diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-01-17 16:45:22 +0300 |
---|---|---|
committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-17 16:46:32 +0300 |
commit | 9d3f35a0bf1bf5776363bfd61d53a7c85b5827a4 (patch) | |
tree | 595fe492f09aea9f97049339385f7966ac02f0e1 /source/blender/draw/intern | |
parent | edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7 (diff) |
Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7.
Fixes compilation error (Missing file BLI_float2.hh)
Diffstat (limited to 'source/blender/draw/intern')
8 files changed, 133 insertions, 9 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 7365ebf59c2..276a8cc3a13 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -70,6 +70,7 @@ #include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_matrix.h" +#include "GPU_shader_shared.h" #include "GPU_state.h" #include "GPU_uniform_buffer.h" #include "GPU_viewport.h" @@ -2756,11 +2757,15 @@ void DRW_draw_depth_object( GPU_framebuffer_clear_depth(depth_fb, 1.0f); GPU_depth_test(GPU_DEPTH_LESS_EQUAL); - const float(*world_clip_planes)[4] = NULL; - if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) { + struct GPUClipPlanes planes; + const bool use_clipping_planes = RV3D_CLIPPING_ENABLED(v3d, rv3d); + if (use_clipping_planes) { GPU_clip_distances(6); ED_view3d_clipping_local(rv3d, object->obmat); - world_clip_planes = rv3d->clip_local; + for (int i = 0; i < 6; i++) { + copy_v4_v4(planes.world[i], rv3d->clip_local[i]); + } + copy_m4_m4(planes.ModelMatrix, object->obmat); } drw_batch_cache_validate(object); @@ -2782,14 +2787,19 @@ void DRW_draw_depth_object( BLI_task_graph_work_and_wait(task_graph); BLI_task_graph_free(task_graph); - const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : - GPU_SHADER_CFG_DEFAULT; + const eGPUShaderConfig sh_cfg = use_clipping_planes ? GPU_SHADER_CFG_CLIPPED : + GPU_SHADER_CFG_DEFAULT; GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg); - if (world_clip_planes != NULL) { - GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes); + + GPUUniformBuf *ubo = NULL; + if (use_clipping_planes) { + ubo = GPU_uniformbuf_create_ex(sizeof(struct GPUClipPlanes), &planes, __func__); + GPU_batch_uniformbuf_bind(batch, "clipPlanes", ubo); } GPU_batch_draw(batch); + GPU_uniformbuf_free(ubo); + } break; case OB_CURVE: case OB_SURF: diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h new file mode 100644 index 00000000000..aa117f44e84 --- /dev/null +++ b/source/blender/draw/intern/draw_shader_shared.h @@ -0,0 +1,41 @@ + +#ifndef GPU_SHADER +# include "gpu_shader_shared_utils.h" +#endif + +#define DRW_SHADER_SHARED_H + +#define DRW_RESOURCE_CHUNK_LEN 512 + +struct ViewInfos { + /* View matrices */ + float4x4 persmat; + float4x4 persinv; + float4x4 viewmat; + float4x4 viewinv; + float4x4 winmat; + float4x4 wininv; + + float4 clipplanes[6]; + float4 viewvecs[2]; + /* Should not be here. Not view dependent (only main view). */ + float4 viewcamtexcofac; +}; +BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16) + +/* 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.clipplanes +#define ViewVecs drw_view.viewvecs +#define CameraTexCoFactors drw_view.viewcamtexcofac + +struct ObjectMatrices { + float4x4 drw_modelMatrix; + float4x4 drw_modelMatrixInverse; +}; +BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16) diff --git a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl index 8a7fb97d98c..53ec38fea0b 100644 --- a/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl +++ b/source/blender/draw/intern/shaders/common_fullscreen_vert.glsl @@ -1,5 +1,7 @@ +#ifndef USE_GPU_SHADER_CREATE_INFO out vec4 uvcoordsvar; +#endif void main() { diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl index 74b989441a2..2da16d3f6a9 100644 --- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl +++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl @@ -2,6 +2,8 @@ /* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */ #pragma BLENDER_REQUIRE(common_view_lib.glsl) +#ifndef DRW_SHADER_SHARED_H + in vec4 pos; /* Position and radius. */ /* ---- Instanced attribs ---- */ @@ -9,6 +11,8 @@ in vec4 pos; /* Position and radius. */ in vec3 pos_inst; in vec3 nor; +#endif + mat3 pointcloud_get_facing_matrix(vec3 p) { mat3 facing_mat; 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) diff --git a/source/blender/draw/intern/shaders/draw_fullscreen_info.hh b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh new file mode 100644 index 00000000000..803ad69ffb7 --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh @@ -0,0 +1,8 @@ + +#include "gpu_shader_create_info.hh" + +GPU_SHADER_INTERFACE_INFO(fullscreen_iface, "").smooth(Type::VEC4, "uvcoordsvar"); + +GPU_SHADER_CREATE_INFO(draw_fullscreen) + .vertex_out(fullscreen_iface) + .vertex_source("common_fullscreen_vert.glsl"); diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh new file mode 100644 index 00000000000..10b3754eebb --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh @@ -0,0 +1,5 @@ + +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(draw_object_infos) + .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 new file mode 100644 index 00000000000..a92284efa5b --- /dev/null +++ b/source/blender/draw/intern/shaders/draw_view_info.hh @@ -0,0 +1,40 @@ + +#include "gpu_shader_create_info.hh" + +/* -------------------------------------------------------------------- */ +/** \name Draw View + * \{ */ + +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) + .push_constant(0, Type::MAT4, "ModelMatrix") + .push_constant(16, Type::MAT4, "ModelMatrixInverse") + .additional_info("draw_view"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \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_hair) + /* TODO(fclem) Finish */ + .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH) + .additional_info("draw_view"); + +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"); + +/** \} */ |