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author | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 19:47:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 19:47:58 +0300 |
commit | 80859a6cb2726a39fb22cb49f06e0355dc9390a7 (patch) | |
tree | fd3f8ead5a247a79ea11e4aacc720843bbc5e2c2 /source/blender/gpu/opengl | |
parent | 66dc4d4efb88ecf2d18bfa08ab9c43b024ebd2fb (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/opengl')
-rw-r--r-- | source/blender/gpu/opengl/gl_shader.cc | 17 |
1 files changed, 16 insertions, 1 deletions
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc index 5938444ce49..9768318f3b6 100644 --- a/source/blender/gpu/opengl/gl_shader.cc +++ b/source/blender/gpu/opengl/gl_shader.cc @@ -572,10 +572,13 @@ std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) c } if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) { if (!GLContext::native_barycentric_support) { + ss << "flat in vec4 gpu_pos[3];\n"; ss << "smooth in vec3 gpu_BaryCoord;\n"; ss << "noperspective in vec3 gpu_BaryCoordNoPersp;\n"; + ss << "#define gpu_position_at_vertex(v) gpu_pos[v]\n"; } else if (GLEW_AMD_shader_explicit_vertex_parameter) { + std::cout << "native" << std::endl; /* 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"; @@ -591,6 +594,12 @@ std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) c ss << " if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { return bary.yzx; }\n"; ss << " return bary.xyz;\n"; ss << "}\n"; + ss << "\n"; + ss << "vec4 gpu_position_at_vertex(int v) {\n"; + ss << " if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { v = (v + 2) % 3; }\n"; + ss << " if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { v = (v + 1) % 3; }\n"; + ss << " return interpolateAtVertexAMD(gpu_pos, v);\n"; + ss << "}\n"; pre_main += " gpu_BaryCoord = stable_bary_(gl_BaryCoordSmoothAMD);\n"; pre_main += " gpu_BaryCoordNoPersp = stable_bary_(gl_BaryCoordNoPerspAMD);\n"; @@ -730,6 +739,7 @@ std::string GLShader::workaround_geometry_shader_source_create( ss << "in int gpu_Layer[];\n"; } if (do_barycentric_workaround) { + ss << "flat out vec4 gpu_pos[3];\n"; ss << "smooth out vec3 gpu_BaryCoord;\n"; ss << "noperspective out vec3 gpu_BaryCoordNoPersp;\n"; } @@ -740,6 +750,11 @@ std::string GLShader::workaround_geometry_shader_source_create( if (do_layer_workaround) { ss << " gl_Layer = gpu_Layer[0];\n"; } + if (do_barycentric_workaround) { + ss << " gpu_pos[0] = gl_in[0].gl_Position;\n"; + ss << " gpu_pos[1] = gl_in[1].gl_Position;\n"; + ss << " gpu_pos[2] = gl_in[2].gl_Position;\n"; + } for (auto i : IndexRange(3)) { for (StageInterfaceInfo *iface : info_modified.vertex_out_interfaces_) { for (auto &inout : iface->inouts) { @@ -977,7 +992,7 @@ bool GLShader::finalize(const shader::ShaderCreateInfo *info) return false; } - if (info != nullptr) { + if (info != nullptr && info->legacy_resource_location_ == false) { interface = new GLShaderInterface(shader_program_, *info); } else { |