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authorClément Foucault <foucault.clem@gmail.com>2022-01-26 14:46:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-01-26 14:46:37 +0300
commit5b299e5999e2b59e30edd4e770f64aa700e482d6 (patch)
tree17052358b339e20c44ca942e62b735ef63b23f88 /source/blender/draw/intern/shaders
parent9bce134e56c28045aee37080f5c5b6622a07927b (diff)
D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_smaa_lib.glsl6
-rw-r--r--source/blender/draw/intern/shaders/common_view_clipping_lib.glsl33
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl120
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh1
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh85
6 files changed, 191 insertions, 56 deletions
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
index 049d7785bf7..ed8b8aeb849 100644
--- a/source/blender/draw/intern/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -5,7 +5,9 @@
* of data the CPU has to precompute and transfer for each update.
*/
+/* TODO(fclem): Keep documentation but remove the uniform declaration. */
#ifndef USE_GPU_SHADER_CREATE_INFO
+
/**
* hairStrandsRes: Number of points per hair strand.
* 2 - no subdivision
diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
index 36ffb4d8b32..73f65fb0799 100644
--- a/source/blender/draw/intern/shaders/common_smaa_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
@@ -736,9 +736,11 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord,
float2 edges = step(threshold, delta.xy);
# ifndef SMAA_NO_DISCARD
+# ifdef GPU_FRAGMENT_SHADER
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
+# endif
# endif
// Calculate right and bottom deltas:
@@ -804,9 +806,11 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
float2 edges = step(threshold, delta.xy);
# ifndef SMAA_NO_DISCARD
+# ifdef GPU_FRAGMENT_SHADER
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
+# endif
# endif
// Calculate right and bottom deltas:
@@ -851,8 +855,10 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord, float4 offset[3], SMAATexture2D
float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
+# ifdef GPU_FRAGMENT_SHADER
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
+# endif
return edges;
}
diff --git a/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl b/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
new file mode 100644
index 00000000000..d55808c42d2
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
@@ -0,0 +1,33 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+#if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
+
+void view_clipping_distances(vec3 wpos)
+{
+# ifdef USE_WORLD_CLIP_PLANES
+ vec4 pos = vec4(wpos, 1.0);
+ gl_ClipDistance[0] = dot(drw_view.clip_planes[0], pos);
+ gl_ClipDistance[1] = dot(drw_view.clip_planes[1], pos);
+ gl_ClipDistance[2] = dot(drw_view.clip_planes[2], pos);
+ gl_ClipDistance[3] = dot(drw_view.clip_planes[3], pos);
+ gl_ClipDistance[4] = dot(drw_view.clip_planes[4], pos);
+ gl_ClipDistance[5] = dot(drw_view.clip_planes[5], pos);
+# endif
+}
+
+/* Kept as define for compiler compatibility. */
+# ifdef USE_WORLD_CLIP_PLANES
+# define view_clipping_distances_set(c) \
+ gl_ClipDistance[0] = (c).gl_ClipDistance[0]; \
+ gl_ClipDistance[1] = (c).gl_ClipDistance[1]; \
+ gl_ClipDistance[2] = (c).gl_ClipDistance[2]; \
+ gl_ClipDistance[3] = (c).gl_ClipDistance[3]; \
+ gl_ClipDistance[4] = (c).gl_ClipDistance[4]; \
+ gl_ClipDistance[5] = (c).gl_ClipDistance[5];
+
+# else
+# define view_clipping_distances_set(c)
+# endif
+
+#endif
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index b0d405165f2..8627aa40bfd 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -84,66 +84,91 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
}
}
-uniform int resourceChunk;
+/* Temporary until we fully make the switch. */
+#ifndef DRW_SHADER_SHARED_H
+uniform int drw_resourceChunk;
+#endif /* DRW_SHADER_SHARED_H */
#ifdef GPU_VERTEX_SHADER
-# ifdef GPU_ARB_shader_draw_parameters
-# define baseInstance gl_BaseInstanceARB
-# else /* no ARB_shader_draw_parameters */
-uniform int baseInstance;
-# endif
-# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR)
-/* When drawing instances of an object at the same position. */
-# define instanceId 0
-# elif defined(GPU_DEPRECATED_AMD_DRIVER)
-/* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
- * the gl_InstanceID is incremented by the 2 bit component of the attribute.
- * Ignore gl_InstanceID then. */
-# define instanceId 0
-# else
-# define instanceId gl_InstanceID
-# endif
+/* Temporary until we fully make the switch. */
+# ifndef DRW_SHADER_SHARED_H
-# ifdef UNIFORM_RESOURCE_ID
-/* This is in the case we want to do a special instance drawcall but still want to have the
- * right resourceId and all the correct ubo datas. */
-uniform int resourceId;
-# define resource_id resourceId
-# else
-# define resource_id (baseInstance + instanceId)
-# endif
+/* clang-format off */
+# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR) || defined(DRW_LEGACY_MODEL_MATRIX) || defined(GPU_DEPRECATED_AMD_DRIVER)
+/* clang-format on */
+/* When drawing instances of an object at the same position. */
+# define instanceId 0
+# else
+# define instanceId gl_InstanceID
+# endif
+
+# if defined(UNIFORM_RESOURCE_ID)
+/* This is in the case we want to do a special instance drawcall for one object but still want to
+ * have the right resourceId and all the correct ubo datas. */
+uniform int drw_resourceId;
+# define resource_id drw_resourceId
+# else
+# define resource_id (gpu_BaseInstance + instanceId)
+# endif
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
-# ifdef USE_GEOMETRY_SHADER
-# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
-# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
-# else
-# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# ifdef USE_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
+# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
+# else
+# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# endif
+
+# endif /* DRW_SHADER_SHARED_H */
+
+#endif /* GPU_VERTEX_SHADER */
+
+/* Temporary until we fully make the switch. */
+#ifdef DRW_SHADER_SHARED_H
+/* TODO(fclem): Rename PASS_RESOURCE_ID to DRW_RESOURCE_ID_VARYING_SET */
+# if defined(UNIFORM_RESOURCE_ID)
+# define resource_id drw_ResourceID
+# define PASS_RESOURCE_ID
+
+# elif defined(GPU_VERTEX_SHADER)
+# define resource_id gpu_InstanceIndex
+# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
+
+# elif defined(GPU_GEOMETRY_SHADER)
+# define resource_id drw_ResourceID_iface_in[0].index
+# define PASS_RESOURCE_ID drw_ResourceID_iface_out.resource_index = resource_id;
+
+# elif defined(GPU_FRAGMENT_SHADER)
+# define resource_id drw_ResourceID_iface.resource_index
# endif
-#endif
+/* TODO(fclem): Remove. */
+# define RESOURCE_ID_VARYING
+
+#else
/* If used in a fragment / geometry shader, we pass
* resource_id as varying. */
-#ifdef GPU_GEOMETRY_SHADER
-# define RESOURCE_ID_VARYING \
- flat out int resourceIDFrag; \
- flat in int resourceIDGeom[];
+# ifdef GPU_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING \
+ flat out int resourceIDFrag; \
+ flat in int resourceIDGeom[];
-# define resource_id resourceIDGeom
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
-#endif
+# define resource_id resourceIDGeom
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
+# endif
-#ifdef GPU_FRAGMENT_SHADER
+# ifdef GPU_FRAGMENT_SHADER
flat in int resourceIDFrag;
-# define resource_id resourceIDFrag
+# define resource_id resourceIDFrag
+# endif
#endif
/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
/* clang-format off */
-#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR)
+#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR) && !defined(DRW_LEGACY_MODEL_MATRIX)
/* clang-format on */
/* Temporary until we fully make the switch. */
@@ -158,10 +183,10 @@ 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)
+# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
+# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+# endif /* DRW_SHADER_SHARED_H */
#else /* GPU_INTEL */
@@ -177,7 +202,10 @@ uniform mat4 ModelMatrixInverse;
#endif
-#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
+/* Temporary until we fully make the switch. */
+#ifndef DRW_SHADER_SHARED_H
+# define resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
+#endif
/** Transform shortcuts. */
/* Rule of thumb: Try to reuse world positions and normals because converting through viewspace
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
index 10b3754eebb..17a32c7d5ed 100644
--- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -2,4 +2,5 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(draw_object_infos)
+ .typedef_source("draw_shader_shared.h")
.uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index a92284efa5b..d40f51df543 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -2,6 +2,43 @@
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
+/** \name Resource ID
+ *
+ * This is used to fetch per object data in drw_matrices and other object indexed
+ * buffers. There is multiple possibilities depending on how we are drawing the object.
+ *
+ * \{ */
+
+/* Standard way. Use gpu_InstanceIndex to index the object data. */
+GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID");
+
+/**
+ * Used if the resource index needs to be passed to the fragment shader.
+ * IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
+ */
+GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface")
+ .flat(Type::INT, "resource_index");
+
+GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
+ .vertex_out(draw_resource_id_iface)
+ .geometry_out(draw_resource_id_iface); /* Used if needed. */
+
+/* Variation used when drawing multiple instances for one object. */
+GPU_SHADER_CREATE_INFO(draw_resource_id_uniform)
+ .define("UNIFORM_RESOURCE_ID")
+ .push_constant(64, Type::INT, "drw_ResourceID");
+
+/**
+ * Declare a resource handle that identify a unique object.
+ * Requires draw_resource_id[_constant].
+ */
+GPU_SHADER_CREATE_INFO(draw_resource_handle)
+ .define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
+ .push_constant(63, Type::INT, "drw_resourceChunk");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Draw View
* \{ */
@@ -9,7 +46,19 @@ GPU_SHADER_CREATE_INFO(draw_view)
.uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
.typedef_source("draw_shader_shared.h");
-GPU_SHADER_CREATE_INFO(draw_view_instanced_attr)
+GPU_SHADER_CREATE_INFO(draw_modelmat)
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .define("ModelMatrix", "(drw_matrices[resource_id].drw_modelMatrix)")
+ .define("ModelMatrixInverse", "(drw_matrices[resource_id].drw_modelMatrixInverse)")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
+ .define("DRW_LEGACY_MODEL_MATRIX")
+ .push_constant(38, Type::MAT4, "ModelMatrix")
+ .push_constant(54, Type::MAT4, "ModelMatrixInverse")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
.push_constant(0, Type::MAT4, "ModelMatrix")
.push_constant(16, Type::MAT4, "ModelMatrixInverse")
.additional_info("draw_view");
@@ -17,24 +66,40 @@ GPU_SHADER_CREATE_INFO(draw_view_instanced_attr)
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Draw View
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Geometry Type
* \{ */
-GPU_SHADER_CREATE_INFO(draw_mesh)
- .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
- .additional_info("draw_view");
+GPU_SHADER_CREATE_INFO(draw_mesh).additional_info("draw_modelmat", "draw_resource_id");
GPU_SHADER_CREATE_INFO(draw_hair)
- /* TODO(fclem) Finish */
- .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
- .additional_info("draw_view");
+ .sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
+ .sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer")
+ .sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
+ /* TODO(fclem) Pack thoses into one UBO. */
+ .push_constant(9, Type::INT, "hairStrandsRes")
+ .push_constant(10, Type::INT, "hairThicknessRes")
+ .push_constant(11, Type::FLOAT, "hairRadRoot")
+ .push_constant(12, Type::FLOAT, "hairRadTip")
+ .push_constant(13, Type::FLOAT, "hairRadShape")
+ .push_constant(14, Type::BOOL, "hairCloseTip")
+ .push_constant(15, Type::INT, "hairStrandOffset")
+ .push_constant(16, Type::VEC4, "hairDupliMatrix", 4)
+ .additional_info("draw_modelmat", "draw_resource_id");
GPU_SHADER_CREATE_INFO(draw_pointcloud)
.vertex_in(0, Type::VEC4, "pos")
.vertex_in(1, Type::VEC3, "pos_inst")
.vertex_in(2, Type::VEC3, "nor")
- .define("UNIFORM_RESOURCE_ID")
- .define("INSTANCED_ATTR")
- .additional_info("draw_view_instanced_attr");
+ .additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
+
+GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
/** \} */