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:
authorOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:23:04 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:28:57 +0300
commit8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch)
tree585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/intern/gpu_codegen.c
parentac646bc20dafe176c1b84ee5beddf980aba11358 (diff)
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c27
1 files changed, 18 insertions, 9 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 8199f0ca194..d655a43561e 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -414,7 +414,7 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t
}
else if (to == GPU_FLOAT) {
if (from == GPU_VEC4) {
- BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
+ BLI_dynstr_appendf(ds, "dot(%s.rgb, vec3(0.2126, 0.7152, 0.0722))", name);
}
else if (from == GPU_VEC3) {
BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
@@ -1376,8 +1376,8 @@ void GPU_code_generate_glsl_lib(void)
}
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
- for (int i = 0; gpu_material_libraries[i].code; i++) {
- gpu_parse_material_library(FUNCTION_HASH, &gpu_material_libraries[i]);
+ for (int i = 0; gpu_material_libraries[i]; i++) {
+ gpu_parse_material_library(FUNCTION_HASH, gpu_material_libraries[i]);
}
}
@@ -1780,17 +1780,22 @@ GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
return link;
}
-static void gpu_material_use_library(GPUMaterial *material, GPUMaterialLibrary *library)
+static void gpu_material_use_library_with_dependencies(GSet *used_libraries,
+ GPUMaterialLibrary *library)
{
- GSet *used_libraries = gpu_material_used_libraries(material);
-
if (BLI_gset_add(used_libraries, library->code)) {
for (int i = 0; library->dependencies[i]; i++) {
- BLI_gset_add(used_libraries, library->dependencies[i]);
+ gpu_material_use_library_with_dependencies(used_libraries, library->dependencies[i]);
}
}
}
+static void gpu_material_use_library(GPUMaterial *material, GPUMaterialLibrary *library)
+{
+ GSet *used_libraries = gpu_material_used_libraries(material);
+ gpu_material_use_library_with_dependencies(used_libraries, library);
+}
+
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNode *node;
@@ -1971,9 +1976,13 @@ static char *code_generate_material_library(GPUMaterial *material, const char *f
GSet *used_libraries = gpu_material_used_libraries(material);
+ /* Always include those because they may be needed by the execution function. */
+ gpu_material_use_library_with_dependencies(used_libraries,
+ &gpu_shader_material_world_normals_library);
+
/* Add library code in order, for dependencies. */
- for (int i = 0; gpu_material_libraries[i].code; i++) {
- GPUMaterialLibrary *library = &gpu_material_libraries[i];
+ for (int i = 0; gpu_material_libraries[i]; i++) {
+ GPUMaterialLibrary *library = gpu_material_libraries[i];
if (BLI_gset_haskey(used_libraries, library->code)) {
BLI_dynstr_append(ds, library->code);
}