diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-05 02:54:31 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-06 18:44:04 +0300 |
commit | 3a209c285754a08339c654d075b5d273fa264c08 (patch) | |
tree | bd1121dc7c095af648263e0dbef1b6cf76f7d4e5 /source/blender/gpu | |
parent | f14cbc0d0773d33f917c75f84b25dbc1e48a2976 (diff) |
DRW: Deferred compilation initial implementation.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 10 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 13 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.h | 3 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 51 |
4 files changed, 60 insertions, 17 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index b486ff14dd1..14c2043ebad 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -144,6 +144,11 @@ typedef struct GPUNodeStack { bool end; } GPUNodeStack; +typedef enum GPUMaterialSatus { + GPU_MAT_FAILED = 0, + GPU_MAT_QUEUED, + GPU_MAT_SUCCESS, +} GPUMaterialSatus; #define GPU_DYNAMIC_GROUP_FROM_TYPE(f) ((f) & 0xFFFF0000) @@ -245,9 +250,11 @@ GPUMaterial *GPU_material_from_nodetree_find( struct ListBase *gpumaterials, const void *engine_type, int options); GPUMaterial *GPU_material_from_nodetree( struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options, - const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines); + const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, bool deferred); GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv); GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv); +void GPU_material_generate_pass( + GPUMaterial *mat, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines); void GPU_material_free(struct ListBase *gpumaterial); void GPU_materials_free(void); @@ -263,6 +270,7 @@ bool GPU_material_bound(GPUMaterial *material); struct Scene *GPU_material_scene(GPUMaterial *material); GPUMatType GPU_Material_get_type(GPUMaterial *material); struct GPUPass *GPU_material_get_pass(GPUMaterial *material); +GPUMaterialSatus GPU_material_status(GPUMaterial *mat); struct GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material); void GPU_material_create_uniform_buffer(GPUMaterial *material, struct ListBase *inputs); diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index ece78d4a5cf..b6f92497063 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1720,7 +1720,7 @@ static void gpu_nodes_free(ListBase *nodes) /* vertex attributes */ -static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs) +void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs) { GPUNode *node; GPUInput *input; @@ -2052,7 +2052,7 @@ static void gpu_nodes_tag(GPUNodeLink *link) gpu_nodes_tag(input->link); } -static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink) +void GPU_nodes_prune(ListBase *nodes, GPUNodeLink *outlink) { GPUNode *node, *next; @@ -2084,9 +2084,9 @@ GPUPass *GPU_generate_pass_new( char *vertexcode, *geometrycode, *fragmentcode; /* prune unused nodes */ - gpu_nodes_prune(nodes, frag_outlink); + GPU_nodes_prune(nodes, frag_outlink); - gpu_nodes_get_vertex_attributes(nodes, attribs); + GPU_nodes_get_vertex_attributes(nodes, attribs); /* generate code and compile with opengl */ fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, true); @@ -2135,7 +2135,6 @@ GPUPass *GPU_generate_pass_new( /* extract dynamic inputs and throw away nodes */ gpu_nodes_extract_dynamic_inputs_new(pass, nodes); - gpu_nodes_free(nodes); MEM_freeN(fragmentgen); MEM_freeN(vertexgen); @@ -2162,9 +2161,9 @@ GPUPass *GPU_generate_pass( #endif /* prune unused nodes */ - gpu_nodes_prune(nodes, outlink); + GPU_nodes_prune(nodes, outlink); - gpu_nodes_get_vertex_attributes(nodes, attribs); + GPU_nodes_get_vertex_attributes(nodes, attribs); gpu_nodes_get_builtin_flag(nodes, builtins); /* generate code and compile with opengl */ diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h index 14e07a6e012..0f8218c9c15 100644 --- a/source/blender/gpu/intern/gpu_codegen.h +++ b/source/blender/gpu/intern/gpu_codegen.h @@ -183,6 +183,9 @@ GPUPass *GPU_generate_pass( struct GPUShader *GPU_pass_shader(GPUPass *pass); +void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs); +void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink); + void GPU_pass_bind(GPUPass *pass, double time, int mipmap); void GPU_pass_update_uniforms(GPUPass *pass); void GPU_pass_unbind(GPUPass *pass); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 2d7b9415030..4d888824f97 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -68,6 +68,8 @@ #include "GPU_texture.h" #include "GPU_uniformbuffer.h" +#include "DRW_engine.h" + #include "gpu_codegen.h" #include "gpu_lamp_private.h" @@ -103,6 +105,7 @@ struct GPUMaterial { /* material for mesh surface, worlds or something else. * some code generation is done differently depending on the use case */ int type; /* DEPRECATED */ + GPUMaterialSatus status; const void *engine_type; /* attached engine type */ int options; /* to identify shader variations (shadow, probe, world background...) */ @@ -142,7 +145,10 @@ struct GPUMaterial { */ int domain; + /* Used by 2.8 pipeline */ GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */ + + /* Eevee SSS */ GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */ GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */ float *sss_radii; /* UBO containing SSS profile. */ @@ -221,6 +227,8 @@ static int gpu_material_construct_end(GPUMaterial *material, const char *passnam material->is_opensubdiv, GPU_material_use_new_shading_nodes(material)); + material->status = (material->pass) ? GPU_MAT_SUCCESS : GPU_MAT_FAILED; + if (!material->pass) return 0; @@ -270,6 +278,11 @@ void GPU_material_free(ListBase *gpumaterial) for (LinkData *link = gpumaterial->first; link; link = link->next) { GPUMaterial *material = link->data; + /* Cancel / wait any pending lazy compilation. */ + DRW_deferred_shader_remove(material); + + GPU_pass_free_nodes(&material->nodes); + if (material->pass) GPU_pass_free(material->pass); @@ -829,6 +842,12 @@ void gpu_material_add_node(GPUMaterial *material, GPUNode *node) BLI_addtail(&material->nodes, node); } +/* Return true if the material compilation has not yet begin or begin. */ +GPUMaterialSatus GPU_material_status(GPUMaterial *mat) +{ + return mat->status; +} + /* Code generation */ bool GPU_material_do_color_management(GPUMaterial *mat) @@ -2490,10 +2509,8 @@ GPUMaterial *GPU_material_from_nodetree_find( */ GPUMaterial *GPU_material_from_nodetree( Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options, - const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines) + const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, bool deferred) { - GPUMaterial *mat; - GPUNodeLink *outlink; LinkData *link; bool has_volume_output, has_surface_output; @@ -2501,7 +2518,7 @@ GPUMaterial *GPU_material_from_nodetree( BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL); /* allocate material */ - mat = GPU_material_construct_begin(NULL); /* TODO remove GPU_material_construct_begin */ + GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");; mat->scene = scene; mat->engine_type = engine_type; mat->options = options; @@ -2516,11 +2533,15 @@ GPUMaterial *GPU_material_from_nodetree( mat->domain |= GPU_DOMAIN_VOLUME; } - /* Let Draw manager finish the construction. */ - if (mat->outlink) { - outlink = mat->outlink; - mat->pass = GPU_generate_pass_new( - mat, &mat->nodes, outlink, &mat->attribs, vert_code, geom_code, frag_lib, defines); + if (!deferred) { + GPU_material_generate_pass(mat, vert_code, geom_code, frag_lib, defines); + } + else if (mat->outlink) { + /* Prune the unused nodes and extract attribs before compiling so the + * generated VBOs are ready to accept the future shader. */ + GPU_nodes_prune(&mat->nodes, mat->outlink); + GPU_nodes_get_vertex_attributes(&mat->nodes, &mat->attribs); + mat->status = GPU_MAT_QUEUED; } /* note that even if building the shader fails in some way, we still keep @@ -2534,6 +2555,18 @@ GPUMaterial *GPU_material_from_nodetree( return mat; } +/* Calls this function if /a mat was created with deferred compilation. */ +void GPU_material_generate_pass( + GPUMaterial *mat, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines) +{ + BLI_assert(mat->pass == NULL); /* Only run once! */ + if (mat->outlink) { + mat->pass = GPU_generate_pass_new( + mat, &mat->nodes, mat->outlink, &mat->attribs, vert_code, geom_code, frag_lib, defines); + mat->status = (mat->pass) ? GPU_MAT_SUCCESS : GPU_MAT_FAILED; + } +} + GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv) { GPUMaterial *mat; |