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authorClément Foucault <foucault.clem@gmail.com>2020-06-02 17:58:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-02 17:58:07 +0300
commitb18c2a3c413b7741b2a854b7bd25721352be2589 (patch)
tree7dbdc9556a5eb4ff8f4d52afae01a9d3c47f7951 /source/blender/draw/intern/draw_manager_data.c
parentb82cb0ad3241ead3faee699847bc3e0065e304cd (diff)
EEVEE: Refactor of eevee_material.c
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r--source/blender/draw/intern/draw_manager_data.c69
1 files changed, 59 insertions, 10 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index a5df60d66ce..8c89aa826e1 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -228,7 +228,11 @@ static void drw_shgroup_uniform(DRWShadingGroup *shgroup,
int arraysize)
{
int location;
- if (ELEM(type, DRW_UNIFORM_BLOCK, DRW_UNIFORM_BLOCK_PERSIST)) {
+ if (ELEM(type,
+ DRW_UNIFORM_BLOCK,
+ DRW_UNIFORM_BLOCK_PERSIST,
+ DRW_UNIFORM_BLOCK_REF,
+ DRW_UNIFORM_BLOCK_REF_PERSIST)) {
location = GPU_shader_get_uniform_block(shgroup->shader, name);
}
else {
@@ -263,6 +267,22 @@ void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup,
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_PERSIST, tex, 0, 1);
}
+void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
+{
+ BLI_assert(tex != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_REF, tex, 0, 1);
+}
+
+/* Same as DRW_shgroup_uniform_texture_ref but is guaranteed to be bound if shader does not change
+ * between shgrp. */
+void DRW_shgroup_uniform_texture_ref_persistent(DRWShadingGroup *shgroup,
+ const char *name,
+ GPUTexture **tex)
+{
+ BLI_assert(tex != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_REF_PERSIST, tex, 0, 1);
+}
+
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup,
const char *name,
const GPUUniformBuffer *ubo)
@@ -281,9 +301,22 @@ void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup,
drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK_PERSIST, ubo, 0, 1);
}
-void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
+void DRW_shgroup_uniform_block_ref(DRWShadingGroup *shgroup,
+ const char *name,
+ GPUUniformBuffer **ubo)
{
- drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_REF, tex, 0, 1);
+ BLI_assert(ubo != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK_REF, ubo, 0, 1);
+}
+
+/* Same as DRW_shgroup_uniform_block_ref but is guaranteed to be bound if shader does not change
+ * between shgrp. */
+void DRW_shgroup_uniform_block_ref_persistent(DRWShadingGroup *shgroup,
+ const char *name,
+ GPUUniformBuffer **ubo)
+{
+ BLI_assert(ubo != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK_REF_PERSIST, ubo, 0, 1);
}
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup,
@@ -1290,15 +1323,14 @@ static void drw_shgroup_material_texture(DRWShadingGroup *grp,
int textarget)
{
GPUTexture *gputex = GPU_texture_from_blender(tex->ima, tex->iuser, NULL, textarget);
- DRW_shgroup_uniform_texture(grp, name, gputex);
+ DRW_shgroup_uniform_texture_persistent(grp, name, gputex);
GPUTexture **gputex_ref = BLI_memblock_alloc(DST.vmempool->images);
*gputex_ref = gputex;
GPU_texture_ref(gputex);
}
-static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp,
- struct GPUMaterial *material)
+void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial *material)
{
ListBase textures = GPU_material_textures(material);
@@ -1316,7 +1348,7 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp,
}
else if (tex->colorband) {
/* Color Ramp */
- DRW_shgroup_uniform_texture(grp, tex->sampler_name, *tex->colorband);
+ DRW_shgroup_uniform_texture_persistent(grp, tex->sampler_name, *tex->colorband);
}
}
@@ -1324,8 +1356,6 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp,
if (ubo != NULL) {
DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
}
-
- return grp;
}
GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[],
@@ -1350,7 +1380,7 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
if (shgroup) {
drw_shgroup_init(shgroup, GPU_pass_shader_get(gpupass));
- drw_shgroup_material_inputs(shgroup, material);
+ DRW_shgroup_add_material_resources(shgroup, material);
}
return shgroup;
}
@@ -1901,9 +1931,28 @@ DRWPass *DRW_pass_create(const char *name, DRWState state)
pass->handle = DST.pass_handle;
DRW_handle_increment(&DST.pass_handle);
+ pass->original = NULL;
+ pass->next = NULL;
+
return pass;
}
+DRWPass *DRW_pass_create_instance(const char *name, DRWPass *original, DRWState state)
+{
+ DRWPass *pass = DRW_pass_create(name, state);
+ pass->original = original;
+
+ return pass;
+}
+
+/* Link two passes so that they are both rendered if the first one is being drawn. */
+void DRW_pass_link(DRWPass *first, DRWPass *second)
+{
+ BLI_assert(first != second);
+ BLI_assert(first->next == NULL);
+ first->next = second;
+}
+
bool DRW_pass_is_empty(DRWPass *pass)
{
LISTBASE_FOREACH (DRWShadingGroup *, shgroup, &pass->shgroups) {