodeLink *link_to_pick = nullptr;
clear_picking_highlight(&snode->edittree->links);
LISTBASE_FOREACH (bNodeLink *, link, &snode->edittree->links) {
if (link->tosock == socket) {
/* Test if the cursor is near a link. */
- float vec[4][2];
- node_link_bezier_handles(v2d, snode, *link, vec);
-
- float data[NODE_LINK_RESOL * 2 + 2];
- BKE_curve_forward_diff_bezier(
- vec[0][0], vec[1][0], vec[2][0], vec[3][0], data, resolution, sizeof(float[2]));
- BKE_curve_forward_diff_bezier(
- vec[0][1], vec[1][1], vec[2][1], vec[3][1], data + 1, resolution, sizeof(float[2]));
-
- for (int i = 0; i < resolution * 2; i += 2) {
- float *l1 = &data[i];
- float *l2 = &data[i + 2];
- float distance = dist_squared_to_line_segment_v2(cursor, l1, l2);
+ std::array<float2, NODE_LINK_RESOL + 1> coords;
+ node_link_bezier_points_evaluated(*link, coords);
+
+ for (const int i : IndexRange(coords.size() - 1)) {
+ const float distance = dist_squared_to_line_segment_v2(cursor, coords[i], coords[i + 1]);
if (distance < cursor_link_touch_distance) {
link_to_pick = link;
nldrag.last_picked_multi_input_socket_link = link_to_pick;
@@ -308,35 +292,24 @@ struct LinkAndPosition {
float2 multi_socket_position;
};
-void sort_multi_input_socket_links(SpaceNode &snode,
- bNode &node,
- bNodeLink *drag_link,
- const float2 *cursor)
+static void sort_multi_input_socket_links_with_drag(bNode &node,
+ bNodeLink &drag_link,
+ const float2 &cursor)
{
- LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
- if (!(socket->flag & SOCK_MULTI_INPUT)) {
+ for (bNodeSocket *socket : node.input_sockets()) {
+ if (!socket->is_multi_input()) {
continue;
}
- Vector<LinkAndPosition, 8> links;
+ const float2 &socket_location = {socket->locx, socket->locy};
- LISTBASE_FOREACH (bNodeLink *, link, &snode.edittree->links) {
- if (link->tosock == socket) {
- links.append(
- {link,
- node_link_calculate_multi_input_position({link->tosock->locx, link->tosock->locy},
- link->multi_input_socket_index,
- link->tosock->total_inputs)});
- }
- }
+ Vector<LinkAndPosition, 8> links;
+ for (bNodeLink *link : socket->directly_linked_links()) {
+ const float2 location = node_link_calculate_multi_input_position(
+ socket_location, link->multi_input_socket_index, link->tosock->total_inputs);
+ links.append({link, location});
+ };
- if (drag_link) {
- LinkAndPosition link_and_position{};
- link_and_position.link = drag_link;
- if (cursor) {
- link_and_position.multi_socket_position = *cursor;
- }
- links.append(link_and_position);
- }
+ links.append({&drag_link, cursor});
std::sort(links.begin(), links.end(), [](const LinkAndPosition a, const LinkAndPosition b) {
return a.multi_socket_position.y < b.multi_socket_position.y;
@@ -348,6 +321,23 @@ void sort_multi_input_socket_links(SpaceNode &snode,
}
}
+void update_multi_input_indices_for_removed_links(bNode &node)
+{
+ for (bNodeSocket *socket : node.input_sockets()) {
+ if (!socket->is_multi_input()) {
+ continue;
+ }
+ Vector<bNodeLink *, 8> links = socket->directly_linked_links();
+ std::sort(links.begin(), links.end(), [](const bNodeLink *a, const bNodeLink *b) {
+ return a->multi_input_socket_index < b->multi_input_socket_index;
+ });
+
+ for (const int i : links.index_range()) {
+ links[i]->multi_input_socket_index = i;
+ }
+ }
+}
+
static void snode_autoconnect(SpaceNode &snode, const bool allow_multiple, const bool replace)
{
bNodeTree *ntree = snode.edittree;
@@ -637,7 +627,8 @@ static int link_socket_to_viewer(const bContext &C,
if (viewer_bnode == nullptr) {
/* Create a new viewer node if none exists. */
const int viewer_type = get_default_viewer_type(&C);
- const float2 location{bsocket_to_view.locx + 100, bsocket_to_view.locy};
+ const float2 location{bsocket_to_view.locx / UI_DPI_FAC + 100,
+ bsocket_to_view.locy / UI_DPI_FAC};
viewer_bnode = add_static_node(C, viewer_type, location);
if (viewer_bnode == nullptr) {
return OPERATOR_CANCELLED;
@@ -942,6 +933,7 @@ static void node_link_find_socket(bContext &C, wmOperator &op, const float2 &cur
if (nldrag->in_out == SOCK_OUT) {
bNode *tnode;
bNodeSocket *tsock = nullptr;
+ snode.edittree->ensure_topology_cache();
if (node_find_indicated_socket(snode, &tnode, &tsock, cursor, SOCK_IN)) {
for (bNodeLink *link : nldrag->links) {
/* skip if socket is on the same node as the fromsock */
@@ -968,19 +960,19 @@ static void node_link_find_socket(bContext &C, wmOperator &op, const float2 &cur
continue;
}
if (link->tosock && link->tosock->flag & SOCK_MULTI_INPUT) {
- sort_multi_input_socket_links(snode, *tnode, link, &cursor);
+ sort_multi_input_socket_links_with_drag(*tnode, *link, cursor);
}
}
}
else {
for (bNodeLink *link : nldrag->links) {
- if (nldrag->last_node_hovered_while_dragging_a_link) {
- sort_multi_input_socket_links(
- snode, *nldrag->last_node_hovered_while_dragging_a_link, nullptr, &cursor);
- }
link->tonode = nullptr;
link->tosock = nullptr;
}
+ if (nldrag->last_node_hovered_while_dragging_a_link) {
+ update_multi_input_indices_for_removed_links(
+ *nldrag->last_node_hovered_while_dragging_a_link);
+ }
}
}
else {
@@ -1177,7 +1169,7 @@ static int node_link_invoke(bContext *C, wmOperator *op, const wmEvent *event)
bool detach = RNA_boolean_get(op->ptr, "detach");
- int mval[2];
+ int2 mval;
WM_event_drag_start_mval(event, &region, mval);
float2 cursor;
@@ -1317,28 +1309,6 @@ void NODE_OT_link_make(wmOperatorType *ot)
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Node Link Intersect
- * \{ */
-
-static bool node_links_intersect(bNodeLink &link, const float mcoords[][2], int tot)
-{
- float coord_array[NODE_LINK_RESOL + 1][2];
-
- if (node_link_bezier_points(nullptr, nullptr, link, coord_array, NODE_LINK_RESOL)) {
- for (int i = 0; i < tot - 1; i++) {
- for (int b = 0; b < NODE_LINK_RESOL; b++) {
- if (isect_seg_seg_v2(mcoords[i], mcoords[i + 1], coord_array[b], coord_array[b + 1]) > 0) {
- return true;
- }
- }
- }
- }
- return false;
-}
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
/** \name Cut Link Operator
* \{ */
@@ -1346,56 +1316,63 @@ static int cut_links_exec(bContext *C, wmOperator *op)
{
Main &bmain = *CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
- ARegion &region = *CTX_wm_region(C);
+ const ARegion &region = *CTX_wm_region(C);
- int i = 0;
- float mcoords[256][2];
+ Vector<float2> path;
RNA_BEGIN (op->ptr, itemptr, "path") {
- float loc[2];
-
- RNA_float_get_array(&itemptr, "loc", loc);
- UI_view2d_region_to_view(
- &region.v2d, (int)loc[0], (int)loc[1], &mcoords[i][0], &mcoords[i][1]);
- i++;
- if (i >= 256) {
+ float2 loc_region;
+ RNA_float_get_array(&itemptr, "loc", loc_region);
+ float2 loc_view;
+ UI_view2d_region_to_view(&region.v2d, loc_region.x, loc_region.y, &loc_view.x, &loc_view.y);
+ path.append(loc_view);
+ if (path.size() >= 256) {
break;
}
}
RNA_END;
- if (i > 1) {
- bool found = false;
+ if (path.is_empty()) {
+ return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
+ }
- ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
+ bool found = false;
- LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &snode.edittree->links) {
- if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
- continue;
- }
+ ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
- if (node_links_intersect(*link, mcoords, i)) {
+ bNodeTree &node_tree = *snode.edittree;
- if (found == false) {
- /* TODO(sergey): Why did we kill jobs twice? */
- ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
- found = true;
- }
+ Set<bNode *> affected_nodes;
- bNode *to_node = link->tonode;
- nodeRemLink(snode.edittree, link);
- sort_multi_input_socket_links(snode, *to_node, nullptr, nullptr);
- }
+ LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &node_tree.links) {
+ if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
+ continue;
}
- ED_node_tree_propagate_change(C, CTX_data_main(C), snode.edittree);
- if (found) {
- return OPERATOR_FINISHED;
+ if (link_path_intersection(*link, path)) {
+
+ if (!found) {
+ /* TODO(sergey): Why did we kill jobs twice? */
+ ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
+ found = true;
+ }
+
+ bNode *to_node = link->tonode;
+ nodeRemLink(snode.edittree, link);
+ affected_nodes.add(to_node);
}
+ }
- return OPERATOR_CANCELLED;
+ node_tree.ensure_topology_cache();
+ for (bNode *node : affected_nodes) {
+ update_multi_input_indices_for_removed_links(*node);
}
- return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
+ ED_node_tree_propagate_change(C, CTX_data_main(C), snode.edittree);
+ if (found) {
+ return OPERATOR_FINISHED;
+ }
+
+ return OPERATOR_CANCELLED;
}
void NODE_OT_links_cut(wmOperatorType *ot)
@@ -1429,69 +1406,99 @@ void NODE_OT_links_cut(wmOperatorType *ot)
/** \name Mute Links Operator
* \{ */
+static bool all_links_muted(const bNodeSocket &socket)
+{
+ for (const bNodeLink *link : socket.directly_linked_links()) {
+ if (!(link->flag & NODE_LINK_MUTED)) {
+ return false;
+ }
+ }
+ return true;
+}
+
static int mute_links_exec(bContext *C, wmOperator *op)
{
Main &bmain = *CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
- ARegion &region = *CTX_wm_region(C);
+ const ARegion &region = *CTX_wm_region(C);
+ bNodeTree &ntree = *snode.edittree;
- int i = 0;
- float mcoords[256][2];
+ Vector<float2> path;
RNA_BEGIN (op->ptr, itemptr, "path") {
- float loc[2];
-
- RNA_float_get_array(&itemptr, "loc", loc);
- UI_view2d_region_to_view(
- &region.v2d, (int)loc[0], (int)loc[1], &mcoords[i][0], &mcoords[i][1]);
- i++;
- if (i >= 256) {
+ float2 loc_region;
+ RNA_float_get_array(&itemptr, "loc", loc_region);
+ float2 loc_view;
+ UI_view2d_region_to_view(&region.v2d, loc_region.x, loc_region.y, &loc_view.x, &loc_view.y);
+ path.append(loc_view);
+ if (path.size() >= 256) {
break;
}
}
RNA_END;
- if (i > 1) {
- ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
+ if (path.is_empty()) {
+ return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
+ }
- /* Count intersected links and clear test flag. */
- int tot = 0;
- LISTBASE_FOREACH (bNodeLink *, link, &snode.edittree->links) {
- if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
- continue;
- }
- link->flag &= ~NODE_LINK_TEST;
- if (node_links_intersect(*link, mcoords, i)) {
- tot++;
- }
+ ED_preview_kill_jobs(CTX_wm_manager(C), &bmain);
+
+ ntree.ensure_topology_cache();
+
+ Set<bNodeLink *> affected_links;
+ LISTBASE_FOREACH (bNodeLink *, link, &ntree.links) {
+ if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
+ continue;
}
- if (tot == 0) {
- return OPERATOR_CANCELLED;
+ if (!link_path_intersection(*link, path)) {
+ continue;
}
+ affected_links.add(link);
+ }
- /* Mute links. */
- LISTBASE_FOREACH (bNodeLink *, link, &snode.edittree->links) {
- if (node_link_is_hidden_or_dimmed(region.v2d, *link) || (link->flag & NODE_LINK_TEST)) {
- continue;
- }
+ if (affected_links.is_empty()) {
+ return OPERATOR_CANCELLED;
+ }
- if (node_links_intersect(*link, mcoords, i)) {
- nodeMuteLinkToggle(snode.edittree, link);
+ bke::node_tree_runtime::AllowUsingOutdatedInfo allow_outdated_info{ntree};
+
+ for (bNodeLink *link : affected_links) {
+ nodeLinkSetMute(&ntree, link, !(link->flag & NODE_LINK_MUTED));
+ const bool muted = link->flag & NODE_LINK_MUTED;
+
+ /* Propagate mute status downsteam past reroute nodes. */
+ if (link->tonode->is_reroute()) {
+ Stack<bNodeLink *> links;
+ links.push_multiple(link->tonode->output_sockets().first()->directly_linked_links());
+ while (!links.is_empty()) {
+ bNodeLink *link = links.pop();
+ nodeLinkSetMute(&ntree, link, muted);
+ if (!link->tonode->is_reroute()) {
+ continue;
+ }
+ links.push_multiple(link->tonode->output_sockets().first()->directly_linked_links());
}
}
-
- /* Clear remaining test flags. */
- LISTBASE_FOREACH (bNodeLink *, link, &snode.edittree->links) {
- if (node_link_is_hidden_or_dimmed(region.v2d, *link)) {
- continue;
+ /* Propagate mute status upstream past reroutes, but only if all outputs are muted. */
+ if (link->fromnode->is_reroute()) {
+ if (!muted || all_links_muted(*link->fromsock)) {
+ Stack<bNodeLink *> links;
+ links.push_multiple(link->fromnode->input_sockets().first()->directly_linked_links());
+ while (!links.is_empty()) {
+ bNodeLink *link = links.pop();
+ nodeLinkSetMute(&ntree, link, muted);
+ if (!link->fromnode->is_reroute()) {
+ continue;
+ }
+ if (!muted || all_links_muted(*link->fromsock)) {
+ links.push_multiple(link->fromnode->input_sockets().first()->directly_linked_links());
+ }
+ }
}
- link->flag &= ~NODE_LINK_TEST;
}
-
- ED_node_tree_propagate_change(C, CTX_data_main(C), snode.edittree);
- return OPERATOR_FINISHED;
}
- return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
+ ED_node_tree_propagate_change(C, CTX_data_main(C), &ntree);
+ return OPERATOR_FINISHED;
}
void NODE_OT_links_mute(wmOperatorType *ot)
@@ -1707,11 +1714,11 @@ void NODE_OT_join(wmOperatorType *ot)
static bNode *node_find_frame_to_attach(ARegion &region,
const bNodeTree &ntree,
- const int mouse_xy[2])
+ const int2 mouse_xy)
{
/* convert mouse coordinates to v2d space */
- float cursor[2];
- UI_view2d_region_to_view(&region.v2d, UNPACK2(mouse_xy), &cursor[0], &cursor[1]);
+ float2 cursor;
+ UI_view2d_region_to_view(&region.v2d, mouse_xy.x, mouse_xy.y, &cursor.x, &cursor.y);
LISTBASE_FOREACH_BACKWARD (bNode *, frame, &ntree.nodes) {
/* skip selected, those are the nodes we want to attach */
@@ -1935,6 +1942,7 @@ static bool ed_node_link_conditions(ScrArea *area,
void ED_node_link_intersect_test(ScrArea *area, int test)
{
+ using namespace blender;
using namespace blender::ed::space_node;
bNode *select;
@@ -1958,36 +1966,34 @@ void ED_node_link_intersect_test(ScrArea *area, int test)
bNodeLink *selink = nullptr;
float dist_best = FLT_MAX;
LISTBASE_FOREACH (bNodeLink *, link, &snode->edittree->links) {
- float coord_array[NODE_LINK_RESOL + 1][2];
if (node_link_is_hidden_or_dimmed(region->v2d, *link)) {
continue;
}
- if (node_link_bezier_points(nullptr, nullptr, *link, coord_array, NODE_LINK_RESOL)) {
- float dist = FLT_MAX;
+ std::array<float2, NODE_LINK_RESOL + 1> coords;
+ node_link_bezier_points_evaluated(*link, coords);
+ float dist = FLT_MAX;
- /* loop over link coords to find shortest dist to
- * upper left node edge of a intersected line segment */
- for (int i = 0; i < NODE_LINK_RESOL; i++) {
- /* Check if the node rectangle intersects the line from this point to next one. */
- if (BLI_rctf_isect_segment(&select->totr, coord_array[i], coord_array[i + 1])) {
- /* store the shortest distance to the upper left edge
- * of all intersections found so far */
- const float node_xy[] = {select->totr.xmin, select->totr.ymax};
+ /* loop over link coords to find shortest dist to
+ * upper left node edge of a intersected line segment */
+ for (int i = 0; i < NODE_LINK_RESOL; i++) {
+ /* Check if the node rectangle intersects the line from this point to next one. */
+ if (BLI_rctf_isect_segment(&select->totr, coords[i], coords[i + 1])) {
+ /* store the shortest distance to the upper left edge
+ * of all intersections found so far */
+ const float node_xy[] = {select->totr.xmin, select->totr.ymax};
- /* to be precise coord_array should be clipped by select->totr,
- * but not done since there's no real noticeable difference */
- dist = min_ff(
- dist_squared_to_line_segment_v2(node_xy, coord_array[i], coord_array[i + 1]), dist);
- }
+ /* to be precise coords should be clipped by select->totr,
+ * but not done since there's no real noticeable difference */
+ dist = min_ff(dist_squared_to_line_segment_v2(node_xy, coords[i], coords[i + 1]), dist);
}
+ }
- /* we want the link with the shortest distance to node center */
- if (dist < dist_best) {
- dist_best = dist;
- selink = link;
- }
+ /* we want the link with the shortest distance to node center */
+ if (dist < dist_best) {
+ dist_best = dist;
+ selink = link;
}
}
diff --git a/source/blender/editors/space_node/node_select.cc b/source/blender/editors/space_node/node_select.cc
index 9d73156edab..8cc3c80fdfd 100644
--- a/source/blender/editors/space_node/node_select.cc
+++ b/source/blender/editors/space_node/node_select.cc
@@ -48,7 +48,7 @@
namespace blender::ed::space_node {
-static bool is_event_over_node_or_socket(bContext *C, const wmEvent *event);
+static bool is_event_over_node_or_socket(const bContext &C, const wmEvent &event);
/**
* Function to detect if there is a visible view3d that uses workbench in texture mode.
@@ -100,17 +100,17 @@ rctf node_frame_rect_inside(const bNode &node)
return frame_inside;
}
-bool node_or_socket_isect_event(bContext *C, const wmEvent *event)
+bool node_or_socket_isect_event(const bContext &C, const wmEvent &event)
{
return is_event_over_node_or_socket(C, event);
}
-static bool node_frame_select_isect_mouse(bNode *node, const float2 &mouse)
+static bool node_frame_select_isect_mouse(const bNode &node, const float2 &mouse)
{
/* Frame nodes are selectable by their borders (including their whole rect - as for other nodes -
* would prevent e.g. box selection of nodes inside that frame). */
- const rctf frame_inside = node_frame_rect_inside(*node);
- if (BLI_rctf_isect_pt(&node->totr, mouse.x, mouse.y) &&
+ const rctf frame_inside = node_frame_rect_inside(node);
+ if (BLI_rctf_isect_pt(&node.totr, mouse.x, mouse.y) &&
!BLI_rctf_isect_pt(&frame_inside, mouse.x, mouse.y)) {
return true;
}
@@ -118,19 +118,18 @@ static bool node_frame_select_isect_mouse(bNode *node, const float2 &mouse)
return false;
}
-static bNode *node_under_mouse_select(bNodeTree &ntree, int mx, int my)
+static bNode *node_under_mouse_select(bNodeTree &ntree, const float2 mouse)
{
LISTBASE_FOREACH_BACKWARD (bNode *, node, &ntree.nodes) {
switch (node->type) {
case NODE_FRAME: {
- const float2 mouse{(float)mx, (float)my};
- if (node_frame_select_isect_mouse(node, mouse)) {
+ if (node_frame_select_isect_mouse(*node, mouse)) {
return node;
}
break;
}
default: {
- if (BLI_rctf_isect_pt(&node->totr, mx, my)) {
+ if (BLI_rctf_isect_pt(&node->totr, int(mouse.x), int(mouse.y))) {
return node;
}
break;
@@ -140,35 +139,32 @@ static bNode *node_under_mouse_select(bNodeTree &ntree, int mx, int my)
return nullptr;
}
-static bNode *node_under_mouse_tweak(bNodeTree &ntree, const float2 &mouse)
+static bool node_under_mouse_tweak(const bNodeTree &ntree, const float2 &mouse)
{
- using namespace blender::math;
-
- LISTBASE_FOREACH_BACKWARD (bNode *, node, &ntree.nodes) {
+ LISTBASE_FOREACH_BACKWARD (const bNode *, node, &ntree.nodes) {
switch (node->type) {
case NODE_REROUTE: {
- bNodeSocket *socket = (bNodeSocket *)node->inputs.first;
- const float2 location{socket->locx, socket->locy};
- if (distance(mouse, location) < 24.0f) {
- return node;
+ const float2 location = node_to_view(*node, {node->locx, node->locy});
+ if (math::distance(mouse, location) < 24.0f) {
+ return true;
}
break;
}
case NODE_FRAME: {
- if (node_frame_select_isect_mouse(node, mouse)) {
- return node;
+ if (node_frame_select_isect_mouse(*node, mouse)) {
+ return true;
}
break;
}
default: {
if (BLI_rctf_isect_pt(&node->totr, mouse.x, mouse.y)) {
- return node;
+ return true;
}
break;
}
}
}
- return nullptr;
+ return false;
}
static bool is_position_over_node_or_socket(SpaceNode &snode, const float2 &mouse)
@@ -187,17 +183,17 @@ static bool is_position_over_node_or_socket(SpaceNode &snode, const float2 &mous
return false;
}
-static bool is_event_over_node_or_socket(bContext *C, const wmEvent *event)
+static bool is_event_over_node_or_socket(const bContext &C, const wmEvent &event)
{
- SpaceNode *snode = CTX_wm_space_node(C);
- ARegion *region = CTX_wm_region(C);
- float2 mouse;
+ SpaceNode &snode = *CTX_wm_space_node(&C);
+ ARegion &region = *CTX_wm_region(&C);
- int mval[2];
- WM_event_drag_start_mval(event, region, mval);
+ int2 mval;
+ WM_event_drag_start_mval(&event, &region, mval);
- UI_view2d_region_to_view(&region->v2d, mval[0], mval[1], &mouse.x, &mouse.y);
- return is_position_over_node_or_socket(*snode, mouse);
+ float2 mouse;
+ UI_view2d_region_to_view(&region.v2d, mval.x, mval.y, &mouse.x, &mouse.y);
+ return is_position_over_node_or_socket(snode, mouse);
}
void node_socket_select(bNode *node, bNodeSocket &sock)
@@ -514,8 +510,8 @@ void node_select_single(bContext &C, bNode &node)
static bool node_mouse_select(bContext *C,
wmOperator *op,
- const int mval[2],
- struct SelectPick_Params *params)
+ const int2 mval,
+ SelectPick_Params *params)
{
Main &bmain = *CTX_data_main(C);
SpaceNode &snode = *CTX_wm_space_node(C);
@@ -526,7 +522,6 @@ static bool node_mouse_select(bContext *C,
bNode *node, *tnode;
bNodeSocket *sock = nullptr;
bNodeSocket *tsock;
- float cursor[2];
/* always do socket_select when extending selection. */
const bool socket_select = (params->sel_op == SEL_OP_XOR) ||
@@ -536,7 +531,8 @@ static bool node_mouse_select(bContext *C,
bool node_was_selected = false;
/* get mouse coordinates in view2d space */
- UI_view2d_region_to_view(&region.v2d, mval[0], mval[1], &cursor[0], &cursor[1]);
+ float2 cursor;
+ UI_view2d_region_to_view(&region.v2d, mval.x, mval.y, &cursor.x, &cursor.y);
/* first do socket selection, these generally overlap with nodes. */
if (socket_select) {
@@ -593,7 +589,7 @@ static bool node_mouse_select(bContext *C,
if (!sock) {
/* find the closest visible node */
- node = node_under_mouse_select(*snode.edittree, (int)cursor[0], (int)cursor[1]);
+ node = node_under_mouse_select(*snode.edittree, cursor);
found = (node != nullptr);
node_was_selected = node && (node->flag & SELECT);
@@ -667,10 +663,10 @@ static bool node_mouse_select(bContext *C,
static int node_select_exec(bContext *C, wmOperator *op)
{
/* get settings from RNA properties for operator */
- int mval[2];
+ int2 mval;
RNA_int_get_array(op->ptr, "location", mval);
- struct SelectPick_Params params = {};
+ SelectPick_Params params = {};
ED_select_pick_params_from_operator(op->ptr, &params);
/* perform the select */
@@ -787,7 +783,7 @@ static int node_box_select_invoke(bContext *C, wmOperator *op, const wmEvent *ev
{
const bool tweak = RNA_boolean_get(op->ptr, "tweak");
- if (tweak && is_event_over_node_or_socket(C, event)) {
+ if (tweak && is_event_over_node_or_socket(*C, *event)) {
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
@@ -836,7 +832,7 @@ static int node_circleselect_exec(bContext *C, wmOperator *op)
bNode *node;
int x, y, radius;
- float offset[2];
+ float2 offset;
float zoom = (float)(BLI_rcti_size_x(&region->winrct)) /
(float)(BLI_rctf_size_x(&region->v2d.cur));
@@ -854,7 +850,7 @@ static int node_circleselect_exec(bContext *C, wmOperator *op)
y = RNA_int_get(op->ptr, "y");
radius = RNA_int_get(op->ptr, "radius");
- UI_view2d_region_to_view(&region->v2d, x, y, &offset[0], &offset[1]);
+ UI_view2d_region_to_view(&region->v2d, x, y, &offset.x, &offset.y);
for (node = (bNode *)snode->edittree->nodes.first; node; node = node->next) {
switch (node->type) {
@@ -916,7 +912,7 @@ static int node_lasso_select_invoke(bContext *C, wmOperator *op, const wmEvent *
{
const bool tweak = RNA_boolean_get(op->ptr, "tweak");
- if (tweak && is_event_over_node_or_socket(C, event)) {
+ if (tweak && is_event_over_node_or_socket(*C, *event)) {
return OPERATOR_CANCELLED | OPERATOR_PASS_THROUGH;
}
@@ -968,14 +964,14 @@ static bool do_lasso_select_node(bContext *C,
break;
}
default: {
- int screen_co[2];
- const float cent[2] = {BLI_rctf_cent_x(&node->totr), BLI_rctf_cent_y(&node->totr)};
+ int2 screen_co;
+ const float2 center = {BLI_rctf_cent_x(&node->totr), BLI_rctf_cent_y(&node->totr)};
/* marker in screen coords */
if (UI_view2d_view_to_region_clip(
- &region->v2d, cent[0], cent[1], &screen_co[0], &screen_co[1]) &&
- BLI_rcti_isect_pt(&rect, screen_co[0], screen_co[1]) &&
- BLI_lasso_is_point_inside(mcoords, mcoords_len, screen_co[0], screen_co[1], INT_MAX)) {
+ &region->v2d, center.x, center.y, &screen_co.x, &screen_co.y) &&
+ BLI_rcti_isect_pt(&rect, screen_co.x, screen_co.y) &&
+ BLI_lasso_is_point_inside(mcoords, mcoords_len, screen_co.x, screen_co.y, INT_MAX)) {
nodeSetSelected(node, select);
changed = true;
}
@@ -1298,7 +1294,7 @@ static void node_find_create_label(const bNode *node, char *str, int maxlen)
}
/* Generic search invoke. */
-static void node_find_update_fn(const struct bContext *C,
+static void node_find_update_fn(const bContext *C,
void *UNUSED(arg),
const char *str,
uiSearchItems *items,
@@ -1330,7 +1326,7 @@ static void node_find_update_fn(const struct bContext *C,
BLI_string_search_free(search);
}
-static void node_find_exec_fn(struct bContext *C, void *UNUSED(arg1), void *arg2)
+static void node_find_exec_fn(bContext *C, void *UNUSED(arg1), void *arg2)
{
SpaceNode *snode = CTX_wm_space_node(C);
bNode *active = (bNode *)arg2;
diff --git a/source/blender/editors/space_node/node_templates.cc b/source/blender/editors/space_node/node_templates.cc
index 58a313c328e..5fc194e02a4 100644
--- a/source/blender/editors/space_node/node_templates.cc
+++ b/source/blender/editors/space_node/node_templates.cc
@@ -758,43 +758,42 @@ namespace blender::ed::space_node {
/**************************** Node Tree Layout *******************************/
static void ui_node_draw_input(
- uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth);
+ uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, bNodeSocket &input, int depth);
static void ui_node_draw_node(
- uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, int depth)
+ uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, int depth)
{
- bNodeSocket *input;
PointerRNA nodeptr;
- RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
+ RNA_pointer_create(&ntree.id, &RNA_Node, &node, &nodeptr);
- if (node->typeinfo->draw_buttons) {
- if (node->type != NODE_GROUP) {
- uiLayoutSetPropSep(layout, true);
- node->typeinfo->draw_buttons(layout, C, &nodeptr);
+ if (node.typeinfo->draw_buttons) {
+ if (node.type != NODE_GROUP) {
+ uiLayoutSetPropSep(&layout, true);
+ node.typeinfo->draw_buttons(&layout, &C, &nodeptr);
}
}
- for (input = (bNodeSocket *)node->inputs.first; input; input = input->next) {
- ui_node_draw_input(layout, C, ntree, node, input, depth + 1);
+ LISTBASE_FOREACH (bNodeSocket *, input, &node.inputs) {
+ ui_node_draw_input(layout, C, ntree, node, *input, depth + 1);
}
}
static void ui_node_draw_input(
- uiLayout *layout, bContext *C, bNodeTree *ntree, bNode *node, bNodeSocket *input, int depth)
+ uiLayout &layout, bContext &C, bNodeTree &ntree, bNode &node, bNodeSocket &input, int depth)
{
PointerRNA inputptr, nodeptr;
- uiBlock *block = uiLayoutGetBlock(layout);
+ uiBlock *block = uiLayoutGetBlock(&layout);
uiLayout *row = nullptr;
bool dependency_loop;
- if (input->flag & SOCK_UNAVAIL) {
+ if (input.flag & SOCK_UNAVAIL) {
return;
}
/* to avoid eternal loops on cyclic dependencies */
- node->flag |= NODE_TEST;
- bNode *lnode = (input->link) ? input->link->fromnode : nullptr;
+ node.flag |= NODE_TEST;
+ bNode *lnode = (input.link) ? input.link->fromnode : nullptr;
dependency_loop = (lnode && (lnode->flag & NODE_TEST));
if (dependency_loop) {
@@ -802,10 +801,10 @@ static void ui_node_draw_input(
}
/* socket RNA pointer */
- RNA_pointer_create(&ntree->id, &RNA_NodeSocket, input, &inputptr);
- RNA_pointer_create(&ntree->id, &RNA_Node, node, &nodeptr);
+ RNA_pointer_create(&ntree.id, &RNA_NodeSocket, &input, &inputptr);
+ RNA_pointer_create(&ntree.id, &RNA_Node, &node, &nodeptr);
- row = uiLayoutRow(layout, true);
+ row = uiLayoutRow(&layout, true);
/* Decorations are added manually here. */
uiLayoutSetPropDecorate(row, false);
@@ -821,8 +820,8 @@ static void ui_node_draw_input(
if (lnode &&
(lnode->inputs.first || (lnode->typeinfo->draw_buttons && lnode->type != NODE_GROUP))) {
- int icon = (input->flag & SOCK_COLLAPSED) ? ICON_DISCLOSURE_TRI_RIGHT :
- ICON_DISCLOSURE_TRI_DOWN;
+ int icon = (input.flag & SOCK_COLLAPSED) ? ICON_DISCLOSURE_TRI_RIGHT :
+ ICON_DISCLOSURE_TRI_DOWN;
uiItemR(sub, &inputptr, "show_expanded", UI_ITEM_R_ICON_ONLY, "", icon);
}
@@ -831,7 +830,7 @@ static void ui_node_draw_input(
sub = uiLayoutRow(sub, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_RIGHT);
- uiItemL(sub, IFACE_(input->name), ICON_NONE);
+ uiItemL(sub, IFACE_(input.name), ICON_NONE);
}
if (dependency_loop) {
@@ -840,28 +839,28 @@ static void ui_node_draw_input(
}
else if (lnode) {
/* input linked to a node */
- uiTemplateNodeLink(row, C, ntree, node, input);
+ uiTemplateNodeLink(row, &C, &ntree, &node, &input);
add_dummy_decorator = true;
- if (depth == 0 || !(input->flag & SOCK_COLLAPSED)) {
+ if (depth == 0 || !(input.flag & SOCK_COLLAPSED)) {
if (depth == 0) {
- uiItemS(layout);
+ uiItemS(&layout);
}
- ui_node_draw_node(layout, C, ntree, lnode, depth);
+ ui_node_draw_node(layout, C, ntree, *lnode, depth);
}
}
else {
uiLayout *sub = uiLayoutRow(row, true);
- uiTemplateNodeLink(sub, C, ntree, node, input);
+ uiTemplateNodeLink(sub, &C, &ntree, &node, &input);
- if (input->flag & SOCK_HIDE_VALUE) {
+ if (input.flag & SOCK_HIDE_VALUE) {
add_dummy_decorator = true;
}
/* input not linked, show value */
else {
- switch (input->type) {
+ switch (input.type) {
case SOCK_VECTOR:
uiItemS(sub);
sub = uiLayoutColumn(sub, true);
@@ -876,11 +875,11 @@ static void ui_node_draw_input(
break;
case SOCK_STRING: {
const bNodeTree *node_tree = (const bNodeTree *)nodeptr.owner_id;
- SpaceNode *snode = CTX_wm_space_node(C);
+ SpaceNode *snode = CTX_wm_space_node(&C);
if (node_tree->type == NTREE_GEOMETRY && snode != nullptr) {
/* Only add the attribute search in the node editor, in other places there is not
* enough context. */
- node_geometry_add_attribute_search_button(*C, *node, inputptr, *sub);
+ node_geometry_add_attribute_search_button(C, node, inputptr, *sub);
}
else {
uiItemR(sub, &inputptr, "default_value", 0, "", ICON_NONE);
@@ -899,10 +898,10 @@ static void ui_node_draw_input(
uiItemDecoratorR(split_wrapper.decorate_column, nullptr, nullptr, 0);
}
- node_socket_add_tooltip(ntree, node, input, row);
+ node_socket_add_tooltip(ntree, node, input, *row);
/* clear */
- node->flag &= ~NODE_TEST;
+ node.flag &= ~NODE_TEST;
}
} // namespace blender::ed::space_node
@@ -924,9 +923,9 @@ void uiTemplateNodeView(
}
if (input) {
- ui_node_draw_input(layout, C, ntree, node, input, 0);
+ ui_node_draw_input(*layout, *C, *ntree, *node, *input, 0);
}
else {
- ui_node_draw_node(layout, C, ntree, node, 0);
+ ui_node_draw_node(*layout, *C, *ntree, *node, 0);
}
}
diff --git a/source/blender/editors/space_node/node_view.cc b/source/blender/editors/space_node/node_view.cc
index 6f30632244b..00756083580 100644
--- a/source/blender/editors/space_node/node_view.cc
+++ b/source/blender/editors/space_node/node_view.cc
@@ -177,7 +177,7 @@ void NODE_OT_view_selected(wmOperatorType *ot)
* \{ */
struct NodeViewMove {
- int mvalo[2];
+ int2 mvalo;
int xmin, ymin, xmax, ymax;
/** Original Offset for cancel. */
float xof_orig, yof_orig;
@@ -192,10 +192,10 @@ static int snode_bg_viewmove_modal(bContext *C, wmOperator *op, const wmEvent *e
switch (event->type) {
case MOUSEMOVE:
- snode->xof -= (nvm->mvalo[0] - event->mval[0]);
- snode->yof -= (nvm->mvalo[1] - event->mval[1]);
- nvm->mvalo[0] = event->mval[0];
- nvm->mvalo[1] = event->mval[1];
+ snode->xof -= (nvm->mvalo.x - event->mval[0]);
+ snode->yof -= (nvm->mvalo.y - event->mval[1]);
+ nvm->mvalo.x = event->mval[0];
+ nvm->mvalo.y = event->mval[1];
/* prevent dragging image outside of the window and losing it! */
CLAMP(snode->xof, nvm->xmin, nvm->xmax);
@@ -252,10 +252,10 @@ static int snode_bg_viewmove_invoke(bContext *C, wmOperator *op, const wmEvent *
return OPERATOR_CANCELLED;
}
- nvm = MEM_cnew<NodeViewMove>("NodeViewMove struct");
+ nvm = MEM_cnew<NodeViewMove>(__func__);
op->customdata = nvm;
- nvm->mvalo[0] = event->mval[0];
- nvm->mvalo[1] = event->mval[1];
+ nvm->mvalo.x = event->mval[0];
+ nvm->mvalo.y = event->mval[1];
nvm->xmin = -(region->winx / 2) - (ibuf->x * (0.5f * snode->zoom)) + pad;
nvm->xmax = (region->winx / 2) + (ibuf->x * (0.5f * snode->zoom)) - pad;
@@ -447,7 +447,7 @@ static void sample_draw(const bContext *C, ARegion *region, void *arg_info)
} // namespace blender::ed::space_node
bool ED_space_node_get_position(
- Main *bmain, SpaceNode *snode, struct ARegion *region, const int mval[2], float fpos[2])
+ Main *bmain, SpaceNode *snode, ARegion *region, const int mval[2], float fpos[2])
{
if (!ED_node_is_compositor(snode) || (snode->flag & SNODE_BACKDRAW) == 0) {
return false;
@@ -645,7 +645,7 @@ static int sample_invoke(bContext *C, wmOperator *op, const wmEvent *event)
/* Don't handle events intended for nodes (which rely on click/drag distinction).
* which this operator would use since sampling is normally activated on press, see: T98191. */
- if (node_or_socket_isect_event(C, event)) {
+ if (node_or_socket_isect_event(*C, *event)) {
return OPERATOR_PASS_THROUGH;
}
diff --git a/source/blender/editors/space_node/space_node.cc b/source/blender/editors/space_node/space_node.cc
index 412611776a7..17fc02e98a8 100644
--- a/source/blender/editors/space_node/space_node.cc
+++ b/source/blender/editors/space_node/space_node.cc
@@ -302,7 +302,7 @@ static void node_free(SpaceLink *sl)
}
/* spacetype; init callback */
-static void node_init(struct wmWindowManager *UNUSED(wm), ScrArea *area)
+static void node_init(wmWindowManager *UNUSED(wm), ScrArea *area)
{
SpaceNode *snode = (SpaceNode *)area->spacedata.first;
@@ -511,7 +511,7 @@ static void node_area_listener(const wmSpaceTypeListenerParams *params)
}
}
-static void node_area_refresh(const struct bContext *C, ScrArea *area)
+static void node_area_refresh(const bContext *C, ScrArea *area)
{
/* default now: refresh node is starting preview */
SpaceNode *snode = (SpaceNode *)area->spacedata.first;
@@ -526,7 +526,7 @@ static void node_area_refresh(const struct bContext *C, ScrArea *area)
if (snode->runtime->recalc_auto_compositing) {
snode->runtime->recalc_auto_compositing = false;
snode->runtime->recalc_regular_compositing = false;
- node_render_changed_exec((struct bContext *)C, nullptr);
+ node_render_changed_exec((bContext *)C, nullptr);
}
else if (snode->runtime->recalc_regular_compositing) {
snode->runtime->recalc_regular_compositing = false;
@@ -973,9 +973,7 @@ static void node_id_remap_cb(ID *old_id, ID *new_id, void *user_data)
}
}
-static void node_id_remap(ScrArea *UNUSED(area),
- SpaceLink *slink,
- const struct IDRemapper *mappings)
+static void node_id_remap(ScrArea *UNUSED(area), SpaceLink *slink, const IDRemapper *mappings)
{
/* Although we should be able to perform all the mappings in a single go this lead to issues when
* running the python test cases. Somehow the nodetree/edittree weren't updated to the new
diff --git a/source/blender/editors/space_outliner/outliner_tools.cc b/source/blender/editors/space_outliner/outliner_tools.cc
index 82d9af34920..4663df00a92 100644
--- a/source/blender/editors/space_outliner/outliner_tools.cc
+++ b/source/blender/editors/space_outliner/outliner_tools.cc
@@ -455,14 +455,14 @@ static void outliner_do_libdata_operation(bContext *C,
});
}
-typedef enum eOutlinerLibOpSelectionSet {
+enum eOutlinerLibOpSelectionSet {
/* Only selected items. */
OUTLINER_LIB_SELECTIONSET_SELECTED,
/* Only content 'inside' selected items (their sub-tree). */
OUTLINER_LIB_LIB_SELECTIONSET_CONTENT,
/* Combining both options above. */
OUTLINER_LIB_LIB_SELECTIONSET_SELECTED_AND_CONTENT,
-} eOutlinerLibOpSelectionSet;
+};
static const EnumPropertyItem prop_lib_op_selection_set[] = {
{OUTLINER_LIB_SELECTIONSET_SELECTED,
diff --git a/source/blender/editors/space_view3d/view3d_select.cc b/source/blender/editors/space_view3d/view3d_select.cc
index 35c56323510..714eff79777 100644
--- a/source/blender/editors/space_view3d/view3d_select.cc
+++ b/source/blender/editors/space_view3d/view3d_select.cc
@@ -440,24 +440,24 @@ static bool view3d_selectable_data(bContext *C)
Object *ob = CTX_data_active_object(C);
if (!ED_operator_region_view3d_active(C)) {
- return 0;
+ return false;
}
if (ob) {
if (ob->mode & OB_MODE_EDIT) {
if (ob->type == OB_FONT) {
- return 0;
+ return false;
}
}
else {
if ((ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) &&
!BKE_paint_select_elem_test(ob)) {
- return 0;
+ return false;
}
}
}
- return 1;
+ return true;
}
/* helper also for box_select */
@@ -472,21 +472,21 @@ static bool edge_inside_rect(const rctf *rect, const float v1[2], const float v2
/* check points in rect */
if (edge_fully_inside_rect(rect, v1, v2)) {
- return 1;
+ return true;
}
/* check points completely out rect */
if (v1[0] < rect->xmin && v2[0] < rect->xmin) {
- return 0;
+ return false;
}
if (v1[0] > rect->xmax && v2[0] > rect->xmax) {
- return 0;
+ return false;
}
if (v1[1] < rect->ymin && v2[1] < rect->ymin) {
- return 0;
+ return false;
}
if (v1[1] > rect->ymax && v2[1] > rect->ymax) {
- return 0;
+ return false;
}
/* simple check lines intersecting. */
@@ -496,13 +496,13 @@ static bool edge_inside_rect(const rctf *rect, const float v1[2], const float v2
d4 = (v1[1] - v2[1]) * (v1[0] - rect->xmax) + (v2[0] - v1[0]) * (v1[1] - rect->ymin);
if (d1 < 0 && d2 < 0 && d3 < 0 && d4 < 0) {
- return 0;
+ return false;
}
if (d1 > 0 && d2 > 0 && d3 > 0 && d4 > 0) {
- return 0;
+ return false;
}
- return 1;
+ return true;
}
static void do_lasso_select_pose__do_tag(void *userData,
@@ -1278,7 +1278,7 @@ static bool view3d_lasso_select(bContext *C,
Object *ob = CTX_data_active_object(C);
bool changed_multi = false;
- wmGenericUserData wm_userdata_buf = {0};
+ wmGenericUserData wm_userdata_buf = {nullptr, nullptr, false};
wmGenericUserData *wm_userdata = &wm_userdata_buf;
if (vc->obedit == nullptr) { /* Object Mode */
@@ -1545,11 +1545,11 @@ void VIEW3D_OT_select_menu(wmOperatorType *ot)
RNA_def_property_flag(prop, (PropertyFlag)(PROP_HIDDEN | PROP_ENUM_NO_TRANSLATE));
ot->prop = prop;
- prop = RNA_def_boolean(ot->srna, "extend", 0, "Extend", "");
+ prop = RNA_def_boolean(ot->srna, "extend", false, "Extend", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(ot->srna, "deselect", 0, "Deselect", "");
+ prop = RNA_def_boolean(ot->srna, "deselect", false, "Deselect", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "");
+ prop = RNA_def_boolean(ot->srna, "toggle", false, "Toggle", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
@@ -1735,11 +1735,11 @@ void VIEW3D_OT_bone_select_menu(wmOperatorType *ot)
RNA_def_property_flag(prop, (PropertyFlag)(PROP_HIDDEN | PROP_ENUM_NO_TRANSLATE));
ot->prop = prop;
- prop = RNA_def_boolean(ot->srna, "extend", 0, "Extend", "");
+ prop = RNA_def_boolean(ot->srna, "extend", false, "Extend", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(ot->srna, "deselect", 0, "Deselect", "");
+ prop = RNA_def_boolean(ot->srna, "deselect", false, "Deselect", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "");
+ prop = RNA_def_boolean(ot->srna, "toggle", false, "Toggle", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
@@ -3017,21 +3017,25 @@ void VIEW3D_OT_select(wmOperatorType *ot)
prop = RNA_def_boolean(
ot->srna,
"center",
- 0,
+ false,
"Center",
"Use the object center when selecting, in edit mode used to extend object selection");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(
- ot->srna, "enumerate", 0, "Enumerate", "List objects under the mouse (object mode only)");
+ prop = RNA_def_boolean(ot->srna,
+ "enumerate",
+ false,
+ "Enumerate",
+ "List objects under the mouse (object mode only)");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_boolean(ot->srna, "object", 0, "Object", "Use object selection (edit mode only)");
+ prop = RNA_def_boolean(
+ ot->srna, "object", false, "Object", "Use object selection (edit mode only)");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
/* Needed for select-through to usefully drag handles, see: T98254.
* NOTE: this option may be removed and become default behavior, see design task: T98552. */
prop = RNA_def_boolean(ot->srna,
"vert_without_handles",
- 0,
+ false,
"Control Point Without Handles",
"Only select the curve control point, not it's handles");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
@@ -3778,7 +3782,7 @@ static int view3d_box_select_exec(bContext *C, wmOperator *op)
rcti rect;
bool changed_multi = false;
- wmGenericUserData wm_userdata_buf = {0};
+ wmGenericUserData wm_userdata_buf = {nullptr, nullptr, false};
wmGenericUserData *wm_userdata = &wm_userdata_buf;
view3d_operator_needs_opengl(C);
@@ -4279,9 +4283,9 @@ static bool pchan_circle_doSelectJoint(void *userData,
else {
pchan->bone->flag &= ~BONE_SELECTED;
}
- return 1;
+ return true;
}
- return 0;
+ return false;
}
static void do_circle_select_pose__doSelectBone(void *userData,
bPoseChannel *pchan,
@@ -4389,9 +4393,9 @@ static bool armature_circle_doSelectJoint(void *userData,
ebone->flag &= ~BONE_TIPSEL;
}
}
- return 1;
+ return true;
}
- return 0;
+ return false;
}
static void do_circle_select_armature__doSelectBone(void *userData,
EditBone *ebone,
@@ -4677,7 +4681,7 @@ static int view3d_circle_select_exec(bContext *C, wmOperator *op)
/* Allow each selection type to allocate their own data that's used between executions. */
wmGesture *gesture = static_cast<wmGesture *>(op->customdata); /* nullptr when non-modal. */
- wmGenericUserData wm_userdata_buf = {0};
+ wmGenericUserData wm_userdata_buf = {nullptr, nullptr, false};
wmGenericUserData *wm_userdata = gesture ? &gesture->user_data : &wm_userdata_buf;
const eSelectOp sel_op = ED_select_op_modal(
diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c b/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
index 42afd3bfd13..6c3fadc1b29 100644
--- a/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
+++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
@@ -5250,11 +5250,11 @@ static void lineart_gpencil_generate(LineartCache *cache,
(!(ec->shadow_mask_bits & LRT_SHADOW_MASK_ILLUMINATED)))) {
continue;
}
- else if ((shaodow_selection == LRT_SHADOW_FILTER_SHADED &&
- (!(ec->shadow_mask_bits & LRT_SHADOW_MASK_SHADED)))) {
+ if ((shaodow_selection == LRT_SHADOW_FILTER_SHADED &&
+ (!(ec->shadow_mask_bits & LRT_SHADOW_MASK_SHADED)))) {
continue;
}
- else if (shaodow_selection == LRT_SHADOW_FILTER_ILLUMINATED_ENCLOSED_SHAPES) {
+ if (shaodow_selection == LRT_SHADOW_FILTER_ILLUMINATED_ENCLOSED_SHAPES) {
uint32_t test_bits = ec->shadow_mask_bits & LRT_SHADOW_TEST_SHAPE_BITS;
if ((test_bits != LRT_SHADOW_MASK_ILLUMINATED) &&
(test_bits != (LRT_SHADOW_MASK_SHADED | LRT_SHADOW_MASK_ILLUMINATED_SHAPE))) {
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 7ae9eae6d44..2f16d788b9d 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -27,6 +27,7 @@ set(INC
# For *_info.hh includes.
../draw/engines/eevee_next
+ ../draw/intern
# For node muting stuff.
../nodes
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 8f524f72fa1..4935ced7f48 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -70,6 +70,8 @@ typedef struct GPUBatch {
GPUVertBuf *inst[GPU_BATCH_INST_VBO_MAX_LEN];
/** NULL if element list not needed */
GPUIndexBuf *elem;
+ /** Resource ID attribute workaround. */
+ GPUStorageBuf *resource_id_buf;
/** Bookkeeping. */
eGPUBatchFlag flag;
/** Type of geometry to draw. */
@@ -126,6 +128,11 @@ bool GPU_batch_vertbuf_has(GPUBatch *, GPUVertBuf *);
#define GPU_batch_vertbuf_add(batch, verts) GPU_batch_vertbuf_add_ex(batch, verts, false)
+/**
+ * Set resource id buffer to bind as instance attribute to workaround the lack of gl_BaseInstance.
+ */
+void GPU_batch_resource_id_buf_set(GPUBatch *batch, GPUStorageBuf *resource_id_buf);
+
void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader);
/**
* Bind program bound to IMM to the batch.
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 8c1cb425f0d..023221543ec 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -77,12 +77,20 @@ typedef enum eGPUMaterialFlag {
GPU_MATFLAG_HOLDOUT = (1 << 6),
GPU_MATFLAG_SHADER_TO_RGBA = (1 << 7),
GPU_MATFLAG_AO = (1 << 8),
+ GPU_MATFLAG_CLEARCOAT = (1 << 9),
GPU_MATFLAG_OBJECT_INFO = (1 << 10),
GPU_MATFLAG_AOV = (1 << 11),
GPU_MATFLAG_BARYCENTRIC = (1 << 20),
+ /* Optimization to only add the branches of the principled shader that are necessary. */
+ GPU_MATFLAG_PRINCIPLED_CLEARCOAT = (1 << 21),
+ GPU_MATFLAG_PRINCIPLED_METALLIC = (1 << 22),
+ GPU_MATFLAG_PRINCIPLED_DIELECTRIC = (1 << 23),
+ GPU_MATFLAG_PRINCIPLED_GLASS = (1 << 24),
+ GPU_MATFLAG_PRINCIPLED_ANY = (1 << 25),
+
/* Tells the render engine the material was just compiled or updated. */
GPU_MATFLAG_UPDATED = (1 << 29),
@@ -141,7 +149,10 @@ GPUNodeLink *GPU_attribute_with_default(GPUMaterial *mat,
eCustomDataType type,
const char *name,
eGPUDefaultValue default_value);
-GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat, const char *name, bool use_dupli);
+GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
+ const char *name,
+ bool use_dupli,
+ uint32_t *r_hash);
GPUNodeLink *GPU_image(GPUMaterial *mat,
struct Image *ima,
struct ImageUser *iuser,
@@ -318,10 +329,10 @@ typedef struct GPUUniformAttrList {
unsigned int count, hash_code;
} GPUUniformAttrList;
-GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material);
+const GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material);
struct GHash *GPU_uniform_attr_list_hash_new(const char *info);
-void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, GPUUniformAttrList *src);
+void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, const GPUUniformAttrList *src);
void GPU_uniform_attr_list_free(GPUUniformAttrList *set);
/* A callback passed to GPU_material_from_callbacks to construct the material graph by adding and
diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc
index 9092ad5110c..c871004deac 100644
--- a/source/blender/gpu/intern/gpu_batch.cc
+++ b/source/blender/gpu/intern/gpu_batch.cc
@@ -200,6 +200,13 @@ bool GPU_batch_vertbuf_has(GPUBatch *batch, GPUVertBuf *verts)
return false;
}
+void GPU_batch_resource_id_buf_set(GPUBatch *batch, GPUStorageBuf *resource_id_buf)
+{
+ BLI_assert(resource_id_buf);
+ batch->flag |= GPU_BATCH_DIRTY;
+ batch->resource_id_buf = resource_id_buf;
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index b6194c0816f..f774f33e03d 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -199,8 +199,7 @@ static std::ostream &operator<<(std::ostream &stream, const GPUOutput *output)
}
/* Trick type to change overload and keep a somewhat nice syntax. */
-struct GPUConstant : public GPUInput {
-};
+struct GPUConstant : public GPUInput {};
/* Print data constructor (i.e: vec2(1.0f, 1.0f)). */
static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
@@ -208,9 +207,10 @@ static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
stream << input->type << "(";
for (int i = 0; i < input->type; i++) {
char formated_float[32];
- /* Print with the maximum precision for single precision float using scientific notation.
- * See https://stackoverflow.com/questions/16839658/#answer-21162120 */
- SNPRINTF(formated_float, "%.9g", input->vec[i]);
+ /* Use uint representation to allow exact same bit pattern even if NaN. This is because we can
+ * pass UINTs as floats for constants. */
+ const uint32_t *uint_vec = reinterpret_cast<const uint32_t *>(input->vec);
+ SNPRINTF(formated_float, "uintBitsToFloat(%uu)", uint_vec[i]);
stream << formated_float;
if (i < input->type - 1) {
stream << ", ";
@@ -353,6 +353,24 @@ void GPUCodegen::generate_resources()
{
GPUCodegenCreateInfo &info = *create_info;
+ /* Ref. T98190: Defines are optimizations for old compilers.
+ * Might become unecessary with EEVEE-Next. */
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_CLEARCOAT)) {
+ info.define("PRINCIPLED_CLEARCOAT");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_METALLIC)) {
+ info.define("PRINCIPLED_METALLIC");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_DIELECTRIC)) {
+ info.define("PRINCIPLED_DIELECTRIC");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_GLASS)) {
+ info.define("PRINCIPLED_GLASS");
+ }
+ if (GPU_material_flag_get(&mat, GPU_MATFLAG_PRINCIPLED_ANY)) {
+ info.define("PRINCIPLED_ANY");
+ }
+
std::stringstream ss;
/* Textures. */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index d0297127ffc..75066b21e7b 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -225,9 +225,9 @@ ListBase GPU_material_textures(GPUMaterial *material)
return material->graph.textures;
}
-GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material)
+const GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material)
{
- GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
+ const GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
return attrs->count > 0 ? attrs : NULL;
}
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index 6d6fad4e80f..f82af7538b5 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -292,7 +292,7 @@ struct GHash *GPU_uniform_attr_list_hash_new(const char *info)
return BLI_ghash_new(uniform_attr_list_hash, uniform_attr_list_cmp, info);
}
-void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, GPUUniformAttrList *src)
+void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, const GPUUniformAttrList *src)
{
dest->count = src->count;
dest->hash_code = src->hash_code;
@@ -320,20 +320,7 @@ void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph)
LISTBASE_FOREACH (GPUUniformAttr *, attr, &attrs->list) {
attr->id = next_id++;
-
- attr->hash_code = BLI_ghashutil_strhash_p(attr->name);
-
- if (attr->use_dupli) {
- attr->hash_code ^= BLI_ghashutil_uinthash(attr->id);
- }
-
- attrs->hash_code ^= attr->hash_code;
-
- {
- char attr_name_esc[sizeof(attr->name) * 2];
- BLI_str_escape(attr_name_esc, attr->name, sizeof(attr_name_esc));
- SNPRINTF(attr->name_id_prop, "[\"%s\"]", attr_name_esc);
- }
+ attrs->hash_code ^= BLI_ghashutil_uinthash(attr->hash_code + (1 << (attr->id + 1)));
}
}
@@ -428,7 +415,13 @@ static GPUUniformAttr *gpu_node_graph_add_uniform_attribute(GPUNodeGraph *graph,
if (attr == NULL && attrs->count < GPU_MAX_UNIFORM_ATTR) {
attr = MEM_callocN(sizeof(*attr), __func__);
STRNCPY(attr->name, name);
+ {
+ char attr_name_esc[sizeof(attr->name) * 2];
+ BLI_str_escape(attr_name_esc, attr->name, sizeof(attr_name_esc));
+ SNPRINTF(attr->name_id_prop, "[\"%s\"]", attr_name_esc);
+ }
attr->use_dupli = use_dupli;
+ attr->hash_code = BLI_ghashutil_strhash_p(attr->name) << 1 | (attr->use_dupli ? 0 : 1);
attr->id = -1;
BLI_addtail(&attrs->list, attr);
attrs->count++;
@@ -532,16 +525,21 @@ GPUNodeLink *GPU_attribute_with_default(GPUMaterial *mat,
return link;
}
-GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat, const char *name, bool use_dupli)
+GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
+ const char *name,
+ bool use_dupli,
+ uint32_t *r_hash)
{
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUUniformAttr *attr = gpu_node_graph_add_uniform_attribute(graph, name, use_dupli);
/* Dummy fallback if out of slots. */
if (attr == NULL) {
+ *r_hash = 0;
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
return GPU_constant(zero_data);
}
+ *r_hash = attr->hash_code;
GPUNodeLink *link = gpu_node_link_create();
link->link_type = GPU_NODE_LINK_UNIFORM_ATTR;
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
index 110b77f1f52..a18fdcd32df 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.cc
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -300,6 +300,11 @@ void gpu_shader_create_info_init()
draw_modelmat = draw_modelmat_legacy;
}
+ /* WORKAROUND: Replace the use of gpu_BaseInstance by an instance attribute. */
+ if (GPU_shader_draw_parameters_support() == false) {
+ draw_resource_id_new = draw_resource_id_fallback;
+ }
+
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
info->builtins_ |= gpu_shader_dependency_get_builtins(info->vertex_source_);
diff --git a/source/blender/gpu/opengl/gl_vertex_array.cc b/source/blender/gpu/opengl/gl_vertex_array.cc
index d836b73f5d8..6897ac9f4a2 100644
--- a/source/blender/gpu/opengl/gl_vertex_array.cc
+++ b/source/blender/gpu/opengl/gl_vertex_array.cc
@@ -11,6 +11,7 @@
#include "gl_batch.hh"
#include "gl_context.hh"
#include "gl_index_buffer.hh"
+#include "gl_storage_buffer.hh"
#include "gl_vertex_buffer.hh"
#include "gl_vertex_array.hh"
@@ -118,6 +119,18 @@ void GLVertArray::update_bindings(const GLuint vao,
}
}
+ if (batch->resource_id_buf) {
+ const ShaderInput *input = interface->attr_get("drw_ResourceID");
+ if (input) {
+ dynamic_cast<GLStorageBuf *>(unwrap(batch->resource_id_buf))->bind_as(GL_ARRAY_BUFFER);
+ glEnableVertexAttribArray(input->location);
+ glVertexAttribDivisor(input->location, 1);
+ glVertexAttribIPointer(
+ input->location, 1, to_gl(GPU_COMP_I32), sizeof(uint32_t), (GLvoid *)nullptr);
+ attr_mask &= ~(1 << input->location);
+ }
+ }
+
if (attr_mask != 0 && GLContext::vertex_attrib_binding_support) {
for (uint16_t mask = 1, a = 0; a < 16; a++, mask <<= 1) {
if (attr_mask & mask) {
diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
index 6091a5c834a..c0821085c8d 100644
--- a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
@@ -187,8 +187,10 @@ struct ClosureTransparency {
struct GlobalData {
/** World position. */
vec3 P;
- /** Surface Normal. */
+ /** Surface Normal. Normalized, overriden by bump displacement. */
vec3 N;
+ /** Raw interpolated normal (non-normalized) data. */
+ vec3 Ni;
/** Geometric Normal. */
vec3 Ng;
/** Curve Tangent Space. */
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
index 2ae53b35b3f..bacf089deb1 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
@@ -12,6 +12,23 @@ void node_attribute_temperature(vec4 attr, out vec4 out_attr)
out_attr.w = 1.0;
}
+void node_attribute_density(vec4 attr, out float out_attr)
+{
+ out_attr = attr.x;
+}
+
+void node_attribute_flame(vec4 attr, out float out_attr)
+{
+ out_attr = attr.x;
+}
+
+void node_attribute_uniform(vec4 attr, const float attr_hash, out vec4 out_attr)
+{
+ /* Temporary solution to support both old UBO attribs and new SSBO loading.
+ * Old UBO load is already done through `attr` and will just be passed through. */
+ out_attr = attr_load_uniform(attr, floatBitsToUint(attr_hash));
+}
+
void node_attribute(
vec4 attr, out vec4 outcol, out vec3 outvec, out float outf, out float outalpha)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
index cdcdbe50917..52b4edf665f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
@@ -1,6 +1,6 @@
void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
- N = transform_direction(ModelMatrix, N);
+ N = transform_direction(ModelMatrixInverse, N);
result = (height - midlevel) * scale * normalize(N);
/* Apply object scale and orientation. */
result = transform_direction(ModelMatrix, result);
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl
index a54dc59ddfe..3fc4992f7c4 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl
@@ -3,13 +3,13 @@
void node_normal_map(vec4 tangent, vec3 texnormal, out vec3 outnormal)
{
if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
- outnormal = g_data.N;
+ outnormal = g_data.Ni;
return;
}
tangent *= (FrontFacing ? 1.0 : -1.0);
- vec3 B = tangent.w * cross(g_data.N, tangent.xyz) * sign(ObjectInfo.w);
+ vec3 B = tangent.w * cross(g_data.Ni, tangent.xyz) * sign(ObjectInfo.w);
- outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.N;
+ outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.Ni;
outnormal = normalize(outnormal);
}
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 2e695fa3e14..0d8f2272c10 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -149,25 +149,37 @@ void node_bsdf_principled(vec4 base_color,
max(roughness, transmission_roughness);
refraction_data.ior = ior;
+ /* Ref. T98190: Defines are optimizations for old compilers.
+ * Might become unecessary with EEVEE-Next. */
if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat != 0.0) {
+#ifdef PRINCIPLED_CLEARCOAT
/* Metallic & Clearcoat case. */
result = closure_eval(reflection_data, clearcoat_data);
+#endif
}
else if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat == 0.0) {
+#ifdef PRINCIPLED_METALLIC
/* Metallic case. */
result = closure_eval(reflection_data);
+#endif
}
else if (do_diffuse != 0.0 && do_refraction == 0.0 && do_clearcoat == 0.0) {
+#ifdef PRINCIPLED_DIELECTRIC
/* Dielectric case. */
result = closure_eval(diffuse_data, reflection_data);
+#endif
}
else if (do_diffuse == 0.0 && do_refraction != 0.0 && do_clearcoat == 0.0) {
+#ifdef PRINCIPLED_GLASS
/* Glass case. */
result = closure_eval(reflection_data, refraction_data);
+#endif
}
else {
+#ifdef PRINCIPLED_ANY
/* Un-optimized case. */
result = closure_eval(diffuse_data, reflection_data, clearcoat_data, refraction_data);
+#endif
}
Closure emission_cl = closure_eval(emission_data);
Closure transparency_cl = closure_eval(transparency_data);
diff --git a/source/blender/io/gpencil/intern/gpencil_io_base.cc b/source/blender/io/gpencil/intern/gpencil_io_base.cc
index e7d8faaacfa..b5838ad9485 100644
--- a/source/blender/io/gpencil/intern/gpencil_io_base.cc
+++ b/source/blender/io/gpencil/intern/gpencil_io_base.cc
@@ -257,7 +257,7 @@ float GpencilIO::stroke_point_radius_get(bGPDlayer *gpl, bGPDstroke *gps)
/* Radius. */
bGPDstroke *gps_perimeter = BKE_gpencil_stroke_perimeter_from_view(
- rv3d_, gpd_, gpl, gps, 3, diff_mat_.values, 0.0f);
+ rv3d_->viewmat, gpd_, gpl, gps, 3, diff_mat_.values, 0.0f);
pt = &gps_perimeter->points[0];
const float2 screen_ex = gpencil_3D_point_to_2D(&pt->x);
diff --git a/source/blender/io/gpencil/intern/gpencil_io_export_pdf.cc b/source/blender/io/gpencil/intern/gpencil_io_export_pdf.cc
index 95e83769979..463032ebb9d 100644
--- a/source/blender/io/gpencil/intern/gpencil_io_export_pdf.cc
+++ b/source/blender/io/gpencil/intern/gpencil_io_export_pdf.cc
@@ -192,7 +192,7 @@ void GpencilExporterPDF::export_gpencil_layers()
}
else {
bGPDstroke *gps_perimeter = BKE_gpencil_stroke_perimeter_from_view(
- rv3d_, gpd_, gpl, gps_duplicate, 3, diff_mat_.values, 0.0f);
+ rv3d_->viewmat, gpd_, gpl, gps_duplicate, 3, diff_mat_.values, 0.0f);
/* Sample stroke. */
if (params_.stroke_sample > 0.0f) {
diff --git a/source/blender/io/gpencil/intern/gpencil_io_export_svg.cc b/source/blender/io/gpencil/intern/gpencil_io_export_svg.cc
index e0eded35ce9..58f12e9b8b1 100644
--- a/source/blender/io/gpencil/intern/gpencil_io_export_svg.cc
+++ b/source/blender/io/gpencil/intern/gpencil_io_export_svg.cc
@@ -217,7 +217,7 @@ void GpencilExporterSVG::export_gpencil_layers()
}
else {
bGPDstroke *gps_perimeter = BKE_gpencil_stroke_perimeter_from_view(
- rv3d_, gpd_, gpl, gps_duplicate, 3, diff_mat_.values, 0.0f);
+ rv3d_->viewmat, gpd_, gpl, gps_duplicate, 3, diff_mat_.values, 0.0f);
/* Sample stroke. */
if (params_.stroke_sample > 0.0f) {
diff --git a/source/blender/io/wavefront_obj/importer/obj_import_mtl.cc b/source/blender/io/wavefront_obj/importer/obj_import_mtl.cc
index 0aaf9048498..58d414a59ad 100644
--- a/source/blender/io/wavefront_obj/importer/obj_import_mtl.cc
+++ b/source/blender/io/wavefront_obj/importer/obj_import_mtl.cc
@@ -142,46 +142,38 @@ static Image *load_texture_image(Main *bmain, const MTLTexMap &tex_map, bool rel
return image;
}
-typedef Vector<std::pair<int, int>> NodeLocations;
+/* Nodes are arranged in columns by type, with manually placed x coordinates
+ * based on node widths. */
+const float node_locx_texcoord = -880.0f;
+const float node_locx_mapping = -680.0f;
+const float node_locx_image = -480.0f;
+const float node_locx_normalmap = -200.0f;
+const float node_locx_bsdf = 0.0f;
+const float node_locx_output = 280.0f;
-static std::pair<float, float> calc_location(int column, NodeLocations &r_locations)
+/* Nodes are arranged in rows; one row for each image being used. */
+const float node_locy_top = 300.0f;
+const float node_locy_step = 300.0f;
+
+/* Add a node of the given type at the given location. */
+static bNode *add_node(bNodeTree *ntree, int type, float x, float y)
{
- const float node_size = 300.f;
- int row = 0;
- bool found = false;
- while (true) {
- for (const auto &location : r_locations) {
- if (location.first == column && location.second == row) {
- row += 1;
- found = true;
- }
- else {
- found = false;
- }
- }
- if (!found) {
- r_locations.append({column, row});
- return {column * node_size, row * node_size * 2.0 / 3.0};
- }
- }
+ bNode *node = nodeAddStaticNode(nullptr, ntree, type);
+ node->locx = x;
+ node->locy = y;
+ return node;
}
-/* Node layout columns:
- * Texture Coordinates -> Mapping -> Image -> Normal Map -> BSDF -> Output */
-static void link_sockets(bNodeTree *nodetree,
+static void link_sockets(bNodeTree *ntree,
bNode *from_node,
const char *from_node_id,
bNode *to_node,
- const char *to_node_id,
- const int from_node_column,
- NodeLocations &r_locations)
+ const char *to_node_id)
{
- std::tie(from_node->locx, from_node->locy) = calc_location(from_node_column, r_locations);
- std::tie(to_node->locx, to_node->locy) = calc_location(from_node_column + 1, r_locations);
bNodeSocket *from_sock{nodeFindSocket(from_node, SOCK_OUT, from_node_id)};
bNodeSocket *to_sock{nodeFindSocket(to_node, SOCK_IN, to_node_id)};
BLI_assert(from_sock && to_sock);
- nodeAddLink(nodetree, from_node, from_sock, to_node, to_sock);
+ nodeAddLink(ntree, from_node, from_sock, to_node, to_sock);
}
static void set_bsdf_socket_values(bNode *bsdf, Material *mat, const MTLMaterial &mtl_mat)
@@ -323,13 +315,13 @@ static void set_bsdf_socket_values(bNode *bsdf, Material *mat, const MTLMaterial
}
static void add_image_textures(Main *bmain,
- bNodeTree *nodetree,
+ bNodeTree *ntree,
bNode *bsdf,
Material *mat,
const MTLMaterial &mtl_mat,
- bool relative_paths,
- NodeLocations &r_locations)
+ bool relative_paths)
{
+ float node_locy = node_locy_top;
for (int key = 0; key < (int)MTLTexMapType::Count; ++key) {
const MTLTexMap &value = mtl_mat.texture_maps[key];
if (!value.is_valid()) {
@@ -337,47 +329,49 @@ static void add_image_textures(Main *bmain,
continue;
}
- bNode *image_texture = nodeAddStaticNode(nullptr, nodetree, SH_NODE_TEX_IMAGE);
- BLI_assert(image_texture);
Image *image = load_texture_image(bmain, value, relative_paths);
if (image == nullptr) {
continue;
}
- image_texture->id = &image->id;
- static_cast<NodeTexImage *>(image_texture->storage)->projection = value.projection_type;
+
+ bNode *image_node = add_node(ntree, SH_NODE_TEX_IMAGE, node_locx_image, node_locy);
+ BLI_assert(image_node);
+ image_node->id = &image->id;
+ static_cast<NodeTexImage *>(image_node->storage)->projection = value.projection_type;
/* Add normal map node if needed. */
bNode *normal_map = nullptr;
if (key == (int)MTLTexMapType::bump) {
- normal_map = nodeAddStaticNode(nullptr, nodetree, SH_NODE_NORMAL_MAP);
+ normal_map = add_node(ntree, SH_NODE_NORMAL_MAP, node_locx_normalmap, node_locy);
const float bump = std::max(0.0f, mtl_mat.map_Bump_strength);
set_property_of_socket(SOCK_FLOAT, "Strength", {bump}, normal_map);
}
/* Add UV mapping & coordinate nodes only if needed. */
if (value.translation != float3(0, 0, 0) || value.scale != float3(1, 1, 1)) {
- bNode *mapping = nodeAddStaticNode(nullptr, nodetree, SH_NODE_MAPPING);
- bNode *texture_coordinate = nodeAddStaticNode(nullptr, nodetree, SH_NODE_TEX_COORD);
+ bNode *texcoord = add_node(ntree, SH_NODE_TEX_COORD, node_locx_texcoord, node_locy);
+ bNode *mapping = add_node(ntree, SH_NODE_MAPPING, node_locx_mapping, node_locy);
set_property_of_socket(SOCK_VECTOR, "Location", {value.translation, 3}, mapping);
set_property_of_socket(SOCK_VECTOR, "Scale", {value.scale, 3}, mapping);
- link_sockets(nodetree, texture_coordinate, "UV", mapping, "Vector", 0, r_locations);
- link_sockets(nodetree, mapping, "Vector", image_texture, "Vector", 1, r_locations);
+ link_sockets(ntree, texcoord, "UV", mapping, "Vector");
+ link_sockets(ntree, mapping, "Vector", image_node, "Vector");
}
if (normal_map) {
- link_sockets(nodetree, image_texture, "Color", normal_map, "Color", 2, r_locations);
- link_sockets(nodetree, normal_map, "Normal", bsdf, "Normal", 3, r_locations);
+ link_sockets(ntree, image_node, "Color", normal_map, "Color");
+ link_sockets(ntree, normal_map, "Normal", bsdf, "Normal");
}
else if (key == (int)MTLTexMapType::d) {
- link_sockets(
- nodetree, image_texture, "Alpha", bsdf, tex_map_type_to_socket_id[key], 2, r_locations);
+ link_sockets(ntree, image_node, "Alpha", bsdf, tex_map_type_to_socket_id[key]);
mat->blend_method = MA_BM_BLEND;
}
else {
- link_sockets(
- nodetree, image_texture, "Color", bsdf, tex_map_type_to_socket_id[key], 2, r_locations);
+ link_sockets(ntree, image_node, "Color", bsdf, tex_map_type_to_socket_id[key]);
}
+
+ /* Next layout row: goes downwards on the screen. */
+ node_locy -= node_locy_step;
}
}
@@ -386,17 +380,17 @@ bNodeTree *create_mtl_node_tree(Main *bmain,
Material *mat,
bool relative_paths)
{
- bNodeTree *nodetree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
- bNode *bsdf = nodeAddStaticNode(nullptr, nodetree, SH_NODE_BSDF_PRINCIPLED);
- bNode *shader_output = nodeAddStaticNode(nullptr, nodetree, SH_NODE_OUTPUT_MATERIAL);
+ bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
+
+ bNode *bsdf = add_node(ntree, SH_NODE_BSDF_PRINCIPLED, node_locx_bsdf, node_locy_top);
+ bNode *output = add_node(ntree, SH_NODE_OUTPUT_MATERIAL, node_locx_output, node_locy_top);
- NodeLocations node_locations;
set_bsdf_socket_values(bsdf, mat, mtl);
- add_image_textures(bmain, nodetree, bsdf, mat, mtl, relative_paths, node_locations);
- link_sockets(nodetree, bsdf, "BSDF", shader_output, "Surface", 4, node_locations);
- nodeSetActive(nodetree, shader_output);
+ add_image_textures(bmain, ntree, bsdf, mat, mtl, relative_paths);
+ link_sockets(ntree, bsdf, "BSDF", output, "Surface");
+ nodeSetActive(ntree, output);
- return nodetree;
+ return ntree;
}
} // namespace blender::io::obj
diff --git a/source/blender/makesdna/DNA_ID.h b/source/blender/makesdna/DNA_ID.h
index b3a07f7ff37..d64b3d361cf 100644
--- a/source/blender/makesdna/DNA_ID.h
+++ b/source/blender/makesdna/DNA_ID.h
@@ -655,62 +655,123 @@ enum {
/**
* id->tag (runtime-only).
*
- * Those flags belong to three different categories,
- * which have different expected handling in code:
+ * Those flags belong to three different categories, which have different expected handling in
+ * code:
*
- * - RESET_BEFORE_USE: piece of code that wants to use such flag
- * has to ensure they are properly 'reset' first.
+ * - RESET_BEFORE_USE: piece of code that wants to use such flag has to ensure they are properly
+ * 'reset' first.
* - RESET_AFTER_USE: piece of code that wants to use such flag has to ensure they are properly
- * 'reset' after usage
- * (though 'lifetime' of those flags is a bit fuzzy, e.g. _RECALC ones are reset on depsgraph
- * evaluation...).
- * - RESET_NEVER: those flags are 'status' one, and never actually need any reset
- * (except on initialization during .blend file reading).
+ * 'reset' after usage (though 'lifetime' of those flags is a bit fuzzy, e.g. _RECALC ones are
+ * reset on depsgraph evaluation...).
+ * - RESET_NEVER: these flags are 'status' ones, and never actually need any reset (except on
+ * initialization during .blend file reading).
*/
enum {
- /* RESET_NEVER Datablock is from current .blend file. */
+ /**
+ * ID is from current .blend file.
+ *
+ * RESET_NEVER
+ */
LIB_TAG_LOCAL = 0,
- /* RESET_NEVER Datablock is from a library,
- * but is used (linked) directly by current .blend file. */
+ /**
+ * ID is from a library, but is used (linked) directly by current .blend file.
+ *
+ * RESET_NEVER
+ */
LIB_TAG_EXTERN = 1 << 0,
- /* RESET_NEVER Datablock is from a library,
- * and is only used (linked) indirectly through other libraries. */
+ /**
+ * ID is from a library, and is only used (linked) indirectly through other libraries.
+ *
+ * RESET_NEVER
+ */
LIB_TAG_INDIRECT = 1 << 1,
- /* RESET_AFTER_USE Flag used internally in readfile.c,
- * to mark IDs needing to be expanded (only done once). */
+ /**
+ * Tag used internally in readfile.c, to mark IDs needing to be expanded (only done once).
+ *
+ * RESET_AFTER_USE
+ */
LIB_TAG_NEED_EXPAND = 1 << 3,
- /* RESET_AFTER_USE Flag used internally in readfile.c to mark ID
- * placeholders for linked data-blocks needing to be read. */
+ /**
+ * Tag used internally in readfile.c, to mark ID placeholders for linked data-blocks needing to
+ * be read.
+ *
+ * RESET_AFTER_USE
+ */
LIB_TAG_ID_LINK_PLACEHOLDER = 1 << 4,
- /* RESET_AFTER_USE */
+ /**
+ * Tag used internally in readfile.c, to mark IDs needing to be 'lib-linked', i.e. to get their
+ * pointers to other data-blocks updated from the 'UID' values stored in .blend files to the new,
+ * actual pointers.
+ *
+ * RESET_AFTER_USE
+ */
LIB_TAG_NEED_LINK = 1 << 5,
- /* RESET_NEVER tag data-block as a place-holder
- * (because the real one could not be linked from its library e.g.). */
+ /**
+ * ID is a place-holder, an 'empty shell' (because the real one could not be linked from its
+ * library e.g.).
+ *
+ * RESET_NEVER
+ */
LIB_TAG_MISSING = 1 << 6,
- /* RESET_NEVER tag data-block as being up-to-date regarding its reference. */
+ /**
+ * ID is up-to-date regarding its reference (only for library overrides).
+ *
+ * RESET_NEVER
+ */
LIB_TAG_OVERRIDE_LIBRARY_REFOK = 1 << 9,
- /* RESET_NEVER tag data-block as needing an auto-override execution, if enabled. */
+ /**
+ * ID needs an auto-diffing execution, if enabled (only for library overrides).
+ *
+ * RESET_NEVER
+ */
LIB_TAG_OVERRIDE_LIBRARY_AUTOREFRESH = 1 << 17,
- /* tag data-block as having an extra user. */
+ /**
+ * ID has an extra virtual user (aka 'ensured real', as set by e.g. some editors, not to be
+ * confused with the `LIB_FAKEUSER` flag).
+ *
+ * RESET_NEVER
+ *
+ * \note This tag does not necessarily mean the actual user count of the ID is increased, this is
+ * defined by #LIB_TAG_EXTRAUSER_SET.
+ */
LIB_TAG_EXTRAUSER = 1 << 2,
- /* tag data-block as having actually increased user-count for the extra virtual user. */
+ /**
+ * ID actually has increased user-count for the extra virtual user.
+ *
+ * RESET_NEVER
+ */
LIB_TAG_EXTRAUSER_SET = 1 << 7,
- /* RESET_AFTER_USE tag newly duplicated/copied IDs (see #ID_NEW_SET macro above).
- * Also used internally in readfile.c to mark data-blocks needing do_versions. */
+ /**
+ * ID is newly duplicated/copied (see #ID_NEW_SET macro above).
+ *
+ * RESET_AFTER_USE
+ *
+ * \note Also used internally in readfile.c to mark data-blocks needing do_versions.
+ */
LIB_TAG_NEW = 1 << 8,
- /* RESET_BEFORE_USE free test flag.
- * TODO: make it a RESET_AFTER_USE too. */
+ /**
+ * Free to use tag, often used in BKE code to mark IDs to be processed.
+ *
+ * RESET_BEFORE_USE
+ *
+ * \todo Make it a RESET_AFTER_USE too.
+ */
LIB_TAG_DOIT = 1 << 10,
- /* RESET_AFTER_USE tag existing data before linking so we know what is new. */
+ /**
+ * ID is already existing. Set before linking, to distinguish between existing data-blocks and
+ * newly linked ones.
+ *
+ * RESET_AFTER_USE
+ */
LIB_TAG_PRE_EXISTING = 1 << 11,
/**
- * The data-block is a copy-on-write/localized version.
+ * ID is a copy-on-write/localized version.
*
* RESET_NEVER
*
@@ -720,8 +781,8 @@ enum {
*/
LIB_TAG_COPIED_ON_WRITE = 1 << 12,
/**
- * The data-block is not the original COW ID created by the depsgraph, but has be re-allocated
- * during the evaluation process of another ID.
+ * ID is not the original COW ID created by the depsgraph, but has been re-allocated during the
+ * evaluation process of another ID.
*
* RESET_NEVER
*
@@ -731,34 +792,58 @@ enum {
LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT = 1 << 13,
/**
- * The data-block is fully outside of any ID management area, and should be considered as a
- * purely independent data.
+ * ID is fully outside of any ID management area, and should be considered as a purely
+ * independent data.
*
* RESET_NEVER
*
- * NOTE: Only used by node-groups currently.
+ * \note Only used by node-trees currently.
*/
LIB_TAG_LOCALIZED = 1 << 14,
- /* RESET_NEVER tag data-block for freeing etc. behavior
- * (usually set when copying real one into temp/runtime one). */
- LIB_TAG_NO_MAIN = 1 << 15, /* Datablock is not listed in Main database. */
- LIB_TAG_NO_USER_REFCOUNT = 1 << 16, /* Datablock does not refcount usages of other IDs. */
- /* Datablock was not allocated by standard system (BKE_libblock_alloc), do not free its memory
- * (usual type-specific freeing is called though). */
+ /** General ID management info, for freeing or copying behavior e.g. */
+ /**
+ * ID is not listed/stored in Main database.
+ *
+ * RESET_NEVER
+ */
+ LIB_TAG_NO_MAIN = 1 << 15,
+ /**
+ * Datablock does not refcount usages of other IDs.
+ *
+ * RESET_NEVER
+ */
+ LIB_TAG_NO_USER_REFCOUNT = 1 << 16,
+ /**
+ * ID was not allocated by standard system (BKE_libblock_alloc), do not free its memory
+ * (usual type-specific freeing is called though).
+ *
+ * RESET_NEVER
+ */
LIB_TAG_NOT_ALLOCATED = 1 << 18,
- /* RESET_AFTER_USE Used by undo system to tag unchanged IDs re-used from old Main (instead of
- * read from memfile). */
+ /**
+ * ID is being re-used from the old Main (instead of read from memfile), during memfile undo
+ * processing.
+ *
+ * RESET_AFTER_USE
+ */
LIB_TAG_UNDO_OLD_ID_REUSED = 1 << 19,
- /* This ID is part of a temporary #Main which is expected to be freed in a short time-frame.
+ /**
+ * ID is part of a temporary #Main which is expected to be freed in a short time-frame.
+ *
+ * RESET_NEVER
+ *
* Don't allow assigning this to non-temporary members (since it's likely to cause errors).
- * When set #ID.session_uuid isn't initialized, since the data isn't part of the session. */
+ * When set #ID.session_uuid isn't initialized, since the data isn't part of the session.
+ */
LIB_TAG_TEMP_MAIN = 1 << 20,
/**
- * The data-block is a library override that needs re-sync to its linked reference.
+ * ID is a library override that needs re-sync to its linked reference.
+ *
+ * RESET_NEVER
*/
LIB_TAG_LIB_OVERRIDE_NEED_RESYNC = 1 << 21,
};
diff --git a/source/blender/makesdna/DNA_userdef_types.h b/source/blender/makesdna/DNA_userdef_types.h
index dc461502b10..39fb3690da4 100644
--- a/source/blender/makesdna/DNA_userdef_types.h
+++ b/source/blender/makesdna/DNA_userdef_types.h
@@ -640,8 +640,8 @@ typedef struct UserDef_Experimental {
char use_cycles_debug;
char show_asset_debug_info;
char no_asset_indexing;
+ char use_viewport_debug;
char SANITIZE_AFTER_HERE;
- char _pad0;
/* The following options are automatically sanitized (set to 0)
* when the release cycle is not alpha. */
char use_new_curves_tools;
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 0d281032b7e..1ba057d9c40 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -296,7 +296,9 @@ typedef struct View3D {
char _pad6[2];
int layact DNA_DEPRECATED;
unsigned short local_collections_uuid;
- short _pad7[3];
+ short _pad7[2];
+
+ short debug_flag;
/** Optional bool for 3d cursor to define center. */
short ob_center_cursor;
@@ -489,6 +491,11 @@ enum {
V3D_SHADING_COMPOSITOR = (1 << 15),
};
+/** #View3D.debug_flag */
+enum {
+ V3D_DEBUG_FREEZE_CULLING = (1 << 0),
+};
+
#define V3D_USES_SCENE_LIGHTS(v3d) \
((((v3d)->shading.type == OB_MATERIAL) && ((v3d)->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
(((v3d)->shading.type == OB_RENDER) && \
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index e0bac0f85ec..0be1dd3117c 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -4954,7 +4954,7 @@ static void def_sh_mix(StructRNA *srna)
prop = RNA_def_property(srna, "factor_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, rna_enum_mix_mode_items);
- RNA_def_property_enum_default(prop, SOCK_FLOAT);
+ RNA_def_property_enum_default(prop, NODE_MIX_MODE_UNIFORM);
RNA_def_property_ui_text(prop, "Factor Mode", "");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_socket_update");
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 9b08b6ef665..5f2e3c4d1a0 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -4736,6 +4736,13 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Opacity", "Vertex Paint mix factor");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPencil_update");
+
+ /* Developper Debug overlay */
+
+ prop = RNA_def_property(srna, "use_debug_freeze_view_culling", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "debug_flag", V3D_DEBUG_FREEZE_CULLING);
+ RNA_def_property_ui_text(prop, "Freeze Culling", "Freeze view culling bounds");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
static void rna_def_space_view3d(BlenderRNA *brna)
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index 324c0bb9006..61d4edccb06 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -6372,6 +6372,14 @@ static void rna_def_userdef_experimental(BlenderRNA *brna)
prop = RNA_def_property(srna, "enable_eevee_next", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "enable_eevee_next", 1);
RNA_def_property_ui_text(prop, "EEVEE Next", "Enable the new EEVEE codebase, requires restart");
+
+ prop = RNA_def_property(srna, "use_viewport_debug", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "use_viewport_debug", 1);
+ RNA_def_property_ui_text(prop,
+ "Viewport Debug",
+ "Enable viewport debugging options for developpers in the overlays "
+ "pop-over");
+ RNA_def_property_update(prop, 0, "rna_userdef_ui_update");
}
static void rna_def_userdef_addon_collection(BlenderRNA *brna, PropertyRNA *cprop)
diff --git a/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc b/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc
index 282d3365fa5..12f81da3d1c 100644
--- a/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc
@@ -18,6 +18,8 @@
namespace blender::nodes::node_composite_alpha_over_cc {
+NODE_STORAGE_FUNCS(NodeTwoFloats)
+
static void cmp_node_alphaover_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Fac"))
@@ -86,7 +88,7 @@ class AlphaOverShaderNode : public ShaderNode {
float get_premultiply_factor()
{
- return ((const NodeTwoFloats *)bnode().storage)->x;
+ return node_storage(bnode()).x;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_bilateralblur.cc b/source/blender/nodes/composite/nodes/node_composite_bilateralblur.cc
index 571415e75d8..ac9a6c89aa4 100644
--- a/source/blender/nodes/composite/nodes/node_composite_bilateralblur.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_bilateralblur.cc
@@ -21,6 +21,8 @@
namespace blender::nodes::node_composite_bilateralblur_cc {
+NODE_STORAGE_FUNCS(NodeBilateralBlurData)
+
static void cmp_node_bilateralblur_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -94,18 +96,12 @@ class BilateralBlurOperation : public NodeOperation {
int get_blur_radius()
{
- return math::ceil(get_node_bilateral_blur_data().iter +
- get_node_bilateral_blur_data().sigma_space);
+ return math::ceil(node_storage(bnode()).iter + node_storage(bnode()).sigma_space);
}
float get_threshold()
{
- return get_node_bilateral_blur_data().sigma_color;
- }
-
- const NodeBilateralBlurData &get_node_bilateral_blur_data()
- {
- return *static_cast<const NodeBilateralBlurData *>(bnode().storage);
+ return node_storage(bnode()).sigma_color;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_bokehimage.cc b/source/blender/nodes/composite/nodes/node_composite_bokehimage.cc
index 42dd17230b1..81cc8990d35 100644
--- a/source/blender/nodes/composite/nodes/node_composite_bokehimage.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_bokehimage.cc
@@ -22,6 +22,8 @@
namespace blender::nodes::node_composite_bokehimage_cc {
+NODE_STORAGE_FUNCS(NodeBokehImage)
+
static void cmp_node_bokehimage_declare(NodeDeclarationBuilder &b)
{
b.add_output<decl::Color>(N_("Image"));
@@ -66,9 +68,9 @@ class BokehImageOperation : public NodeOperation {
GPU_shader_uniform_1f(shader, "exterior_angle", get_exterior_angle());
GPU_shader_uniform_1f(shader, "rotation", get_rotation());
- GPU_shader_uniform_1f(shader, "roundness", get_node_bokeh_image().rounding);
- GPU_shader_uniform_1f(shader, "catadioptric", get_node_bokeh_image().catadioptric);
- GPU_shader_uniform_1f(shader, "lens_shift", get_node_bokeh_image().lensshift);
+ GPU_shader_uniform_1f(shader, "roundness", node_storage(bnode()).rounding);
+ GPU_shader_uniform_1f(shader, "catadioptric", node_storage(bnode()).catadioptric);
+ GPU_shader_uniform_1f(shader, "lens_shift", node_storage(bnode()).lensshift);
Result &output = get_result("Image");
const Domain domain = compute_domain();
@@ -86,16 +88,11 @@ class BokehImageOperation : public NodeOperation {
return Domain(int2(512));
}
- const NodeBokehImage &get_node_bokeh_image()
- {
- return *static_cast<const NodeBokehImage *>(bnode().storage);
- }
-
/* The exterior angle is the angle between each two consecutive vertices of the regular polygon
* from its center. */
float get_exterior_angle()
{
- return (M_PI * 2.0f) / get_node_bokeh_image().flaps;
+ return (M_PI * 2.0f) / node_storage(bnode()).flaps;
}
float get_rotation()
@@ -104,7 +101,7 @@ class BokehImageOperation : public NodeOperation {
* y axis, which is 90 degrees minus the angle that it makes with the positive x axis assuming
* the first vertex lies on the positive x axis. */
const float offset = M_PI_2 - get_exterior_angle();
- return get_node_bokeh_image().angle - offset;
+ return node_storage(bnode()).angle - offset;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_boxmask.cc b/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
index 2b27b382b03..3cf0932e1b3 100644
--- a/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
@@ -23,6 +23,8 @@
namespace blender::nodes::node_composite_boxmask_cc {
+NODE_STORAGE_FUNCS(NodeBoxMask)
+
static void cmp_node_boxmask_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Mask")).default_value(0.0f).min(0.0f).max(1.0f);
@@ -123,24 +125,19 @@ class BoxMaskOperation : public NodeOperation {
}
}
- const NodeBoxMask &get_node_box_mask()
- {
- return *static_cast<const NodeBoxMask *>(bnode().storage);
- }
-
float2 get_location()
{
- return float2(get_node_box_mask().x, get_node_box_mask().y);
+ return float2(node_storage(bnode()).x, node_storage(bnode()).y);
}
float2 get_size()
{
- return float2(get_node_box_mask().width, get_node_box_mask().height);
+ return float2(node_storage(bnode()).width, node_storage(bnode()).height);
}
float get_angle()
{
- return get_node_box_mask().rotation;
+ return node_storage(bnode()).rotation;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc b/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
index a588a17d6c1..3b825017da8 100644
--- a/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
@@ -20,6 +20,8 @@
namespace blender::nodes::node_composite_channel_matte_cc {
+NODE_STORAGE_FUNCS(NodeChroma)
+
static void cmp_node_channel_matte_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -130,15 +132,10 @@ class ChannelMatteShaderNode : public ShaderNode {
return bnode().custom2 - 1;
}
- const NodeChroma *get_node_chroma()
- {
- return static_cast<const NodeChroma *>(bnode().storage);
- }
-
/* Get the index of the channel used to compute the limit value. */
int get_limit_channel()
{
- return get_node_chroma()->channel - 1;
+ return node_storage(bnode()).channel - 1;
}
/* Get the indices of the channels used to compute the limit value. We always assume the limit
@@ -146,7 +143,7 @@ class ChannelMatteShaderNode : public ShaderNode {
* the maximum of two identical values is the same value. */
void get_limit_channels(float limit_channels[2])
{
- if (get_node_chroma()->algorithm == CMP_NODE_CHANNEL_MATTE_LIMIT_ALGORITHM_MAX) {
+ if (node_storage(bnode()).algorithm == CMP_NODE_CHANNEL_MATTE_LIMIT_ALGORITHM_MAX) {
/* If the algorithm is Max, store the indices of the other two channels other than the matte
* channel. */
limit_channels[0] = (get_matte_channel() + 1) % 3;
@@ -161,12 +158,12 @@ class ChannelMatteShaderNode : public ShaderNode {
float get_max_limit()
{
- return get_node_chroma()->t1;
+ return node_storage(bnode()).t1;
}
float get_min_limit()
{
- return get_node_chroma()->t2;
+ return node_storage(bnode()).t2;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc b/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
index 2ea83340c2b..e5ce87169d4 100644
--- a/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
@@ -22,6 +22,8 @@
namespace blender::nodes::node_composite_chroma_matte_cc {
+NODE_STORAGE_FUNCS(NodeChroma)
+
static void cmp_node_chroma_matte_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -86,24 +88,19 @@ class ChromaMatteShaderNode : public ShaderNode {
GPU_uniform(&falloff));
}
- const NodeChroma *get_node_chroma()
- {
- return static_cast<const NodeChroma *>(bnode().storage);
- }
-
float get_acceptance()
{
- return std::tan(get_node_chroma()->t1) / 2.0f;
+ return std::tan(node_storage(bnode()).t1) / 2.0f;
}
float get_cutoff()
{
- return get_node_chroma()->t2;
+ return node_storage(bnode()).t2;
}
float get_falloff()
{
- return get_node_chroma()->fstrength;
+ return node_storage(bnode()).fstrength;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_color_matte.cc b/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
index ec572c54fd7..08329601f14 100644
--- a/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
@@ -18,6 +18,8 @@
namespace blender::nodes::node_composite_color_matte_cc {
+NODE_STORAGE_FUNCS(NodeChroma)
+
static void cmp_node_color_matte_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -83,25 +85,20 @@ class ColorMatteShaderNode : public ShaderNode {
GPU_uniform(&value_epsilon));
}
- const NodeChroma *get_node_chroma()
- {
- return static_cast<const NodeChroma *>(bnode().storage);
- }
-
float get_hue_epsilon()
{
/* Divide by 2 because the hue wraps around. */
- return get_node_chroma()->t1 / 2.0f;
+ return node_storage(bnode()).t1 / 2.0f;
}
float get_saturation_epsilon()
{
- return get_node_chroma()->t2;
+ return node_storage(bnode()).t2;
}
float get_value_epsilon()
{
- return get_node_chroma()->t3;
+ return node_storage(bnode()).t3;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_color_spill.cc b/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
index 1ddf0df8ea7..29401d7b20f 100644
--- a/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
@@ -20,6 +20,8 @@
namespace blender::nodes::node_composite_color_spill_cc {
+NODE_STORAGE_FUNCS(NodeColorspill)
+
static void cmp_node_color_spill_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -131,18 +133,13 @@ class ColorSpillShaderNode : public ShaderNode {
return (CMPNodeColorSpillLimitAlgorithm)bnode().custom2;
}
- const NodeColorspill *get_node_color_spill()
- {
- return static_cast<const NodeColorspill *>(bnode().storage);
- }
-
void get_spill_scale(float spill_scale[3])
{
- const NodeColorspill *node_color_spill = get_node_color_spill();
- if (node_color_spill->unspill) {
- spill_scale[0] = node_color_spill->uspillr;
- spill_scale[1] = node_color_spill->uspillg;
- spill_scale[2] = node_color_spill->uspillb;
+ const NodeColorspill &node_color_spill = node_storage(bnode());
+ if (node_color_spill.unspill) {
+ spill_scale[0] = node_color_spill.uspillr;
+ spill_scale[1] = node_color_spill.uspillg;
+ spill_scale[2] = node_color_spill.uspillb;
spill_scale[get_spill_channel()] *= -1.0f;
}
else {
@@ -156,7 +153,7 @@ class ColorSpillShaderNode : public ShaderNode {
/* Get the index of the channel used for limiting. */
int get_limit_channel()
{
- return get_node_color_spill()->limchan;
+ return node_storage(bnode()).limchan;
}
/* Get the indices of the channels used to compute the limit value. We always assume the limit
@@ -179,7 +176,7 @@ class ColorSpillShaderNode : public ShaderNode {
float get_limit_scale()
{
- return get_node_color_spill()->limscale;
+ return node_storage(bnode()).limscale;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc b/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc
index e6e2a310eb4..e05fbf00a25 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc
@@ -48,6 +48,8 @@ void ntreeCompositColorBalanceSyncFromCDL(bNodeTree *UNUSED(ntree), bNode *node)
namespace blender::nodes::node_composite_colorbalance_cc {
+NODE_STORAGE_FUNCS(NodeColorBalance)
+
static void cmp_node_colorbalance_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Fac"))
@@ -161,7 +163,7 @@ class ColorBalanceShaderNode : public ShaderNode {
GPUNodeStack *inputs = get_inputs_array();
GPUNodeStack *outputs = get_outputs_array();
- const NodeColorBalance *node_color_balance = get_node_color_balance();
+ const NodeColorBalance &node_color_balance = node_storage(bnode());
if (get_color_balance_method() == CMP_NODE_COLOR_BALANCE_LGG) {
GPU_stack_link(material,
@@ -169,9 +171,9 @@ class ColorBalanceShaderNode : public ShaderNode {
"node_composite_color_balance_lgg",
inputs,
outputs,
- GPU_uniform(node_color_balance->lift),
- GPU_uniform(node_color_balance->gamma),
- GPU_uniform(node_color_balance->gain));
+ GPU_uniform(node_color_balance.lift),
+ GPU_uniform(node_color_balance.gamma),
+ GPU_uniform(node_color_balance.gain));
return;
}
@@ -180,21 +182,16 @@ class ColorBalanceShaderNode : public ShaderNode {
"node_composite_color_balance_asc_cdl",
inputs,
outputs,
- GPU_uniform(node_color_balance->offset),
- GPU_uniform(node_color_balance->power),
- GPU_uniform(node_color_balance->slope),
- GPU_uniform(&node_color_balance->offset_basis));
+ GPU_uniform(node_color_balance.offset),
+ GPU_uniform(node_color_balance.power),
+ GPU_uniform(node_color_balance.slope),
+ GPU_uniform(&node_color_balance.offset_basis));
}
CMPNodeColorBalanceMethod get_color_balance_method()
{
return (CMPNodeColorBalanceMethod)bnode().custom1;
}
-
- const NodeColorBalance *get_node_color_balance()
- {
- return static_cast<const NodeColorBalance *>(bnode().storage);
- }
};
static ShaderNode *get_compositor_shader_node(DNode node)
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc b/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc
index f6bc3d1fdf2..92b10fc1877 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc
@@ -20,6 +20,8 @@
namespace blender::nodes::node_composite_colorcorrection_cc {
+NODE_STORAGE_FUNCS(NodeColorCorrection)
+
static void cmp_node_colorcorrection_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -294,7 +296,7 @@ class ColorCorrectionShaderNode : public ShaderNode {
float luminance_coefficients[3];
IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
- const NodeColorCorrection *node_color_correction = get_node_color_correction();
+ const NodeColorCorrection &node_color_correction = node_storage(bnode());
GPU_stack_link(material,
&bnode(),
@@ -302,28 +304,28 @@ class ColorCorrectionShaderNode : public ShaderNode {
inputs,
outputs,
GPU_constant(enabled_channels),
- GPU_uniform(&node_color_correction->startmidtones),
- GPU_uniform(&node_color_correction->endmidtones),
- GPU_uniform(&node_color_correction->master.saturation),
- GPU_uniform(&node_color_correction->master.contrast),
- GPU_uniform(&node_color_correction->master.gamma),
- GPU_uniform(&node_color_correction->master.gain),
- GPU_uniform(&node_color_correction->master.lift),
- GPU_uniform(&node_color_correction->shadows.saturation),
- GPU_uniform(&node_color_correction->shadows.contrast),
- GPU_uniform(&node_color_correction->shadows.gamma),
- GPU_uniform(&node_color_correction->shadows.gain),
- GPU_uniform(&node_color_correction->shadows.lift),
- GPU_uniform(&node_color_correction->midtones.saturation),
- GPU_uniform(&node_color_correction->midtones.contrast),
- GPU_uniform(&node_color_correction->midtones.gamma),
- GPU_uniform(&node_color_correction->midtones.gain),
- GPU_uniform(&node_color_correction->midtones.lift),
- GPU_uniform(&node_color_correction->highlights.saturation),
- GPU_uniform(&node_color_correction->highlights.contrast),
- GPU_uniform(&node_color_correction->highlights.gamma),
- GPU_uniform(&node_color_correction->highlights.gain),
- GPU_uniform(&node_color_correction->highlights.lift),
+ GPU_uniform(&node_color_correction.startmidtones),
+ GPU_uniform(&node_color_correction.endmidtones),
+ GPU_uniform(&node_color_correction.master.saturation),
+ GPU_uniform(&node_color_correction.master.contrast),
+ GPU_uniform(&node_color_correction.master.gamma),
+ GPU_uniform(&node_color_correction.master.gain),
+ GPU_uniform(&node_color_correction.master.lift),
+ GPU_uniform(&node_color_correction.shadows.saturation),
+ GPU_uniform(&node_color_correction.shadows.contrast),
+ GPU_uniform(&node_color_correction.shadows.gamma),
+ GPU_uniform(&node_color_correction.shadows.gain),
+ GPU_uniform(&node_color_correction.shadows.lift),
+ GPU_uniform(&node_color_correction.midtones.saturation),
+ GPU_uniform(&node_color_correction.midtones.contrast),
+ GPU_uniform(&node_color_correction.midtones.gamma),
+ GPU_uniform(&node_color_correction.midtones.gain),
+ GPU_uniform(&node_color_correction.midtones.lift),
+ GPU_uniform(&node_color_correction.highlights.saturation),
+ GPU_uniform(&node_color_correction.highlights.contrast),
+ GPU_uniform(&node_color_correction.highlights.gamma),
+ GPU_uniform(&node_color_correction.highlights.gain),
+ GPU_uniform(&node_color_correction.highlights.lift),
GPU_constant(luminance_coefficients));
}
@@ -333,11 +335,6 @@ class ColorCorrectionShaderNode : public ShaderNode {
enabled_channels[i] = (bnode().custom1 & (1 << i)) ? 1.0f : 0.0f;
}
}
-
- const NodeColorCorrection *get_node_color_correction()
- {
- return static_cast<const NodeColorCorrection *>(bnode().storage);
- }
};
static ShaderNode *get_compositor_shader_node(DNode node)
diff --git a/source/blender/nodes/composite/nodes/node_composite_crop.cc b/source/blender/nodes/composite/nodes/node_composite_crop.cc
index 466c842812c..13d02a707be 100644
--- a/source/blender/nodes/composite/nodes/node_composite_crop.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_crop.cc
@@ -27,6 +27,8 @@
namespace blender::nodes::node_composite_crop_cc {
+NODE_STORAGE_FUNCS(NodeTwoXYs)
+
static void cmp_node_crop_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -163,11 +165,6 @@ class CropOperation : public NodeOperation {
return bnode().custom2;
}
- const NodeTwoXYs &get_node_two_xys()
- {
- return *static_cast<const NodeTwoXYs *>(bnode().storage);
- }
-
/* Returns true if the operation does nothing and the input can be passed through. */
bool is_identity()
{
@@ -190,7 +187,7 @@ class CropOperation : public NodeOperation {
void compute_cropping_bounds(int2 &lower_bound, int2 &upper_bound)
{
- const NodeTwoXYs &node_two_xys = get_node_two_xys();
+ const NodeTwoXYs &node_two_xys = node_storage(bnode());
const int2 input_size = get_input("Image").domain().size;
if (get_is_relative()) {
diff --git a/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc b/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
index 3c830f1deec..8912d00a9be 100644
--- a/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
@@ -18,6 +18,8 @@
namespace blender::nodes::node_composite_diff_matte_cc {
+NODE_STORAGE_FUNCS(NodeChroma)
+
static void cmp_node_diff_matte_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image 1"))
@@ -71,19 +73,14 @@ class DifferenceMatteShaderNode : public ShaderNode {
GPU_uniform(&falloff));
}
- const NodeChroma *get_node_chroma()
- {
- return static_cast<const NodeChroma *>(bnode().storage);
- }
-
float get_tolerance()
{
- return get_node_chroma()->t1;
+ return node_storage(bnode()).t1;
}
float get_falloff()
{
- return get_node_chroma()->t2;
+ return node_storage(bnode()).t2;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_directionalblur.cc b/source/blender/nodes/composite/nodes/node_composite_directionalblur.cc
index b662924acec..6e6bec70283 100644
--- a/source/blender/nodes/composite/nodes/node_composite_directionalblur.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_directionalblur.cc
@@ -22,6 +22,8 @@
namespace blender::nodes::node_composite_directionalblur_cc {
+NODE_STORAGE_FUNCS(NodeDBlurData)
+
static void cmp_node_directional_blur_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -109,28 +111,27 @@ class DirectionalBlurOperation : public NodeOperation {
float2 get_translation()
{
const float diagonal_length = math::length(float2(get_input("Image").domain().size));
- const float translation_amount = diagonal_length * get_node_directional_blur_data().distance;
- const float3x3 rotation = float3x3::from_rotation(-get_node_directional_blur_data().angle);
+ const float translation_amount = diagonal_length * node_storage(bnode()).distance;
+ const float3x3 rotation = float3x3::from_rotation(-node_storage(bnode()).angle);
return rotation * float2(-translation_amount / get_iterations(), 0.0f);
}
/* Get the amount of rotation that will be applied on each iteration. */
float get_rotation()
{
- return get_node_directional_blur_data().spin / get_iterations();
+ return node_storage(bnode()).spin / get_iterations();
}
/* Get the amount of scale that will be applied on each iteration. The scale is identity when the
* user supplies 0, so we add 1. */
float2 get_scale()
{
- return float2(1.0f + get_node_directional_blur_data().zoom / get_iterations());
+ return float2(1.0f + node_storage(bnode()).zoom / get_iterations());
}
float2 get_origin()
{
- const float2 center = float2(get_node_directional_blur_data().center_x,
- get_node_directional_blur_data().center_y);
+ const float2 center = float2(node_storage(bnode()).center_x, node_storage(bnode()).center_y);
return float2(get_input("Image").domain().size) * center;
}
@@ -151,7 +152,7 @@ class DirectionalBlurOperation : public NodeOperation {
* is the number of diagonal pixels. */
int get_iterations()
{
- const int iterations = 2 << (get_node_directional_blur_data().iter - 1);
+ const int iterations = 2 << (node_storage(bnode()).iter - 1);
const int upper_limit = math::ceil(math::length(float2(get_input("Image").domain().size)));
return math::min(iterations, upper_limit);
}
@@ -166,25 +167,20 @@ class DirectionalBlurOperation : public NodeOperation {
}
/* If any of the following options are non-zero, then the operation is not an identity. */
- if (get_node_directional_blur_data().distance != 0.0f) {
+ if (node_storage(bnode()).distance != 0.0f) {
return false;
}
- if (get_node_directional_blur_data().spin != 0.0f) {
+ if (node_storage(bnode()).spin != 0.0f) {
return false;
}
- if (get_node_directional_blur_data().zoom != 0.0f) {
+ if (node_storage(bnode()).zoom != 0.0f) {
return false;
}
return true;
}
-
- const NodeDBlurData &get_node_directional_blur_data()
- {
- return *static_cast<const NodeDBlurData *>(bnode().storage);
- }
};
static NodeOperation *get_compositor_operation(Context &context, DNode node)
diff --git a/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc b/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
index be73412e027..6a786571f43 100644
--- a/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
@@ -18,6 +18,8 @@
namespace blender::nodes::node_composite_distance_matte_cc {
+NODE_STORAGE_FUNCS(NodeChroma)
+
static void cmp_node_distance_matte_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -90,24 +92,19 @@ class DistanceMatteShaderNode : public ShaderNode {
GPU_uniform(&falloff));
}
- const NodeChroma *get_node_chroma()
- {
- return static_cast<const NodeChroma *>(bnode().storage);
- }
-
CMPNodeDistanceMatteColorSpace get_color_space()
{
- return (CMPNodeDistanceMatteColorSpace)get_node_chroma()->channel;
+ return (CMPNodeDistanceMatteColorSpace)node_storage(bnode()).channel;
}
float get_tolerance()
{
- return get_node_chroma()->t1;
+ return node_storage(bnode()).t1;
}
float get_falloff()
{
- return get_node_chroma()->t2;
+ return node_storage(bnode()).t2;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc b/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
index d9d8a888f24..7c031b354e5 100644
--- a/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
@@ -23,6 +23,8 @@
namespace blender::nodes::node_composite_ellipsemask_cc {
+NODE_STORAGE_FUNCS(NodeEllipseMask)
+
static void cmp_node_ellipsemask_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Mask")).default_value(0.0f).min(0.0f).max(1.0f);
@@ -121,24 +123,19 @@ class EllipseMaskOperation : public NodeOperation {
}
}
- const NodeEllipseMask &get_node_ellipse_mask()
- {
- return *static_cast<const NodeEllipseMask *>(bnode().storage);
- }
-
float2 get_location()
{
- return float2(get_node_ellipse_mask().x, get_node_ellipse_mask().y);
+ return float2(node_storage(bnode()).x, node_storage(bnode()).y);
}
float2 get_size()
{
- return float2(get_node_ellipse_mask().width, get_node_ellipse_mask().height);
+ return float2(node_storage(bnode()).width, node_storage(bnode()).height);
}
float get_angle()
{
- return get_node_ellipse_mask().rotation;
+ return node_storage(bnode()).rotation;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_lensdist.cc b/source/blender/nodes/composite/nodes/node_composite_lensdist.cc
index 2d4c0afcda7..260fccf66d0 100644
--- a/source/blender/nodes/composite/nodes/node_composite_lensdist.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_lensdist.cc
@@ -32,6 +32,8 @@
namespace blender::nodes::node_composite_lensdist_cc {
+NODE_STORAGE_FUNCS(NodeLensDist)
+
static void cmp_node_lensdist_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -197,22 +199,17 @@ class LensDistortionOperation : public NodeOperation {
bool get_is_projector()
{
- return get_node_lens_distortion().proj;
+ return node_storage(bnode()).proj;
}
bool get_is_jitter()
{
- return get_node_lens_distortion().jit;
+ return node_storage(bnode()).jit;
}
bool get_is_fit()
{
- return get_node_lens_distortion().fit;
- }
-
- NodeLensDist &get_node_lens_distortion()
- {
- return *static_cast<NodeLensDist *>(bnode().storage);
+ return node_storage(bnode()).fit;
}
/* Returns true if the operation does nothing and the input can be passed through. */
diff --git a/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc b/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
index 092a12a7ea4..59ae62ec411 100644
--- a/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
@@ -20,6 +20,8 @@
namespace blender::nodes::node_composite_luma_matte_cc {
+NODE_STORAGE_FUNCS(NodeChroma)
+
static void cmp_node_luma_matte_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -74,19 +76,14 @@ class LuminanceMatteShaderNode : public ShaderNode {
GPU_constant(luminance_coefficients));
}
- NodeChroma *get_node_chroma()
- {
- return static_cast<NodeChroma *>(bnode().storage);
- }
-
float get_high()
{
- return get_node_chroma()->t1;
+ return node_storage(bnode()).t1;
}
float get_low()
{
- return get_node_chroma()->t2;
+ return node_storage(bnode()).t2;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_map_value.cc b/source/blender/nodes/composite/nodes/node_composite_map_value.cc
index 2b0aebbede8..e30de39605d 100644
--- a/source/blender/nodes/composite/nodes/node_composite_map_value.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_map_value.cc
@@ -22,6 +22,8 @@
namespace blender::nodes::node_composite_map_value_cc {
+NODE_STORAGE_FUNCS(TexMapping)
+
static void cmp_node_map_value_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Value"))
@@ -69,7 +71,7 @@ class MapValueShaderNode : public ShaderNode {
GPUNodeStack *inputs = get_inputs_array();
GPUNodeStack *outputs = get_outputs_array();
- const TexMapping *texture_mapping = get_texture_mapping();
+ const TexMapping &texture_mapping = node_storage(bnode());
const float use_min = get_use_min();
const float use_max = get_use_max();
@@ -79,27 +81,22 @@ class MapValueShaderNode : public ShaderNode {
"node_composite_map_value",
inputs,
outputs,
- GPU_uniform(texture_mapping->loc),
- GPU_uniform(texture_mapping->size),
+ GPU_uniform(texture_mapping.loc),
+ GPU_uniform(texture_mapping.size),
GPU_constant(&use_min),
- GPU_uniform(texture_mapping->min),
+ GPU_uniform(texture_mapping.min),
GPU_constant(&use_max),
- GPU_uniform(texture_mapping->max));
- }
-
- const TexMapping *get_texture_mapping()
- {
- return static_cast<const TexMapping *>(bnode().storage);
+ GPU_uniform(texture_mapping.max));
}
bool get_use_min()
{
- return get_texture_mapping()->flag & TEXMAP_CLIP_MIN;
+ return node_storage(bnode()).flag & TEXMAP_CLIP_MIN;
}
bool get_use_max()
{
- return get_texture_mapping()->flag & TEXMAP_CLIP_MAX;
+ return node_storage(bnode()).flag & TEXMAP_CLIP_MAX;
}
};
diff --git a/source/blender/nodes/composite/nodes/node_composite_movieclip.cc b/source/blender/nodes/composite/nodes/node_composite_movieclip.cc
index 7c1a61cedc4..b9d9620a214 100644
--- a/source/blender/nodes/composite/nodes/node_composite_movieclip.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_movieclip.cc
@@ -239,7 +239,7 @@ class MovieClipOperation : public NodeOperation {
GPUTexture *get_movie_clip_texture()
{
MovieClip *movie_clip = get_movie_clip();
- MovieClipUser *movie_clip_user = static_cast<MovieClipUser *>(bnode().storage);
+ MovieClipUser *movie_clip_user = get_movie_clip_user();
BKE_movieclip_user_set_frame(movie_clip_user, context().get_frame_number());
return BKE_movieclip_get_gpu_texture(movie_clip, movie_clip_user);
}
@@ -256,6 +256,11 @@ class MovieClipOperation : public NodeOperation {
{
return (MovieClip *)bnode().id;
}
+
+ MovieClipUser *get_movie_clip_user()
+ {
+ return static_cast<MovieClipUser *>(bnode().storage);
+ }
};
static NodeOperation *get_compositor_operation(Context &context, DNode node)
diff --git a/source/blender/nodes/composite/nodes/node_composite_sepcomb_color.cc b/source/blender/nodes/composite/nodes/node_composite_sepcomb_color.cc
index d1f0b7977f8..f6792d7ce61 100644
--- a/source/blender/nodes/composite/nodes/node_composite_sepcomb_color.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_sepcomb_color.cc
@@ -62,6 +62,8 @@ static void node_cmp_combsep_color_label(const ListBase *sockets, CMPNodeCombSep
namespace blender::nodes::node_composite_separate_color_cc {
+NODE_STORAGE_FUNCS(NodeCMPCombSepColor)
+
static void cmp_node_separate_color_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -93,14 +95,9 @@ class SeparateColorShaderNode : public ShaderNode {
GPU_stack_link(material, &bnode(), get_shader_function_name(), inputs, outputs);
}
- NodeCMPCombSepColor *get_node_combine_separate_color()
- {
- return static_cast<NodeCMPCombSepColor *>(bnode().storage);
- }
-
const char *get_shader_function_name()
{
- switch (get_node_combine_separate_color()->mode) {
+ switch (node_storage(bnode()).mode) {
case CMP_NODE_COMBSEP_COLOR_RGB:
return "node_composite_separate_rgba";
case CMP_NODE_COMBSEP_COLOR_HSV:
@@ -110,7 +107,7 @@ class SeparateColorShaderNode : public ShaderNode {
case CMP_NODE_COMBSEP_COLOR_YUV:
return "node_composite_separate_yuva_itu_709";
case CMP_NODE_COMBSEP_COLOR_YCC:
- switch (get_node_combine_separate_color()->ycc_mode) {
+ switch (node_storage(bnode()).ycc_mode) {
case BLI_YCC_ITU_BT601:
return "node_composite_separate_ycca_itu_601";
case BLI_YCC_ITU_BT709:
@@ -153,6 +150,8 @@ void register_node_type_cmp_separate_color()
namespace blender::nodes::node_composite_combine_color_cc {
+NODE_STORAGE_FUNCS(NodeCMPCombSepColor)
+
static void cmp_node_combine_color_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Red"))
@@ -202,14 +201,9 @@ class CombineColorShaderNode : public ShaderNode {
GPU_stack_link(material, &bnode(), get_shader_function_name(), inputs, outputs);
}
- NodeCMPCombSepColor *get_node_combine_separate_color()
- {
- return static_cast<NodeCMPCombSepColor *>(bnode().storage);
- }
-
const char *get_shader_function_name()
{
- switch (get_node_combine_separate_color()->mode) {
+ switch (node_storage(bnode()).mode) {
case CMP_NODE_COMBSEP_COLOR_RGB:
return "node_composite_combine_rgba";
case CMP_NODE_COMBSEP_COLOR_HSV:
@@ -219,7 +213,7 @@ class CombineColorShaderNode : public ShaderNode {
case CMP_NODE_COMBSEP_COLOR_YUV:
return "node_composite_combine_yuva_itu_709";
case CMP_NODE_COMBSEP_COLOR_YCC:
- switch (get_node_combine_separate_color()->ycc_mode) {
+ switch (node_storage(bnode()).ycc_mode) {
case BLI_YCC_ITU_BT601:
return "node_composite_combine_ycca_itu_601";
case BLI_YCC_ITU_BT709:
diff --git a/source/blender/nodes/composite/nodes/node_composite_setalpha.cc b/source/blender/nodes/composite/nodes/node_composite_setalpha.cc
index 383b4bcd0ca..df3aca2c665 100644
--- a/source/blender/nodes/composite/nodes/node_composite_setalpha.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_setalpha.cc
@@ -18,6 +18,8 @@
namespace blender::nodes::node_composite_setalpha_cc {
+NODE_STORAGE_FUNCS(NodeSetAlpha)
+
static void cmp_node_setalpha_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -54,18 +56,13 @@ class SetAlphaShaderNode : public ShaderNode {
GPUNodeStack *inputs = get_inputs_array();
GPUNodeStack *outputs = get_outputs_array();
- if (get_node_set_alpha()->mode == CMP_NODE_SETALPHA_MODE_APPLY) {
+ if (node_storage(bnode()).mode == CMP_NODE_SETALPHA_MODE_APPLY) {
GPU_stack_link(material, &bnode(), "node_composite_set_alpha_apply", inputs, outputs);
return;
}
GPU_stack_link(material, &bnode(), "node_composite_set_alpha_replace", inputs, outputs);
}
-
- const NodeSetAlpha *get_node_set_alpha()
- {
- return static_cast<const NodeSetAlpha *>(bnode().storage);
- }
};
static ShaderNode *get_compositor_shader_node(DNode node)
diff --git a/source/blender/nodes/composite/nodes/node_composite_translate.cc b/source/blender/nodes/composite/nodes/node_composite_translate.cc
index dcb67b9be90..e0f87ff604a 100644
--- a/source/blender/nodes/composite/nodes/node_composite_translate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_translate.cc
@@ -19,6 +19,8 @@
namespace blender::nodes::node_composite_translate_cc {
+NODE_STORAGE_FUNCS(NodeTranslateData)
+
static void cmp_node_translate_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
@@ -76,24 +78,19 @@ class TranslateOperation : public NodeOperation {
result.get_realization_options().repeat_y = get_repeat_y();
}
- const NodeTranslateData &get_node_translate()
- {
- return *static_cast<const NodeTranslateData *>(bnode().storage);
- }
-
bool get_use_relative()
{
- return get_node_translate().relative;
+ return node_storage(bnode()).relative;
}
bool get_repeat_x()
{
- return ELEM(get_node_translate().wrap_axis, CMP_NODE_WRAP_X, CMP_NODE_WRAP_XY);
+ return ELEM(node_storage(bnode()).wrap_axis, CMP_NODE_WRAP_X, CMP_NODE_WRAP_XY);
}
bool get_repeat_y()
{
- return ELEM(get_node_translate().wrap_axis, CMP_NODE_WRAP_Y, CMP_NODE_WRAP_XY);
+ return ELEM(node_storage(bnode()).wrap_axis, CMP_NODE_WRAP_Y, CMP_NODE_WRAP_XY);
}
};
diff --git a/source/blender/nodes/shader/nodes/node_shader_attribute.cc b/source/blender/nodes/shader/nodes/node_shader_attribute.cc
index d01271c15d3..65d053e6379 100644
--- a/source/blender/nodes/shader/nodes/node_shader_attribute.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_attribute.cc
@@ -36,6 +36,7 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
{
NodeShaderAttribute *attr = static_cast<NodeShaderAttribute *>(node->storage);
bool is_varying = attr->type == SHD_ATTRIBUTE_GEOMETRY;
+ float attr_hash = 0.0f;
GPUNodeLink *cd_attr;
@@ -43,7 +44,12 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
cd_attr = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->name);
}
else {
- cd_attr = GPU_uniform_attribute(mat, attr->name, attr->type == SHD_ATTRIBUTE_INSTANCER);
+ cd_attr = GPU_uniform_attribute(mat,
+ attr->name,
+ attr->type == SHD_ATTRIBUTE_INSTANCER,
+ reinterpret_cast<uint32_t *>(&attr_hash));
+
+ GPU_link(mat, "node_attribute_uniform", cd_attr, GPU_constant(&attr_hash), &cd_attr);
}
if (STREQ(attr->name, "color")) {
@@ -55,9 +61,11 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);
- int i;
- LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
- node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
+ if (is_varying) {
+ int i;
+ LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
+ node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
+ }
}
return 1;
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
index a63c7aede04..2f75b7b533f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
@@ -167,6 +167,27 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
if (use_transparency) {
flag |= GPU_MATFLAG_TRANSPARENT;
}
+ if (use_clear) {
+ flag |= GPU_MATFLAG_CLEARCOAT;
+ }
+
+ /* Ref. T98190: Defines are optimizations for old compilers.
+ * Might become unecessary with EEVEE-Next. */
+ if (use_diffuse == false && use_refract == false && use_clear == true) {
+ flag |= GPU_MATFLAG_PRINCIPLED_CLEARCOAT;
+ }
+ else if (use_diffuse == false && use_refract == false && use_clear == false) {
+ flag |= GPU_MATFLAG_PRINCIPLED_METALLIC;
+ }
+ else if (use_diffuse == true && use_refract == false && use_clear == false) {
+ flag |= GPU_MATFLAG_PRINCIPLED_DIELECTRIC;
+ }
+ else if (use_diffuse == false && use_refract == true && use_clear == false) {
+ flag |= GPU_MATFLAG_PRINCIPLED_GLASS;
+ }
+ else {
+ flag |= GPU_MATFLAG_PRINCIPLED_ANY;
+ }
if (use_subsurf) {
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2);
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_info.cc b/source/blender/nodes/shader/nodes/node_shader_volume_info.cc
index a202312f8d8..1f31e9c605f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_info.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_info.cc
@@ -25,9 +25,11 @@ static int node_shader_gpu_volume_info(GPUMaterial *mat,
}
if (out[1].hasoutput) {
out[1].link = GPU_attribute(mat, CD_AUTO_FROM_NAME, "density");
+ GPU_link(mat, "node_attribute_density", out[1].link, &out[1].link);
}
if (out[2].hasoutput) {
out[2].link = GPU_attribute(mat, CD_AUTO_FROM_NAME, "flame");
+ GPU_link(mat, "node_attribute_flame", out[2].link, &out[2].link);
}
if (out[3].hasoutput) {
out[3].link = GPU_attribute(mat, CD_AUTO_FROM_NAME, "temperature");
diff --git a/source/blender/render/RE_pipeline.h b/source/blender/render/RE_pipeline.h
index 66057c06058..6007a64a054 100644
--- a/source/blender/render/RE_pipeline.h
+++ b/source/blender/render/RE_pipeline.h
@@ -461,9 +461,9 @@ bool RE_allow_render_generic_object(struct Object *ob);
/******* defined in render_result.c *********/
-bool RE_HasCombinedLayer(const RenderResult *res);
-bool RE_HasFloatPixels(const RenderResult *res);
-bool RE_RenderResult_is_stereo(const RenderResult *res);
+bool RE_HasCombinedLayer(const RenderResult *result);
+bool RE_HasFloatPixels(const RenderResult *result);
+bool RE_RenderResult_is_stereo(const RenderResult *result);
struct RenderView *RE_RenderViewGetById(struct RenderResult *rr, int view_id);
struct RenderView *RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname);
diff --git a/source/blender/render/intern/engine.cc b/source/blender/render/intern/engine.cc
index 97aad39d5db..a440b34af78 100644
--- a/source/blender/render/intern/engine.cc
+++ b/source/blender/render/intern/engine.cc
@@ -5,9 +5,9 @@
* \ingroup render
*/
-#include <stddef.h>
-#include <stdlib.h>
-#include <string.h>
+#include <cstddef>
+#include <cstdlib>
+#include <cstring>
#include "MEM_guardedalloc.h"
@@ -499,7 +499,7 @@ bool RE_engine_test_break(RenderEngine *engine)
return re->test_break(re->tbh);
}
- return 0;
+ return false;
}
/* Statistics */
@@ -642,7 +642,7 @@ void RE_engine_get_camera_model_matrix(RenderEngine *engine,
bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
{
Render *re = engine->re;
- return BKE_camera_multiview_spherical_stereo(re ? &re->r : nullptr, camera) ? 1 : 0;
+ return BKE_camera_multiview_spherical_stereo(re ? &re->r : nullptr, camera) ? true : false;
}
rcti *RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
@@ -1292,16 +1292,12 @@ bool RE_engine_gpu_context_enable(RenderEngine *engine)
DRW_render_context_enable(engine->re);
return true;
}
- else {
- if (engine->gpu_context) {
- BLI_mutex_lock(&engine->gpu_context_mutex);
- WM_opengl_context_activate(engine->gpu_context);
- return true;
- }
- else {
- return false;
- }
+ if (engine->gpu_context) {
+ BLI_mutex_lock(&engine->gpu_context_mutex);
+ WM_opengl_context_activate(engine->gpu_context);
+ return true;
}
+ return false;
}
void RE_engine_gpu_context_disable(RenderEngine *engine)
diff --git a/source/blender/render/intern/initrender.cc b/source/blender/render/intern/initrender.cc
index a2a6a5815a0..cc05aa8621e 100644
--- a/source/blender/render/intern/initrender.cc
+++ b/source/blender/render/intern/initrender.cc
@@ -7,10 +7,10 @@
/* Global includes */
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
+#include <cmath>
+#include <cstdio>
+#include <cstdlib>
+#include <cstring>
#include "MEM_guardedalloc.h"
diff --git a/source/blender/render/intern/pipeline.cc b/source/blender/render/intern/pipeline.cc
index 746adeaddb2..d9ffb09c5a4 100644
--- a/source/blender/render/intern/pipeline.cc
+++ b/source/blender/render/intern/pipeline.cc
@@ -5,12 +5,12 @@
* \ingroup render
*/
-#include <errno.h>
-#include <limits.h>
-#include <math.h>
-#include <stddef.h>
-#include <stdlib.h>
-#include <string.h>
+#include <cerrno>
+#include <climits>
+#include <cmath>
+#include <cstddef>
+#include <cstdlib>
+#include <cstring>
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
@@ -1037,7 +1037,7 @@ static void do_render_compositor_scene(Render *re, Scene *sce, int cfra)
BKE_scene_camera_switch_update(sce);
/* exception: scene uses own size (unfinished code) */
- if (0) {
+ if (false) {
BKE_render_resolution(&sce->r, false, &winx, &winy);
}
@@ -1570,7 +1570,7 @@ bool RE_is_rendering_allowed(Scene *scene,
if (scene->r.border.xmax <= scene->r.border.xmin ||
scene->r.border.ymax <= scene->r.border.ymin) {
BKE_report(reports, RPT_ERROR, "No border area selected");
- return 0;
+ return false;
}
}
@@ -1585,28 +1585,28 @@ bool RE_is_rendering_allowed(Scene *scene,
/* Compositor */
if (!scene->nodetree) {
BKE_report(reports, RPT_ERROR, "No node tree in scene");
- return 0;
+ return false;
}
if (!check_compositor_output(scene)) {
BKE_report(reports, RPT_ERROR, "No render output node in scene");
- return 0;
+ return false;
}
}
else {
/* Regular Render */
if (!render_scene_has_layers_to_render(scene, single_layer)) {
BKE_report(reports, RPT_ERROR, "All render layers are disabled");
- return 0;
+ return false;
}
}
/* check valid camera, without camera render is OK (compo, seq) */
if (!check_valid_camera(scene, camera_override, reports)) {
- return 0;
+ return false;
}
- return 1;
+ return true;
}
static void update_physics_cache(Render *re,
@@ -1690,7 +1690,7 @@ static int render_init_from_main(Render *re,
* can be later set as render profile option
* and default for background render.
*/
- if (0) {
+ if (false) {
/* make sure dynamics are up to date */
ViewLayer *view_layer = BKE_view_layer_context_active_PLACEHOLDER(scene);
update_physics_cache(re, scene, view_layer, anim_init);
@@ -2534,13 +2534,13 @@ void RE_result_load_from_file(RenderResult *result, ReportList *reports, const c
}
}
-bool RE_layers_have_name(struct RenderResult *rr)
+bool RE_layers_have_name(struct RenderResult *result)
{
- switch (BLI_listbase_count_at_most(&rr->layers, 2)) {
+ switch (BLI_listbase_count_at_most(&result->layers, 2)) {
case 0:
return false;
case 1:
- return (((RenderLayer *)rr->layers.first)->name[0] != '\0');
+ return (((RenderLayer *)result->layers.first)->name[0] != '\0');
default:
return true;
}
diff --git a/source/blender/render/intern/render_result.cc b/source/blender/render/intern/render_result.cc
index 8edd91e0953..86ee9ad779a 100644
--- a/source/blender/render/intern/render_result.cc
+++ b/source/blender/render/intern/render_result.cc
@@ -5,10 +5,10 @@
* \ingroup render
*/
-#include <errno.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
+#include <cerrno>
+#include <cstdio>
+#include <cstdlib>
+#include <cstring>
#include "MEM_guardedalloc.h"
@@ -1134,13 +1134,13 @@ void render_result_rect_get_pixels(RenderResult *rr,
/*************************** multiview functions *****************************/
-bool RE_HasCombinedLayer(const RenderResult *rr)
+bool RE_HasCombinedLayer(const RenderResult *result)
{
- if (rr == nullptr) {
+ if (result == nullptr) {
return false;
}
- const RenderView *rv = static_cast<RenderView *>(rr->views.first);
+ const RenderView *rv = static_cast<RenderView *>(result->views.first);
if (rv == nullptr) {
return false;
}
@@ -1148,9 +1148,9 @@ bool RE_HasCombinedLayer(const RenderResult *rr)
return (rv->rect32 || rv->rectf);
}
-bool RE_HasFloatPixels(const RenderResult *rr)
+bool RE_HasFloatPixels(const RenderResult *result)
{
- LISTBASE_FOREACH (const RenderView *, rview, &rr->views) {
+ LISTBASE_FOREACH (const RenderView *, rview, &result->views) {
if (rview->rect32 && !rview->rectf) {
return false;
}
@@ -1159,13 +1159,13 @@ bool RE_HasFloatPixels(const RenderResult *rr)
return true;
}
-bool RE_RenderResult_is_stereo(const RenderResult *rr)
+bool RE_RenderResult_is_stereo(const RenderResult *result)
{
- if (!BLI_findstring(&rr->views, STEREO_LEFT_NAME, offsetof(RenderView, name))) {
+ if (!BLI_findstring(&result->views, STEREO_LEFT_NAME, offsetof(RenderView, name))) {
return false;
}
- if (!BLI_findstring(&rr->views, STEREO_RIGHT_NAME, offsetof(RenderView, name))) {
+ if (!BLI_findstring(&result->views, STEREO_RIGHT_NAME, offsetof(RenderView, name))) {
return false;
}
diff --git a/source/blender/sequencer/intern/sequencer.c b/source/blender/sequencer/intern/sequencer.c
index 53a969d7fea..4548975574d 100644
--- a/source/blender/sequencer/intern/sequencer.c
+++ b/source/blender/sequencer/intern/sequencer.c
@@ -426,22 +426,22 @@ MetaStack *SEQ_meta_stack_active_get(const Editing *ed)
return ed->metastack.last;
}
-void SEQ_meta_stack_set(const Scene *scene, Sequence *seqm)
+void SEQ_meta_stack_set(const Scene *scene, Sequence *dst_seq)
{
Editing *ed = SEQ_editing_get(scene);
/* Clear metastack */
BLI_freelistN(&ed->metastack);
- if (seqm != NULL) {
+ if (dst_seq != NULL) {
/* Allocate meta stack in a way, that represents meta hierarchy in timeline. */
- seq_meta_stack_alloc(scene, seqm);
- Sequence *meta_parent = seqm;
+ seq_meta_stack_alloc(scene, dst_seq);
+ Sequence *meta_parent = dst_seq;
while ((meta_parent = seq_sequence_lookup_meta_by_seq(scene, meta_parent))) {
seq_meta_stack_alloc(scene, meta_parent);
}
- SEQ_seqbase_active_set(ed, &seqm->seqbase);
- SEQ_channels_displayed_set(ed, &seqm->channels);
+ SEQ_seqbase_active_set(ed, &dst_seq->seqbase);
+ SEQ_channels_displayed_set(ed, &dst_seq->channels);
}
else {
/* Go to top level, exiting meta strip. */