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/editors/space_node/drawnode.cc | |
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/editors/space_node/drawnode.cc')
-rw-r--r-- | source/blender/editors/space_node/drawnode.cc | 59 |
1 files changed, 40 insertions, 19 deletions
diff --git a/source/blender/editors/space_node/drawnode.cc b/source/blender/editors/space_node/drawnode.cc index ba1c0b41a98..9f0bc5cacef 100644 --- a/source/blender/editors/space_node/drawnode.cc +++ b/source/blender/editors/space_node/drawnode.cc @@ -51,7 +51,9 @@ #include "GPU_immediate.h" #include "GPU_matrix.h" #include "GPU_platform.h" +#include "GPU_shader_shared.h" #include "GPU_state.h" +#include "GPU_uniform_buffer.h" #include "DRW_engine.h" @@ -1873,23 +1875,29 @@ static void nodelink_batch_draw(const SpaceNode &snode) } GPU_blend(GPU_BLEND_ALPHA); + NodeLinkInstanceData node_link_data; - float colors[6][4] = {{0.0f}}; - UI_GetThemeColor4fv(TH_WIRE_INNER, colors[nodelink_get_color_id(TH_WIRE_INNER)]); - UI_GetThemeColor4fv(TH_WIRE, colors[nodelink_get_color_id(TH_WIRE)]); - UI_GetThemeColor4fv(TH_ACTIVE, colors[nodelink_get_color_id(TH_ACTIVE)]); - UI_GetThemeColor4fv(TH_EDGE_SELECT, colors[nodelink_get_color_id(TH_EDGE_SELECT)]); - UI_GetThemeColor4fv(TH_REDALERT, colors[nodelink_get_color_id(TH_REDALERT)]); + UI_GetThemeColor4fv(TH_WIRE_INNER, node_link_data.colors[nodelink_get_color_id(TH_WIRE_INNER)]); + UI_GetThemeColor4fv(TH_WIRE, node_link_data.colors[nodelink_get_color_id(TH_WIRE)]); + UI_GetThemeColor4fv(TH_ACTIVE, node_link_data.colors[nodelink_get_color_id(TH_ACTIVE)]); + UI_GetThemeColor4fv(TH_EDGE_SELECT, + node_link_data.colors[nodelink_get_color_id(TH_EDGE_SELECT)]); + UI_GetThemeColor4fv(TH_REDALERT, node_link_data.colors[nodelink_get_color_id(TH_REDALERT)]); + node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH; + node_link_data.arrowSize = ARROW_SIZE; + + GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(sizeof(node_link_data), &node_link_data, __func__); GPU_vertbuf_data_len_set(g_batch_link.inst_vbo, g_batch_link.count); GPU_vertbuf_use(g_batch_link.inst_vbo); /* force update. */ GPU_batch_program_set_builtin(g_batch_link.batch, GPU_SHADER_2D_NODELINK_INST); - GPU_batch_uniform_4fv_array(g_batch_link.batch, "colors", 6, colors); - GPU_batch_uniform_1f(g_batch_link.batch, "expandSize", snode.runtime->aspect * LINK_WIDTH); - GPU_batch_uniform_1f(g_batch_link.batch, "arrowSize", ARROW_SIZE); + GPU_batch_uniformbuf_bind(g_batch_link.batch, "node_link_data", ubo); GPU_batch_draw(g_batch_link.batch); + GPU_uniformbuf_unbind(ubo); + GPU_uniformbuf_free(ubo); + nodelink_batch_reset(); GPU_blend(GPU_BLEND_NONE); @@ -2060,19 +2068,32 @@ void node_draw_link_bezier(const bContext &C, copy_v4_v4(colors[2], link_preselection_highlight_color); } + NodeLinkData node_link_data; + for (int i = 0; i < 4; i++) { + copy_v2_v2(node_link_data.bezierPts[i], vec[i]); + } + for (int i = 0; i < 3; i++) { + copy_v2_v2(node_link_data.colors[i], colors[i]); + } + node_link_data.doArrow = drawarrow; + node_link_data.doMuted = drawmuted; + node_link_data.dim_factor = dim_factor; + node_link_data.thickness = thickness; + node_link_data.dash_factor = dash_factor; + node_link_data.dash_alpha = dash_alpha; + node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH; + node_link_data.arrowSize = ARROW_SIZE; + GPUBatch *batch = g_batch_link.batch_single; + GPUUniformBuf *ubo = GPU_uniformbuf_create_ex( + sizeof(node_link_data), &node_link_data, __func__); + GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_NODELINK); - GPU_batch_uniform_2fv_array(batch, "bezierPts", 4, vec); - GPU_batch_uniform_4fv_array(batch, "colors", 3, colors); - GPU_batch_uniform_1f(batch, "expandSize", snode.runtime->aspect * LINK_WIDTH); - GPU_batch_uniform_1f(batch, "arrowSize", ARROW_SIZE); - GPU_batch_uniform_1i(batch, "doArrow", drawarrow); - GPU_batch_uniform_1i(batch, "doMuted", drawmuted); - GPU_batch_uniform_1f(batch, "dim_factor", dim_factor); - GPU_batch_uniform_1f(batch, "thickness", thickness); - GPU_batch_uniform_1f(batch, "dash_factor", dash_factor); - GPU_batch_uniform_1f(batch, "dash_alpha", dash_alpha); + GPU_batch_uniformbuf_bind(batch, "node_link_data", ubo); GPU_batch_draw(batch); + + GPU_uniformbuf_unbind(ubo); + GPU_uniformbuf_free(ubo); } } } |