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authorClément Foucault <foucault.clem@gmail.com>2022-04-14 19:47:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-14 19:47:58 +0300
commit80859a6cb2726a39fb22cb49f06e0355dc9390a7 (patch)
treefd3f8ead5a247a79ea11e4aacc720843bbc5e2c2 /source/blender/draw/intern/DRW_render.h
parent66dc4d4efb88ecf2d18bfa08ab9c43b024ebd2fb (diff)
GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r--source/blender/draw/intern/DRW_render.h54
1 files changed, 15 insertions, 39 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 1bf67a4f315..712118e8282 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -28,6 +28,7 @@
#include "DNA_world_types.h"
#include "GPU_framebuffer.h"
+#include "GPU_material.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
#include "GPU_storage_buffer.h"
@@ -197,13 +198,6 @@ void DRW_texture_free(struct GPUTexture *tex);
/* Shaders */
-typedef void (*GPUMaterialEvalCallbackFn)(struct GPUMaterial *mat,
- int options,
- const char **vert_code,
- const char **geom_code,
- const char **frag_lib,
- const char **defines);
-
struct GPUShader *DRW_shader_create_ex(
const char *vert, const char *geom, const char *frag, const char *defines, const char *name);
struct GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
@@ -242,38 +236,20 @@ struct GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *fra
#define DRW_shader_create_fullscreen_with_shaderlib(frag, lib, defines) \
DRW_shader_create_fullscreen_with_shaderlib_ex(frag, lib, defines, __func__)
-struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
- const void *engine_type,
- int options,
- bool deferred);
-struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma,
- const void *engine_type,
- int options,
- bool deferred);
-struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
- struct World *wo,
- struct bNodeTree *ntree,
- const void *engine_type,
- int options,
- bool is_volume_shader,
- const char *vert,
- const char *geom,
- const char *frag_lib,
- const char *defines,
- bool deferred,
- GPUMaterialEvalCallbackFn callback);
-struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
- struct Material *ma,
- struct bNodeTree *ntree,
- const void *engine_type,
- int options,
- bool is_volume_shader,
- const char *vert,
- const char *geom,
- const char *frag_lib,
- const char *defines,
- bool deferred,
- GPUMaterialEvalCallbackFn callback);
+struct GPUMaterial *DRW_shader_from_world(struct World *wo,
+ struct bNodeTree *ntree,
+ const uint64_t shader_id,
+ const bool is_volume_shader,
+ bool deferred,
+ GPUCodegenCallbackFn callback,
+ void *thunk);
+struct GPUMaterial *DRW_shader_from_material(struct Material *ma,
+ struct bNodeTree *ntree,
+ const uint64_t shader_id,
+ const bool is_volume_shader,
+ bool deferred,
+ GPUCodegenCallbackFn callback,
+ void *thunk);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) \
do { \