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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/gpu/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/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c1123
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc825
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h28
-rw-r--r--source/blender/gpu/intern/gpu_init_exit.c2
-rw-r--r--source/blender/gpu/intern/gpu_material.c339
-rw-r--r--source/blender/gpu/intern/gpu_material_library.c904
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h27
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c117
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.h54
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc5
-rw-r--r--source/blender/gpu/intern/gpu_shader_builder_stubs.cc5
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh9
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency.cc325
13 files changed, 1447 insertions, 2316 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
deleted file mode 100644
index e462308d3ee..00000000000
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ /dev/null
@@ -1,1123 +0,0 @@
-/* SPDX-License-Identifier: GPL-2.0-or-later
- * Copyright 2005 Blender Foundation. All rights reserved. */
-
-/** \file
- * \ingroup gpu
- *
- * Convert material node-trees to GLSL.
- */
-
-#include "MEM_guardedalloc.h"
-
-#include "DNA_customdata_types.h"
-#include "DNA_image_types.h"
-
-#include "BLI_blenlib.h"
-#include "BLI_dynstr.h"
-#include "BLI_ghash.h"
-#include "BLI_hash_mm2a.h"
-#include "BLI_link_utils.h"
-#include "BLI_threads.h"
-#include "BLI_utildefines.h"
-
-#include "PIL_time.h"
-
-#include "BKE_material.h"
-
-#include "GPU_capabilities.h"
-#include "GPU_material.h"
-#include "GPU_shader.h"
-#include "GPU_uniform_buffer.h"
-#include "GPU_vertex_format.h"
-
-#include "BLI_sys_types.h" /* for intptr_t support */
-
-#include "gpu_codegen.h"
-#include "gpu_material_library.h"
-#include "gpu_node_graph.h"
-
-#include <stdarg.h>
-#include <string.h>
-
-extern char datatoc_gpu_shader_codegen_lib_glsl[];
-extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
-
-/* -------------------- GPUPass Cache ------------------ */
-/**
- * Internal shader cache: This prevent the shader recompilation / stall when
- * using undo/redo AND also allows for GPUPass reuse if the Shader code is the
- * same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
- */
-
-/* Only use one linked-list that contains the GPUPasses grouped by hash. */
-static GPUPass *pass_cache = NULL;
-static SpinLock pass_cache_spin;
-
-static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs, ListBase *attributes)
-{
- BLI_HashMurmur2A hm2a;
- BLI_hash_mm2a_init(&hm2a, 0);
- BLI_hash_mm2a_add(&hm2a, (uchar *)frag_gen, strlen(frag_gen));
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, attributes) {
- BLI_hash_mm2a_add(&hm2a, (uchar *)attr->name, strlen(attr->name));
- }
- if (defs) {
- BLI_hash_mm2a_add(&hm2a, (uchar *)defs, strlen(defs));
- }
-
- return BLI_hash_mm2a_end(&hm2a);
-}
-
-/* Search by hash only. Return first pass with the same hash.
- * There is hash collision if (pass->next && pass->next->hash == hash) */
-static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
-{
- BLI_spin_lock(&pass_cache_spin);
- /* Could be optimized with a Lookup table. */
- for (GPUPass *pass = pass_cache; pass; pass = pass->next) {
- if (pass->hash == hash) {
- BLI_spin_unlock(&pass_cache_spin);
- return pass;
- }
- }
- BLI_spin_unlock(&pass_cache_spin);
- return NULL;
-}
-
-/* Check all possible passes with the same hash. */
-static GPUPass *gpu_pass_cache_resolve_collision(GPUPass *pass,
- const char *vert,
- const char *geom,
- const char *frag,
- const char *defs,
- uint32_t hash)
-{
- BLI_spin_lock(&pass_cache_spin);
- /* Collision, need to `strcmp` the whole shader. */
- for (; pass && (pass->hash == hash); pass = pass->next) {
- if ((defs != NULL) && (!STREQ(pass->defines, defs))) { /* Pass */
- }
- else if ((geom != NULL) && (!STREQ(pass->geometrycode, geom))) { /* Pass */
- }
- else if ((!STREQ(pass->fragmentcode, frag) == 0) && (STREQ(pass->vertexcode, vert))) {
- BLI_spin_unlock(&pass_cache_spin);
- return pass;
- }
- }
- BLI_spin_unlock(&pass_cache_spin);
- return NULL;
-}
-
-/* GLSL code generation */
-
-static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
-{
- char name[1024];
-
- BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
-
- if (from == to) {
- BLI_dynstr_append(ds, name);
- }
- else if (to == GPU_FLOAT) {
- if (from == GPU_VEC4) {
- 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);
- }
- else if (from == GPU_VEC2) {
- BLI_dynstr_appendf(ds, "%s.r", name);
- }
- }
- else if (to == GPU_VEC2) {
- if (from == GPU_VEC4) {
- BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
- }
- else if (from == GPU_VEC3) {
- BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
- }
- else if (from == GPU_FLOAT) {
- BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
- }
- }
- else if (to == GPU_VEC3) {
- if (from == GPU_VEC4) {
- BLI_dynstr_appendf(ds, "%s.rgb", name);
- }
- else if (from == GPU_VEC2) {
- BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
- }
- else if (from == GPU_FLOAT) {
- BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
- }
- }
- else if (to == GPU_VEC4) {
- if (from == GPU_VEC3) {
- BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
- }
- else if (from == GPU_VEC2) {
- BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
- }
- else if (from == GPU_FLOAT) {
- BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
- }
- }
- else if (to == GPU_CLOSURE) {
- if (from == GPU_VEC4) {
- BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
- }
- else if (from == GPU_VEC3) {
- BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
- }
- else if (from == GPU_VEC2) {
- BLI_dynstr_appendf(ds, "closure_emission(%s.rrr)", name);
- }
- else if (from == GPU_FLOAT) {
- BLI_dynstr_appendf(ds, "closure_emission(vec3(%s, %s, %s))", name, name, name);
- }
- }
- else {
- BLI_dynstr_append(ds, name);
- }
-}
-
-static void codegen_print_datatype(DynStr *ds, const eGPUType type, float *data)
-{
- int i;
-
- BLI_dynstr_appendf(ds, "%s(", gpu_data_type_to_string(type));
-
- for (i = 0; i < type; i++) {
- BLI_dynstr_appendf(ds, "%.12f", data[i]);
- if (i == type - 1) {
- BLI_dynstr_append(ds, ")");
- }
- else {
- BLI_dynstr_append(ds, ", ");
- }
- }
-}
-
-static const char *gpu_builtin_name(eGPUBuiltin builtin)
-{
- if (builtin == GPU_VIEW_MATRIX) {
- return "unfviewmat";
- }
- if (builtin == GPU_OBJECT_MATRIX) {
- return "unfobmat";
- }
- if (builtin == GPU_INVERSE_VIEW_MATRIX) {
- return "unfinvviewmat";
- }
- if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
- return "unfinvobmat";
- }
- if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
- return "unflocaltoviewmat";
- }
- if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
- return "unfinvlocaltoviewmat";
- }
- if (builtin == GPU_VIEW_POSITION) {
- return "varposition";
- }
- if (builtin == GPU_WORLD_NORMAL) {
- return "varwnormal";
- }
- if (builtin == GPU_VIEW_NORMAL) {
- return "varnormal";
- }
- if (builtin == GPU_OBJECT_COLOR) {
- return "unfobjectcolor";
- }
- if (builtin == GPU_AUTO_BUMPSCALE) {
- return "unfobautobumpscale";
- }
- if (builtin == GPU_CAMERA_TEXCO_FACTORS) {
- return "unfcameratexfactors";
- }
- if (builtin == GPU_PARTICLE_SCALAR_PROPS) {
- return "unfparticlescalarprops";
- }
- if (builtin == GPU_PARTICLE_LOCATION) {
- return "unfparticleco";
- }
- if (builtin == GPU_PARTICLE_VELOCITY) {
- return "unfparticlevel";
- }
- if (builtin == GPU_PARTICLE_ANG_VELOCITY) {
- return "unfparticleangvel";
- }
- if (builtin == GPU_OBJECT_INFO) {
- return "unfobjectinfo";
- }
- if (builtin == GPU_BARYCENTRIC_TEXCO) {
- return "unfbarycentrictex";
- }
- if (builtin == GPU_BARYCENTRIC_DIST) {
- return "unfbarycentricdist";
- }
- return "";
-}
-
-static void codegen_set_unique_ids(GPUNodeGraph *graph)
-{
- int id = 1;
-
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- /* set id for unique names of uniform variables */
- input->id = id++;
- }
-
- LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
- /* set id for unique names of tmp variables storing output */
- output->id = id++;
- }
- }
-}
-
-/**
- * It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
- */
-static int codegen_process_uniforms_functions(GPUMaterial *material,
- DynStr *ds,
- GPUNodeGraph *graph)
-{
- const char *name;
- int builtins = 0;
- ListBase ubo_inputs = {NULL, NULL};
-
- /* Textures */
- LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph->textures) {
- if (tex->colorband) {
- BLI_dynstr_appendf(ds, "uniform sampler1DArray %s;\n", tex->sampler_name);
- }
- else if (tex->tiled_mapping_name[0]) {
- BLI_dynstr_appendf(ds, "uniform sampler2DArray %s;\n", tex->sampler_name);
- BLI_dynstr_appendf(ds, "uniform sampler1DArray %s;\n", tex->tiled_mapping_name);
- }
- else {
- BLI_dynstr_appendf(ds, "uniform sampler2D %s;\n", tex->sampler_name);
- }
- }
-
- /* Volume Grids */
- LISTBASE_FOREACH (GPUMaterialVolumeGrid *, grid, &graph->volume_grids) {
- BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", grid->sampler_name);
- BLI_dynstr_appendf(ds, "uniform mat4 %s = mat4(0.0);\n", grid->transform_name);
- }
-
- /* Print other uniforms */
-
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- if (input->source == GPU_SOURCE_BUILTIN) {
- /* only define each builtin uniform/varying once */
- if (!(builtins & input->builtin)) {
- builtins |= input->builtin;
- name = gpu_builtin_name(input->builtin);
-
- if (BLI_str_startswith(name, "unf")) {
- BLI_dynstr_appendf(ds, "uniform %s %s;\n", gpu_data_type_to_string(input->type), name);
- }
- else {
- BLI_dynstr_appendf(ds, "in %s %s;\n", gpu_data_type_to_string(input->type), name);
- }
- }
- }
- else if (input->source == GPU_SOURCE_STRUCT) {
- /* Add other struct here if needed. */
- BLI_dynstr_appendf(ds, "Closure strct%d = CLOSURE_DEFAULT;\n", input->id);
- }
- else if (input->source == GPU_SOURCE_UNIFORM) {
- if (!input->link) {
- /* We handle the UBOuniforms separately. */
- BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
- }
- }
- else if (input->source == GPU_SOURCE_CONSTANT) {
- BLI_dynstr_appendf(
- ds, "const %s cons%d = ", gpu_data_type_to_string(input->type), input->id);
- codegen_print_datatype(ds, input->type, input->vec);
- BLI_dynstr_append(ds, ";\n");
- }
- }
- }
-
- /* Handle the UBO block separately. */
- if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
- GPU_material_uniform_buffer_create(material, &ubo_inputs);
-
- /* Inputs are sorted */
- BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
-
- LISTBASE_FOREACH (LinkData *, link, &ubo_inputs) {
- GPUInput *input = (GPUInput *)(link->data);
- BLI_dynstr_appendf(ds, " %s unf%d;\n", gpu_data_type_to_string(input->type), input->id);
- }
- BLI_dynstr_append(ds, "};\n");
- BLI_freelistN(&ubo_inputs);
- }
-
- /* Generate the uniform attribute UBO if necessary. */
- if (!BLI_listbase_is_empty(&graph->uniform_attrs.list)) {
- BLI_dynstr_append(ds, "\nstruct UniformAttributes {\n");
- LISTBASE_FOREACH (GPUUniformAttr *, attr, &graph->uniform_attrs.list) {
- BLI_dynstr_appendf(ds, " vec4 attr%d;\n", attr->id);
- }
- BLI_dynstr_append(ds, "};\n");
- BLI_dynstr_appendf(ds, "layout (std140) uniform %s {\n", GPU_ATTRIBUTE_UBO_BLOCK_NAME);
- BLI_dynstr_append(ds, " UniformAttributes uniform_attrs[DRW_RESOURCE_CHUNK_LEN];\n");
- BLI_dynstr_append(ds, "};\n");
- BLI_dynstr_append(ds, "#define GET_UNIFORM_ATTR(name) (uniform_attrs[resource_id].name)\n");
- }
-
- BLI_dynstr_append(ds, "\n");
-
- return builtins;
-}
-
-static void codegen_declare_tmps(DynStr *ds, GPUNodeGraph *graph)
-{
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- /* declare temporary variables for node output storage */
- LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
- if (output->type == GPU_CLOSURE) {
- BLI_dynstr_appendf(ds, " Closure tmp%d;\n", output->id);
- }
- else {
- BLI_dynstr_appendf(ds, " %s tmp%d;\n", gpu_data_type_to_string(output->type), output->id);
- }
- }
- }
- BLI_dynstr_append(ds, "\n");
-}
-
-static void codegen_call_functions(DynStr *ds, GPUNodeGraph *graph)
-{
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- BLI_dynstr_appendf(ds, " %s(", node->name);
-
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- if (input->source == GPU_SOURCE_TEX) {
- BLI_dynstr_append(ds, input->texture->sampler_name);
- }
- else if (input->source == GPU_SOURCE_TEX_TILED_MAPPING) {
- BLI_dynstr_append(ds, input->texture->tiled_mapping_name);
- }
- else if (input->source == GPU_SOURCE_VOLUME_GRID) {
- BLI_dynstr_append(ds, input->volume_grid->sampler_name);
- }
- else if (input->source == GPU_SOURCE_VOLUME_GRID_TRANSFORM) {
- BLI_dynstr_append(ds, input->volume_grid->transform_name);
- }
- else if (input->source == GPU_SOURCE_OUTPUT) {
- codegen_convert_datatype(
- ds, input->link->output->type, input->type, "tmp", input->link->output->id);
- }
- else if (input->source == GPU_SOURCE_BUILTIN) {
- /* TODO(fclem): get rid of that. */
- if (input->builtin == GPU_INVERSE_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "viewinv");
- }
- else if (input->builtin == GPU_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "viewmat");
- }
- else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS) {
- BLI_dynstr_append(ds, "camtexfac");
- }
- else if (input->builtin == GPU_LOC_TO_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "localtoviewmat");
- }
- else if (input->builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
- BLI_dynstr_append(ds, "invlocaltoviewmat");
- }
- else if (input->builtin == GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "barycentricDist");
- }
- else if (input->builtin == GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "barytexco");
- }
- else if (input->builtin == GPU_OBJECT_MATRIX) {
- BLI_dynstr_append(ds, "objmat");
- }
- else if (input->builtin == GPU_OBJECT_INFO) {
- BLI_dynstr_append(ds, "ObjectInfo");
- }
- else if (input->builtin == GPU_OBJECT_COLOR) {
- BLI_dynstr_append(ds, "ObjectColor");
- }
- else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
- BLI_dynstr_append(ds, "objinv");
- }
- else if (input->builtin == GPU_VIEW_POSITION) {
- BLI_dynstr_append(ds, "viewposition");
- }
- else if (input->builtin == GPU_VIEW_NORMAL) {
- BLI_dynstr_append(ds, "facingnormal");
- }
- else if (input->builtin == GPU_WORLD_NORMAL) {
- BLI_dynstr_append(ds, "facingwnormal");
- }
- else {
- BLI_dynstr_append(ds, gpu_builtin_name(input->builtin));
- }
- }
- else if (input->source == GPU_SOURCE_STRUCT) {
- BLI_dynstr_appendf(ds, "strct%d", input->id);
- }
- else if (input->source == GPU_SOURCE_UNIFORM) {
- BLI_dynstr_appendf(ds, "unf%d", input->id);
- }
- else if (input->source == GPU_SOURCE_CONSTANT) {
- BLI_dynstr_appendf(ds, "cons%d", input->id);
- }
- else if (input->source == GPU_SOURCE_ATTR) {
- codegen_convert_datatype(ds, input->attr->gputype, input->type, "var", input->attr->id);
- }
- else if (input->source == GPU_SOURCE_UNIFORM_ATTR) {
- BLI_dynstr_appendf(ds, "GET_UNIFORM_ATTR(attr%d)", input->uniform_attr->id);
- }
-
- BLI_dynstr_append(ds, ", ");
- }
-
- LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
- BLI_dynstr_appendf(ds, "tmp%d", output->id);
- if (output->next) {
- BLI_dynstr_append(ds, ", ");
- }
- }
-
- BLI_dynstr_append(ds, ");\n");
- }
-}
-
-static void codegen_final_output(DynStr *ds, GPUOutput *finaloutput)
-{
- BLI_dynstr_appendf(ds, "return tmp%d;\n", finaloutput->id);
-}
-
-static char *code_generate_fragment(GPUMaterial *material,
- GPUNodeGraph *graph,
- const char *interface_str)
-{
- DynStr *ds = BLI_dynstr_new();
- char *code;
- int builtins;
-
- codegen_set_unique_ids(graph);
-
- /* Attributes, Shader stage interface. */
- if (interface_str) {
- BLI_dynstr_appendf(ds, "in codegenInterface {%s};\n\n", interface_str);
- }
-
- builtins = codegen_process_uniforms_functions(material, ds, graph);
-
- if (builtins & (GPU_OBJECT_INFO | GPU_OBJECT_COLOR)) {
- BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
- }
-
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, datatoc_gpu_shader_codegen_lib_glsl);
- }
-
- BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
-
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, " vec2 barytexco = barycentric_resolve(barycentricTexCo);\n");
- }
- /* TODO(fclem): get rid of that. */
- if (builtins & GPU_VIEW_MATRIX) {
- BLI_dynstr_append(ds, " #define viewmat ViewMatrix\n");
- }
- if (builtins & GPU_CAMERA_TEXCO_FACTORS) {
- BLI_dynstr_append(ds, " #define camtexfac CameraTexCoFactors\n");
- }
- if (builtins & GPU_OBJECT_MATRIX) {
- BLI_dynstr_append(ds, " #define objmat ModelMatrix\n");
- }
- if (builtins & GPU_INVERSE_OBJECT_MATRIX) {
- BLI_dynstr_append(ds, " #define objinv ModelMatrixInverse\n");
- }
- if (builtins & GPU_INVERSE_VIEW_MATRIX) {
- BLI_dynstr_append(ds, " #define viewinv ViewMatrixInverse\n");
- }
- if (builtins & GPU_LOC_TO_VIEW_MATRIX) {
- BLI_dynstr_append(ds, " #define localtoviewmat (ViewMatrix * ModelMatrix)\n");
- }
- if (builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
- BLI_dynstr_append(ds,
- " #define invlocaltoviewmat (ModelMatrixInverse * ViewMatrixInverse)\n");
- }
- if (builtins & GPU_VIEW_NORMAL) {
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds, " vec3 n;\n");
- BLI_dynstr_append(ds, " world_normals_get(n);\n");
- BLI_dynstr_append(ds, " vec3 facingnormal = transform_direction(ViewMatrix, n);\n");
- BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, " vec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
- BLI_dynstr_append(ds, "#endif\n");
- }
- if (builtins & GPU_WORLD_NORMAL) {
- BLI_dynstr_append(ds, " vec3 facingwnormal;\n");
- if (builtins & GPU_VIEW_NORMAL) {
- BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
- BLI_dynstr_append(ds, " facingwnormal = n;\n");
- BLI_dynstr_append(ds, "#else\n");
- BLI_dynstr_append(ds, " world_normals_get(facingwnormal);\n");
- BLI_dynstr_append(ds, "#endif\n");
- }
- else {
- BLI_dynstr_append(ds, " world_normals_get(facingwnormal);\n");
- }
- }
- if (builtins & GPU_VIEW_POSITION) {
- BLI_dynstr_append(ds, " #define viewposition viewPosition\n");
- }
-
- codegen_declare_tmps(ds, graph);
- codegen_call_functions(ds, graph);
-
- BLI_dynstr_append(ds, " #ifndef VOLUMETRICS\n");
- BLI_dynstr_append(ds, " if (renderPassAOV) {\n");
- BLI_dynstr_append(ds, " switch (render_pass_aov_hash()) {\n");
- GSet *aovhashes_added = BLI_gset_int_new(__func__);
- LISTBASE_FOREACH (GPUNodeGraphOutputLink *, aovlink, &graph->outlink_aovs) {
- void *aov_key = POINTER_FROM_INT(aovlink->hash);
- if (BLI_gset_haskey(aovhashes_added, aov_key)) {
- continue;
- }
- BLI_dynstr_appendf(ds, " case %d: {\n ", aovlink->hash);
- codegen_final_output(ds, aovlink->outlink->output);
- BLI_dynstr_append(ds, " }\n");
- BLI_gset_add(aovhashes_added, aov_key);
- }
- BLI_gset_free(aovhashes_added, NULL);
- BLI_dynstr_append(ds, " default: {\n");
- BLI_dynstr_append(ds, " Closure no_aov = CLOSURE_DEFAULT;\n");
- BLI_dynstr_append(ds, " no_aov.holdout = 1.0;\n");
- BLI_dynstr_append(ds, " return no_aov;\n");
- BLI_dynstr_append(ds, " }\n");
- BLI_dynstr_append(ds, " }\n");
- BLI_dynstr_append(ds, " } else {\n");
- BLI_dynstr_append(ds, " #else /* VOLUMETRICS */\n");
- BLI_dynstr_append(ds, " {\n");
- BLI_dynstr_append(ds, " #endif /* VOLUMETRICS */\n ");
- codegen_final_output(ds, graph->outlink->output);
- BLI_dynstr_append(ds, " }\n");
-
- BLI_dynstr_append(ds, "}\n");
-
- /* create shader */
- code = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
-
-#if 0
- if (G.debug & G_DEBUG) {
- printf("%s\n", code);
- }
-#endif
-
- return code;
-}
-
-static const char *attr_prefix_get(CustomDataType type)
-{
- switch (type) {
- case CD_ORCO:
- return "orco";
- case CD_MTFACE:
- return "u";
- case CD_TANGENT:
- return "t";
- case CD_MCOL:
- case CD_MLOOPCOL:
- return "c";
- case CD_PROP_COLOR:
- return "c";
- case CD_AUTO_FROM_NAME:
- return "a";
- case CD_HAIRLENGTH:
- return "hl";
- default:
- BLI_assert_msg(0, "GPUVertAttr Prefix type not found : This should not happen!");
- return "";
- }
-}
-
-/* We talk about shader stage interface, not to be mistaken with GPUShaderInterface. */
-static char *code_generate_interface(GPUNodeGraph *graph, int builtins)
-{
- if (BLI_listbase_is_empty(&graph->attributes) &&
- (builtins & (GPU_BARYCENTRIC_DIST | GPU_BARYCENTRIC_TEXCO)) == 0) {
- return NULL;
- }
-
- DynStr *ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, "\n");
-
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- if (attr->type == CD_HAIRLENGTH) {
- BLI_dynstr_appendf(ds, "float var%d;\n", attr->id);
- }
- else {
- BLI_dynstr_appendf(ds, "%s var%d;\n", gpu_data_type_to_string(attr->gputype), attr->id);
- }
- }
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "vec2 barycentricTexCo;\n");
- }
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_append(ds, "vec3 barycentricDist;\n");
- }
-
- char *code = BLI_dynstr_get_cstring(ds);
-
- BLI_dynstr_free(ds);
-
- return code;
-}
-
-static char *code_generate_vertex(GPUNodeGraph *graph,
- const char *interface_str,
- const char *vert_code,
- int builtins)
-{
- DynStr *ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, datatoc_gpu_shader_codegen_lib_glsl);
-
- /* Inputs */
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- const char *type_str = gpu_data_type_to_string(attr->gputype);
- const char *prefix = attr_prefix_get(attr->type);
- /* XXX FIXME: see notes in mesh_render_data_create() */
- /* NOTE: Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
- if (attr->type == CD_ORCO) {
- /* OPTI: orco is computed from local positions, but only if no modifier is present. */
- BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
- BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
- }
- else if (attr->type == CD_HAIRLENGTH) {
- BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
- BLI_dynstr_append(ds, "DEFINE_ATTR(float, hairLen);\n");
- }
- else if (attr->name[0] == '\0') {
- BLI_dynstr_appendf(ds, "DEFINE_ATTR(%s, %s);\n", type_str, prefix);
- BLI_dynstr_appendf(ds, "#define att%d %s\n", attr->id, prefix);
- }
- else {
- char attr_safe_name[GPU_MAX_SAFE_ATTR_NAME];
- GPU_vertformat_safe_attr_name(attr->name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
- BLI_dynstr_appendf(ds, "DEFINE_ATTR(%s, %s%s);\n", type_str, prefix, attr_safe_name);
- BLI_dynstr_appendf(ds, "#define att%d %s%s\n", attr->id, prefix, attr_safe_name);
- }
- }
-
- /* Outputs interface */
- if (interface_str) {
- BLI_dynstr_appendf(ds, "out codegenInterface {%s};\n\n", interface_str);
- }
-
- /* Prototype. Needed for hair functions. */
- BLI_dynstr_append(ds, "void pass_attr(vec3 position, mat3 normalmat, mat4 modelmatinv);\n");
- BLI_dynstr_append(ds, "#define USE_ATTR\n\n");
-
- BLI_dynstr_append(ds, vert_code);
- BLI_dynstr_append(ds, "\n\n");
-
- BLI_dynstr_append(ds, "void pass_attr(vec3 position, mat3 normalmat, mat4 modelmatinv) {\n");
-
- /* GPU_BARYCENTRIC_TEXCO cannot be computed based on gl_VertexID
- * for MESH_SHADER because of indexed drawing. In this case a
- * geometry shader is needed. */
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_appendf(ds, " barycentricTexCo = barycentric_get();\n");
- }
- if (builtins & GPU_BARYCENTRIC_DIST) {
- BLI_dynstr_appendf(ds, " barycentricDist = vec3(0);\n");
- }
-
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- if (attr->type == CD_TANGENT) { /* silly exception */
- BLI_dynstr_appendf(ds, " var%d = tangent_get(att%d, normalmat);\n", attr->id, attr->id);
- }
- else if (attr->type == CD_ORCO) {
- BLI_dynstr_appendf(
- ds, " var%d = orco_get(position, modelmatinv, OrcoTexCoFactors, orco);\n", attr->id);
- }
- else if (attr->type == CD_HAIRLENGTH) {
- BLI_dynstr_appendf(ds, " var%d = hair_len_get(hair_get_strand_id(), hairLen);\n", attr->id);
- }
- else {
- const char *type_str = gpu_data_type_to_string(attr->gputype);
- BLI_dynstr_appendf(ds, " var%d = GET_ATTR(%s, att%d);\n", attr->id, type_str, attr->id);
- }
- }
-
- BLI_dynstr_append(ds, "}\n");
-
- char *code = BLI_dynstr_get_cstring(ds);
-
- BLI_dynstr_free(ds);
-
-#if 0
- if (G.debug & G_DEBUG) {
- printf("%s\n", code);
- }
-#endif
-
- return code;
-}
-
-static char *code_generate_geometry(GPUNodeGraph *graph,
- const char *interface_str,
- const char *geom_code,
- int builtins)
-{
- if (!geom_code) {
- return NULL;
- }
-
- DynStr *ds = BLI_dynstr_new();
-
- /* Attributes, Shader interface; */
- if (interface_str) {
- BLI_dynstr_appendf(ds, "in codegenInterface {%s} dataAttrIn[];\n\n", interface_str);
- BLI_dynstr_appendf(ds, "out codegenInterface {%s} dataAttrOut;\n\n", interface_str);
- }
-
- BLI_dynstr_append(ds, datatoc_gpu_shader_codegen_lib_glsl);
-
- if (builtins & GPU_BARYCENTRIC_DIST) {
- /* geom_code should do something with this, but may not. */
- BLI_dynstr_append(ds, "#define DO_BARYCENTRIC_DISTANCES\n");
- }
-
- /* Generate varying assignments. */
- BLI_dynstr_append(ds, "#define USE_ATTR\n");
- /* This needs to be a define. Some drivers don't like variable vert index inside dataAttrIn. */
- BLI_dynstr_append(ds, "#define pass_attr(vert) {\\\n");
-
- if (builtins & GPU_BARYCENTRIC_TEXCO) {
- BLI_dynstr_append(ds, "dataAttrOut.barycentricTexCo = calc_barycentric_co(vert);\\\n");
- }
-
- LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
- /* TODO: let shader choose what to do depending on what the attribute is. */
- BLI_dynstr_appendf(ds, "dataAttrOut.var%d = dataAttrIn[vert].var%d;\\\n", attr->id, attr->id);
- }
- BLI_dynstr_append(ds, "}\n\n");
-
- BLI_dynstr_append(ds, geom_code);
-
- char *code = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
-
- return code;
-}
-
-GPUShader *GPU_pass_shader_get(GPUPass *pass)
-{
- return pass->shader;
-}
-
-/* Pass create/free */
-
-static bool gpu_pass_is_valid(GPUPass *pass)
-{
- /* Shader is not null if compilation is successful. */
- return (pass->compiled == false || pass->shader != NULL);
-}
-
-GPUPass *GPU_generate_pass(GPUMaterial *material,
- GPUNodeGraph *graph,
- const char *vert_code,
- const char *geom_code,
- const char *frag_lib,
- const char *defines)
-{
- /* Prune the unused nodes and extract attributes before compiling so the
- * generated VBOs are ready to accept the future shader. */
- gpu_node_graph_prune_unused(graph);
- gpu_node_graph_finalize_uniform_attrs(graph);
-
- int builtins = 0;
- LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
- if (input->source == GPU_SOURCE_BUILTIN) {
- builtins |= input->builtin;
- }
- }
- }
- /* generate code */
- char *interface_str = code_generate_interface(graph, builtins);
- char *fragmentgen = code_generate_fragment(material, graph, interface_str);
-
- /* Cache lookup: Reuse shaders already compiled */
- uint32_t hash = gpu_pass_hash(fragmentgen, defines, &graph->attributes);
- GPUPass *pass_hash = gpu_pass_cache_lookup(hash);
-
- if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) {
- /* No collision, just return the pass. */
- MEM_SAFE_FREE(interface_str);
- MEM_freeN(fragmentgen);
- if (!gpu_pass_is_valid(pass_hash)) {
- /* Shader has already been created but failed to compile. */
- return NULL;
- }
- pass_hash->refcount += 1;
- return pass_hash;
- }
-
- /* Either the shader is not compiled or there is a hash collision...
- * continue generating the shader strings. */
- GSet *used_libraries = gpu_material_used_libraries(material);
- char *tmp = gpu_material_library_generate_code(used_libraries, frag_lib);
-
- char *geometrycode = code_generate_geometry(graph, interface_str, geom_code, builtins);
- char *vertexcode = code_generate_vertex(graph, interface_str, vert_code, builtins);
- char *fragmentcode = BLI_strdupcat(tmp, fragmentgen);
-
- MEM_SAFE_FREE(interface_str);
- MEM_freeN(fragmentgen);
- MEM_freeN(tmp);
-
- GPUPass *pass = NULL;
- if (pass_hash) {
- /* Cache lookup: Reuse shaders already compiled */
- pass = gpu_pass_cache_resolve_collision(
- pass_hash, vertexcode, geometrycode, fragmentcode, defines, hash);
- }
-
- if (pass) {
- MEM_SAFE_FREE(vertexcode);
- MEM_SAFE_FREE(fragmentcode);
- MEM_SAFE_FREE(geometrycode);
-
- /* Cache hit. Reuse the same GPUPass and GPUShader. */
- if (!gpu_pass_is_valid(pass)) {
- /* Shader has already been created but failed to compile. */
- return NULL;
- }
-
- pass->refcount += 1;
- }
- else {
- /* We still create a pass even if shader compilation
- * fails to avoid trying to compile again and again. */
- pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
- pass->shader = NULL;
- pass->refcount = 1;
- pass->hash = hash;
- pass->vertexcode = vertexcode;
- pass->fragmentcode = fragmentcode;
- pass->geometrycode = geometrycode;
- pass->defines = (defines) ? BLI_strdup(defines) : NULL;
- pass->compiled = false;
-
- BLI_spin_lock(&pass_cache_spin);
- if (pass_hash != NULL) {
- /* Add after the first pass having the same hash. */
- pass->next = pass_hash->next;
- pass_hash->next = pass;
- }
- else {
- /* No other pass have same hash, just prepend to the list. */
- BLI_LINKS_PREPEND(pass_cache, pass);
- }
- BLI_spin_unlock(&pass_cache_spin);
- }
-
- return pass;
-}
-
-static int count_active_texture_sampler(GPUShader *shader, const char *source)
-{
- const char *code = source;
-
- /* Remember this is per stage. */
- GSet *sampler_ids = BLI_gset_int_new(__func__);
- int num_samplers = 0;
-
- while ((code = strstr(code, "uniform "))) {
- /* Move past "uniform". */
- code += 7;
- /* Skip following spaces. */
- while (*code == ' ') {
- code++;
- }
- /* Skip "i" from potential isamplers. */
- if (*code == 'i') {
- code++;
- }
- /* Skip following spaces. */
- if (BLI_str_startswith(code, "sampler")) {
- /* Move past "uniform". */
- code += 7;
- /* Skip sampler type suffix. */
- while (!ELEM(*code, ' ', '\0')) {
- code++;
- }
- /* Skip following spaces. */
- while (*code == ' ') {
- code++;
- }
-
- if (*code != '\0') {
- char sampler_name[64];
- code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
- int id = GPU_shader_get_uniform(shader, sampler_name);
-
- if (id == -1) {
- continue;
- }
- /* Catch duplicates. */
- if (BLI_gset_add(sampler_ids, POINTER_FROM_INT(id))) {
- num_samplers++;
- }
- }
- }
- }
-
- BLI_gset_free(sampler_ids, NULL);
-
- return num_samplers;
-}
-
-static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader)
-{
- if (shader == NULL) {
- return false;
- }
-
- /* NOTE: The only drawback of this method is that it will count a sampler
- * used in the fragment shader and only declared (but not used) in the vertex
- * shader as used by both. But this corner case is not happening for now. */
- int vert_samplers_len = count_active_texture_sampler(shader, pass->vertexcode);
- int frag_samplers_len = count_active_texture_sampler(shader, pass->fragmentcode);
-
- int total_samplers_len = vert_samplers_len + frag_samplers_len;
-
- /* Validate against opengl limit. */
- if ((frag_samplers_len > GPU_max_textures_frag()) ||
- (vert_samplers_len > GPU_max_textures_vert())) {
- return false;
- }
-
- if (pass->geometrycode) {
- int geom_samplers_len = count_active_texture_sampler(shader, pass->geometrycode);
- total_samplers_len += geom_samplers_len;
- if (geom_samplers_len > GPU_max_textures_geom()) {
- return false;
- }
- }
-
- return (total_samplers_len <= GPU_max_textures());
-}
-
-bool GPU_pass_compile(GPUPass *pass, const char *shname)
-{
- bool success = true;
- if (!pass->compiled) {
- GPUShader *shader = GPU_shader_create(
- pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
-
- /* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
- * We need to make sure to count active samplers to avoid undefined behavior. */
- if (!gpu_pass_shader_validate(pass, shader)) {
- success = false;
- if (shader != NULL) {
- fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
- GPU_shader_free(shader);
- shader = NULL;
- }
- }
- pass->shader = shader;
- pass->compiled = true;
- }
-
- return success;
-}
-
-void GPU_pass_release(GPUPass *pass)
-{
- BLI_assert(pass->refcount > 0);
- pass->refcount--;
-}
-
-static void gpu_pass_free(GPUPass *pass)
-{
- BLI_assert(pass->refcount == 0);
- if (pass->shader) {
- GPU_shader_free(pass->shader);
- }
- MEM_SAFE_FREE(pass->fragmentcode);
- MEM_SAFE_FREE(pass->geometrycode);
- MEM_SAFE_FREE(pass->vertexcode);
- MEM_SAFE_FREE(pass->defines);
- MEM_freeN(pass);
-}
-
-void GPU_pass_cache_garbage_collect(void)
-{
- static int lasttime = 0;
- const int shadercollectrate = 60; /* hardcoded for now. */
- int ctime = (int)PIL_check_seconds_timer();
-
- if (ctime < shadercollectrate + lasttime) {
- return;
- }
-
- lasttime = ctime;
-
- BLI_spin_lock(&pass_cache_spin);
- GPUPass *next, **prev_pass = &pass_cache;
- for (GPUPass *pass = pass_cache; pass; pass = next) {
- next = pass->next;
- if (pass->refcount == 0) {
- /* Remove from list */
- *prev_pass = next;
- gpu_pass_free(pass);
- }
- else {
- prev_pass = &pass->next;
- }
- }
- BLI_spin_unlock(&pass_cache_spin);
-}
-
-void GPU_pass_cache_init(void)
-{
- BLI_spin_init(&pass_cache_spin);
-}
-
-void GPU_pass_cache_free(void)
-{
- BLI_spin_lock(&pass_cache_spin);
- while (pass_cache) {
- GPUPass *next = pass_cache->next;
- gpu_pass_free(pass_cache);
- pass_cache = next;
- }
- BLI_spin_unlock(&pass_cache_spin);
-
- BLI_spin_end(&pass_cache_spin);
-}
-
-/* Module */
-
-void gpu_codegen_init(void)
-{
-}
-
-void gpu_codegen_exit(void)
-{
- BKE_material_defaults_free_gpu();
- GPU_shader_free_builtin_shaders();
-}
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
new file mode 100644
index 00000000000..8963fa45c96
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -0,0 +1,825 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2005 Blender Foundation. */
+
+/** \file
+ * \ingroup gpu
+ *
+ * Convert material node-trees to GLSL.
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_customdata_types.h"
+#include "DNA_image_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_dynstr.h"
+#include "BLI_ghash.h"
+#include "BLI_hash_mm2a.h"
+#include "BLI_link_utils.h"
+#include "BLI_threads.h"
+#include "BLI_utildefines.h"
+
+#include "PIL_time.h"
+
+#include "BKE_material.h"
+#include "BKE_world.h"
+
+#include "GPU_capabilities.h"
+#include "GPU_material.h"
+#include "GPU_shader.h"
+#include "GPU_uniform_buffer.h"
+#include "GPU_vertex_format.h"
+
+#include "BLI_sys_types.h" /* for intptr_t support */
+
+#include "gpu_codegen.h"
+#include "gpu_material_library.h"
+#include "gpu_node_graph.h"
+#include "gpu_shader_create_info.hh"
+#include "gpu_shader_dependency_private.h"
+
+#include <stdarg.h>
+#include <string.h>
+
+#include <sstream>
+#include <string>
+
+using namespace blender::gpu::shader;
+
+struct GPUCodegenCreateInfo : ShaderCreateInfo {
+ struct NameBuffer {
+ char attr_names[16][GPU_MAX_SAFE_ATTR_NAME + 1];
+ char var_names[16][8];
+ };
+
+ /** Optional generated interface. */
+ StageInterfaceInfo *interface_generated = nullptr;
+ /** Optional name buffer containing names referenced by StringRefNull. */
+ NameBuffer *name_buffer = nullptr;
+
+ GPUCodegenCreateInfo(const char *name) : ShaderCreateInfo(name){};
+ ~GPUCodegenCreateInfo()
+ {
+ delete interface_generated;
+ MEM_delete(name_buffer);
+ };
+};
+
+struct GPUPass {
+ struct GPUPass *next;
+
+ GPUShader *shader;
+ GPUCodegenCreateInfo *create_info = nullptr;
+ /** Orphaned GPUPasses gets freed by the garbage collector. */
+ uint refcount;
+ /** Identity hash generated from all GLSL code. */
+ uint32_t hash;
+ /** Did we already tried to compile the attached GPUShader. */
+ bool compiled;
+};
+
+/* -------------------------------------------------------------------- */
+/** \name GPUPass Cache
+ *
+ * Internal shader cache: This prevent the shader recompilation / stall when
+ * using undo/redo AND also allows for GPUPass reuse if the Shader code is the
+ * same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
+ */
+
+/* Only use one linklist that contains the GPUPasses grouped by hash. */
+static GPUPass *pass_cache = nullptr;
+static SpinLock pass_cache_spin;
+
+/* Search by hash only. Return first pass with the same hash.
+ * There is hash collision if (pass->next && pass->next->hash == hash) */
+static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ /* Could be optimized with a Lookup table. */
+ for (GPUPass *pass = pass_cache; pass; pass = pass->next) {
+ if (pass->hash == hash) {
+ BLI_spin_unlock(&pass_cache_spin);
+ return pass;
+ }
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+ return nullptr;
+}
+
+static void gpu_pass_cache_insert_after(GPUPass *node, GPUPass *pass)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ if (node != nullptr) {
+ /* Add after the first pass having the same hash. */
+ pass->next = node->next;
+ node->next = pass;
+ }
+ else {
+ /* No other pass have same hash, just prepend to the list. */
+ BLI_LINKS_PREPEND(pass_cache, pass);
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+}
+
+/* Check all possible passes with the same hash. */
+static GPUPass *gpu_pass_cache_resolve_collision(GPUPass *pass,
+ GPUShaderCreateInfo *info,
+ uint32_t hash)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ for (; pass && (pass->hash == hash); pass = pass->next) {
+ if (*reinterpret_cast<ShaderCreateInfo *>(info) ==
+ *reinterpret_cast<ShaderCreateInfo *>(pass->create_info)) {
+ BLI_spin_unlock(&pass_cache_spin);
+ return pass;
+ }
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+ return nullptr;
+}
+
+static bool gpu_pass_is_valid(GPUPass *pass)
+{
+ /* Shader is not null if compilation is successful. */
+ return (pass->compiled == false || pass->shader != nullptr);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Type > string conversion
+ * \{ */
+
+static std::ostream &operator<<(std::ostream &stream, const GPUInput *input)
+{
+ switch (input->source) {
+ case GPU_SOURCE_FUNCTION_CALL:
+ case GPU_SOURCE_OUTPUT:
+ return stream << "tmp" << input->id;
+ case GPU_SOURCE_CONSTANT:
+ return stream << "cons" << input->id;
+ case GPU_SOURCE_UNIFORM:
+ return stream << "node_tree.u" << input->id;
+ case GPU_SOURCE_ATTR:
+ return stream << "var_attrs.v" << input->attr->id;
+ case GPU_SOURCE_UNIFORM_ATTR:
+ return stream << "unf_attrs[resource_id].attr" << input->uniform_attr->id;
+ case GPU_SOURCE_STRUCT:
+ return stream << "strct" << input->id;
+ case GPU_SOURCE_TEX:
+ return stream << input->texture->sampler_name;
+ case GPU_SOURCE_TEX_TILED_MAPPING:
+ return stream << input->texture->tiled_mapping_name;
+ case GPU_SOURCE_VOLUME_GRID:
+ return stream << input->volume_grid->sampler_name;
+ case GPU_SOURCE_VOLUME_GRID_TRANSFORM:
+ return stream << input->volume_grid->transform_name;
+ default:
+ BLI_assert(0);
+ return stream;
+ }
+}
+
+static std::ostream &operator<<(std::ostream &stream, const GPUOutput *output)
+{
+ return stream << "tmp" << output->id;
+}
+
+/* Trick type to change overload and keep a somewhat nice syntax. */
+struct GPUConstant : public GPUInput {
+};
+
+/* Print data constructor (i.e: vec2(1.0f, 1.0f)). */
+static std::ostream &operator<<(std::ostream &stream, const GPUConstant *input)
+{
+ stream << input->type << "(";
+ for (int i = 0; i < input->type; i++) {
+ char formated_float[32];
+ /* Print with the maximum precision for single precision float using scientific notation.
+ * See https://stackoverflow.com/questions/16839658/#answer-21162120 */
+ SNPRINTF(formated_float, "%.9g", input->vec[i]);
+ stream << formated_float;
+ if (i < input->type - 1) {
+ stream << ", ";
+ }
+ }
+ stream << ")";
+ return stream;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name GLSL code generation
+ * \{ */
+
+class GPUCodegen {
+ public:
+ GPUMaterial &mat;
+ GPUNodeGraph &graph;
+ GPUCodegenOutput output = {};
+ GPUCodegenCreateInfo *create_info = nullptr;
+
+ private:
+ uint32_t hash_ = 0;
+ BLI_HashMurmur2A hm2a_;
+ ListBase ubo_inputs_ = {nullptr, nullptr};
+
+ public:
+ GPUCodegen(GPUMaterial *mat_, GPUNodeGraph *graph_) : mat(*mat_), graph(*graph_)
+ {
+ BLI_hash_mm2a_init(&hm2a_, GPU_material_uuid_get(&mat));
+ BLI_hash_mm2a_add_int(&hm2a_, GPU_material_flag(&mat));
+ create_info = new GPUCodegenCreateInfo("codegen");
+ output.create_info = reinterpret_cast<GPUShaderCreateInfo *>(
+ static_cast<ShaderCreateInfo *>(create_info));
+
+ if (GPU_material_flag_get(mat_, GPU_MATFLAG_OBJECT_INFO)) {
+ create_info->additional_info("draw_object_infos");
+ }
+ }
+
+ ~GPUCodegen()
+ {
+ MEM_SAFE_FREE(output.attr_load);
+ MEM_SAFE_FREE(output.surface);
+ MEM_SAFE_FREE(output.volume);
+ MEM_SAFE_FREE(output.thickness);
+ MEM_SAFE_FREE(output.displacement);
+ MEM_SAFE_FREE(output.material_functions);
+ delete create_info;
+ BLI_freelistN(&ubo_inputs_);
+ };
+
+ void generate_graphs();
+ void generate_uniform_buffer();
+ void generate_attribs();
+ void generate_resources();
+ void generate_library();
+
+ uint32_t hash_get() const
+ {
+ return hash_;
+ }
+
+ private:
+ void set_unique_ids();
+
+ void node_serialize(std::stringstream &eval_ss, const GPUNode *node);
+ char *graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link);
+
+ static char *extract_c_str(std::stringstream &stream)
+ {
+ auto string = stream.str();
+ return BLI_strdup(string.c_str());
+ }
+};
+
+static char attr_prefix_get(CustomDataType type)
+{
+ switch (type) {
+ case CD_MTFACE:
+ return 'u';
+ case CD_TANGENT:
+ return 't';
+ case CD_MCOL:
+ case CD_MLOOPCOL:
+ return 'c';
+ case CD_PROP_COLOR:
+ return 'c';
+ case CD_AUTO_FROM_NAME:
+ return 'a';
+ case CD_HAIRLENGTH:
+ return 'l';
+ default:
+ BLI_assert_msg(0, "GPUVertAttr Prefix type not found : This should not happen!");
+ return '\0';
+ }
+}
+
+void GPUCodegen::generate_attribs()
+{
+ if (BLI_listbase_is_empty(&graph.attributes)) {
+ output.attr_load = nullptr;
+ return;
+ }
+
+ GPUCodegenCreateInfo &info = *create_info;
+
+ info.name_buffer = MEM_new<GPUCodegenCreateInfo::NameBuffer>("info.name_buffer");
+ info.interface_generated = new StageInterfaceInfo("codegen_iface", "var_attrs");
+ StageInterfaceInfo &iface = *info.interface_generated;
+ info.vertex_out(iface);
+
+ /* Input declaration, loading / assignment to interface and geometry shader passthrough. */
+ std::stringstream decl_ss, iface_ss, load_ss;
+
+ int slot = 15;
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph.attributes) {
+
+ /* NOTE: Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
+ if (attr->type == CD_ORCO) {
+ /* OPTI: orco is computed from local positions, but only if no modifier is present. */
+ STRNCPY(info.name_buffer->attr_names[slot], "orco");
+ }
+ else {
+ char *name = info.name_buffer->attr_names[slot];
+ name[0] = attr_prefix_get(static_cast<CustomDataType>(attr->type));
+ name[1] = '\0';
+ if (attr->name[0] != '\0') {
+ /* XXX FIXME: see notes in mesh_render_data_create() */
+ GPU_vertformat_safe_attr_name(attr->name, &name[1], GPU_MAX_SAFE_ATTR_NAME);
+ }
+ }
+ SNPRINTF(info.name_buffer->var_names[slot], "v%d", attr->id);
+
+ blender::StringRefNull attr_name = info.name_buffer->attr_names[slot];
+ blender::StringRefNull var_name = info.name_buffer->var_names[slot];
+
+ eGPUType input_type, iface_type;
+
+ load_ss << "var_attrs." << var_name;
+ switch (attr->type) {
+ case CD_ORCO:
+ /* Need vec4 to detect usage of default attribute. */
+ input_type = GPU_VEC4;
+ iface_type = GPU_VEC3;
+ load_ss << " = attr_load_orco(" << attr_name << ");\n";
+ break;
+ case CD_HAIRLENGTH:
+ iface_type = input_type = GPU_FLOAT;
+ load_ss << " = attr_load_" << input_type << "(" << attr_name << ");\n";
+ break;
+ case CD_TANGENT:
+ iface_type = input_type = GPU_VEC4;
+ load_ss << " = attr_load_tangent(" << attr_name << ");\n";
+ break;
+ case CD_MTFACE:
+ iface_type = input_type = GPU_VEC3;
+ load_ss << " = attr_load_uv(" << attr_name << ");\n";
+ break;
+ case CD_MCOL:
+ iface_type = input_type = GPU_VEC4;
+ load_ss << " = attr_load_color(" << attr_name << ");\n";
+ break;
+ default:
+ iface_type = input_type = GPU_VEC4;
+ load_ss << " = attr_load_" << input_type << "(" << attr_name << ");\n";
+ break;
+ }
+
+ info.vertex_in(slot--, to_type(input_type), attr_name);
+ iface.smooth(to_type(iface_type), var_name);
+ }
+
+ output.attr_load = extract_c_str(load_ss);
+}
+
+void GPUCodegen::generate_resources()
+{
+ GPUCodegenCreateInfo &info = *create_info;
+
+ std::stringstream ss;
+
+ /* Textures. */
+ LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph.textures) {
+ if (tex->colorband) {
+ info.sampler(0, ImageType::FLOAT_1D_ARRAY, tex->sampler_name, Frequency::BATCH);
+ }
+ else if (tex->tiled_mapping_name[0] != '\0') {
+ info.sampler(0, ImageType::FLOAT_2D_ARRAY, tex->sampler_name, Frequency::BATCH);
+ info.sampler(0, ImageType::FLOAT_1D_ARRAY, tex->tiled_mapping_name, Frequency::BATCH);
+ }
+ else {
+ info.sampler(0, ImageType::FLOAT_2D, tex->sampler_name, Frequency::BATCH);
+ }
+ }
+ /* Volume Grids. */
+ LISTBASE_FOREACH (GPUMaterialVolumeGrid *, grid, &graph.volume_grids) {
+ info.sampler(0, ImageType::FLOAT_3D, grid->sampler_name, Frequency::BATCH);
+ /* TODO(@fclem): Global uniform. To put in an UBO. */
+ info.push_constant(Type::MAT4, grid->transform_name);
+ }
+
+ if (!BLI_listbase_is_empty(&ubo_inputs_)) {
+ /* NOTE: generate_uniform_buffer() should have sorted the inputs before this. */
+ ss << "struct NodeTree {\n";
+ LISTBASE_FOREACH (LinkData *, link, &ubo_inputs_) {
+ GPUInput *input = (GPUInput *)(link->data);
+ ss << input->type << " u" << input->id << ";\n";
+ }
+ ss << "};\n\n";
+
+ info.uniform_buf(0, "NodeTree", GPU_UBO_BLOCK_NAME, Frequency::BATCH);
+ }
+
+ if (!BLI_listbase_is_empty(&graph.uniform_attrs.list)) {
+ ss << "struct UniformAttrs {\n";
+ LISTBASE_FOREACH (GPUUniformAttr *, attr, &graph.uniform_attrs.list) {
+ ss << "vec4 attr" << attr->id << ";\n";
+ }
+ ss << "};\n\n";
+
+ /* TODO(fclem): Use the macro for length. Currently not working for EEVEE. */
+ /* DRW_RESOURCE_CHUNK_LEN = 512 */
+ info.uniform_buf(0, "UniformAttrs", GPU_ATTRIBUTE_UBO_BLOCK_NAME "[512]", Frequency::BATCH);
+ }
+
+ info.typedef_source_generated = ss.str();
+}
+
+void GPUCodegen::generate_library()
+{
+ GPUCodegenCreateInfo &info = *create_info;
+
+ void *value;
+ GSetIterState pop_state = {};
+ while (BLI_gset_pop(graph.used_libraries, &pop_state, &value)) {
+ auto deps = gpu_shader_dependency_get_resolved_source((const char *)value);
+ info.dependencies_generated.extend_non_duplicates(deps);
+ }
+}
+
+void GPUCodegen::node_serialize(std::stringstream &eval_ss, const GPUNode *node)
+{
+ /* Declare constants. */
+ LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
+ switch (input->source) {
+ case GPU_SOURCE_FUNCTION_CALL:
+ eval_ss << input->type << " " << input << "; " << input->function_call << input << ");\n";
+ break;
+ case GPU_SOURCE_STRUCT:
+ eval_ss << input->type << " " << input << " = CLOSURE_DEFAULT;\n";
+ break;
+ case GPU_SOURCE_CONSTANT:
+ eval_ss << input->type << " " << input << " = " << (GPUConstant *)input << ";\n";
+ break;
+ default:
+ break;
+ }
+ }
+ /* Declare temporary variables for node output storage. */
+ LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
+ eval_ss << output->type << " " << output << ";\n";
+ }
+
+ /* Function call. */
+ eval_ss << node->name << "(";
+ /* Input arguments. */
+ LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
+ switch (input->source) {
+ case GPU_SOURCE_OUTPUT:
+ case GPU_SOURCE_ATTR: {
+ /* These inputs can have non matching types. Do conversion. */
+ eGPUType to = input->type;
+ eGPUType from = (input->source == GPU_SOURCE_ATTR) ? input->attr->gputype :
+ input->link->output->type;
+ if (from != to) {
+ /* Use defines declared inside codegen_lib (i.e: vec4_from_float). */
+ eval_ss << to << "_from_" << from << "(";
+ }
+
+ if (input->source == GPU_SOURCE_ATTR) {
+ eval_ss << input;
+ }
+ else {
+ eval_ss << input->link->output;
+ }
+
+ if (from != to) {
+ eval_ss << ")";
+ }
+ break;
+ }
+ default:
+ eval_ss << input;
+ break;
+ }
+ eval_ss << ", ";
+ }
+ /* Output arguments. */
+ LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
+ eval_ss << output;
+ if (output->next) {
+ eval_ss << ", ";
+ }
+ }
+ eval_ss << ");\n\n";
+}
+
+char *GPUCodegen::graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link)
+{
+ if (output_link == nullptr) {
+ return nullptr;
+ }
+
+ std::stringstream eval_ss;
+ /* NOTE: The node order is already top to bottom (or left to right in node editor)
+ * because of the evaluation order inside ntreeExecGPUNodes(). */
+ LISTBASE_FOREACH (GPUNode *, node, &graph.nodes) {
+ if ((node->tag & tree_tag) == 0) {
+ continue;
+ }
+ node_serialize(eval_ss, node);
+ }
+ eval_ss << "return " << output_link->output << ";\n";
+
+ char *eval_c_str = extract_c_str(eval_ss);
+ BLI_hash_mm2a_add(&hm2a_, (uchar *)eval_c_str, eval_ss.str().size());
+ return eval_c_str;
+}
+
+void GPUCodegen::generate_uniform_buffer()
+{
+ /* Extract uniform inputs. */
+ LISTBASE_FOREACH (GPUNode *, node, &graph.nodes) {
+ LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
+ if (input->source == GPU_SOURCE_UNIFORM && !input->link) {
+ /* We handle the UBO uniforms separately. */
+ BLI_addtail(&ubo_inputs_, BLI_genericNodeN(input));
+ }
+ }
+ }
+ if (!BLI_listbase_is_empty(&ubo_inputs_)) {
+ /* This sorts the inputs based on size. */
+ GPU_material_uniform_buffer_create(&mat, &ubo_inputs_);
+ }
+}
+
+/* Sets id for unique names for all inputs, resources and temp variables. */
+void GPUCodegen::set_unique_ids()
+{
+ int id = 1;
+ LISTBASE_FOREACH (GPUNode *, node, &graph.nodes) {
+ LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
+ input->id = id++;
+ }
+ LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
+ output->id = id++;
+ }
+ }
+}
+
+void GPUCodegen::generate_graphs()
+{
+ set_unique_ids();
+
+ output.surface = graph_serialize(GPU_NODE_TAG_SURFACE | GPU_NODE_TAG_AOV, graph.outlink_surface);
+ output.volume = graph_serialize(GPU_NODE_TAG_VOLUME, graph.outlink_volume);
+ output.displacement = graph_serialize(GPU_NODE_TAG_DISPLACEMENT, graph.outlink_displacement);
+ output.thickness = graph_serialize(GPU_NODE_TAG_THICKNESS, graph.outlink_thickness);
+
+ if (!BLI_listbase_is_empty(&graph.material_functions)) {
+ std::stringstream eval_ss;
+ eval_ss << "\n/* Generated Functions */\n\n";
+ LISTBASE_FOREACH (GPUNodeGraphFunctionLink *, func_link, &graph.material_functions) {
+ char *fn = graph_serialize(GPU_NODE_TAG_FUNCTION, func_link->outlink);
+ eval_ss << "float " << func_link->name << "() {\n" << fn << "}\n\n";
+ MEM_SAFE_FREE(fn);
+ }
+ output.material_functions = extract_c_str(eval_ss);
+ }
+
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph.attributes) {
+ BLI_hash_mm2a_add(&hm2a_, (uchar *)attr->name, strlen(attr->name));
+ }
+
+ hash_ = BLI_hash_mm2a_end(&hm2a_);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name GPUPass
+ * \{ */
+
+GPUPass *GPU_generate_pass(GPUMaterial *material,
+ GPUNodeGraph *graph,
+ GPUCodegenCallbackFn finalize_source_cb,
+ void *thunk)
+{
+ /* Prune the unused nodes and extract attributes before compiling so the
+ * generated VBOs are ready to accept the future shader. */
+ gpu_node_graph_prune_unused(graph);
+ gpu_node_graph_finalize_uniform_attrs(graph);
+
+ GPUCodegen codegen(material, graph);
+ codegen.generate_graphs();
+ codegen.generate_uniform_buffer();
+
+ /* Cache lookup: Reuse shaders already compiled. */
+ GPUPass *pass_hash = gpu_pass_cache_lookup(codegen.hash_get());
+
+ /* FIXME(fclem): This is broken. Since we only check for the hash and not the full source
+ * there is no way to have a collision currently. Some advocated to only use a bigger hash. */
+ if (pass_hash && (pass_hash->next == nullptr || pass_hash->next->hash != codegen.hash_get())) {
+ if (!gpu_pass_is_valid(pass_hash)) {
+ /* Shader has already been created but failed to compile. */
+ return nullptr;
+ }
+ /* No collision, just return the pass. */
+ pass_hash->refcount += 1;
+ return pass_hash;
+ }
+
+ /* Either the shader is not compiled or there is a hash collision...
+ * continue generating the shader strings. */
+ codegen.generate_attribs();
+ codegen.generate_resources();
+ codegen.generate_library();
+
+ /* Make engine add its own code and implement the generated functions. */
+ finalize_source_cb(thunk, material, &codegen.output);
+
+ GPUPass *pass = nullptr;
+ if (pass_hash) {
+ /* Cache lookup: Reuse shaders already compiled. */
+ pass = gpu_pass_cache_resolve_collision(
+ pass_hash, codegen.output.create_info, codegen.hash_get());
+ }
+
+ if (pass) {
+ /* Cache hit. Reuse the same GPUPass and GPUShader. */
+ if (!gpu_pass_is_valid(pass)) {
+ /* Shader has already been created but failed to compile. */
+ return nullptr;
+ }
+ pass->refcount += 1;
+ }
+ else {
+ /* We still create a pass even if shader compilation
+ * fails to avoid trying to compile again and again. */
+ pass = (GPUPass *)MEM_callocN(sizeof(GPUPass), "GPUPass");
+ pass->shader = nullptr;
+ pass->refcount = 1;
+ pass->create_info = codegen.create_info;
+ pass->hash = codegen.hash_get();
+ pass->compiled = false;
+
+ codegen.create_info = nullptr;
+
+ gpu_pass_cache_insert_after(pass_hash, pass);
+ }
+ return pass;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Compilation
+ * \{ */
+
+static int count_active_texture_sampler(GPUPass *pass, GPUShader *shader)
+{
+ int num_samplers = 0;
+
+ for (const ShaderCreateInfo::Resource &res : pass->create_info->pass_resources_) {
+ if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
+ if (GPU_shader_get_uniform(shader, res.sampler.name.c_str()) != -1) {
+ num_samplers += 1;
+ }
+ }
+ }
+
+ return num_samplers;
+}
+
+static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader)
+{
+ if (shader == nullptr) {
+ return false;
+ }
+
+ /* NOTE: The only drawback of this method is that it will count a sampler
+ * used in the fragment shader and only declared (but not used) in the vertex
+ * shader as used by both. But this corner case is not happening for now. */
+ int active_samplers_len = count_active_texture_sampler(pass, shader);
+
+ /* Validate against opengl limit. */
+ if ((active_samplers_len > GPU_max_textures_frag()) ||
+ (active_samplers_len > GPU_max_textures_vert())) {
+ return false;
+ }
+
+ if (pass->create_info->geometry_source_.is_empty() == false) {
+ if (active_samplers_len > GPU_max_textures_geom()) {
+ return false;
+ }
+ }
+
+ return (active_samplers_len * 3 <= GPU_max_textures());
+}
+
+bool GPU_pass_compile(GPUPass *pass, const char *shname)
+{
+ bool success = true;
+ if (!pass->compiled) {
+ GPUShaderCreateInfo *info = reinterpret_cast<GPUShaderCreateInfo *>(
+ static_cast<ShaderCreateInfo *>(pass->create_info));
+
+ pass->create_info->name_ = shname;
+
+ GPUShader *shader = GPU_shader_create_from_info(info);
+
+ /* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
+ * We need to make sure to count active samplers to avoid undefined behavior. */
+ if (!gpu_pass_shader_validate(pass, shader)) {
+ success = false;
+ if (shader != nullptr) {
+ fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
+ GPU_shader_free(shader);
+ shader = nullptr;
+ }
+ }
+ pass->shader = shader;
+ pass->compiled = true;
+ }
+ return success;
+}
+
+GPUShader *GPU_pass_shader_get(GPUPass *pass)
+{
+ return pass->shader;
+}
+
+void GPU_pass_release(GPUPass *pass)
+{
+ BLI_assert(pass->refcount > 0);
+ pass->refcount--;
+}
+
+static void gpu_pass_free(GPUPass *pass)
+{
+ BLI_assert(pass->refcount == 0);
+ if (pass->shader) {
+ GPU_shader_free(pass->shader);
+ }
+ delete pass->create_info;
+ MEM_freeN(pass);
+}
+
+void GPU_pass_cache_garbage_collect(void)
+{
+ static int lasttime = 0;
+ const int shadercollectrate = 60; /* hardcoded for now. */
+ int ctime = (int)PIL_check_seconds_timer();
+
+ if (ctime < shadercollectrate + lasttime) {
+ return;
+ }
+
+ lasttime = ctime;
+
+ BLI_spin_lock(&pass_cache_spin);
+ GPUPass *next, **prev_pass = &pass_cache;
+ for (GPUPass *pass = pass_cache; pass; pass = next) {
+ next = pass->next;
+ if (pass->refcount == 0) {
+ /* Remove from list */
+ *prev_pass = next;
+ gpu_pass_free(pass);
+ }
+ else {
+ prev_pass = &pass->next;
+ }
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+}
+
+void GPU_pass_cache_init(void)
+{
+ BLI_spin_init(&pass_cache_spin);
+}
+
+void GPU_pass_cache_free(void)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ while (pass_cache) {
+ GPUPass *next = pass_cache->next;
+ gpu_pass_free(pass_cache);
+ pass_cache = next;
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+
+ BLI_spin_end(&pass_cache_spin);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Module
+ * \{ */
+
+void gpu_codegen_init(void)
+{
+}
+
+void gpu_codegen_exit(void)
+{
+ // BKE_world_defaults_free_gpu();
+ BKE_material_defaults_free_gpu();
+ GPU_shader_free_builtin_shaders();
+}
+
+/** \} */ \ No newline at end of file
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 0e99476d3ea..95a672c0400 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -9,36 +9,24 @@
#pragma once
+#include "GPU_material.h"
+#include "GPU_shader.h"
+
#ifdef __cplusplus
extern "C" {
#endif
-struct GPUMaterial;
struct GPUNodeGraph;
-struct GPUShader;
-
-typedef struct GPUPass {
- struct GPUPass *next;
- struct GPUShader *shader;
- char *fragmentcode;
- char *geometrycode;
- char *vertexcode;
- char *defines;
- uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
- uint32_t hash; /* Identity hash generated from all GLSL code. */
- bool compiled; /* Did we already tried to compile the attached GPUShader. */
-} GPUPass;
+typedef struct GPUPass GPUPass;
/* Pass */
-GPUPass *GPU_generate_pass(struct GPUMaterial *material,
+GPUPass *GPU_generate_pass(GPUMaterial *material,
struct GPUNodeGraph *graph,
- const char *vert_code,
- const char *geom_code,
- const char *frag_lib,
- const char *defines);
-struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
+ GPUCodegenCallbackFn finalize_source_cb,
+ void *thunk);
+GPUShader *GPU_pass_shader_get(GPUPass *pass);
bool GPU_pass_compile(GPUPass *pass, const char *shname);
void GPU_pass_release(GPUPass *pass);
diff --git a/source/blender/gpu/intern/gpu_init_exit.c b/source/blender/gpu/intern/gpu_init_exit.c
index 7ccb0f89dc3..e97c9e9c829 100644
--- a/source/blender/gpu/intern/gpu_init_exit.c
+++ b/source/blender/gpu/intern/gpu_init_exit.c
@@ -39,7 +39,6 @@ void GPU_init(void)
gpu_shader_create_info_init();
gpu_codegen_init();
- gpu_material_library_init();
gpu_batch_init();
@@ -56,7 +55,6 @@ void GPU_exit(void)
gpu_batch_exit();
- gpu_material_library_exit();
gpu_codegen_exit();
gpu_shader_dependency_exit();
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 49732240125..711a3943a25 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -16,7 +16,6 @@
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
-#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
@@ -27,6 +26,7 @@
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_scene.h"
+#include "BKE_world.h"
#include "NOD_shader.h"
@@ -49,56 +49,50 @@ typedef struct GPUColorBandBuilder {
} GPUColorBandBuilder;
struct GPUMaterial {
- Scene *scene; /* DEPRECATED was only useful for lights. */
- Material *ma;
-
+ /* Contains GPUShader and source code for deferred compilation.
+ * Can be shared between similar material (i.e: sharing same nodetree topology). */
+ GPUPass *pass;
+ /** UBOs for this material parameters. */
+ GPUUniformBuf *ubo;
+ /** Compilation status. Do not use if shader is not GPU_MAT_SUCCESS. */
eGPUMaterialStatus status;
-
- const void *engine_type; /* attached engine type */
- int options; /* to identify shader variations (shadow, probe, world background...) */
- bool is_volume_shader; /* is volumetric shader */
-
- /* Nodes */
+ /** Some flags about the nodetree & the needed resources. */
+ eGPUMaterialFlag flag;
+ /* Identify shader variations (shadow, probe, world background...).
+ * Should be unique even across render engines. */
+ uint64_t uuid;
+ /* Number of generated function. */
+ int generated_function_len;
+ /** Object type for attribute fetching. */
+ bool is_volume_shader;
+
+ /** DEPRECATED Currently only used for deferred compilation. */
+ Scene *scene;
+ /** Source material, might be null. */
+ Material *ma;
+ /** 1D Texture array containing all color bands. */
+ GPUTexture *coba_tex;
+ /** Builder for coba_tex. */
+ GPUColorBandBuilder *coba_builder;
+ /* Low level node graph(s). Also contains resources needed by the material. */
GPUNodeGraph graph;
- /* for binding the material */
- GPUPass *pass;
-
- /* XXX: Should be in Material. But it depends on the output node
- * used and since the output selection is different for GPUMaterial...
- */
- bool has_volume_output;
+ /** DEPRECATED: To remove. */
bool has_surface_output;
-
- /* Only used by Eevee to know which BSDF are used. */
- eGPUMatFlag flag;
-
- /* Used by 2.8 pipeline */
- GPUUniformBuf *ubo; /* UBOs for shader uniforms. */
-
- /* Eevee SSS */
+ bool has_volume_output;
+ /** DEPRECATED: To remove. */
GPUUniformBuf *sss_profile; /* UBO containing SSS profile. */
GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */
- float sss_enabled;
+ bool sss_enabled;
float sss_radii[3];
int sss_samples;
bool sss_dirty;
- GPUTexture *coba_tex; /* 1D Texture array containing all color bands. */
- GPUColorBandBuilder *coba_builder;
-
- GSet *used_libraries;
-
#ifndef NDEBUG
char name[64];
#endif
};
-enum {
- GPU_USE_SURFACE_OUTPUT = (1 << 0),
- GPU_USE_VOLUME_OUTPUT = (1 << 1),
-};
-
/* Functions */
GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
@@ -159,17 +153,15 @@ static void gpu_material_free_single(GPUMaterial *material)
if (material->ubo != NULL) {
GPU_uniformbuf_free(material->ubo);
}
- if (material->sss_tex_profile != NULL) {
- GPU_texture_free(material->sss_tex_profile);
+ if (material->coba_tex != NULL) {
+ GPU_texture_free(material->coba_tex);
}
if (material->sss_profile != NULL) {
GPU_uniformbuf_free(material->sss_profile);
}
- if (material->coba_tex != NULL) {
- GPU_texture_free(material->coba_tex);
+ if (material->sss_tex_profile != NULL) {
+ GPU_texture_free(material->sss_tex_profile);
}
-
- BLI_gset_free(material->used_libraries, NULL);
}
void GPU_material_free(ListBase *gpumaterial)
@@ -217,17 +209,40 @@ void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
material->ubo = GPU_uniformbuf_create_from_list(inputs, name);
}
+ListBase GPU_material_attributes(GPUMaterial *material)
+{
+ return material->graph.attributes;
+}
+
+ListBase GPU_material_textures(GPUMaterial *material)
+{
+ return material->graph.textures;
+}
+
+ListBase GPU_material_volume_grids(GPUMaterial *material)
+{
+ return material->graph.volume_grids;
+}
+
+GPUUniformAttrList *GPU_material_uniform_attributes(GPUMaterial *material)
+{
+ GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
+ return attrs->count > 0 ? attrs : NULL;
+}
+
+#if 1 /* End of life code. */
/* Eevee Subsurface scattering. */
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
-#define SSS_SAMPLES 65
-#define SSS_EXPONENT 2.0f /* Importance sampling exponent */
+# define SSS_SAMPLES 65
+# define SSS_EXPONENT 2.0f /* Importance sampling exponent */
typedef struct GPUSssKernelData {
float kernel[SSS_SAMPLES][4];
float param[3], max_radius;
+ float avg_inv_radius;
int samples;
- int pad[3];
+ int pad[2];
} GPUSssKernelData;
BLI_STATIC_ASSERT_ALIGN(GPUSssKernelData, 16)
@@ -243,8 +258,8 @@ static void sss_calculate_offsets(GPUSssKernelData *kd, int count, float exponen
}
}
-#define BURLEY_TRUNCATE 16.0f
-#define BURLEY_TRUNCATE_CDF 0.9963790093708328f // cdf(BURLEY_TRUNCATE)
+# define BURLEY_TRUNCATE 16.0f
+# define BURLEY_TRUNCATE_CDF 0.9963790093708328f // cdf(BURLEY_TRUNCATE)
static float burley_profile(float r, float d)
{
float exp_r_3_d = expf(-r / (3.0f * d));
@@ -259,7 +274,7 @@ static float eval_profile(float r, float param)
}
/* Resolution for each sample of the precomputed kernel profile */
-#define INTEGRAL_RESOLUTION 32
+# define INTEGRAL_RESOLUTION 32
static float eval_integral(float x0, float x1, float param)
{
const float range = x1 - x0;
@@ -274,7 +289,7 @@ static float eval_integral(float x0, float x1, float param)
return integral;
}
-#undef INTEGRAL_RESOLUTION
+# undef INTEGRAL_RESOLUTION
static void compute_sss_kernel(GPUSssKernelData *kd, const float radii[3], int sample_len)
{
@@ -284,6 +299,8 @@ static void compute_sss_kernel(GPUSssKernelData *kd, const float radii[3], int s
rad[1] = MAX2(radii[1], 1e-15f);
rad[2] = MAX2(radii[2], 1e-15f);
+ kd->avg_inv_radius = 3.0f / (rad[0] + rad[1] + rad[2]);
+
/* Christensen-Burley fitting */
float l[3], d[3];
@@ -358,7 +375,7 @@ static void compute_sss_kernel(GPUSssKernelData *kd, const float radii[3], int s
kd->samples = sample_len;
}
-#define INTEGRAL_RESOLUTION 512
+# define INTEGRAL_RESOLUTION 512
static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
int resolution,
float **output)
@@ -417,10 +434,14 @@ static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
mul_v3_fl(texels[resolution - 3], 0.5f);
mul_v3_fl(texels[resolution - 4], 0.75f);
}
-#undef INTEGRAL_RESOLUTION
+# undef INTEGRAL_RESOLUTION
-void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3])
+bool GPU_material_sss_profile_create(GPUMaterial *material, float radii[3])
{
+ /* Enable only once. */
+ if (material->sss_enabled) {
+ return false;
+ }
copy_v3_v3(material->sss_radii, radii);
material->sss_dirty = true;
material->sss_enabled = true;
@@ -429,6 +450,7 @@ void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3])
if (material->sss_profile == NULL) {
material->sss_profile = GPU_uniformbuf_create(sizeof(GPUSssKernelData));
}
+ return true;
}
struct GPUUniformBuf *GPU_material_sss_profile_get(GPUMaterial *material,
@@ -475,34 +497,37 @@ struct GPUUniformBuf *GPU_material_create_sss_profile_ubo(void)
return GPU_uniformbuf_create(sizeof(GPUSssKernelData));
}
-#undef SSS_EXPONENT
-#undef SSS_SAMPLES
-
-ListBase GPU_material_attributes(GPUMaterial *material)
-{
- return material->graph.attributes;
-}
+# undef SSS_EXPONENT
+# undef SSS_SAMPLES
+#endif
-ListBase GPU_material_textures(GPUMaterial *material)
+void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link)
{
- return material->graph.textures;
+ if (!material->graph.outlink_surface) {
+ material->graph.outlink_surface = link;
+ material->has_surface_output = true;
+ }
}
-ListBase GPU_material_volume_grids(GPUMaterial *material)
+void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link)
{
- return material->graph.volume_grids;
+ if (!material->graph.outlink_volume) {
+ material->graph.outlink_volume = link;
+ material->has_volume_output = true;
+ }
}
-GPUUniformAttrList *GPU_material_uniform_attributes(GPUMaterial *material)
+void GPU_material_output_displacement(GPUMaterial *material, GPUNodeLink *link)
{
- GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
- return attrs->count > 0 ? attrs : NULL;
+ if (!material->graph.outlink_displacement) {
+ material->graph.outlink_displacement = link;
+ }
}
-void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
+void GPU_material_output_thickness(GPUMaterial *material, GPUNodeLink *link)
{
- if (!material->graph.outlink) {
- material->graph.outlink = link;
+ if (!material->graph.outlink_thickness) {
+ material->graph.outlink_thickness = link;
}
}
@@ -514,23 +539,71 @@ void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link,
BLI_addtail(&material->graph.outlink_aovs, aov_link);
}
+char *GPU_material_split_sub_function(GPUMaterial *material,
+ eGPUType return_type,
+ GPUNodeLink **link)
+{
+ /* Force cast to return type. */
+ switch (return_type) {
+ case GPU_FLOAT:
+ GPU_link(material, "set_value", *link, link);
+ break;
+ case GPU_VEC3:
+ GPU_link(material, "set_rgb", *link, link);
+ break;
+ case GPU_VEC4:
+ GPU_link(material, "set_rgba", *link, link);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ GPUNodeGraphFunctionLink *func_link = MEM_callocN(sizeof(GPUNodeGraphFunctionLink), __func__);
+ func_link->outlink = *link;
+ SNPRINTF(func_link->name, "ntree_fn%d", material->generated_function_len++);
+ BLI_addtail(&material->graph.material_functions, func_link);
+
+ /* Set value to break the link with the main graph. */
+ switch (return_type) {
+ case GPU_FLOAT:
+ GPU_link(material, "set_value_one", link);
+ break;
+ case GPU_VEC3:
+ GPU_link(material, "set_rgb_one", link);
+ break;
+ case GPU_VEC4:
+ GPU_link(material, "set_rgba_one", link);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+ return func_link->name;
+}
+
GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material)
{
return &material->graph;
}
-GSet *gpu_material_used_libraries(GPUMaterial *material)
+eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
{
- return material->used_libraries;
+ return mat->status;
}
-eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
+void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status)
{
- return mat->status;
+ mat->status = status;
}
/* Code generation */
+bool GPU_material_is_volume_shader(GPUMaterial *mat)
+{
+ return mat->is_volume_shader;
+}
+
bool GPU_material_has_surface_output(GPUMaterial *mat)
{
return mat->has_surface_output;
@@ -541,100 +614,79 @@ bool GPU_material_has_volume_output(GPUMaterial *mat)
return mat->has_volume_output;
}
-bool GPU_material_is_volume_shader(GPUMaterial *mat)
+void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
{
- return mat->is_volume_shader;
+ mat->flag |= flag;
}
-void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag)
+bool GPU_material_flag_get(const GPUMaterial *mat, eGPUMaterialFlag flag)
{
- mat->flag |= flag;
+ return (mat->flag & flag) != 0;
}
-bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag)
+eGPUMaterialFlag GPU_material_flag(const GPUMaterial *mat)
{
- return (mat->flag & flag) != 0;
+ return mat->flag;
}
-GPUMaterial *GPU_material_from_nodetree_find(ListBase *gpumaterials,
- const void *engine_type,
- int options)
+/* Note: Consumes the flags. */
+bool GPU_material_recalc_flag_get(GPUMaterial *mat)
{
- LISTBASE_FOREACH (LinkData *, link, gpumaterials) {
- GPUMaterial *current_material = (GPUMaterial *)link->data;
- if (current_material->engine_type == engine_type && current_material->options == options) {
- return current_material;
- }
- }
+ bool updated = (mat->flag & GPU_MATFLAG_UPDATED) != 0;
+ mat->flag &= ~GPU_MATFLAG_UPDATED;
+ return updated;
+}
- return NULL;
+uint64_t GPU_material_uuid_get(GPUMaterial *mat)
+{
+ return mat->uuid;
}
GPUMaterial *GPU_material_from_nodetree(Scene *scene,
- struct Material *ma,
- struct bNodeTree *ntree,
+ Material *ma,
+ bNodeTree *ntree,
ListBase *gpumaterials,
- const void *engine_type,
- const int options,
- const bool is_volume_shader,
- const char *vert_code,
- const char *geom_code,
- const char *frag_lib,
- const char *defines,
const char *name,
- GPUMaterialEvalCallbackFn callback)
+ uint64_t shader_uuid,
+ bool is_volume_shader,
+ bool is_lookdev,
+ GPUCodegenCallbackFn callback,
+ void *thunk)
{
- LinkData *link;
- bool has_volume_output, has_surface_output;
-
- /* Caller must re-use materials. */
- BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
-
- /* HACK: Eevee assume this to create #GHash keys. */
- BLI_assert(sizeof(GPUPass) > 16);
+ /* Search if this material is not already compiled. */
+ LISTBASE_FOREACH (LinkData *, link, gpumaterials) {
+ GPUMaterial *mat = (GPUMaterial *)link->data;
+ if (mat->uuid == shader_uuid) {
+ return mat;
+ }
+ }
- /* allocate material */
GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
mat->ma = ma;
mat->scene = scene;
- mat->engine_type = engine_type;
- mat->options = options;
+ mat->uuid = shader_uuid;
+ mat->flag = GPU_MATFLAG_UPDATED;
mat->is_volume_shader = is_volume_shader;
+ mat->graph.used_libraries = BLI_gset_new(
+ BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
#ifndef NDEBUG
BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
#else
UNUSED_VARS(name);
#endif
+ if (is_lookdev) {
+ mat->flag |= GPU_MATFLAG_LOOKDEV_HACK;
+ }
- mat->used_libraries = BLI_gset_new(
- BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUMaterial.used_libraries");
-
- /* localize tree to create links for reroute and mute */
+ /* Localize tree to create links for reroute and mute. */
bNodeTree *localtree = ntreeLocalize(ntree);
- ntreeGPUMaterialNodes(localtree, mat, &has_surface_output, &has_volume_output);
+ ntreeGPUMaterialNodes(localtree, mat);
gpu_material_ramp_texture_build(mat);
- mat->has_surface_output = has_surface_output;
- mat->has_volume_output = has_volume_output;
-
- if (mat->graph.outlink) {
- if (callback) {
- callback(mat, options, &vert_code, &geom_code, &frag_lib, &defines);
- }
- /* HACK: this is only for eevee. We add the define here after the nodetree evaluation. */
- if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
- defines = BLI_string_joinN(defines,
- "#ifndef USE_ALPHA_BLEND\n"
- "# define USE_SSS\n"
- "#endif\n");
- }
+ {
/* Create source code and search pass cache for an already compiled version. */
- mat->pass = GPU_generate_pass(mat, &mat->graph, vert_code, geom_code, frag_lib, defines);
-
- if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
- MEM_freeN((char *)defines);
- }
+ mat->pass = GPU_generate_pass(mat, &mat->graph, callback, thunk);
if (mat->pass == NULL) {
/* We had a cache hit and the shader has already failed to compile. */
@@ -649,26 +701,20 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
gpu_node_graph_free_nodes(&mat->graph);
}
else {
- mat->status = GPU_MAT_QUEUED;
+ mat->status = GPU_MAT_CREATED;
}
}
}
- else {
- mat->status = GPU_MAT_FAILED;
- gpu_node_graph_free(&mat->graph);
- }
- /* Only free after GPU_pass_shader_get where GPUUniformBuf
- * read data from the local tree. */
+ /* Only free after GPU_pass_shader_get where GPUUniformBuf read data from the local tree. */
ntreeFreeLocalTree(localtree);
BLI_assert(!localtree->id.py_instance); /* Or call #BKE_libblock_free_data_py. */
MEM_freeN(localtree);
- /* note that even if building the shader fails in some way, we still keep
+ /* Note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simply do not use
- * the actual shader on drawing */
-
- link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
+ * the actual shader on drawing. */
+ LinkData *link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
link->data = mat;
BLI_addtail(gpumaterials, link);
@@ -690,6 +736,8 @@ void GPU_material_compile(GPUMaterial *mat)
success = GPU_pass_compile(mat->pass, __func__);
#endif
+ mat->flag |= GPU_MATFLAG_UPDATED;
+
if (success) {
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
@@ -715,5 +763,6 @@ void GPU_materials_free(Main *bmain)
GPU_material_free(&wo->gpumaterial);
}
+ // BKE_world_defaults_free_gpu();
BKE_material_defaults_free_gpu();
}
diff --git a/source/blender/gpu/intern/gpu_material_library.c b/source/blender/gpu/intern/gpu_material_library.c
deleted file mode 100644
index ca5c3d4bb45..00000000000
--- a/source/blender/gpu/intern/gpu_material_library.c
+++ /dev/null
@@ -1,904 +0,0 @@
-/* SPDX-License-Identifier: GPL-2.0-or-later
- * Copyright 2005 Blender Foundation. All rights reserved. */
-
-/** \file
- * \ingroup gpu
- *
- * GPU material library parsing and code generation.
- */
-
-#include <stdio.h>
-#include <string.h>
-
-#include "MEM_guardedalloc.h"
-
-#include "BLI_dynstr.h"
-#include "BLI_ghash.h"
-#include "BLI_string.h"
-#include "BLI_utildefines.h"
-
-#include "gpu_material_library.h"
-
-/* List of all gpu_shader_material_*.glsl files used by GLSL materials. These
- * will be parsed to make all functions in them available to use for GPU_link().
- *
- * If a file uses functions from another file, it must be added to the list of
- * dependencies, and be placed after that file in the list. */
-
-extern char datatoc_gpu_shader_material_add_shader_glsl[];
-extern char datatoc_gpu_shader_material_ambient_occlusion_glsl[];
-extern char datatoc_gpu_shader_material_anisotropic_glsl[];
-extern char datatoc_gpu_shader_material_attribute_glsl[];
-extern char datatoc_gpu_shader_material_background_glsl[];
-extern char datatoc_gpu_shader_material_bevel_glsl[];
-extern char datatoc_gpu_shader_material_wavelength_glsl[];
-extern char datatoc_gpu_shader_material_blackbody_glsl[];
-extern char datatoc_gpu_shader_material_bright_contrast_glsl[];
-extern char datatoc_gpu_shader_material_bump_glsl[];
-extern char datatoc_gpu_shader_material_camera_glsl[];
-extern char datatoc_gpu_shader_material_clamp_glsl[];
-extern char datatoc_gpu_shader_material_color_ramp_glsl[];
-extern char datatoc_gpu_shader_material_color_util_glsl[];
-extern char datatoc_gpu_shader_material_combine_hsv_glsl[];
-extern char datatoc_gpu_shader_material_combine_rgb_glsl[];
-extern char datatoc_gpu_shader_material_combine_xyz_glsl[];
-extern char datatoc_gpu_shader_material_diffuse_glsl[];
-extern char datatoc_gpu_shader_material_displacement_glsl[];
-extern char datatoc_gpu_shader_material_eevee_specular_glsl[];
-extern char datatoc_gpu_shader_material_emission_glsl[];
-extern char datatoc_gpu_shader_material_float_curve_glsl[];
-extern char datatoc_gpu_shader_material_fractal_noise_glsl[];
-extern char datatoc_gpu_shader_material_fresnel_glsl[];
-extern char datatoc_gpu_shader_material_gamma_glsl[];
-extern char datatoc_gpu_shader_material_geometry_glsl[];
-extern char datatoc_gpu_shader_material_glass_glsl[];
-extern char datatoc_gpu_shader_material_glossy_glsl[];
-extern char datatoc_gpu_shader_material_hair_info_glsl[];
-extern char datatoc_gpu_shader_material_hash_glsl[];
-extern char datatoc_gpu_shader_material_holdout_glsl[];
-extern char datatoc_gpu_shader_material_hue_sat_val_glsl[];
-extern char datatoc_gpu_shader_material_invert_glsl[];
-extern char datatoc_gpu_shader_material_layer_weight_glsl[];
-extern char datatoc_gpu_shader_material_light_falloff_glsl[];
-extern char datatoc_gpu_shader_material_light_path_glsl[];
-extern char datatoc_gpu_shader_material_mapping_glsl[];
-extern char datatoc_gpu_shader_material_map_range_glsl[];
-extern char datatoc_gpu_shader_material_math_glsl[];
-extern char datatoc_gpu_shader_material_math_util_glsl[];
-extern char datatoc_gpu_shader_material_mix_rgb_glsl[];
-extern char datatoc_gpu_shader_material_mix_shader_glsl[];
-extern char datatoc_gpu_shader_material_noise_glsl[];
-extern char datatoc_gpu_shader_material_normal_glsl[];
-extern char datatoc_gpu_shader_material_normal_map_glsl[];
-extern char datatoc_gpu_shader_material_object_info_glsl[];
-extern char datatoc_gpu_shader_material_output_aov_glsl[];
-extern char datatoc_gpu_shader_material_output_material_glsl[];
-extern char datatoc_gpu_shader_material_output_world_glsl[];
-extern char datatoc_gpu_shader_material_particle_info_glsl[];
-extern char datatoc_gpu_shader_material_point_info_glsl[];
-extern char datatoc_gpu_shader_material_principled_glsl[];
-extern char datatoc_gpu_shader_material_refraction_glsl[];
-extern char datatoc_gpu_shader_material_rgb_curves_glsl[];
-extern char datatoc_gpu_shader_material_rgb_to_bw_glsl[];
-extern char datatoc_gpu_shader_material_separate_hsv_glsl[];
-extern char datatoc_gpu_shader_material_separate_rgb_glsl[];
-extern char datatoc_gpu_shader_material_separate_xyz_glsl[];
-extern char datatoc_gpu_shader_material_set_glsl[];
-extern char datatoc_gpu_shader_material_shader_to_rgba_glsl[];
-extern char datatoc_gpu_shader_material_squeeze_glsl[];
-extern char datatoc_gpu_shader_material_subsurface_scattering_glsl[];
-extern char datatoc_gpu_shader_material_tangent_glsl[];
-extern char datatoc_gpu_shader_material_tex_brick_glsl[];
-extern char datatoc_gpu_shader_material_tex_checker_glsl[];
-extern char datatoc_gpu_shader_material_tex_environment_glsl[];
-extern char datatoc_gpu_shader_material_tex_gradient_glsl[];
-extern char datatoc_gpu_shader_material_tex_image_glsl[];
-extern char datatoc_gpu_shader_material_tex_magic_glsl[];
-extern char datatoc_gpu_shader_material_tex_musgrave_glsl[];
-extern char datatoc_gpu_shader_material_tex_noise_glsl[];
-extern char datatoc_gpu_shader_material_tex_sky_glsl[];
-extern char datatoc_gpu_shader_material_texture_coordinates_glsl[];
-extern char datatoc_gpu_shader_material_tex_voronoi_glsl[];
-extern char datatoc_gpu_shader_material_tex_wave_glsl[];
-extern char datatoc_gpu_shader_material_tex_white_noise_glsl[];
-extern char datatoc_gpu_shader_material_toon_glsl[];
-extern char datatoc_gpu_shader_material_translucent_glsl[];
-extern char datatoc_gpu_shader_material_transparent_glsl[];
-extern char datatoc_gpu_shader_material_uv_map_glsl[];
-extern char datatoc_gpu_shader_material_vector_curves_glsl[];
-extern char datatoc_gpu_shader_material_vector_displacement_glsl[];
-extern char datatoc_gpu_shader_material_vector_math_glsl[];
-extern char datatoc_gpu_shader_material_vector_rotate_glsl[];
-extern char datatoc_gpu_shader_material_velvet_glsl[];
-extern char datatoc_gpu_shader_material_vertex_color_glsl[];
-extern char datatoc_gpu_shader_material_volume_absorption_glsl[];
-extern char datatoc_gpu_shader_material_volume_info_glsl[];
-extern char datatoc_gpu_shader_material_volume_principled_glsl[];
-extern char datatoc_gpu_shader_material_volume_scatter_glsl[];
-extern char datatoc_gpu_shader_material_wireframe_glsl[];
-extern char datatoc_gpu_shader_material_world_normals_glsl[];
-
-static GPUMaterialLibrary gpu_shader_material_math_util_library = {
- .code = datatoc_gpu_shader_material_math_util_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_color_util_library = {
- .code = datatoc_gpu_shader_material_color_util_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_hash_library = {
- .code = datatoc_gpu_shader_material_hash_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_noise_library = {
- .code = datatoc_gpu_shader_material_noise_glsl,
- .dependencies = {&gpu_shader_material_hash_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = {
- .code = datatoc_gpu_shader_material_fractal_noise_glsl,
- .dependencies = {&gpu_shader_material_noise_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_add_shader_library = {
- .code = datatoc_gpu_shader_material_add_shader_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_ambient_occlusion_library = {
- .code = datatoc_gpu_shader_material_ambient_occlusion_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_glossy_library = {
- .code = datatoc_gpu_shader_material_glossy_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_anisotropic_library = {
- .code = datatoc_gpu_shader_material_anisotropic_glsl,
- .dependencies = {&gpu_shader_material_glossy_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_attribute_library = {
- .code = datatoc_gpu_shader_material_attribute_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_background_library = {
- .code = datatoc_gpu_shader_material_background_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_bevel_library = {
- .code = datatoc_gpu_shader_material_bevel_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_wavelength_library = {
- .code = datatoc_gpu_shader_material_wavelength_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_blackbody_library = {
- .code = datatoc_gpu_shader_material_blackbody_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_bright_contrast_library = {
- .code = datatoc_gpu_shader_material_bright_contrast_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_bump_library = {
- .code = datatoc_gpu_shader_material_bump_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_camera_library = {
- .code = datatoc_gpu_shader_material_camera_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_clamp_library = {
- .code = datatoc_gpu_shader_material_clamp_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_color_ramp_library = {
- .code = datatoc_gpu_shader_material_color_ramp_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_combine_hsv_library = {
- .code = datatoc_gpu_shader_material_combine_hsv_glsl,
- .dependencies = {&gpu_shader_material_color_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_combine_rgb_library = {
- .code = datatoc_gpu_shader_material_combine_rgb_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_combine_xyz_library = {
- .code = datatoc_gpu_shader_material_combine_xyz_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_diffuse_library = {
- .code = datatoc_gpu_shader_material_diffuse_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_displacement_library = {
- .code = datatoc_gpu_shader_material_displacement_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_eevee_specular_library = {
- .code = datatoc_gpu_shader_material_eevee_specular_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_emission_library = {
- .code = datatoc_gpu_shader_material_emission_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_float_curve_library = {
- .code = datatoc_gpu_shader_material_float_curve_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_fresnel_library = {
- .code = datatoc_gpu_shader_material_fresnel_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_gamma_library = {
- .code = datatoc_gpu_shader_material_gamma_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tangent_library = {
- .code = datatoc_gpu_shader_material_tangent_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_geometry_library = {
- .code = datatoc_gpu_shader_material_geometry_glsl,
- .dependencies = {&gpu_shader_material_tangent_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_glass_library = {
- .code = datatoc_gpu_shader_material_glass_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_hair_info_library = {
- .code = datatoc_gpu_shader_material_hair_info_glsl,
- .dependencies = {&gpu_shader_material_hash_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_holdout_library = {
- .code = datatoc_gpu_shader_material_holdout_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_hue_sat_val_library = {
- .code = datatoc_gpu_shader_material_hue_sat_val_glsl,
- .dependencies = {&gpu_shader_material_color_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_invert_library = {
- .code = datatoc_gpu_shader_material_invert_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_layer_weight_library = {
- .code = datatoc_gpu_shader_material_layer_weight_glsl,
- .dependencies = {&gpu_shader_material_fresnel_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_light_falloff_library = {
- .code = datatoc_gpu_shader_material_light_falloff_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_light_path_library = {
- .code = datatoc_gpu_shader_material_light_path_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_mapping_library = {
- .code = datatoc_gpu_shader_material_mapping_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_map_range_library = {
- .code = datatoc_gpu_shader_material_map_range_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_math_library = {
- .code = datatoc_gpu_shader_material_math_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_mix_rgb_library = {
- .code = datatoc_gpu_shader_material_mix_rgb_glsl,
- .dependencies = {&gpu_shader_material_color_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_mix_shader_library = {
- .code = datatoc_gpu_shader_material_mix_shader_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_normal_library = {
- .code = datatoc_gpu_shader_material_normal_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_normal_map_library = {
- .code = datatoc_gpu_shader_material_normal_map_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_object_info_library = {
- .code = datatoc_gpu_shader_material_object_info_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_output_aov_library = {
- .code = datatoc_gpu_shader_material_output_aov_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_output_material_library = {
- .code = datatoc_gpu_shader_material_output_material_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_output_world_library = {
- .code = datatoc_gpu_shader_material_output_world_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_particle_info_library = {
- .code = datatoc_gpu_shader_material_particle_info_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_point_info_library = {
- .code = datatoc_gpu_shader_material_point_info_glsl,
- .dependencies = {&gpu_shader_material_hash_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_principled_library = {
- .code = datatoc_gpu_shader_material_principled_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_refraction_library = {
- .code = datatoc_gpu_shader_material_refraction_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_rgb_curves_library = {
- .code = datatoc_gpu_shader_material_rgb_curves_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_rgb_to_bw_library = {
- .code = datatoc_gpu_shader_material_rgb_to_bw_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_separate_hsv_library = {
- .code = datatoc_gpu_shader_material_separate_hsv_glsl,
- .dependencies = {&gpu_shader_material_color_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_separate_rgb_library = {
- .code = datatoc_gpu_shader_material_separate_rgb_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_separate_xyz_library = {
- .code = datatoc_gpu_shader_material_separate_xyz_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_set_library = {
- .code = datatoc_gpu_shader_material_set_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_shader_to_rgba_library = {
- .code = datatoc_gpu_shader_material_shader_to_rgba_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_squeeze_library = {
- .code = datatoc_gpu_shader_material_squeeze_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_subsurface_scattering_library = {
- .code = datatoc_gpu_shader_material_subsurface_scattering_glsl,
- .dependencies = {&gpu_shader_material_diffuse_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_brick_library = {
- .code = datatoc_gpu_shader_material_tex_brick_glsl,
- .dependencies = {&gpu_shader_material_math_util_library,
- &gpu_shader_material_hash_library,
- NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_checker_library = {
- .code = datatoc_gpu_shader_material_tex_checker_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_environment_library = {
- .code = datatoc_gpu_shader_material_tex_environment_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_gradient_library = {
- .code = datatoc_gpu_shader_material_tex_gradient_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_image_library = {
- .code = datatoc_gpu_shader_material_tex_image_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_magic_library = {
- .code = datatoc_gpu_shader_material_tex_magic_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_musgrave_library = {
- .code = datatoc_gpu_shader_material_tex_musgrave_glsl,
- .dependencies = {&gpu_shader_material_noise_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_noise_library = {
- .code = datatoc_gpu_shader_material_tex_noise_glsl,
- .dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_sky_library = {
- .code = datatoc_gpu_shader_material_tex_sky_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = {
- .code = datatoc_gpu_shader_material_texture_coordinates_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = {
- .code = datatoc_gpu_shader_material_tex_voronoi_glsl,
- .dependencies = {&gpu_shader_material_math_util_library,
- &gpu_shader_material_hash_library,
- NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_wave_library = {
- .code = datatoc_gpu_shader_material_tex_wave_glsl,
- .dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_tex_white_noise_library = {
- .code = datatoc_gpu_shader_material_tex_white_noise_glsl,
- .dependencies = {&gpu_shader_material_hash_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_toon_library = {
- .code = datatoc_gpu_shader_material_toon_glsl,
- .dependencies = {&gpu_shader_material_diffuse_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_translucent_library = {
- .code = datatoc_gpu_shader_material_translucent_glsl,
- .dependencies = {&gpu_shader_material_diffuse_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_transparent_library = {
- .code = datatoc_gpu_shader_material_transparent_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_uv_map_library = {
- .code = datatoc_gpu_shader_material_uv_map_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_vector_curves_library = {
- .code = datatoc_gpu_shader_material_vector_curves_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_vector_displacement_library = {
- .code = datatoc_gpu_shader_material_vector_displacement_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_vector_math_library = {
- .code = datatoc_gpu_shader_material_vector_math_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_vector_rotate_library = {
- .code = datatoc_gpu_shader_material_vector_rotate_glsl,
- .dependencies = {&gpu_shader_material_math_util_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_velvet_library = {
- .code = datatoc_gpu_shader_material_velvet_glsl,
- .dependencies = {&gpu_shader_material_diffuse_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_vertex_color_library = {
- .code = datatoc_gpu_shader_material_vertex_color_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = {
- .code = datatoc_gpu_shader_material_volume_absorption_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_volume_info_library = {
- .code = datatoc_gpu_shader_material_volume_info_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_volume_principled_library = {
- .code = datatoc_gpu_shader_material_volume_principled_glsl,
- .dependencies = {&gpu_shader_material_blackbody_library, NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_volume_scatter_library = {
- .code = datatoc_gpu_shader_material_volume_scatter_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_wireframe_library = {
- .code = datatoc_gpu_shader_material_wireframe_glsl,
- .dependencies = {NULL},
-};
-
-static GPUMaterialLibrary gpu_shader_material_world_normals_library = {
- .code = datatoc_gpu_shader_material_world_normals_glsl,
- .dependencies = {&gpu_shader_material_texture_coordinates_library, NULL},
-};
-
-static GPUMaterialLibrary *gpu_material_libraries[] = {
- &gpu_shader_material_math_util_library,
- &gpu_shader_material_color_util_library,
- &gpu_shader_material_hash_library,
- &gpu_shader_material_noise_library,
- &gpu_shader_material_float_curve_library,
- &gpu_shader_material_fractal_noise_library,
- &gpu_shader_material_add_shader_library,
- &gpu_shader_material_ambient_occlusion_library,
- &gpu_shader_material_glossy_library,
- &gpu_shader_material_anisotropic_library,
- &gpu_shader_material_attribute_library,
- &gpu_shader_material_background_library,
- &gpu_shader_material_bevel_library,
- &gpu_shader_material_wavelength_library,
- &gpu_shader_material_blackbody_library,
- &gpu_shader_material_bright_contrast_library,
- &gpu_shader_material_bump_library,
- &gpu_shader_material_camera_library,
- &gpu_shader_material_clamp_library,
- &gpu_shader_material_color_ramp_library,
- &gpu_shader_material_combine_hsv_library,
- &gpu_shader_material_combine_rgb_library,
- &gpu_shader_material_combine_xyz_library,
- &gpu_shader_material_diffuse_library,
- &gpu_shader_material_displacement_library,
- &gpu_shader_material_eevee_specular_library,
- &gpu_shader_material_emission_library,
- &gpu_shader_material_fresnel_library,
- &gpu_shader_material_gamma_library,
- &gpu_shader_material_tangent_library,
- &gpu_shader_material_geometry_library,
- &gpu_shader_material_glass_library,
- &gpu_shader_material_hair_info_library,
- &gpu_shader_material_holdout_library,
- &gpu_shader_material_hue_sat_val_library,
- &gpu_shader_material_invert_library,
- &gpu_shader_material_layer_weight_library,
- &gpu_shader_material_light_falloff_library,
- &gpu_shader_material_light_path_library,
- &gpu_shader_material_mapping_library,
- &gpu_shader_material_map_range_library,
- &gpu_shader_material_math_library,
- &gpu_shader_material_mix_rgb_library,
- &gpu_shader_material_mix_shader_library,
- &gpu_shader_material_normal_library,
- &gpu_shader_material_normal_map_library,
- &gpu_shader_material_object_info_library,
- &gpu_shader_material_output_aov_library,
- &gpu_shader_material_output_material_library,
- &gpu_shader_material_output_world_library,
- &gpu_shader_material_particle_info_library,
- &gpu_shader_material_point_info_library,
- &gpu_shader_material_principled_library,
- &gpu_shader_material_refraction_library,
- &gpu_shader_material_rgb_curves_library,
- &gpu_shader_material_rgb_to_bw_library,
- &gpu_shader_material_separate_hsv_library,
- &gpu_shader_material_separate_rgb_library,
- &gpu_shader_material_separate_xyz_library,
- &gpu_shader_material_set_library,
- &gpu_shader_material_shader_to_rgba_library,
- &gpu_shader_material_squeeze_library,
- &gpu_shader_material_subsurface_scattering_library,
- &gpu_shader_material_tex_brick_library,
- &gpu_shader_material_tex_checker_library,
- &gpu_shader_material_tex_environment_library,
- &gpu_shader_material_tex_gradient_library,
- &gpu_shader_material_tex_image_library,
- &gpu_shader_material_tex_magic_library,
- &gpu_shader_material_tex_musgrave_library,
- &gpu_shader_material_tex_noise_library,
- &gpu_shader_material_tex_sky_library,
- &gpu_shader_material_texture_coordinates_library,
- &gpu_shader_material_tex_voronoi_library,
- &gpu_shader_material_tex_wave_library,
- &gpu_shader_material_tex_white_noise_library,
- &gpu_shader_material_toon_library,
- &gpu_shader_material_translucent_library,
- &gpu_shader_material_transparent_library,
- &gpu_shader_material_uv_map_library,
- &gpu_shader_material_vector_curves_library,
- &gpu_shader_material_vector_displacement_library,
- &gpu_shader_material_vector_math_library,
- &gpu_shader_material_vector_rotate_library,
- &gpu_shader_material_velvet_library,
- &gpu_shader_material_vertex_color_library,
- &gpu_shader_material_volume_absorption_library,
- &gpu_shader_material_volume_info_library,
- &gpu_shader_material_volume_principled_library,
- &gpu_shader_material_volume_scatter_library,
- &gpu_shader_material_wireframe_library,
- &gpu_shader_material_world_normals_library,
- NULL};
-
-/* GLSL code parsing for finding function definitions.
- * These are stored in a hash for lookup when creating a material. */
-
-static GHash *FUNCTION_HASH = NULL;
-
-const char *gpu_str_skip_token(const char *str, char *token, int max)
-{
- int len = 0;
-
- /* skip a variable/function name */
- while (*str) {
- if (ELEM(*str, ' ', '(', ')', ',', ';', '\t', '\n', '\r')) {
- break;
- }
-
- if (token && len < max - 1) {
- *token = *str;
- token++;
- len++;
- }
- str++;
- }
-
- if (token) {
- *token = '\0';
- }
-
- /* skip the next special characters:
- * note the missing ')' */
- while (*str) {
- if (ELEM(*str, ' ', '(', ',', ';', '\t', '\n', '\r')) {
- str++;
- }
- else {
- break;
- }
- }
-
- return str;
-}
-
-/* Indices match the eGPUType enum */
-static const char *GPU_DATATYPE_STR[17] = {
- "",
- "float",
- "vec2",
- "vec3",
- "vec4",
- NULL,
- NULL,
- NULL,
- NULL,
- "mat3",
- NULL,
- NULL,
- NULL,
- NULL,
- NULL,
- NULL,
- "mat4",
-};
-
-const char *gpu_data_type_to_string(const eGPUType type)
-{
- return GPU_DATATYPE_STR[type];
-}
-
-static void gpu_parse_material_library(GHash *hash, GPUMaterialLibrary *library)
-{
- GPUFunction *function;
- eGPUType type;
- GPUFunctionQual qual;
- int i;
- const char *code = library->code;
-
- while ((code = strstr(code, "void "))) {
- function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
- function->library = library;
-
- code = gpu_str_skip_token(code, NULL, 0);
- code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
-
- /* get parameters */
- while (*code && *code != ')') {
- if (BLI_str_startswith(code, "const ")) {
- code = gpu_str_skip_token(code, NULL, 0);
- }
-
- /* test if it's an input or output */
- qual = FUNCTION_QUAL_IN;
- if (BLI_str_startswith(code, "out ")) {
- qual = FUNCTION_QUAL_OUT;
- }
- if (BLI_str_startswith(code, "inout ")) {
- qual = FUNCTION_QUAL_INOUT;
- }
- if ((qual != FUNCTION_QUAL_IN) || BLI_str_startswith(code, "in ")) {
- code = gpu_str_skip_token(code, NULL, 0);
- }
-
- /* test for type */
- type = GPU_NONE;
- for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
- if (GPU_DATATYPE_STR[i] && BLI_str_startswith(code, GPU_DATATYPE_STR[i])) {
- type = i;
- break;
- }
- }
-
- if (!type && BLI_str_startswith(code, "samplerCube")) {
- type = GPU_TEXCUBE;
- }
- if (!type && BLI_str_startswith(code, "sampler2DShadow")) {
- type = GPU_SHADOW2D;
- }
- if (!type && BLI_str_startswith(code, "sampler1DArray")) {
- type = GPU_TEX1D_ARRAY;
- }
- if (!type && BLI_str_startswith(code, "sampler2DArray")) {
- type = GPU_TEX2D_ARRAY;
- }
- if (!type && BLI_str_startswith(code, "sampler2D")) {
- type = GPU_TEX2D;
- }
- if (!type && BLI_str_startswith(code, "sampler3D")) {
- type = GPU_TEX3D;
- }
-
- if (!type && BLI_str_startswith(code, "Closure")) {
- type = GPU_CLOSURE;
- }
-
- if (type) {
- /* add parameter */
- code = gpu_str_skip_token(code, NULL, 0);
- code = gpu_str_skip_token(code, NULL, 0);
- function->paramqual[function->totparam] = qual;
- function->paramtype[function->totparam] = type;
- function->totparam++;
- }
- else {
- fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
- break;
- }
- }
-
- if (function->name[0] == '\0' || function->totparam == 0) {
- fprintf(stderr, "GPU functions parse error.\n");
- MEM_freeN(function);
- break;
- }
-
- BLI_ghash_insert(hash, function->name, function);
- }
-}
-
-/* Module */
-
-void gpu_material_library_init(void)
-{
- /* Only parse GLSL shader files once. */
- if (FUNCTION_HASH) {
- return;
- }
-
- FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
- for (int i = 0; gpu_material_libraries[i]; i++) {
- gpu_parse_material_library(FUNCTION_HASH, gpu_material_libraries[i]);
- }
-}
-
-void gpu_material_library_exit(void)
-{
- if (FUNCTION_HASH) {
- BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
- FUNCTION_HASH = NULL;
- }
-}
-
-/* Code Generation */
-
-static void gpu_material_use_library_with_dependencies(GSet *used_libraries,
- GPUMaterialLibrary *library)
-{
- if (BLI_gset_add(used_libraries, library->code)) {
- for (int i = 0; library->dependencies[i]; i++) {
- gpu_material_use_library_with_dependencies(used_libraries, library->dependencies[i]);
- }
- }
-}
-
-GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name)
-{
- GPUFunction *function = BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
- if (function) {
- gpu_material_use_library_with_dependencies(used_libraries, function->library);
- }
- return function;
-}
-
-char *gpu_material_library_generate_code(GSet *used_libraries, const char *frag_lib)
-{
- DynStr *ds = BLI_dynstr_new();
-
- if (frag_lib) {
- BLI_dynstr_append(ds, frag_lib);
- }
-
- /* 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]; i++) {
- GPUMaterialLibrary *library = gpu_material_libraries[i];
- if (BLI_gset_haskey(used_libraries, library->code)) {
- BLI_dynstr_append(ds, library->code);
- }
- }
-
- char *result = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
-
- return result;
-}
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
index 96e1a265c72..ffc2228a49b 100644
--- a/source/blender/gpu/intern/gpu_material_library.h
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -10,16 +10,15 @@
#include "GPU_material.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
#define MAX_FUNCTION_NAME 64
#define MAX_PARAMETER 36
struct GSet;
-typedef struct GPUMaterialLibrary {
- char *code;
- struct GPUMaterialLibrary *dependencies[8];
-} GPUMaterialLibrary;
-
typedef enum {
FUNCTION_QUAL_IN,
FUNCTION_QUAL_OUT,
@@ -31,20 +30,12 @@ typedef struct GPUFunction {
eGPUType paramtype[MAX_PARAMETER];
GPUFunctionQual paramqual[MAX_PARAMETER];
int totparam;
- GPUMaterialLibrary *library;
+ /* TOOD(@fclem): Clean that void pointer. */
+ void *source; /* GPUSource */
} GPUFunction;
-/* Module */
-
-void gpu_material_library_init(void);
-void gpu_material_library_exit(void);
-
-/* Code Generation */
-
GPUFunction *gpu_material_library_use_function(struct GSet *used_libraries, const char *name);
-char *gpu_material_library_generate_code(struct GSet *used_libraries, const char *frag_lib);
-
-/* Code Parsing */
-const char *gpu_str_skip_token(const char *str, char *token, int max);
-const char *gpu_data_type_to_string(eGPUType type);
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index 57e415a8183..d9143a12d5b 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -87,10 +87,6 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
input->type = type;
switch (link->link_type) {
- case GPU_NODE_LINK_BUILTIN:
- input->source = GPU_SOURCE_BUILTIN;
- input->builtin = link->builtin;
- break;
case GPU_NODE_LINK_OUTPUT:
input->source = GPU_SOURCE_OUTPUT;
input->link = link;
@@ -132,6 +128,11 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
case GPU_NODE_LINK_UNIFORM:
input->source = GPU_SOURCE_UNIFORM;
break;
+ case GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN:
+ input->source = GPU_SOURCE_FUNCTION_CALL;
+ /* NOTE(@fclem): End of function call is the return variable set during codegen. */
+ SNPRINTF(input->function_call, "dF_branch(%s(), ", link->function_name);
+ break;
default:
break;
}
@@ -478,6 +479,11 @@ GPUNodeLink *GPU_attribute(GPUMaterial *mat, const CustomDataType type, const ch
GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(graph, type, name);
+ if (type == CD_ORCO) {
+ /* OPTI: orco might be computed from local positions and needs object infos. */
+ GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
+ }
+
/* Dummy fallback if out of slots. */
if (attr == NULL) {
static const float zero_data[GPU_MAX_CONSTANT_DATA] = {0.0f};
@@ -523,6 +529,14 @@ GPUNodeLink *GPU_uniform(const float *num)
return link;
}
+GPUNodeLink *GPU_differentiate_float_function(const char *function_name)
+{
+ GPUNodeLink *link = gpu_node_link_create();
+ link->link_type = GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN;
+ link->function_name = function_name;
+ return link;
+}
+
GPUNodeLink *GPU_image(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
@@ -588,41 +602,35 @@ GPUNodeLink *GPU_volume_grid(GPUMaterial *mat,
transform_link->volume_grid = link->volume_grid;
transform_link->volume_grid->users++;
+ GPUNodeLink *cos_link = GPU_attribute(mat, CD_ORCO, "");
+
/* Two special cases, where we adjust the output values of smoke grids to
* bring the into standard range without having to modify the grid values. */
if (STREQ(name, "color")) {
- GPU_link(mat, "node_attribute_volume_color", link, transform_link, &link);
+ GPU_link(mat, "node_attribute_volume_color", link, transform_link, cos_link, &link);
}
else if (STREQ(name, "temperature")) {
- GPU_link(mat, "node_attribute_volume_temperature", link, transform_link, &link);
+ GPU_link(mat, "node_attribute_volume_temperature", link, transform_link, cos_link, &link);
}
else {
- GPU_link(mat, "node_attribute_volume", link, transform_link, &link);
+ GPU_link(mat, "node_attribute_volume", link, transform_link, cos_link, &link);
}
return link;
}
-GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
-{
- GPUNodeLink *link = gpu_node_link_create();
- link->link_type = GPU_NODE_LINK_BUILTIN;
- link->builtin = builtin;
- return link;
-}
-
/* Creating Nodes */
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
- GSet *used_libraries = gpu_material_used_libraries(mat);
+ GPUNodeGraph *graph = gpu_material_node_graph(mat);
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
va_list params;
int i;
- function = gpu_material_library_use_function(used_libraries, name);
+ function = gpu_material_library_use_function(graph->used_libraries, name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
@@ -643,27 +651,25 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
}
va_end(params);
- GPUNodeGraph *graph = gpu_material_node_graph(mat);
BLI_addtail(&graph->nodes, node);
return true;
}
-bool GPU_stack_link(GPUMaterial *material,
- bNode *bnode,
- const char *name,
- GPUNodeStack *in,
- GPUNodeStack *out,
- ...)
+static bool gpu_stack_link_v(GPUMaterial *material,
+ bNode *bnode,
+ const char *name,
+ GPUNodeStack *in,
+ GPUNodeStack *out,
+ va_list params)
{
- GSet *used_libraries = gpu_material_used_libraries(material);
+ GPUNodeGraph *graph = gpu_material_node_graph(material);
GPUNode *node;
GPUFunction *function;
GPUNodeLink *link, **linkptr;
- va_list params;
int i, totin, totout;
- function = gpu_material_library_use_function(used_libraries, name);
+ function = gpu_material_library_use_function(graph->used_libraries, name);
if (!function) {
fprintf(stderr, "GPU failed to find function %s\n", name);
return false;
@@ -691,7 +697,6 @@ bool GPU_stack_link(GPUMaterial *material,
}
}
- va_start(params, out);
for (i = 0; i < function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
if (totout == 0) {
@@ -717,14 +722,27 @@ bool GPU_stack_link(GPUMaterial *material,
}
}
}
- va_end(params);
- GPUNodeGraph *graph = gpu_material_node_graph(material);
BLI_addtail(&graph->nodes, node);
return true;
}
+bool GPU_stack_link(GPUMaterial *material,
+ bNode *bnode,
+ const char *name,
+ GPUNodeStack *in,
+ GPUNodeStack *out,
+ ...)
+{
+ va_list params;
+ va_start(params, out);
+ bool valid = gpu_stack_link_v(material, bnode, name, in, out, params);
+ va_end(params);
+
+ return valid;
+}
+
GPUNodeLink *GPU_uniformbuf_link_out(GPUMaterial *mat,
bNode *node,
GPUNodeStack *stack,
@@ -786,12 +804,16 @@ void gpu_node_graph_free_nodes(GPUNodeGraph *graph)
gpu_node_free(node);
}
- graph->outlink = NULL;
+ graph->outlink_surface = NULL;
+ graph->outlink_volume = NULL;
+ graph->outlink_displacement = NULL;
+ graph->outlink_thickness = NULL;
}
void gpu_node_graph_free(GPUNodeGraph *graph)
{
BLI_freelistN(&graph->outlink_aovs);
+ BLI_freelistN(&graph->material_functions);
gpu_node_graph_free_nodes(graph);
LISTBASE_FOREACH (GPUMaterialVolumeGrid *, grid, &graph->volume_grids) {
@@ -801,28 +823,32 @@ void gpu_node_graph_free(GPUNodeGraph *graph)
BLI_freelistN(&graph->textures);
BLI_freelistN(&graph->attributes);
GPU_uniform_attr_list_free(&graph->uniform_attrs);
+
+ if (graph->used_libraries) {
+ BLI_gset_free(graph->used_libraries, NULL);
+ graph->used_libraries = NULL;
+ }
}
/* Prune Unused Nodes */
-static void gpu_nodes_tag(GPUNodeLink *link)
+static void gpu_nodes_tag(GPUNodeLink *link, eGPUNodeTag tag)
{
GPUNode *node;
- GPUInput *input;
- if (!link->output) {
+ if (!link || !link->output) {
return;
}
node = link->output->node;
- if (node->tag) {
+ if (node->tag & tag) {
return;
}
- node->tag = true;
- for (input = node->inputs.first; input; input = input->next) {
+ node->tag |= tag;
+ LISTBASE_FOREACH (GPUInput *, input, &node->inputs) {
if (input->link) {
- gpu_nodes_tag(input->link);
+ gpu_nodes_tag(input->link, tag);
}
}
}
@@ -830,18 +856,25 @@ static void gpu_nodes_tag(GPUNodeLink *link)
void gpu_node_graph_prune_unused(GPUNodeGraph *graph)
{
LISTBASE_FOREACH (GPUNode *, node, &graph->nodes) {
- node->tag = false;
+ node->tag = GPU_NODE_TAG_NONE;
}
- gpu_nodes_tag(graph->outlink);
+ gpu_nodes_tag(graph->outlink_surface, GPU_NODE_TAG_SURFACE);
+ gpu_nodes_tag(graph->outlink_volume, GPU_NODE_TAG_VOLUME);
+ gpu_nodes_tag(graph->outlink_displacement, GPU_NODE_TAG_DISPLACEMENT);
+ gpu_nodes_tag(graph->outlink_thickness, GPU_NODE_TAG_THICKNESS);
+
LISTBASE_FOREACH (GPUNodeGraphOutputLink *, aovlink, &graph->outlink_aovs) {
- gpu_nodes_tag(aovlink->outlink);
+ gpu_nodes_tag(aovlink->outlink, GPU_NODE_TAG_AOV);
+ }
+ LISTBASE_FOREACH (GPUNodeGraphFunctionLink *, funclink, &graph->material_functions) {
+ gpu_nodes_tag(funclink->outlink, GPU_NODE_TAG_FUNCTION);
}
for (GPUNode *node = graph->nodes.first, *next = NULL; node; node = next) {
next = node->next;
- if (!node->tag) {
+ if (node->tag == GPU_NODE_TAG_NONE) {
BLI_remlink(&graph->nodes, node);
gpu_node_free(node);
}
diff --git a/source/blender/gpu/intern/gpu_node_graph.h b/source/blender/gpu/intern/gpu_node_graph.h
index 5856001d548..024119e1c24 100644
--- a/source/blender/gpu/intern/gpu_node_graph.h
+++ b/source/blender/gpu/intern/gpu_node_graph.h
@@ -12,9 +12,15 @@
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
+#include "BLI_ghash.h"
+
#include "GPU_material.h"
#include "GPU_shader.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
struct GPUNode;
struct GPUOutput;
struct ListBase;
@@ -25,19 +31,18 @@ typedef enum eGPUDataSource {
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_UNIFORM_ATTR,
- GPU_SOURCE_BUILTIN,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
GPU_SOURCE_TEX_TILED_MAPPING,
GPU_SOURCE_VOLUME_GRID,
GPU_SOURCE_VOLUME_GRID_TRANSFORM,
+ GPU_SOURCE_FUNCTION_CALL,
} eGPUDataSource;
typedef enum {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_UNIFORM_ATTR,
- GPU_NODE_LINK_BUILTIN,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE,
@@ -47,15 +52,28 @@ typedef enum {
GPU_NODE_LINK_VOLUME_GRID_TRANSFORM,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
+ GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
} GPUNodeLinkType;
+typedef enum {
+ GPU_NODE_TAG_NONE = 0,
+ GPU_NODE_TAG_SURFACE = (1 << 0),
+ GPU_NODE_TAG_VOLUME = (1 << 1),
+ GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
+ GPU_NODE_TAG_THICKNESS = (1 << 3),
+ GPU_NODE_TAG_AOV = (1 << 4),
+ GPU_NODE_TAG_FUNCTION = (1 << 5),
+} eGPUNodeTag;
+
+ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_FUNCTION)
+
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
- bool tag;
+ eGPUNodeTag tag;
ListBase inputs;
ListBase outputs;
@@ -70,8 +88,6 @@ struct GPUNodeLink {
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
const float *data;
- /* GPU_NODE_LINK_BUILTIN */
- eGPUBuiltin builtin;
/* GPU_NODE_LINK_COLORBAND */
struct GPUTexture **colorband;
/* GPU_NODE_LINK_VOLUME_GRID */
@@ -84,6 +100,8 @@ struct GPUNodeLink {
struct GPUUniformAttr *uniform_attr;
/* GPU_NODE_LINK_IMAGE_BLENDER */
struct GPUMaterialTexture *texture;
+ /* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
+ const char *function_name;
};
};
@@ -110,8 +128,6 @@ typedef struct GPUInput {
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
- /* GPU_SOURCE_BUILTIN */
- eGPUBuiltin builtin; /* builtin uniform */
/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
struct GPUMaterialTexture *texture;
/* GPU_SOURCE_ATTR */
@@ -120,6 +136,8 @@ typedef struct GPUInput {
struct GPUUniformAttr *uniform_attr;
/* GPU_SOURCE_VOLUME_GRID | GPU_SOURCE_VOLUME_GRID_TRANSFORM */
struct GPUMaterialVolumeGrid *volume_grid;
+ /* GPU_SOURCE_FUNCTION_CALL */
+ char function_call[64];
};
} GPUInput;
@@ -129,14 +147,25 @@ typedef struct GPUNodeGraphOutputLink {
GPUNodeLink *outlink;
} GPUNodeGraphOutputLink;
+typedef struct GPUNodeGraphFunctionLink {
+ struct GPUNodeGraphFunctionLink *next, *prev;
+ char name[16];
+ GPUNodeLink *outlink;
+} GPUNodeGraphFunctionLink;
+
typedef struct GPUNodeGraph {
/* Nodes */
ListBase nodes;
- /* Main Output. */
- GPUNodeLink *outlink;
+ /* Main Outputs. */
+ GPUNodeLink *outlink_surface;
+ GPUNodeLink *outlink_volume;
+ GPUNodeLink *outlink_displacement;
+ GPUNodeLink *outlink_thickness;
/* List of GPUNodeGraphOutputLink */
ListBase outlink_aovs;
+ /* List of GPUNodeGraphFunctionLink */
+ ListBase material_functions;
/* Requested attributes and textures. */
ListBase attributes;
@@ -145,6 +174,9 @@ typedef struct GPUNodeGraph {
/* The list of uniform attributes. */
GPUUniformAttrList uniform_attrs;
+
+ /** Set of all the GLSL lib code blocks . */
+ GSet *used_libraries;
} GPUNodeGraph;
/* Node Graph */
@@ -171,4 +203,6 @@ struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
float *pixels,
float *row);
-struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index 76b3402435a..fe9aacb95f9 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -294,7 +294,9 @@ GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
std::string defines = shader->defines_declare(info);
std::string resources = shader->resources_declare(info);
- defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
+ if (info.legacy_resource_location_ == false) {
+ defines += "#define USE_GPU_SHADER_CREATE_INFO\n";
+ }
Vector<const char *> typedefs;
if (!info.typedef_sources_.is_empty() || !info.typedef_source_generated.empty()) {
@@ -362,6 +364,7 @@ GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
sources.append(resources.c_str());
sources.append(layout.c_str());
sources.append(interface.c_str());
+ sources.append(info.geometry_source_generated.c_str());
sources.extend(code);
shader->geometry_shader_from_glsl(sources);
diff --git a/source/blender/gpu/intern/gpu_shader_builder_stubs.cc b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
index 95f9b031fe8..515f65adb73 100644
--- a/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
+++ b/source/blender/gpu/intern/gpu_shader_builder_stubs.cc
@@ -202,10 +202,7 @@ int BKE_subdiv_ccg_grid_to_face_index(const SubdivCCG *UNUSED(subdiv_ccg),
/* -------------------------------------------------------------------- */
/** \name Stubs of BKE_node.h
* \{ */
-void ntreeGPUMaterialNodes(struct bNodeTree *UNUSED(localtree),
- struct GPUMaterial *UNUSED(mat),
- bool *UNUSED(has_surface_output),
- bool *UNUSED(has_volume_output))
+void ntreeGPUMaterialNodes(struct bNodeTree *UNUSED(localtree), struct GPUMaterial *UNUSED(mat))
{
BLI_assert_unreachable();
}
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
index dfd73219d1b..3ab96d0d84a 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.hh
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -284,6 +284,8 @@ struct ShaderCreateInfo {
bool auto_resource_location_ = false;
/** If true, force depth and stencil tests to always happen before fragment shader invocation. */
bool early_fragment_test_ = false;
+ /** If true, force the use of the GL shader introspection for resource location. */
+ bool legacy_resource_location_ = false;
/** Allow optimization when fragment shader writes to `gl_FragDepth`. */
DepthWrite depth_write_ = DepthWrite::ANY;
/**
@@ -296,6 +298,7 @@ struct ShaderCreateInfo {
/** Manually set generated code. */
std::string vertex_source_generated = "";
std::string fragment_source_generated = "";
+ std::string geometry_source_generated = "";
std::string typedef_source_generated = "";
/** Manually set generated dependencies. */
Vector<const char *, 0> dependencies_generated;
@@ -721,6 +724,12 @@ struct ShaderCreateInfo {
return *(Self *)this;
}
+ Self &legacy_resource_location(bool value)
+ {
+ legacy_resource_location_ = value;
+ return *(Self *)this;
+ }
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/gpu/intern/gpu_shader_dependency.cc b/source/blender/gpu/intern/gpu_shader_dependency.cc
index 2c6845334d3..7ee64d7e80f 100644
--- a/source/blender/gpu/intern/gpu_shader_dependency.cc
+++ b/source/blender/gpu/intern/gpu_shader_dependency.cc
@@ -10,11 +10,14 @@
#include <iomanip>
#include <iostream>
+#include <sstream>
+#include "BLI_ghash.h"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
+#include "gpu_material_library.h"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_dependency_private.h"
@@ -31,6 +34,7 @@ extern "C" {
namespace blender::gpu {
using GPUSourceDictionnary = Map<StringRef, struct GPUSource *>;
+using GPUFunctionDictionnary = Map<StringRef, struct GPUFunction *>;
struct GPUSource {
StringRefNull fullpath;
@@ -41,7 +45,10 @@ struct GPUSource {
shader::BuiltinBits builtins = (shader::BuiltinBits)0;
std::string processed_source;
- GPUSource(const char *path, const char *file, const char *datatoc)
+ GPUSource(const char *path,
+ const char *file,
+ const char *datatoc,
+ GPUFunctionDictionnary *g_functions)
: fullpath(path), filename(file), source(datatoc)
{
/* Scan for builtins. */
@@ -92,16 +99,20 @@ struct GPUSource {
if (filename.endswith(".h") || filename.endswith(".hh")) {
enum_preprocess();
}
+
+ if (is_from_material_library()) {
+ material_functions_parse(g_functions);
+ }
};
- bool is_in_comment(const StringRef &input, int64_t offset)
+ static bool is_in_comment(const StringRef &input, int64_t offset)
{
return (input.rfind("/*", offset) > input.rfind("*/", offset)) ||
(input.rfind("//", offset) > input.rfind("\n", offset));
}
template<bool check_whole_word = true, bool reversed = false, typename T>
- int64_t find_str(const StringRef &input, const T keyword, int64_t offset = 0)
+ static int64_t find_str(const StringRef &input, const T keyword, int64_t offset = 0)
{
while (true) {
if constexpr (reversed) {
@@ -114,7 +125,7 @@ struct GPUSource {
if constexpr (check_whole_word) {
/* Fix false positive if something has "enum" as suffix. */
char previous_char = input[offset - 1];
- if (!(ELEM(previous_char, '\n', '\t', ' ', ':'))) {
+ if (!(ELEM(previous_char, '\n', '\t', ' ', ':', '(', ','))) {
offset += (reversed) ? -1 : 1;
continue;
}
@@ -129,9 +140,13 @@ struct GPUSource {
}
}
+#define find_keyword find_str<true, false>
+#define rfind_keyword find_str<true, true>
+#define find_token find_str<false, false>
+#define rfind_token find_str<false, true>
+
void print_error(const StringRef &input, int64_t offset, const StringRef message)
{
- std::cout << " error: " << message << "\n";
StringRef sub = input.substr(0, offset);
int64_t line_number = std::count(sub.begin(), sub.end(), '\n') + 1;
int64_t line_end = input.find("\n", offset);
@@ -152,6 +167,12 @@ struct GPUSource {
std::cout << "^\n";
}
+#define CHECK(test_value, str, ofs, msg) \
+ if ((test_value) == -1) { \
+ print_error(str, ofs, msg); \
+ continue; \
+ }
+
/**
* Transform C,C++ enum declaration into GLSL compatible defines and constants:
*
@@ -193,16 +214,6 @@ struct GPUSource {
int64_t last_pos = 0;
const bool is_cpp = filename.endswith(".hh");
-#define find_keyword find_str<true, false>
-#define find_token find_str<false, false>
-#define rfind_token find_str<false, true>
-#define CHECK(test_value, str, ofs, msg) \
- if ((test_value) == -1) { \
- print_error(str, ofs, msg); \
- cursor++; \
- continue; \
- }
-
while (true) {
cursor = find_keyword(input, "enum ", cursor + 1);
if (cursor == -1) {
@@ -268,10 +279,6 @@ struct GPUSource {
return;
}
-#undef find_keyword
-#undef find_token
-#undef rfind_token
-
if (last_pos != 0) {
output += input.substr(last_pos);
}
@@ -279,37 +286,241 @@ struct GPUSource {
source = processed_source.c_str();
};
+ void material_functions_parse(GPUFunctionDictionnary *g_functions)
+ {
+ const StringRefNull input = source;
+
+ const char whitespace_chars[] = " \n\t";
+
+ auto function_parse = [&](const StringRef &input,
+ int64_t &cursor,
+ StringRef &out_return_type,
+ StringRef &out_name,
+ StringRef &out_args) -> bool {
+ cursor = find_keyword(input, "void ", cursor + 1);
+ if (cursor == -1) {
+ return false;
+ }
+ int64_t arg_start = find_token(input, '(', cursor);
+ if (arg_start == -1) {
+ return false;
+ }
+ int64_t arg_end = find_token(input, ')', arg_start);
+ if (arg_end == -1) {
+ return false;
+ }
+ int64_t body_start = find_token(input, '{', arg_end);
+ int64_t next_semicolon = find_token(input, ';', arg_end);
+ if (body_start != -1 && next_semicolon != -1 && body_start > next_semicolon) {
+ /* Assert no prototypes but could also just skip them. */
+ BLI_assert_msg(false, "No prototypes allowed in node GLSL libraries.");
+ }
+ int64_t name_start = input.find_first_not_of(whitespace_chars, input.find(' ', cursor));
+ if (name_start == -1) {
+ return false;
+ }
+ int64_t name_end = input.find_last_not_of(whitespace_chars, arg_start);
+ if (name_end == -1) {
+ return false;
+ }
+ /* Only support void type for now. */
+ out_return_type = "void";
+ out_name = input.substr(name_start, name_end - name_start);
+ out_args = input.substr(arg_start + 1, arg_end - (arg_start + 1));
+ return true;
+ };
+
+ auto keyword_parse = [&](const StringRef &str, int64_t &cursor) -> const StringRef {
+ int64_t keyword_start = str.find_first_not_of(whitespace_chars, cursor);
+ if (keyword_start == -1) {
+ /* No keyword found. */
+ return str.substr(0, 0);
+ }
+ int64_t keyword_end = str.find_first_of(whitespace_chars, keyword_start);
+ if (keyword_end == -1) {
+ /* Last keyword. */
+ keyword_end = str.size();
+ }
+ cursor = keyword_end + 1;
+ return str.substr(keyword_start, keyword_end - keyword_start);
+ };
+
+ auto arg_parse = [&](const StringRef &str,
+ int64_t &cursor,
+ StringRef &out_qualifier,
+ StringRef &out_type,
+ StringRef &out_name) -> bool {
+ int64_t arg_start = cursor + 1;
+ if (arg_start >= str.size()) {
+ return false;
+ }
+ cursor = find_token(str, ',', arg_start);
+ if (cursor == -1) {
+ /* Last argument. */
+ cursor = str.size();
+ }
+ const StringRef arg = str.substr(arg_start, cursor - arg_start);
+
+ int64_t keyword_cursor = 0;
+ out_qualifier = keyword_parse(arg, keyword_cursor);
+ out_type = keyword_parse(arg, keyword_cursor);
+ out_name = keyword_parse(arg, keyword_cursor);
+ if (out_name.is_empty()) {
+ /* No qualifier case. */
+ out_name = out_type;
+ out_type = out_qualifier;
+ out_qualifier = arg.substr(0, 0);
+ }
+ return true;
+ };
+
+ int64_t cursor = -1;
+ StringRef func_return_type, func_name, func_args;
+ while (function_parse(input, cursor, func_return_type, func_name, func_args)) {
+ GPUFunction *func = MEM_new<GPUFunction>(__func__);
+ func_name.copy(func->name, sizeof(func->name));
+ func->source = reinterpret_cast<void *>(this);
+
+ bool insert = g_functions->add(func->name, func);
+
+ /* NOTE: We allow overloading non void function, but only if the function comes from the
+ * same file. Otherwise the dependency system breaks. */
+ if (!insert) {
+ GPUSource *other_source = reinterpret_cast<GPUSource *>(
+ g_functions->lookup(func_name)->source);
+ if (other_source != this) {
+ print_error(input,
+ source.find(func_name),
+ "Function redefinition or overload in two different files ...");
+ print_error(
+ input, other_source->source.find(func_name), "... previous definition was here");
+ }
+ else {
+ /* Non-void function overload. */
+ MEM_delete(func);
+ }
+ continue;
+ }
+
+ if (func_return_type != "void") {
+ continue;
+ }
+
+ func->totparam = 0;
+ int64_t args_cursor = -1;
+ StringRef arg_qualifier, arg_type, arg_name;
+ while (arg_parse(func_args, args_cursor, arg_qualifier, arg_type, arg_name)) {
+
+ if (func->totparam >= ARRAY_SIZE(func->paramtype)) {
+ print_error(input, source.find(func_name), "Too much parameter in function");
+ break;
+ }
+
+ auto parse_qualifier = [](StringRef &qualifier) -> GPUFunctionQual {
+ if (qualifier == "out") {
+ return FUNCTION_QUAL_OUT;
+ }
+ else if (qualifier == "inout") {
+ return FUNCTION_QUAL_INOUT;
+ }
+ else {
+ return FUNCTION_QUAL_IN;
+ }
+ };
+
+ auto parse_type = [](StringRef &type) -> eGPUType {
+ if (type == "float") {
+ return GPU_FLOAT;
+ }
+ else if (type == "vec2") {
+ return GPU_VEC2;
+ }
+ else if (type == "vec3") {
+ return GPU_VEC3;
+ }
+ else if (type == "vec4") {
+ return GPU_VEC4;
+ }
+ else if (type == "mat3") {
+ return GPU_MAT3;
+ }
+ else if (type == "mat4") {
+ return GPU_MAT4;
+ }
+ else if (type == "sampler1DArray") {
+ return GPU_TEX1D_ARRAY;
+ }
+ else if (type == "sampler2DArray") {
+ return GPU_TEX2D_ARRAY;
+ }
+ else if (type == "sampler2D") {
+ return GPU_TEX2D;
+ }
+ else if (type == "sampler3D") {
+ return GPU_TEX3D;
+ }
+ else if (type == "Closure") {
+ return GPU_CLOSURE;
+ }
+ else {
+ return GPU_NONE;
+ }
+ };
+
+ func->paramqual[func->totparam] = parse_qualifier(arg_qualifier);
+ func->paramtype[func->totparam] = parse_type(arg_type);
+
+ if (func->paramtype[func->totparam] == GPU_NONE) {
+ std::string err = "Unknown parameter type \"" + arg_type + "\"";
+ int64_t err_ofs = source.find(func_name);
+ err_ofs = find_keyword(source, arg_name, err_ofs);
+ err_ofs = rfind_keyword(source, arg_type, err_ofs);
+ print_error(input, err_ofs, err);
+ }
+
+ func->totparam++;
+ }
+ }
+ }
+
+#undef find_keyword
+#undef rfind_keyword
+#undef find_token
+#undef rfind_token
+
/* Return 1 one error. */
- int init_dependencies(const GPUSourceDictionnary &dict)
+ int init_dependencies(const GPUSourceDictionnary &dict,
+ const GPUFunctionDictionnary &g_functions)
{
- if (dependencies_init) {
+ if (this->dependencies_init) {
return 0;
}
- dependencies_init = true;
- int64_t pos = 0;
+ this->dependencies_init = true;
+ int64_t pos = -1;
+
while (true) {
- pos = source.find("pragma BLENDER_REQUIRE(", pos);
- if (pos == -1) {
- return 0;
- }
- int64_t start = source.find('(', pos) + 1;
- int64_t end = source.find(')', pos);
- if (end == -1) {
- /* TODO Use clog. */
- std::cout << "Error: " << filename << " : Malformed BLENDER_REQUIRE: Missing \")\"."
- << std::endl;
- return 1;
- }
- StringRef dependency_name = source.substr(start, end - start);
- GPUSource *dependency_source = dict.lookup_default(dependency_name, nullptr);
- if (dependency_source == nullptr) {
- /* TODO Use clog. */
- std::cout << "Error: " << filename << " : Dependency not found \"" << dependency_name
- << "\"." << std::endl;
- return 1;
+ GPUSource *dependency_source = nullptr;
+
+ {
+ pos = source.find("pragma BLENDER_REQUIRE(", pos + 1);
+ if (pos == -1) {
+ return 0;
+ }
+ int64_t start = source.find('(', pos) + 1;
+ int64_t end = source.find(')', pos);
+ if (end == -1) {
+ print_error(source, start, "Malformed BLENDER_REQUIRE: Missing \")\" token");
+ return 1;
+ }
+ StringRef dependency_name = source.substr(start, end - start);
+ dependency_source = dict.lookup_default(dependency_name, nullptr);
+ if (dependency_source == nullptr) {
+ print_error(source, start, "Dependency not found");
+ return 1;
+ }
}
/* Recursive. */
- int result = dependency_source->init_dependencies(dict);
+ int result = dependency_source->init_dependencies(dict, g_functions);
if (result != 0) {
return 1;
}
@@ -318,8 +529,8 @@ struct GPUSource {
dependencies.append_non_duplicates(dep);
}
dependencies.append_non_duplicates(dependency_source);
- pos++;
- };
+ }
+ return 0;
}
/* Returns the final string with all includes done. */
@@ -339,6 +550,11 @@ struct GPUSource {
}
return out_builtins;
}
+
+ bool is_from_material_library() const
+ {
+ return filename.startswith("gpu_shader_material_") && filename.endswith(".glsl");
+ }
};
} // namespace blender::gpu
@@ -346,13 +562,15 @@ struct GPUSource {
using namespace blender::gpu;
static GPUSourceDictionnary *g_sources = nullptr;
+static GPUFunctionDictionnary *g_functions = nullptr;
void gpu_shader_dependency_init()
{
g_sources = new GPUSourceDictionnary();
+ g_functions = new GPUFunctionDictionnary();
#define SHADER_SOURCE(datatoc, filename, filepath) \
- g_sources->add_new(filename, new GPUSource(filepath, filename, datatoc));
+ g_sources->add_new(filename, new GPUSource(filepath, filename, datatoc, g_functions));
#include "glsl_draw_source_list.h"
#include "glsl_gpu_source_list.h"
#ifdef WITH_OCIO
@@ -362,7 +580,7 @@ void gpu_shader_dependency_init()
int errors = 0;
for (auto *value : g_sources->values()) {
- errors += value->init_dependencies(*g_sources);
+ errors += value->init_dependencies(*g_sources, *g_functions);
}
BLI_assert_msg(errors == 0, "Dependency errors detected: Aborting");
UNUSED_VARS_NDEBUG(errors);
@@ -373,7 +591,20 @@ void gpu_shader_dependency_exit()
for (auto *value : g_sources->values()) {
delete value;
}
+ for (auto *value : g_functions->values()) {
+ MEM_delete(value);
+ }
delete g_sources;
+ delete g_functions;
+}
+
+GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name)
+{
+ GPUFunction *function = g_functions->lookup_default(name, nullptr);
+ BLI_assert_msg(function != nullptr, "Requested function not in the function library");
+ GPUSource *source = reinterpret_cast<GPUSource *>(function->source);
+ BLI_gset_add(used_libraries, const_cast<char *>(source->filename.c_str()));
+ return function;
}
namespace blender::gpu::shader {