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authorClément Foucault <foucault.clem@gmail.com>2018-12-05 04:07:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-05 04:51:48 +0300
commit7ffde286be0774e24ea04b4acaad6c6e4ae16bfe (patch)
tree2c4a3891df3438b24480651f157e07632f9cf15f /source/blender/draw/engines/workbench
parent53685404316e05879bc9ff46837dd224ba3cce4f (diff)
Workbench: Cleanups and reduce shader variations
Also optimize deferred engine by only outputing material data if needed. This make the bare flat shading mode (no effects) only a depth prepass.
Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl7
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl23
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl77
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c90
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c61
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c56
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h11
8 files changed, 197 insertions, 138 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index b8c90162c51..7aa41e1a537 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -21,9 +21,11 @@ float bayer_dither_noise() {
#ifdef WORKBENCH_ENCODE_NORMALS
+#define WB_Normal vec2
+
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
-vec3 workbench_normal_decode(vec2 enc)
+vec3 workbench_normal_decode(WB_Normal enc)
{
vec2 fenc = enc.xy * 4.0 - 2.0;
float f = dot(fenc, fenc);
@@ -36,7 +38,7 @@ vec3 workbench_normal_decode(vec2 enc)
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
-vec2 workbench_normal_encode(vec3 n)
+WB_Normal workbench_normal_encode(vec3 n)
{
float p = sqrt(n.z * 8.0 + 8.0);
n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);
@@ -44,6 +46,7 @@ vec2 workbench_normal_encode(vec3 n)
}
#else
+#define WB_Normal vec3
/* Well just do nothing... */
# define workbench_normal_encode(a) (a)
# define workbench_normal_decode(a) (a)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 5a895ab65ec..40e166bc7ac 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -17,6 +17,8 @@ uniform float lightMultiplier;
uniform float shadowShift = 0.1;
uniform float shadowFocus = 1.0;
+uniform vec3 materialSingleColor;
+
layout(std140) uniform world_block {
WorldData world_data;
};
@@ -26,8 +28,18 @@ void main()
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
+ float roughness, metallic;
+ vec3 base_color;
+
+#ifndef MATDATA_PASS_ENABLED
+ base_color = materialSingleColor;
+ metallic = 0.0;
+ roughness = 0.5;
+#else
vec4 material_data = texelFetch(materialBuffer, texel, 0);
- vec3 base_color = material_data.rgb;
+ base_color = material_data.rgb;
+ workbench_float_pair_decode(material_data.a, roughness, metallic);
+#endif
/* Do we need normals */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
@@ -41,9 +53,8 @@ void main()
vec3 shaded_color = base_color;
#elif defined(V3D_LIGHTING_MATCAP)
- /* When using matcaps, the material_data.a is the backface sign. */
- float flipped_nor = material_data.a;
- normal_viewport = (flipped_nor > 0.0) ? normal_viewport : -normal_viewport;
+ /* When using matcaps, the metallic is the backface sign. */
+ normal_viewport = (metallic > 0.0) ? normal_viewport : -normal_viewport;
bool flipped = world_data.matcap_orientation != 0;
vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb;
@@ -52,12 +63,10 @@ void main()
#elif defined(V3D_LIGHTING_STUDIO)
# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- float roughness, metallic;
- workbench_float_pair_decode(material_data.a, roughness, metallic);
vec3 specular_color = mix(vec3(0.05), base_color, metallic);
vec3 diffuse_color = mix(base_color, vec3(0.0), metallic);
# else
- float roughness = 0.0;
+ roughness = 0.0;
vec3 specular_color = vec3(0.0);
vec3 diffuse_color = base_color;
# endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
index 1d9f37274bd..cb5516ca34f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
@@ -13,25 +13,23 @@ void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
- uint object_id = texelFetch(objectId, texel, 0).r;
/* Listing 4 */
vec4 trans_accum = texelFetch(transparentAccum, texel, 0);
float trans_revealage = trans_accum.a;
trans_accum.a = texelFetch(transparentRevealage, texel, 0).r;
-#ifdef V3D_SHADING_OBJECT_OUTLINE
- float outline = calculate_object_outline(objectId, texel, object_id);
-#else /* V3D_SHADING_OBJECT_OUTLINE */
- float outline = 1.0;
-#endif /* V3D_SHADING_OBJECT_OUTLINE */
vec3 bg_color = background_color(world_data, uv_viewport.y);
/* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
vec3 color = mix(trans_color, bg_color, trans_revealage);
+#ifdef V3D_SHADING_OBJECT_OUTLINE
+ uint object_id = texelFetch(objectId, texel, 0).r;
+ float outline = calculate_object_outline(objectId, texel, object_id);
color = mix(world_data.object_outline_color.rgb, color, outline);
+#endif
fragColor = vec4(color, 1.0);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 93170037c4b..722add22a89 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -4,69 +4,70 @@ uniform vec3 materialDiffuseColor;
uniform float materialMetallic;
uniform float materialRoughness;
-#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
-#endif
-
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#endif
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
-#endif /* V3D_SHADING_TEXTURE_COLOR */
+#endif
#ifdef HAIR_SHADER
flat in float hair_rand;
#endif
-layout(location=0) out uint objectId;
-layout(location=1) out vec4 materialData;
+#ifdef MATDATA_PASS_ENABLED
+layout(location=0) out vec4 materialData;
+#endif
+#ifdef OBJECT_ID_PASS_ENABLED
+layout(location=1) out uint objectId;
+#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
-# ifdef WORKBENCH_ENCODE_NORMALS
-layout(location=2) out vec2 normalViewport;
-# else /* WORKBENCH_ENCODE_NORMALS */
-layout(location=2) out vec3 normalViewport;
-# endif /* WORKBENCH_ENCODE_NORMALS */
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+layout(location=2) out WB_Normal normalViewport;
+#endif
void main()
{
- objectId = uint(object_id);
+#ifdef MATDATA_PASS_ENABLED
+ float metallic, roughness;
+ vec4 color;
- vec4 color_roughness;
-#ifdef V3D_SHADING_TEXTURE_COLOR
- color_roughness = texture(image, uv_interp);
- if (color_roughness.a < ImageTransparencyCutoff) {
+# ifdef V3D_SHADING_TEXTURE_COLOR
+ color = texture(image, uv_interp);
+ if (color.a < ImageTransparencyCutoff) {
discard;
}
- color_roughness.a = materialRoughness;
-#else
- color_roughness = vec4(materialDiffuseColor, materialRoughness);
-#endif /* V3D_SHADING_TEXTURE_COLOR */
-
-#ifdef HAIR_SHADER
- float hair_color_variation = hair_rand * 0.1;
- color_roughness = clamp(color_roughness - hair_color_variation, 0.0, 1.0);
-#endif
-
- float metallic;
-#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-# ifdef HAIR_SHADER
- metallic = clamp(materialMetallic - hair_color_variation, 0.0, 1.0);
# else
- metallic = materialMetallic;
+ color.rgb = materialDiffuseColor;
# endif
-#elif defined(V3D_LIGHTING_MATCAP)
+
+# ifdef V3D_LIGHTING_MATCAP
/* Encode front facing in metallic channel. */
metallic = float(gl_FrontFacing);
- color_roughness.a = 0.0;
-#endif
+ roughness = 0.0;
+# else
+ metallic = materialMetallic;
+ roughness = materialRoughness;
+# endif
- materialData.rgb = color_roughness.rgb;
- materialData.a = workbench_float_pair_encode(color_roughness.a, metallic);
+# ifdef HAIR_SHADER
+ /* Add some variation to the hairs to avoid uniform look. */
+ float hair_variation = hair_rand * 0.1;
+ color = clamp(color - hair_variation, 0.0, 1.0);
+ metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);
+ roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);
+# endif
+
+ materialData.rgb = color.rgb;
+ materialData.a = workbench_float_pair_encode(roughness, metallic);
+#endif /* MATDATA_PASS_ENABLED */
+
+#ifdef OBJECT_ID_PASS_ENABLED
+ objectId = uint(object_id);
+#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 1e401b278be..7d551114f2e 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -46,6 +46,7 @@
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "GPU_extensions.h"
#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
@@ -58,8 +59,8 @@
#endif
static struct {
- struct GPUShader *prepass_sh_cache[MAX_SHADERS];
- struct GPUShader *composite_sh_cache[MAX_SHADERS];
+ struct GPUShader *prepass_sh_cache[MAX_PREPASS_SHADERS];
+ struct GPUShader *composite_sh_cache[MAX_COMPOSITE_SHADERS];
struct GPUShader *cavity_sh[MAX_CAVITY_SHADERS];
struct GPUShader *background_sh[2];
struct GPUShader *ghost_resolve_sh;
@@ -215,64 +216,63 @@ static GPUShader *workbench_cavity_shader_get(bool cavity, bool curvature)
return *sh;
}
-static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
+static GPUShader *ensure_deferred_prepass_shader(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
{
+ int index = workbench_material_get_prepass_shader_index(wpd, use_textures, is_hair);
if (e_data.prepass_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
- char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_vert = workbench_build_prepass_vert(is_hair);
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(
prepass_vert, NULL,
prepass_frag, defines);
- if (!use_textures && !is_hair) {
- e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
- }
MEM_freeN(prepass_vert);
MEM_freeN(prepass_frag);
+ MEM_freeN(defines);
+ }
+ return e_data.prepass_sh_cache[index];
+}
+
+static GPUShader *ensure_deferred_composite_shader(WORKBENCH_PrivateData *wpd)
+{
+ int index = workbench_material_get_composite_shader_index(wpd);
+ if (e_data.composite_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, false, false);
+ char *composite_frag = workbench_build_composite_frag(wpd);
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
MEM_freeN(composite_frag);
MEM_freeN(defines);
}
+ return e_data.composite_sh_cache[index];
}
-static void ensure_background_shaders(const bool use_outline)
+static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
{
- if (e_data.background_sh[use_outline] == NULL) {
- const char *defines = (use_outline) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL;
+ const int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0;
+ if (e_data.background_sh[index] == NULL) {
+ const char *defines = (index) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL;
char *frag = BLI_string_joinN(
datatoc_workbench_data_lib_glsl,
datatoc_workbench_common_lib_glsl,
datatoc_workbench_background_lib_glsl,
datatoc_workbench_object_outline_lib_glsl,
datatoc_workbench_deferred_background_frag_glsl);
- e_data.background_sh[use_outline] = DRW_shader_create_fullscreen(frag, defines);
+ e_data.background_sh[index] = DRW_shader_create_fullscreen(frag, defines);
MEM_freeN(frag);
}
+ return e_data.background_sh[index];
}
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
- const bool use_outline = OBJECT_OUTLINE_ENABLED(wpd);
- int index_solid = workbench_material_get_shader_index(wpd, false, false);
- int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
- int index_texture = workbench_material_get_shader_index(wpd, true, false);
- int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
-
- ensure_deferred_shaders(wpd, index_solid, false, false);
- ensure_deferred_shaders(wpd, index_solid_hair, false, true);
- ensure_deferred_shaders(wpd, index_texture, true, false);
- ensure_deferred_shaders(wpd, index_texture_hair, true, true);
- ensure_background_shaders(use_outline);
-
- wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
- wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
- wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
- wpd->prepass_texture_hair_sh = e_data.prepass_sh_cache[index_texture_hair];
- wpd->composite_sh = e_data.composite_sh_cache[index_solid];
- wpd->background_sh = e_data.background_sh[use_outline];
+ wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false);
+ wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true);
+ wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false);
+ wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true);
+ wpd->composite_sh = ensure_deferred_composite_shader(wpd);
+ wpd->background_sh = ensure_background_shader(wpd);
}
-
/* Using Hammersley distribution */
static float *create_disk_samples(int num_samples, int num_iterations)
{
@@ -346,8 +346,8 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
}
if (!e_data.next_object_id) {
- memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
- memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.prepass_sh_cache, 0, sizeof(e_data.prepass_sh_cache));
+ memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache));
e_data.next_object_id = 1;
#ifdef DEBUG_SHADOW_VOLUME
const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
@@ -411,9 +411,11 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
e_data.normal_buffer_tx = NULL;
e_data.cavity_buffer_tx = NULL;
- e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], comp_tex_format, &draw_engine_workbench_solid);
+ if (MATDATA_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) {
+ e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
+ }
if (OBJECT_ID_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) {
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], id_tex_format, &draw_engine_workbench_solid);
}
@@ -426,8 +428,8 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
- GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
});
GPU_framebuffer_ensure_config(&fbl->cavity_fb, {
@@ -442,6 +444,11 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
+
+ if (!MATDATA_PASS_ENABLED(wpd) && !GPU_unused_fb_slot_workaround()) {
+ e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
+ }
+
GPU_framebuffer_ensure_config(&fbl->effect_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
@@ -543,8 +550,10 @@ static void workbench_setup_ghost_framebuffer(WORKBENCH_FramebufferList *fbl)
void workbench_deferred_engine_free(void)
{
- for (int index = 0; index < MAX_SHADERS; index++) {
+ for (int index = 0; index < MAX_PREPASS_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
+ }
+ for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) {
@@ -571,7 +580,12 @@ void workbench_deferred_engine_free(void)
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
{
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
- DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx);
+ if (MATDATA_PASS_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx);
+ }
+ else {
+ DRW_shgroup_uniform_vec3(grp, "materialSingleColor", wpd->shading.single_color, 1);
+ }
if (OBJECT_OUTLINE_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
}
@@ -721,7 +735,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
- workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true);
+ workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true);
BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material);
}
@@ -764,7 +778,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
shader);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
- workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true);
+ workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true);
}
}
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 36f94a6929a..70e26f79076 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -49,8 +49,8 @@
/* *********** STATIC *********** */
static struct {
- struct GPUShader *composite_sh_cache[MAX_SHADERS];
- struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
+ struct GPUShader *composite_sh_cache[2];
+ struct GPUShader *transparent_accum_sh_cache[MAX_ACCUM_SHADERS];
struct GPUShader *object_outline_sh;
struct GPUShader *object_outline_texture_sh;
struct GPUShader *object_outline_hair_sh;
@@ -176,7 +176,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
- workbench_material_shgroup_uniform(wpd, grp, material, ob, false);
+ workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false);
material->shgrp = grp;
/* Depth */
@@ -197,16 +197,9 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
return material;
}
-static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
+static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
{
- if (e_data.composite_sh_cache[index] == NULL && !use_textures && !is_hair) {
- char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
- char *composite_frag = workbench_build_forward_composite_frag();
- e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
- MEM_freeN(composite_frag);
- MEM_freeN(defines);
- }
-
+ int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair);
if (e_data.transparent_accum_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *transparent_accum_vert = workbench_build_forward_vert(is_hair);
@@ -218,25 +211,29 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, bool u
MEM_freeN(transparent_accum_frag);
MEM_freeN(defines);
}
+ return e_data.transparent_accum_sh_cache[index];
+}
+
+static GPUShader *ensure_forward_composite_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0;
+ if (e_data.composite_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, false, false);
+ char *composite_frag = workbench_build_forward_composite_frag();
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ MEM_freeN(composite_frag);
+ MEM_freeN(defines);
+ }
+ return e_data.composite_sh_cache[index];
}
static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
{
- int index_solid = workbench_material_get_shader_index(wpd, false, false);
- int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
- int index_texture = workbench_material_get_shader_index(wpd, true, false);
- int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
-
- ensure_forward_shaders(wpd, index_solid, false, false);
- ensure_forward_shaders(wpd, index_solid_hair, false, true);
- ensure_forward_shaders(wpd, index_texture, true, false);
- ensure_forward_shaders(wpd, index_texture_hair, true, true);
-
- wpd->composite_sh = e_data.composite_sh_cache[index_solid];
- wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
- wpd->transparent_accum_hair_sh = e_data.transparent_accum_sh_cache[index_solid_hair];
- wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture];
- wpd->transparent_accum_texture_hair_sh = e_data.transparent_accum_sh_cache[index_texture_hair];
+ wpd->composite_sh = ensure_forward_composite_shaders(wpd);
+ wpd->transparent_accum_sh = ensure_forward_accum_shaders(wpd, false, false);
+ wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders(wpd, false, true);
+ wpd->transparent_accum_texture_sh = ensure_forward_accum_shaders(wpd, true, false);
+ wpd->transparent_accum_texture_hair_sh = ensure_forward_accum_shaders(wpd, true, true);
}
/* public functions */
@@ -264,8 +261,8 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
if (!e_data.next_object_id) {
e_data.next_object_id = 1;
- memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
- memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.composite_sh_cache, 0x00, sizeof(e_data.composite_sh_cache));
+ memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(e_data.transparent_accum_sh_cache));
char *defines = workbench_material_build_defines(wpd, false, false);
char *defines_texture = workbench_material_build_defines(wpd, true, false);
@@ -391,8 +388,10 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
void workbench_forward_engine_free()
{
- for (int index = 0; index < MAX_SHADERS; index++) {
+ for (int index = 0; index < 2; index++) {
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
+ }
+ for (int index = 0; index < MAX_ACCUM_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
@@ -444,7 +443,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
psl->transparent_accum_pass,
shader);
DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
- workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false);
+ workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, false);
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
/* Hairs have lots of layer and can rapidly become the most prominent surface.
* So lower their alpha artificially. */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 2d74c7f0c82..c4ab39897f3 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -81,6 +81,12 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_text
if (MATCAP_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_MATCAP\n");
}
+ if (OBJECT_ID_PASS_ENABLED(wpd)) {
+ BLI_dynstr_appendf(ds, "#define OBJECT_ID_PASS_ENABLED\n");
+ }
+ if (MATDATA_PASS_ENABLED(wpd)) {
+ BLI_dynstr_appendf(ds, "#define MATDATA_PASS_ENABLED\n");
+ }
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
}
@@ -127,21 +133,41 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool
return result;
}
-int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
+int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
{
- /* NOTE: change MAX_SHADERS accordingly when modifying this function. */
+ /* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */
int index = 0;
- /* 1 bit V3D_SHADING_TEXTURE_COLOR */
- SET_FLAG_FROM_TEST(index, use_textures, 1 << 0);
/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
- int ligh_flag = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
- SET_FLAG_FROM_TEST(index, wpd->shading.light, ligh_flag << 1);
- /* 3 bits for flags */
- SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 3);
- SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 4);
- SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 5);
- /* 1 bit for hair */
- SET_FLAG_FROM_TEST(index, is_hair, 1 << 6);
+ index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
+ SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2);
+ SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3);
+ SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4);
+ SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 5);
+ return index;
+}
+
+int workbench_material_get_prepass_shader_index(
+ WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
+{
+ /* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */
+ int index = 0;
+ SET_FLAG_FROM_TEST(index, is_hair, 1 << 0);
+ SET_FLAG_FROM_TEST(index, MATDATA_PASS_ENABLED(wpd), 1 << 1);
+ SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2);
+ SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3);
+ SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4);
+ SET_FLAG_FROM_TEST(index, use_textures, 1 << 5);
+ return index;
+}
+
+int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair)
+{
+ /* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */
+ int index = 0;
+ /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
+ index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
+ SET_FLAG_FROM_TEST(index, use_textures, 1 << 2);
+ SET_FLAG_FROM_TEST(index, is_hair, 1 << 3);
return index;
}
@@ -156,8 +182,12 @@ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *i
void workbench_material_shgroup_uniform(
WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob,
- const bool use_metallic)
+ const bool use_metallic, const bool deferred)
{
+ if (deferred && !MATDATA_PASS_ENABLED(wpd)) {
+ return;
+ }
+
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f);
DRW_shgroup_uniform_texture(grp, "image", tex);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 9fa7304e1ef..080817c7f53 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -40,7 +40,9 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
-#define MAX_SHADERS (1 << 7)
+#define MAX_COMPOSITE_SHADERS (1 << 6)
+#define MAX_PREPASS_SHADERS (1 << 6)
+#define MAX_ACCUM_SHADERS (1 << 4)
#define MAX_CAVITY_SHADERS (1 << 3)
#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type & V3D_SHADING_TEXTURE_COLOR)
@@ -65,6 +67,7 @@
#define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
+#define MATDATA_PASS_ENABLED(wpd) (wpd->shading.color_type != V3D_SHADING_SINGLE_COLOR || MATCAP_ENABLED(wpd))
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
@@ -298,10 +301,12 @@ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *i
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
-int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
+int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd);
+int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
+int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_shgroup_uniform(
WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob,
- const bool use_metallic);
+ const bool use_metallic, const bool deferred);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material);
/* workbench_studiolight.c */