diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-02-19 00:29:31 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-02-19 00:29:31 +0300 |
commit | e81dda4f3865827f3b3039caa57d9e97e2019781 (patch) | |
tree | d399aecda5c8057ea3674d826521b009bd023d46 /intern/opencolorio/ocio_impl_glsl.cc | |
parent | 7f68185d347b01a75836eb7372181a1196f546aa (diff) | |
parent | 93cc892470109ab505f00f0b9d2bddb1a0a8179d (diff) |
Merge branch 'blender-v3.1-release'
# Conflicts:
# intern/opencolorio/ocio_shader_shared.hh
Diffstat (limited to 'intern/opencolorio/ocio_impl_glsl.cc')
-rw-r--r-- | intern/opencolorio/ocio_impl_glsl.cc | 323 |
1 files changed, 132 insertions, 191 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc index 47c965dbc8e..09803cd8038 100644 --- a/intern/opencolorio/ocio_impl_glsl.cc +++ b/intern/opencolorio/ocio_impl_glsl.cc @@ -21,14 +21,14 @@ #include "GPU_shader.h" #include "GPU_uniform_buffer.h" -#include "gpu_shader_create_info.hh" - using namespace OCIO_NAMESPACE; #include "MEM_guardedalloc.h" #include "ocio_impl.h" -#include "ocio_shader_shared.hh" + +extern "C" char datatoc_gpu_shader_display_transform_glsl[]; +extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[]; /* **** OpenGL drawing routines using GLSL for color space transform ***** */ @@ -39,19 +39,41 @@ enum OCIO_GPUTextureSlots { TEXTURE_SLOT_LUTS_OFFSET = 3, }; -enum OCIO_GPUUniformBufSlots { - UNIFORMBUF_SLOT_DISPLAY = 0, - UNIFORMBUF_SLOT_CURVEMAP = 1, - UNIFORMBUF_SLOT_LUTS = 2, +/* Curve mapping parameters + * + * See documentation for OCIO_CurveMappingSettings to get fields descriptions. + * (this ones pretty much copies stuff from C structure.) + */ +struct OCIO_GPUCurveMappingParameters { + float curve_mapping_mintable[4]; + float curve_mapping_range[4]; + float curve_mapping_ext_in_x[4]; + float curve_mapping_ext_in_y[4]; + float curve_mapping_ext_out_x[4]; + float curve_mapping_ext_out_y[4]; + float curve_mapping_first_x[4]; + float curve_mapping_first_y[4]; + float curve_mapping_last_x[4]; + float curve_mapping_last_y[4]; + float curve_mapping_black[4]; + float curve_mapping_bwmul[4]; + int curve_mapping_lut_size; + int curve_mapping_use_extend_extrapolate; + int _pad[2]; + /** WARNING: Needs to be 16byte aligned. Used as UBO data. */ }; struct OCIO_GPUShader { /* GPU shader. */ struct GPUShader *shader = nullptr; - /** Uniform parameters. */ - OCIO_GPUParameters parameters = {}; - GPUUniformBuf *parameters_buffer = nullptr; + /** Uniform locations. */ + int scale_loc = 0; + int exponent_loc = 0; + int dither_loc = 0; + int overlay_loc = 0; + int predivide_loc = 0; + int ubo_bind = 0; /* Destructor. */ ~OCIO_GPUShader() @@ -59,9 +81,6 @@ struct OCIO_GPUShader { if (shader) { GPU_shader_free(shader); } - if (parameters_buffer) { - GPU_uniformbuf_free(parameters_buffer); - } } }; @@ -84,7 +103,6 @@ struct OCIO_GPUTextures { /* Uniforms */ std::vector<OCIO_GPUUniform> uniforms; - GPUUniformBuf *uniforms_buffer = nullptr; /* Destructor. */ ~OCIO_GPUTextures() @@ -95,9 +113,6 @@ struct OCIO_GPUTextures { if (dummy) { GPU_texture_free(dummy); } - if (uniforms_buffer) { - GPU_uniformbuf_free(uniforms_buffer); - } } }; @@ -150,134 +165,97 @@ static bool createGPUShader(OCIO_GPUShader &shader, const GpuShaderDescRcPtr &shaderdesc_to_display, const bool use_curve_mapping) { - using namespace blender::gpu::shader; + std::ostringstream os; + { + /* Fragment shader */ - std::string source; - source += shaderdesc_to_scene_linear->getShaderText(); - source += "\n"; - source += shaderdesc_to_display->getShaderText(); - source += "\n"; + /* Work around OpenColorIO not supporting latest GLSL yet. */ + os << "#define texture2D texture\n"; + os << "#define texture3D texture\n"; - { - /* Replace all uniform declarations by a comment. - * This avoids double declarations from the backend. */ - size_t index = 0; - while (true) { - index = source.find("uniform ", index); - if (index == -1) { - break; - } - source.replace(index, 2, "//"); - index += 2; + if (use_curve_mapping) { + os << "#define USE_CURVE_MAPPING\n"; } + + os << shaderdesc_to_scene_linear->getShaderText() << "\n"; + os << shaderdesc_to_display->getShaderText() << "\n"; + + os << datatoc_gpu_shader_display_transform_glsl; } - StageInterfaceInfo iface("OCIO_Interface", ""); - iface.smooth(Type::VEC2, "texCoord_interp"); - - ShaderCreateInfo info("OCIO_Display"); - /* Work around OpenColorIO not supporting latest GLSL yet. */ - info.define("texture2D", "texture"); - info.define("texture3D", "texture"); - info.typedef_source("ocio_shader_shared.hh"); - info.sampler(TEXTURE_SLOT_IMAGE, ImageType::FLOAT_2D, "image_texture"); - info.sampler(TEXTURE_SLOT_OVERLAY, ImageType::FLOAT_2D, "overlay_texture"); - info.uniform_buf(UNIFORMBUF_SLOT_DISPLAY, "OCIO_GPUParameters", "parameters"); - info.push_constant(Type::MAT4, "ModelViewProjectionMatrix"); - info.vertex_in(0, Type::VEC2, "pos"); - info.vertex_in(1, Type::VEC2, "texCoord"); - info.vertex_out(iface); - info.fragment_out(0, Type::VEC4, "fragColor"); - info.vertex_source("gpu_shader_display_transform_vert.glsl"); - info.fragment_source("gpu_shader_display_transform_frag.glsl"); - info.fragment_source_generated = source; + shader.shader = GPU_shader_create(datatoc_gpu_shader_display_transform_vertex_glsl, + os.str().c_str(), + nullptr, + nullptr, + nullptr, + "OCIOShader"); - if (use_curve_mapping) { - info.define("USE_CURVE_MAPPING"); - info.uniform_buf(UNIFORMBUF_SLOT_CURVEMAP, "OCIO_GPUCurveMappingParameters", "curve_mapping"); - info.sampler(TEXTURE_SLOT_CURVE_MAPPING, ImageType::FLOAT_1D, "curve_mapping_texture"); + if (shader.shader == nullptr) { + return false; } - /* Set LUT textures. */ - int slot = TEXTURE_SLOT_LUTS_OFFSET; - for (OCIO_GPULutTexture &texture : textures.luts) { - ImageType type = GPU_texture_dimensions(texture.texture) == 2 ? ImageType::FLOAT_2D : - ImageType::FLOAT_3D; - info.sampler(slot++, type, texture.sampler_name.c_str()); - } - - /* Set LUT uniforms. */ - if (!textures.uniforms.empty()) { - /* NOTE: For simplicity, we pad everything to size of vec4 avoiding sorting and alignment - * issues. It is unlikely that this becomes a real issue. */ - size_t ubo_size = textures.uniforms.size() * sizeof(float) * 4; - void *ubo_data_buf = malloc(ubo_size); - - uint32_t *ubo_data = reinterpret_cast<uint32_t *>(ubo_data_buf); - - std::stringstream ss; - ss << "struct OCIO_GPULutParameters {\n"; - - int index = 0; - for (OCIO_GPUUniform &uniform : textures.uniforms) { - index += 1; - const GpuShaderDesc::UniformData &data = uniform.data; - const char *name = uniform.name.c_str(); - char prefix = ' '; - int vec_len; - switch (data.m_type) { - case UNIFORM_DOUBLE: { - vec_len = 1; - float value = float(data.m_getDouble()); - memcpy(ubo_data, &value, sizeof(float)); - break; - } - case UNIFORM_BOOL: { - prefix = 'b'; - vec_len = 1; - int value = int(data.m_getBool()); - memcpy(ubo_data, &value, sizeof(int)); - break; - } - case UNIFORM_FLOAT3: - vec_len = 3; - memcpy(ubo_data, data.m_getFloat3().data(), sizeof(float) * 3); - break; - case UNIFORM_VECTOR_FLOAT: - vec_len = data.m_vectorFloat.m_getSize(); - memcpy(ubo_data, data.m_vectorFloat.m_getVector(), sizeof(float) * vec_len); - break; - case UNIFORM_VECTOR_INT: - prefix = 'i'; - vec_len = data.m_vectorInt.m_getSize(); - memcpy(ubo_data, data.m_vectorInt.m_getVector(), sizeof(int) * vec_len); - break; - default: - continue; - } - /* Align every member to 16bytes. */ - ubo_data += 4; - /* Use a generic variable name because some GLSL compilers can interpret the preprocessor - * define as recursive. */ - ss << " " << prefix << "vec4 var" << index << ";\n"; - /* Use a define to keep the generated code working. */ - blender::StringRef suffix = blender::StringRefNull("xyzw").substr(0, vec_len); - ss << "#define " << name << " lut_parameters.var" << index << "." << suffix << "\n"; - } - ss << "};\n"; - info.typedef_source_generated = ss.str(); + shader.scale_loc = GPU_shader_get_uniform(shader.shader, "scale"); + shader.exponent_loc = GPU_shader_get_uniform(shader.shader, "exponent"); + shader.dither_loc = GPU_shader_get_uniform(shader.shader, "dither"); + shader.overlay_loc = GPU_shader_get_uniform(shader.shader, "overlay"); + shader.predivide_loc = GPU_shader_get_uniform(shader.shader, "predivide"); + shader.ubo_bind = GPU_shader_get_uniform_block_binding(shader.shader, + "OCIO_GPUCurveMappingParameters"); - info.uniform_buf(UNIFORMBUF_SLOT_LUTS, "OCIO_GPULutParameters", "lut_parameters"); + GPU_shader_bind(shader.shader); - textures.uniforms_buffer = GPU_uniformbuf_create_ex( - ubo_size, ubo_data_buf, "OCIO_LutParameters"); + /* Set texture bind point uniform once. This is saved by the shader. */ + GPUShader *sh = shader.shader; + GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "image_texture"), TEXTURE_SLOT_IMAGE); + GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "overlay_texture"), TEXTURE_SLOT_OVERLAY); - free(ubo_data_buf); + if (use_curve_mapping) { + GPU_shader_uniform_int( + sh, GPU_shader_get_uniform(sh, "curve_mapping_texture"), TEXTURE_SLOT_CURVE_MAPPING); } - shader.shader = GPU_shader_create_from_info(reinterpret_cast<GPUShaderCreateInfo *>(&info)); + /* Set LUT textures. */ + for (int i = 0; i < textures.luts.size(); i++) { + GPU_shader_uniform_int(sh, + GPU_shader_get_uniform(sh, textures.luts[i].sampler_name.c_str()), + TEXTURE_SLOT_LUTS_OFFSET + i); + } - return (shader.shader != nullptr); + /* Set uniforms. */ + for (OCIO_GPUUniform &uniform : textures.uniforms) { + const GpuShaderDesc::UniformData &data = uniform.data; + const char *name = uniform.name.c_str(); + + if (data.m_getDouble) { + GPU_shader_uniform_1f(sh, name, (float)data.m_getDouble()); + } + else if (data.m_getBool) { + GPU_shader_uniform_1f(sh, name, (float)(data.m_getBool() ? 1.0f : 0.0f)); + } + else if (data.m_getFloat3) { + GPU_shader_uniform_3f(sh, + name, + (float)data.m_getFloat3()[0], + (float)data.m_getFloat3()[1], + (float)data.m_getFloat3()[2]); + } + else if (data.m_vectorFloat.m_getSize && data.m_vectorFloat.m_getVector) { + GPU_shader_uniform_vector(sh, + GPU_shader_get_uniform(sh, name), + (int)data.m_vectorFloat.m_getSize(), + 1, + (float *)data.m_vectorFloat.m_getVector()); + } + else if (data.m_vectorInt.m_getSize && data.m_vectorInt.m_getVector) { + GPU_shader_uniform_vector_int(sh, + GPU_shader_get_uniform(sh, name), + (int)data.m_vectorInt.m_getSize(), + 1, + (int *)data.m_vectorInt.m_getVector()); + } + } + + return true; } /** \} */ @@ -460,65 +438,27 @@ static void updateGPUCurveMapping(OCIO_GPUCurveMappping &curvemap, /* Update uniforms. */ OCIO_GPUCurveMappingParameters data; for (int i = 0; i < 4; i++) { - data.range[i] = curve_mapping_settings->range[i]; - data.mintable[i] = curve_mapping_settings->mintable[i]; - data.ext_in_x[i] = curve_mapping_settings->ext_in_x[i]; - data.ext_in_y[i] = curve_mapping_settings->ext_in_y[i]; - data.ext_out_x[i] = curve_mapping_settings->ext_out_x[i]; - data.ext_out_y[i] = curve_mapping_settings->ext_out_y[i]; - data.first_x[i] = curve_mapping_settings->first_x[i]; - data.first_y[i] = curve_mapping_settings->first_y[i]; - data.last_x[i] = curve_mapping_settings->last_x[i]; - data.last_y[i] = curve_mapping_settings->last_y[i]; + data.curve_mapping_range[i] = curve_mapping_settings->range[i]; + data.curve_mapping_mintable[i] = curve_mapping_settings->mintable[i]; + data.curve_mapping_ext_in_x[i] = curve_mapping_settings->ext_in_x[i]; + data.curve_mapping_ext_in_y[i] = curve_mapping_settings->ext_in_y[i]; + data.curve_mapping_ext_out_x[i] = curve_mapping_settings->ext_out_x[i]; + data.curve_mapping_ext_out_y[i] = curve_mapping_settings->ext_out_y[i]; + data.curve_mapping_first_x[i] = curve_mapping_settings->first_x[i]; + data.curve_mapping_first_y[i] = curve_mapping_settings->first_y[i]; + data.curve_mapping_last_x[i] = curve_mapping_settings->last_x[i]; + data.curve_mapping_last_y[i] = curve_mapping_settings->last_y[i]; } for (int i = 0; i < 3; i++) { - data.black[i] = curve_mapping_settings->black[i]; - data.bwmul[i] = curve_mapping_settings->bwmul[i]; + data.curve_mapping_black[i] = curve_mapping_settings->black[i]; + data.curve_mapping_bwmul[i] = curve_mapping_settings->bwmul[i]; } - data.lut_size = curve_mapping_settings->lut_size; - data.use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate; + data.curve_mapping_lut_size = curve_mapping_settings->lut_size; + data.curve_mapping_use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate; GPU_uniformbuf_update(curvemap.buffer, &data); } -static void updateGPUDisplayParameters(OCIO_GPUShader &shader, - float scale, - float exponent, - float dither, - bool use_predivide, - bool use_overlay) -{ - bool do_update = false; - if (shader.parameters_buffer == nullptr) { - shader.parameters_buffer = GPU_uniformbuf_create(sizeof(OCIO_GPUParameters)); - do_update = true; - } - OCIO_GPUParameters &data = shader.parameters; - if (data.scale != scale) { - data.scale = scale; - do_update = true; - } - if (data.exponent != exponent) { - data.exponent = exponent; - do_update = true; - } - if (data.dither != dither) { - data.dither = dither; - do_update = true; - } - if (data.use_predivide != use_predivide) { - data.use_predivide = use_predivide; - do_update = true; - } - if (data.use_overlay != use_overlay) { - data.use_overlay = use_overlay; - do_update = true; - } - if (do_update) { - GPU_uniformbuf_update(shader.parameters_buffer, &data); - } -} - /** \} */ /* -------------------------------------------------------------------- */ @@ -669,7 +609,7 @@ bool OCIOImpl::gpuDisplayShaderBind(OCIO_ConstConfigRcPtr *config, /* Update and bind curve mapping data. */ if (curve_mapping_settings) { updateGPUCurveMapping(curvemap, curve_mapping_settings); - GPU_uniformbuf_bind(curvemap.buffer, UNIFORMBUF_SLOT_CURVEMAP); + GPU_uniformbuf_bind(curvemap.buffer, shader.ubo_bind); GPU_texture_bind(curvemap.texture, TEXTURE_SLOT_CURVE_MAPPING); } @@ -683,16 +623,17 @@ bool OCIOImpl::gpuDisplayShaderBind(OCIO_ConstConfigRcPtr *config, GPU_texture_bind(textures.luts[i].texture, TEXTURE_SLOT_LUTS_OFFSET + i); } - if (textures.uniforms_buffer) { - GPU_uniformbuf_bind(textures.uniforms_buffer, UNIFORMBUF_SLOT_LUTS); - } - - updateGPUDisplayParameters(shader, scale, exponent, dither, use_predivide, use_overlay); - GPU_uniformbuf_bind(shader.parameters_buffer, UNIFORMBUF_SLOT_DISPLAY); - /* TODO(fclem): remove remains of IMM. */ immBindShader(shader.shader); + /* Bind Shader and set uniforms. */ + // GPU_shader_bind(shader.shader); + GPU_shader_uniform_float(shader.shader, shader.scale_loc, scale); + GPU_shader_uniform_float(shader.shader, shader.exponent_loc, exponent); + GPU_shader_uniform_float(shader.shader, shader.dither_loc, dither); + GPU_shader_uniform_int(shader.shader, shader.overlay_loc, use_overlay); + GPU_shader_uniform_int(shader.shader, shader.predivide_loc, use_predivide); + return true; } |