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authorClément Foucault <foucault.clem@gmail.com>2022-02-01 20:21:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-02-01 21:05:22 +0300
commit9505af72d4be79cb0c1ce1678db2e392ba74804d (patch)
treea42d6a416566db3de9abcddeb9b17965fdf8abba /source/blender/gpu/opengl/gl_shader.cc
parent9e42b9827aca935214d5cc60453b78acac53da17 (diff)
GPUShader: Add support for gpu_BaryCoord and fallback
This adds the possibility to use the `gpu_BaryCoord[NoPersp]` builtin to support barycentric coordinates without geometry shader. The `BuiltinBits::LAYER` builtin needs to be manually added to the `GPUShaderCreateInfo` in order to use this feature. Note: This is only available for shaders using `GPUShaderCreateInfo`. A geometry shader fallback is generated if the extension `AMD_shader_explicit_vertex_parameter` is not available. `NV_fragment_shader_barycentric` was not considered because it is not present inside the `glew.h` with use and seems to only be available with vulkan.
Diffstat (limited to 'source/blender/gpu/opengl/gl_shader.cc')
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc87
1 files changed, 85 insertions, 2 deletions
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
index 4649d32deee..815c488cf8b 100644
--- a/source/blender/gpu/opengl/gl_shader.cc
+++ b/source/blender/gpu/opengl/gl_shader.cc
@@ -424,9 +424,28 @@ std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
return ss.str();
}
+static std::string main_function_wrapper(std::string &pre_main, std::string &post_main)
+{
+ std::stringstream ss;
+ /* Prototype for the original main. */
+ ss << "\n";
+ ss << "void main_function_();\n";
+ /* Wrapper to the main function in order to inject code processing on globals. */
+ ss << "void main() {\n";
+ ss << pre_main;
+ ss << " main_function_();\n";
+ ss << post_main;
+ ss << "}\n";
+ /* Rename the original main. */
+ ss << "#define main main_function_\n";
+ ss << "\n";
+ return ss.str();
+}
+
std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
+ std::string post_main = "";
ss << "\n/* Inputs. */\n";
for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
@@ -442,13 +461,32 @@ std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) con
if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
ss << "out int gpu_Layer;\n";
}
+ if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
+ if (!GLContext::native_barycentric_support) {
+ /* Disabled or unsupported. */
+ }
+ else if (GLEW_AMD_shader_explicit_vertex_parameter) {
+ /* Need this for stable barycentric. */
+ ss << "flat out vec4 gpu_pos_flat;\n";
+ ss << "out vec4 gpu_pos;\n";
+
+ post_main += " gpu_pos = gpu_pos_flat = gl_Position;\n";
+ }
+ }
ss << "\n";
+
+ if (post_main.empty() == false) {
+ std::string pre_main = "";
+ ss << main_function_wrapper(pre_main, post_main);
+ }
return ss.str();
}
std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
+ std::string pre_main = "";
+
ss << "\n/* Interfaces. */\n";
const Vector<StageInterfaceInfo *> &in_interfaces = (info.geometry_source_.is_empty()) ?
info.vertex_out_interfaces_ :
@@ -456,6 +494,32 @@ std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) c
for (const StageInterfaceInfo *iface : in_interfaces) {
print_interface(ss, "in", *iface);
}
+ if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
+ if (!GLContext::native_barycentric_support) {
+ ss << "smooth in vec3 gpu_BaryCoord;\n";
+ ss << "noperspective in vec3 gpu_BaryCoordNoPersp;\n";
+ }
+ else if (GLEW_AMD_shader_explicit_vertex_parameter) {
+ /* NOTE(fclem): This won't work with geometry shader. Hopefully, we don't need geometry
+ * shader workaround if this extension/feature is detected. */
+ ss << "\n/* Stable Barycentric Coordinates. */\n";
+ ss << "flat in vec4 gpu_pos_flat;\n";
+ ss << "__explicitInterpAMD in vec4 gpu_pos;\n";
+ /* Globals. */
+ ss << "vec3 gpu_BaryCoord;\n";
+ ss << "vec3 gpu_BaryCoordNoPersp;\n";
+ ss << "\n";
+ ss << "vec2 stable_bary_(vec2 in_bary) {\n";
+ ss << " vec3 bary = vec3(in_bary, 1.0 - in_bary.x - in_bary.y);\n";
+ ss << " if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { return bary.zxy; }\n";
+ ss << " if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { return bary.yzx; }\n";
+ ss << " return bary.xyz;\n";
+ ss << "}\n";
+
+ pre_main += " gpu_BaryCoord = stable_bary_(gl_BaryCoordSmoothAMD);\n";
+ pre_main += " gpu_BaryCoordNoPersp = stable_bary_(gl_BaryCoordNoPerspAMD);\n";
+ }
+ }
ss << "\n/* Outputs. */\n";
for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
ss << "layout(location = " << output.index;
@@ -473,6 +537,11 @@ std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) c
ss << "out " << to_string(output.type) << " " << output.name << ";\n";
}
ss << "\n";
+
+ if (pre_main.empty() == false) {
+ std::string post_main = "";
+ ss << main_function_wrapper(pre_main, post_main);
+ }
return ss.str();
}
@@ -562,7 +631,7 @@ std::string GLShader::workaround_geometry_shader_source_create(
const bool do_layer_workaround = !GLContext::layered_rendering_support &&
bool(info.builtins_ & BuiltinBits::LAYER);
- const bool do_barycentric_workaround = !GLContext::native_barycentrics_support &&
+ const bool do_barycentric_workaround = !GLContext::native_barycentric_support &&
bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD);
shader::ShaderCreateInfo info_modified = info;
@@ -578,6 +647,10 @@ std::string GLShader::workaround_geometry_shader_source_create(
if (do_layer_workaround) {
ss << "in int gpu_Layer[];\n";
}
+ if (do_barycentric_workaround) {
+ ss << "smooth out vec3 gpu_BaryCoord;\n";
+ ss << "noperspective out vec3 gpu_BaryCoordNoPersp;\n";
+ }
ss << "\n";
ss << "void main()\n";
@@ -592,6 +665,10 @@ std::string GLShader::workaround_geometry_shader_source_create(
ss << " = " << iface->instance_name << "_in[" << i << "]." << inout.name << ";\n";
}
}
+ if (do_barycentric_workaround) {
+ ss << " gpu_BaryCoordNoPersp = gpu_BaryCoord =";
+ ss << " vec3(" << int(i == 0) << ", " << int(i == 1) << ", " << int(i == 2) << ");\n";
+ }
ss << " gl_Position = gl_in[" << i << "].gl_Position;\n";
ss << " EmitVertex();\n";
}
@@ -602,7 +679,10 @@ std::string GLShader::workaround_geometry_shader_source_create(
bool GLShader::do_geometry_shader_injection(const shader::ShaderCreateInfo *info)
{
BuiltinBits builtins = info->builtins_;
- if (!GLContext::native_barycentrics_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
+ if (!GLContext::native_barycentric_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
+ return true;
+ }
+ if (!GLContext::layered_rendering_support && bool(builtins & BuiltinBits::LAYER)) {
return true;
}
return false;
@@ -665,6 +745,9 @@ static char *glsl_patch_default_get()
STR_CONCAT(patch, slen, "#extension GL_AMD_vertex_shader_layer: enable\n");
STR_CONCAT(patch, slen, "#define gpu_Layer gl_Layer\n");
}
+ if (GLContext::native_barycentric_support) {
+ STR_CONCAT(patch, slen, "#extension GL_AMD_shader_explicit_vertex_parameter: enable\n");
+ }
/* Fallbacks. */
if (!GLContext::shader_draw_parameters_support) {