diff options
author | Jeroen Bakker <jbakker> | 2022-01-17 16:32:03 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-17 16:32:28 +0300 |
commit | 8fb2ff458ba579dba08bfdf57d043ad158b5db07 (patch) | |
tree | e6324c08c69de3e8ed34c1f85d0b2982fa1d38ed /source/blender/draw/intern/shaders/common_view_lib.glsl | |
parent | 08822801acf648d23791fa308ec8c1c26f86963e (diff) |
GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
Diffstat (limited to 'source/blender/draw/intern/shaders/common_view_lib.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_view_lib.glsl | 18 |
1 files changed, 16 insertions, 2 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index e9912ba7d9a..b0d405165f2 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -1,5 +1,7 @@ -#define COMMON_VIEW_LIB -#define DRW_RESOURCE_CHUNK_LEN 512 +/* Temporary until we fully make the switch. */ +#ifndef DRW_SHADER_SHARED_H + +# define DRW_RESOURCE_CHUNK_LEN 512 /* keep in sync with DRWManager.view_data */ layout(std140) uniform viewBlock @@ -22,6 +24,8 @@ layout(std140) uniform viewBlock vec4 CameraTexCoFactors; }; +#endif /* DRW_SHADER_SHARED_H */ + #define ViewNear (ViewVecs[0].w) #define ViewFar (ViewVecs[1].w) @@ -141,6 +145,10 @@ flat in int resourceIDFrag; /* clang-format off */ #if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR) /* clang-format on */ + +/* Temporary until we fully make the switch. */ +# ifndef DRW_SHADER_SHARED_H + struct ObjectMatrices { mat4 drw_modelMatrix; mat4 drw_modelMatrixInverse; @@ -150,17 +158,23 @@ layout(std140) uniform modelBlock { ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN]; }; +# endif /* DRW_SHADER_SHARED_H */ # define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix) # define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse) #else /* GPU_INTEL */ + +/* Temporary until we fully make the switch. */ +# ifndef DRW_SHADER_SHARED_H /* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage. * So for now we just force using the legacy path. */ /* Note that this is also a workaround of a problem on osx (amd or nvidia) * and older amd driver on windows. */ uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; +# endif /* DRW_SHADER_SHARED_H */ + #endif #define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id) |