Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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
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')
-rw-r--r--source/blender/draw/intern/DRW_render.h54
-rw-r--r--source/blender/draw/intern/draw_hair.c2
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c190
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h21
-rw-r--r--source/blender/draw/intern/shaders/common_attribute_lib.glsl21
-rw-r--r--source/blender/draw/intern/shaders/common_math_lib.glsl6
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl54
7 files changed, 171 insertions, 177 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 { \
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 0ac8bf91906..aac6f7e58c5 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -306,7 +306,7 @@ DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
if (hair_cache->length_tex) {
- DRW_shgroup_uniform_texture(shgrp, "hairLen", hair_cache->length_tex);
+ DRW_shgroup_uniform_texture(shgrp, "l", hair_cache->length_tex);
}
DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 1936aa599ff..9f8a68f81f6 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -417,119 +417,81 @@ GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
return sh;
}
-GPUMaterial *DRW_shader_find_from_world(World *wo,
- const void *engine_type,
- const int options,
- bool deferred)
+GPUMaterial *DRW_shader_from_world(World *wo,
+ struct bNodeTree *ntree,
+ const uint64_t shader_id,
+ const bool is_volume_shader,
+ bool deferred,
+ GPUCodegenCallbackFn callback,
+ void *thunk)
{
- GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
- if (DRW_state_is_image_render() || !deferred) {
- if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
- /* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
- * with the shader code and we will resume the compilation from there. */
- return NULL;
- }
- }
- return mat;
-}
-
-GPUMaterial *DRW_shader_find_from_material(Material *ma,
- const void *engine_type,
- const int options,
- bool deferred)
-{
- GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
- if (DRW_state_is_image_render() || !deferred) {
- if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
- /* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
- * with the shader code and we will resume the compilation from there. */
- return NULL;
- }
- }
- return mat;
-}
-
-GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
- World *wo,
- struct bNodeTree *ntree,
- const void *engine_type,
- const int options,
- const bool is_volume_shader,
- const char *vert,
- const char *geom,
- const char *frag_lib,
- const char *defines,
- bool deferred,
- GPUMaterialEvalCallbackFn callback)
-{
- GPUMaterial *mat = NULL;
- if (DRW_state_is_image_render() || !deferred) {
- mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
- }
-
- if (mat == NULL) {
- scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
- mat = GPU_material_from_nodetree(scene,
- NULL,
- ntree,
- &wo->gpumaterial,
- engine_type,
- options,
- is_volume_shader,
- vert,
- geom,
- frag_lib,
- defines,
- wo->id.name,
- callback);
+ Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
+ GPUMaterial *mat = GPU_material_from_nodetree(scene,
+ NULL,
+ ntree,
+ &wo->gpumaterial,
+ wo->id.name,
+ shader_id,
+ is_volume_shader,
+ false,
+ callback,
+ thunk);
+ if (!DRW_state_is_image_render() && deferred && GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ /* Shader has been already queued. */
+ return mat;
}
- if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ if (GPU_material_status(mat) == GPU_MAT_CREATED) {
+ GPU_material_status_set(mat, GPU_MAT_QUEUED);
drw_deferred_shader_add(mat, deferred);
}
+ if (!deferred && GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ /* Force compilation for shaders already queued. */
+ drw_deferred_shader_add(mat, false);
+ }
return mat;
}
-GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
- Material *ma,
- struct bNodeTree *ntree,
- const void *engine_type,
- const int options,
- const bool is_volume_shader,
- const char *vert,
- const char *geom,
- const char *frag_lib,
- const char *defines,
- bool deferred,
- GPUMaterialEvalCallbackFn callback)
+GPUMaterial *DRW_shader_from_material(Material *ma,
+ struct bNodeTree *ntree,
+ const uint64_t shader_id,
+ const bool is_volume_shader,
+ bool deferred,
+ GPUCodegenCallbackFn callback,
+ void *thunk)
{
- GPUMaterial *mat = NULL;
- if (DRW_state_is_image_render() || !deferred) {
- mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
+ Scene *scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
+ GPUMaterial *mat = GPU_material_from_nodetree(scene,
+ ma,
+ ntree,
+ &ma->gpumaterial,
+ ma->id.name,
+ shader_id,
+ is_volume_shader,
+ false,
+ callback,
+ thunk);
+
+ if (DRW_state_is_image_render()) {
+ /* Do not deferred if doing render. */
+ deferred = false;
}
- if (mat == NULL) {
- scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
- mat = GPU_material_from_nodetree(scene,
- ma,
- ntree,
- &ma->gpumaterial,
- engine_type,
- options,
- is_volume_shader,
- vert,
- geom,
- frag_lib,
- defines,
- ma->id.name,
- callback);
+ if (deferred && GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ /* Shader has been already queued. */
+ return mat;
}
- if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ if (GPU_material_status(mat) == GPU_MAT_CREATED) {
+ GPU_material_status_set(mat, GPU_MAT_QUEUED);
drw_deferred_shader_add(mat, deferred);
}
+ if (!deferred && GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ /* Force compilation for shaders already queued. */
+ drw_deferred_shader_add(mat, false);
+ }
return mat;
}
@@ -552,15 +514,15 @@ void DRW_shader_free(GPUShader *shader)
* contains the needed libraries for this shader.
* \{ */
-/* 32 because we use a 32bit bitmap. */
-#define MAX_LIB 32
+/* 64 because we use a 64bit bitmap. */
+#define MAX_LIB 64
#define MAX_LIB_NAME 64
#define MAX_LIB_DEPS 8
struct DRWShaderLibrary {
const char *libs[MAX_LIB];
char libs_name[MAX_LIB][MAX_LIB_NAME];
- uint32_t libs_deps[MAX_LIB];
+ uint64_t libs_deps[MAX_LIB];
};
DRWShaderLibrary *DRW_shader_library_create(void)
@@ -589,23 +551,27 @@ static int drw_shader_library_search(const DRWShaderLibrary *lib, const char *na
}
/* Return bitmap of dependencies. */
-static uint32_t drw_shader_dependencies_get(const DRWShaderLibrary *lib, const char *lib_code)
+static uint64_t drw_shader_dependencies_get(const DRWShaderLibrary *lib,
+ const char *pragma_str,
+ const char *lib_code,
+ const char *UNUSED(lib_name))
{
/* Search dependencies. */
- uint32_t deps = 0;
+ uint pragma_len = strlen(pragma_str);
+ uint64_t deps = 0;
const char *haystack = lib_code;
- while ((haystack = strstr(haystack, "BLENDER_REQUIRE("))) {
- haystack += 16;
+ while ((haystack = strstr(haystack, pragma_str))) {
+ haystack += pragma_len;
int dep = drw_shader_library_search(lib, haystack);
if (dep == -1) {
- char dbg_name[33];
+ char dbg_name[MAX_NAME];
int i = 0;
while ((*haystack != ')') && (i < (sizeof(dbg_name) - 2))) {
dbg_name[i] = *haystack;
haystack++;
i++;
}
- dbg_name[i + 1] = '\0';
+ dbg_name[i] = '\0';
CLOG_INFO(&LOG,
0,
@@ -614,7 +580,7 @@ static uint32_t drw_shader_dependencies_get(const DRWShaderLibrary *lib, const c
dbg_name);
}
else {
- deps |= 1u << (uint32_t)dep;
+ deps |= 1llu << ((uint64_t)dep);
}
}
return deps;
@@ -633,7 +599,8 @@ void DRW_shader_library_add_file(DRWShaderLibrary *lib, const char *lib_code, co
if (index > -1) {
lib->libs[index] = lib_code;
BLI_strncpy(lib->libs_name[index], lib_name, MAX_LIB_NAME);
- lib->libs_deps[index] = drw_shader_dependencies_get(lib, lib_code);
+ lib->libs_deps[index] = drw_shader_dependencies_get(
+ lib, "BLENDER_REQUIRE(", lib_code, lib_name);
}
else {
printf("Error: Too many libraries. Cannot add %s.\n", lib_name);
@@ -643,21 +610,20 @@ void DRW_shader_library_add_file(DRWShaderLibrary *lib, const char *lib_code, co
char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib, const char *shader_code)
{
- uint32_t deps = drw_shader_dependencies_get(lib, shader_code);
+ uint64_t deps = drw_shader_dependencies_get(lib, "BLENDER_REQUIRE(", shader_code, "shader code");
DynStr *ds = BLI_dynstr_new();
/* Add all dependencies recursively. */
for (int i = MAX_LIB - 1; i > -1; i--) {
- if (lib->libs[i] && (deps & (1u << (uint32_t)i))) {
+ if (lib->libs[i] && (deps & (1llu << (uint64_t)i))) {
deps |= lib->libs_deps[i];
}
}
/* Concatenate all needed libs into one string. */
- for (int i = 0; i < MAX_LIB; i++) {
- if (deps & 1u) {
+ for (int i = 0; i < MAX_LIB && deps != 0llu; i++, deps >>= 1llu) {
+ if (deps & 1llu) {
BLI_dynstr_append(ds, lib->libs[i]);
}
- deps = deps >> 1;
}
BLI_dynstr_append(ds, shader_code);
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
index 5fc76bc25e6..58875c0496a 100644
--- a/source/blender/draw/intern/draw_shader_shared.h
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -36,16 +36,19 @@ struct ViewInfos {
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+/* Do not override old definitions if the shader uses this header but not shader info. */
+#ifdef USE_GPU_SHADER_CREATE_INFO
/* TODO(@fclem): Mass rename. */
-#define ViewProjectionMatrix drw_view.persmat
-#define ViewProjectionMatrixInverse drw_view.persinv
-#define ViewMatrix drw_view.viewmat
-#define ViewMatrixInverse drw_view.viewinv
-#define ProjectionMatrix drw_view.winmat
-#define ProjectionMatrixInverse drw_view.wininv
-#define clipPlanes drw_view.clip_planes
-#define ViewVecs drw_view.viewvecs
-#define CameraTexCoFactors drw_view.viewcamtexcofac
+# define ViewProjectionMatrix drw_view.persmat
+# define ViewProjectionMatrixInverse drw_view.persinv
+# define ViewMatrix drw_view.viewmat
+# define ViewMatrixInverse drw_view.viewinv
+# define ProjectionMatrix drw_view.winmat
+# define ProjectionMatrixInverse drw_view.wininv
+# define clipPlanes drw_view.clip_planes
+# define ViewVecs drw_view.viewvecs
+# define CameraTexCoFactors drw_view.viewcamtexcofac
+#endif
struct ObjectMatrices {
float4x4 drw_modelMatrix;
diff --git a/source/blender/draw/intern/shaders/common_attribute_lib.glsl b/source/blender/draw/intern/shaders/common_attribute_lib.glsl
new file mode 100644
index 00000000000..99db2929a13
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_attribute_lib.glsl
@@ -0,0 +1,21 @@
+
+/* Prototype of functions to implement to load attributes data.
+ * Implementation changes based on object data type. */
+
+vec3 attr_load_orco(vec4 orco);
+vec4 attr_load_tangent(vec4 tangent);
+vec3 attr_load_uv(vec3 uv);
+vec4 attr_load_color(vec4 color);
+vec4 attr_load_vec4(vec4 attr);
+vec3 attr_load_vec3(vec3 attr);
+vec2 attr_load_vec2(vec2 attr);
+float attr_load_float(float attr);
+
+vec3 attr_load_orco(samplerBuffer orco);
+vec4 attr_load_tangent(samplerBuffer tangent);
+vec3 attr_load_uv(samplerBuffer uv);
+vec4 attr_load_color(samplerBuffer color);
+vec4 attr_load_vec4(samplerBuffer attr);
+vec3 attr_load_vec3(samplerBuffer attr);
+vec2 attr_load_vec2(samplerBuffer attr);
+float attr_load_float(samplerBuffer attr);
diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl
index 4d0ffaeb40f..1ac26c91b93 100644
--- a/source/blender/draw/intern/shaders/common_math_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_lib.glsl
@@ -1,4 +1,8 @@
+/* WORKAROUND: to guard against double include in EEVEE. */
+#ifndef COMMON_MATH_LIB_GLSL
+#define COMMON_MATH_LIB_GLSL
+
/* ---------------------------------------------------------------------- */
/** \name Common Math Utilities
* \{ */
@@ -276,3 +280,5 @@ vec3 hue_gradient(float t)
vec3 p = abs(fract(t + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0);
return (clamp(p - 1.0, 0.0, 1.0));
}
+
+#endif /* COMMON_MATH_LIB_GLSL */
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index a2b8cb4bbd6..4086162a530 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -1,5 +1,10 @@
+
+/* WORKAROUND: to guard against double include in EEVEE. */
+#ifndef COMMON_VIEW_LIB_GLSL
+#define COMMON_VIEW_LIB_GLSL
+
/* Temporary until we fully make the switch. */
-#ifndef USE_GPU_SHADER_CREATE_INFO
+#if !defined(USE_GPU_SHADER_CREATE_INFO)
# define DRW_RESOURCE_CHUNK_LEN 512
@@ -37,7 +42,10 @@ layout(std140) uniform viewBlock
#define cameraForward ViewMatrixInverse[2].xyz
#define cameraPos ViewMatrixInverse[3].xyz
-#define cameraVec(P) ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - P) : cameraForward)
+vec3 cameraVec(vec3 P)
+{
+ return ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - P) : cameraForward);
+}
#define viewCameraVec(vP) ((ProjectionMatrix[3][3] == 0.0) ? normalize(-vP) : vec3(0.0, 0.0, 1.0))
#ifdef world_clip_planes_calc_clip_distance
@@ -92,14 +100,14 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
}
/* Temporary until we fully make the switch. */
-#ifndef DRW_SHADER_SHARED_H
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform int drw_resourceChunk;
-#endif /* DRW_SHADER_SHARED_H */
+#endif /* USE_GPU_SHADER_CREATE_INFO */
#ifdef GPU_VERTEX_SHADER
/* Temporary until we fully make the switch. */
-# ifndef DRW_SHADER_SHARED_H
+# ifndef USE_GPU_SHADER_CREATE_INFO
/* clang-format off */
# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR) || defined(DRW_LEGACY_MODEL_MATRIX) || defined(GPU_DEPRECATED_AMD_DRIVER)
@@ -121,7 +129,10 @@ uniform int drw_ResourceID;
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
-# ifdef USE_GEOMETRY_SHADER
+# if defined(EEVEE_GENERATED_INTERFACE)
+# define RESOURCE_ID_VARYING
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# elif defined(USE_GEOMETRY_SHADER)
# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
# else
@@ -129,12 +140,12 @@ uniform int drw_ResourceID;
# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
# endif
-# endif /* DRW_SHADER_SHARED_H */
+# endif /* USE_GPU_SHADER_CREATE_INFO */
#endif /* GPU_VERTEX_SHADER */
/* Temporary until we fully make the switch. */
-#ifdef DRW_SHADER_SHARED_H
+#ifdef USE_GPU_SHADER_CREATE_INFO
/* TODO(fclem): Rename PASS_RESOURCE_ID to DRW_RESOURCE_ID_VARYING_SET */
# if defined(UNIFORM_RESOURCE_ID)
# define resource_id drw_ResourceID
@@ -159,16 +170,23 @@ uniform int drw_ResourceID;
/* 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[];
+/* TODO(fclem): Remove. This is getting ridiculous. */
+# if !defined(EEVEE_GENERATED_INTERFACE)
+# define RESOURCE_ID_VARYING \
+ flat out int resourceIDFrag; \
+ flat in int resourceIDGeom[];
+# else
+# define RESOURCE_ID_VARYING
+# endif
# define resource_id resourceIDGeom
# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
# endif
-# ifdef GPU_FRAGMENT_SHADER
+# if defined(GPU_FRAGMENT_SHADER)
+# if !defined(EEVEE_GENERATED_INTERFACE)
flat in int resourceIDFrag;
+# endif
# define resource_id resourceIDFrag
# endif
#endif
@@ -185,7 +203,9 @@ struct ObjectMatrices {
mat4 drw_modelMatrix;
mat4 drw_modelMatrixInverse;
};
+# endif /* DRW_SHADER_SHARED_H */
+# ifndef USE_GPU_SHADER_CREATE_INFO
layout(std140) uniform modelBlock
{
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
@@ -193,24 +213,24 @@ layout(std140) uniform modelBlock
# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
-# endif /* DRW_SHADER_SHARED_H */
+# endif /* USE_GPU_SHADER_CREATE_INFO */
#else /* GPU_INTEL */
/* Temporary until we fully make the switch. */
-# ifndef DRW_SHADER_SHARED_H
+# ifndef USE_GPU_SHADER_CREATE_INFO
/* 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 /* USE_GPU_SHADER_CREATE_INFO */
#endif
/* Temporary until we fully make the switch. */
-#ifndef DRW_SHADER_SHARED_H
+#ifndef USE_GPU_SHADER_CREATE_INFO
# define resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
#endif
@@ -337,3 +357,5 @@ vec3 get_view_vector_from_screen_uv(vec2 uv)
return vec3(0.0, 0.0, 1.0);
}
}
+
+#endif /* COMMON_VIEW_LIB_GLSL */