diff options
author | Jeroen Bakker <jbakker> | 2022-01-17 16:32:03 +0300 |
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committer | Fabian Schempp <fabianschempp@googlemail.com> | 2022-04-11 01:26:38 +0300 |
commit | 73882dae507519e1b2bc5c4e9917982362b1501c (patch) | |
tree | 1198808a5dada10d3f8b7b00cd129335881d884b /source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl | |
parent | 0ad43692317910108448820f7e1ee9fdfba923b9 (diff) |
GPUShaderCreateInfo for interface abstraction
This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl index 46cf2fe09a2..cdc716db7a4 100644 --- a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl +++ b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl @@ -1,7 +1,9 @@ #ifdef USE_WORLD_CLIP_PLANES # if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER) +# ifndef USE_GPU_SHADER_CREATE_INFO uniform vec4 WorldClipPlanes[6]; +# endif # define _world_clip_planes_calc_clip_distance(wpos, _clipplanes) \ { \ @@ -14,6 +16,10 @@ uniform vec4 WorldClipPlanes[6]; gl_ClipDistance[5] = dot(_clipplanes[5], pos); \ } +/* When all shaders are builtin shaders are migrated this could be applied directly. */ +# ifdef USE_GPU_SHADER_CREATE_INFO +# define WorldClipPlanes clipPlanes.world +# endif /* HACK Dirty hack to be able to override the definition in common_view_lib.glsl. * Not doing this would require changing the include order in every shaders. */ # define world_clip_planes_calc_clip_distance(wpos) \ |