diff options
author | Jeroen Bakker <jbakker> | 2022-01-17 16:32:03 +0300 |
---|---|---|
committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-17 16:32:28 +0300 |
commit | 8fb2ff458ba579dba08bfdf57d043ad158b5db07 (patch) | |
tree | e6324c08c69de3e8ed34c1f85d0b2982fa1d38ed /source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl | |
parent | 08822801acf648d23791fa308ec8c1c26f86963e (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_image_overlays_stereo_merge_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl index c6e9860d940..9b1e6fe9d23 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl @@ -7,18 +7,20 @@ /* Composite stereo textures */ +#ifndef USE_GPU_SHADER_CREATE_INFO uniform sampler2D imageTexture; uniform sampler2D overlayTexture; uniform int stereoDisplaySettings; +layout(location = 0) out vec4 imageColor; +layout(location = 1) out vec4 overlayColor; +#endif + #define stereo_display_mode (stereoDisplaySettings & ((1 << 3) - 1)) #define stereo_interlace_mode ((stereoDisplaySettings >> 3) & ((1 << 3) - 1)) #define stereo_interlace_swap bool(stereoDisplaySettings >> 6) -layout(location = 0) out vec4 imageColor; -layout(location = 1) out vec4 overlayColor; - bool interlace(ivec2 texel) { int interlace_mode = stereo_interlace_mode; |