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authorClément Foucault <foucault.clem@gmail.com>2018-03-05 02:54:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-06 18:44:04 +0300
commit3a209c285754a08339c654d075b5d273fa264c08 (patch)
treebd1121dc7c095af648263e0dbef1b6cf76f7d4e5 /source
parentf14cbc0d0773d33f917c75f84b25dbc1e48a2976 (diff)
DRW: Deferred compilation initial implementation.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/DRW_engine.h3
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c53
-rw-r--r--source/blender/draw/intern/DRW_render.h6
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/draw/intern/draw_manager.h3
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c192
-rw-r--r--source/blender/gpu/GPU_material.h10
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c13
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h3
-rw-r--r--source/blender/gpu/intern/gpu_material.c51
10 files changed, 296 insertions, 40 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 4043f39b46d..cc4c0ed10e8 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -46,6 +46,7 @@ struct ViewContext;
struct ViewportEngineData;
struct View3D;
struct rcti;
+struct GPUMaterial;
struct GPUOffScreen;
struct GPUViewport;
struct RenderEngine;
@@ -136,4 +137,6 @@ void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
+void DRW_deferred_shader_remove(struct GPUMaterial *mat);
+
#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 31ef26a1e9e..1cf49d7166c 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -630,8 +630,8 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
if (mat != NULL) {
return mat;
}
- return GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
SHADER_DEFINES "#define PROBE_CAPTURE\n");
}
@@ -645,8 +645,8 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
if (mat != NULL) {
return mat;
}
- return GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
@@ -663,8 +663,8 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
char *defines = eevee_get_volume_defines(options);
- mat = GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_world(
+ scene, wo, engine, options,
datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
defines);
@@ -698,8 +698,8 @@ struct GPUMaterial *EEVEE_material_mesh_get(
char *defines = eevee_get_defines(options);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
defines);
@@ -720,8 +720,8 @@ struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material
char *defines = eevee_get_volume_defines(options);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
defines);
@@ -758,8 +758,8 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(
e_data.frag_shader_lib,
datatoc_prepass_frag_glsl);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
(is_shadow) ? datatoc_shadow_vert_glsl : datatoc_lit_surface_vert_glsl,
(is_shadow) ? datatoc_shadow_geom_glsl : NULL,
frag_str,
@@ -786,8 +786,8 @@ struct GPUMaterial *EEVEE_material_hair_get(
char *defines = eevee_get_defines(options);
- mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
defines);
@@ -883,17 +883,24 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
col = &wo->horr;
if (wo->use_nodes && wo->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
struct GPUMaterial *gpumat = EEVEE_material_world_background_get(scene, wo);
- grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
- if (grp) {
- DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
- DRW_shgroup_call_add(grp, geom, NULL);
- }
- else {
- /* Shader failed : pink background */
- static float pink[3] = {1.0f, 0.0f, 1.0f};
- col = pink;
+ switch (GPU_material_status(gpumat)) {
+ case GPU_MAT_SUCCESS:
+ grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ break;
+ case GPU_MAT_QUEUED:
+ /* TODO Bypass probe compilation. */
+ col = compile_col;
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ col = error_col;
+ break;
}
}
}
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index d8885bd77c5..4815c117a8c 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -268,6 +268,12 @@ struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D_depth_only(void);
+struct GPUMaterial *DRW_shader_create_from_world(
+ struct Scene *scene, struct World *wo, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines);
+struct GPUMaterial *DRW_shader_create_from_material(
+ struct Scene *scene, struct Material *ma, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) do { \
if (shader != NULL) { \
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 8feffa246ef..ac39bbf132a 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1957,6 +1957,7 @@ void DRW_opengl_context_create(void)
immDeactivate();
/* This changes the active context. */
+ DRW_deferred_compiler_init();
DST.ogl_context = WM_opengl_context_create();
/* Be sure to create gawain.context too. */
DST.gwn_context = GWN_context_create();
@@ -1971,6 +1972,7 @@ void DRW_opengl_context_destroy(void)
{
BLI_assert(BLI_thread_is_main());
if (DST.ogl_context != NULL) {
+ DRW_deferred_compiler_exit();
WM_opengl_context_activate(DST.ogl_context);
GWN_context_active_set(DST.gwn_context);
GWN_context_discard(DST.gwn_context);
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index f8989a0703a..3c6682050cf 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -356,4 +356,7 @@ void *drw_viewport_engine_data_ensure(void *engine_type);
void drw_state_set(DRWState state);
+void DRW_deferred_compiler_init(void);
+void DRW_deferred_compiler_exit(void);
+
#endif /* __DRAW_MANAGER_H__ */
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index e9d2ac14e57..27605012993 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -25,15 +25,181 @@
#include "draw_manager.h"
+#include "DNA_world_types.h"
+#include "DNA_material_types.h"
+
+#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
+#include "BLI_threads.h"
+#include "BLI_task.h"
#include "GPU_shader.h"
+#include "GPU_material.h"
+
+#include "WM_api.h"
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
+
+/* -------------------------------------------------------------------- */
+
+/** \name Deferred Compilation (DRW_deferred)
+ *
+ * Since compiling shader can take a long time, we do it in a non blocking
+ * manner in another thread.
+ *
+ * \{ */
+
+typedef struct DRWDeferredShader {
+ struct DRWDeferredShader *prev, *next;
+
+ GPUMaterial *mat;
+ char *vert, *geom, *frag, *defs;
+
+ ThreadMutex compilation_mutex;
+} DRWDeferredShader;
+
+typedef struct DRWShaderCompiler {
+ ListBase queue; /* DRWDeferredShader */
+ ThreadMutex list_mutex;
+
+ DRWDeferredShader *mat_compiling;
+ ThreadMutex compilation_mutex;
+
+ TaskScheduler *task_scheduler; /* NULL if nothing is running. */
+ TaskPool *task_pool;
+
+ void *ogl_context;
+} DRWShaderCompiler;
+
+static DRWShaderCompiler DSC = {{NULL}};
+
+static void drw_deferred_shader_free(DRWDeferredShader *dsh)
+{
+ /* Make sure it is not queued before freeing. */
+ BLI_assert(BLI_findindex(&DSC.queue, dsh) == -1);
+
+ MEM_SAFE_FREE(dsh->vert);
+ MEM_SAFE_FREE(dsh->geom);
+ MEM_SAFE_FREE(dsh->frag);
+ MEM_SAFE_FREE(dsh->defs);
+
+ MEM_freeN(dsh);
+}
+
+static void drw_deferred_shader_compilation_exec(TaskPool * __restrict UNUSED(pool), void *UNUSED(taskdata), int UNUSED(threadid))
+{
+ WM_opengl_context_activate(DSC.ogl_context);
+
+ while (true) {
+ BLI_mutex_lock(&DSC.list_mutex);
+ DSC.mat_compiling = BLI_pophead(&DSC.queue);
+ if (DSC.mat_compiling == NULL) {
+ break;
+ }
+ BLI_mutex_lock(&DSC.compilation_mutex);
+ BLI_mutex_unlock(&DSC.list_mutex);
+
+ /* Do the compilation. */
+ GPU_material_generate_pass(
+ DSC.mat_compiling->mat,
+ DSC.mat_compiling->vert,
+ DSC.mat_compiling->geom,
+ DSC.mat_compiling->frag,
+ DSC.mat_compiling->defs);
+
+ BLI_mutex_unlock(&DSC.compilation_mutex);
+
+ drw_deferred_shader_free(DSC.mat_compiling);
+ }
+
+ WM_opengl_context_release(DSC.ogl_context);
+ BLI_mutex_unlock(&DSC.list_mutex);
+}
+
+static void drw_deferred_shader_add(
+ GPUMaterial *mat, const char *vert, const char *geom, const char *frag_lib, const char *defines)
+{
+ if (DRW_state_is_image_render()) {
+ /* Do not deferre the compilation if we are rendering for image. */
+ GPU_material_generate_pass(mat, vert, geom, frag_lib, defines);
+ return;
+ }
+
+ DRWDeferredShader *dsh = MEM_callocN(sizeof(DRWDeferredShader), "Deferred Shader");
+
+ dsh->mat = mat;
+ if (vert) dsh->vert = BLI_strdup(vert);
+ if (geom) dsh->geom = BLI_strdup(geom);
+ if (frag_lib) dsh->frag = BLI_strdup(frag_lib);
+ if (defines) dsh->defs = BLI_strdup(defines);
+
+ BLI_mutex_lock(&DSC.list_mutex);
+ BLI_addtail(&DSC.queue, dsh);
+ if (DSC.mat_compiling == NULL) {
+ /* Set value so that other threads do not start a new task. */
+ DSC.mat_compiling = (void *)1;
+
+ if (DSC.task_scheduler == NULL) {
+ DSC.task_scheduler = BLI_task_scheduler_create(1);
+ DSC.task_pool = BLI_task_pool_create_background(DSC.task_scheduler, NULL);
+ }
+ BLI_task_pool_push(DSC.task_pool, drw_deferred_shader_compilation_exec, NULL, false, TASK_PRIORITY_LOW);
+ }
+ BLI_mutex_unlock(&DSC.list_mutex);
+}
+
+void DRW_deferred_shader_remove(GPUMaterial *mat)
+{
+ BLI_mutex_lock(&DSC.list_mutex);
+ DRWDeferredShader *dsh = (DRWDeferredShader *)BLI_findptr(&DSC.queue, mat, offsetof(DRWDeferredShader, mat));
+ if (dsh) {
+ BLI_remlink(&DSC.queue, dsh);
+ }
+ if (DSC.mat_compiling != NULL) {
+ if (DSC.mat_compiling->mat == mat) {
+ /* Wait for compilation to finish */
+ BLI_mutex_lock(&DSC.compilation_mutex);
+ BLI_mutex_unlock(&DSC.compilation_mutex);
+ }
+ }
+ BLI_mutex_unlock(&DSC.list_mutex);
+ if (dsh) {
+ drw_deferred_shader_free(dsh);
+ }
+}
+
+
+static void drw_deferred_compiler_finish(void)
+{
+ if (DSC.task_scheduler != NULL) {
+ BLI_task_pool_work_and_wait(DSC.task_pool);
+ BLI_task_pool_free(DSC.task_pool);
+ BLI_task_scheduler_free(DSC.task_scheduler);
+ DSC.task_scheduler = NULL;
+ }
+}
+
+void DRW_deferred_compiler_init(void)
+{
+ BLI_mutex_init(&DSC.list_mutex);
+ BLI_mutex_init(&DSC.compilation_mutex);
+ DSC.ogl_context = WM_opengl_context_create();
+}
+
+void DRW_deferred_compiler_exit(void)
+{
+ drw_deferred_compiler_finish();
+ WM_opengl_context_dispose(DSC.ogl_context);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
{
return GPU_shader_create(vert, frag, geom, NULL, defines);
@@ -84,6 +250,32 @@ GPUShader *DRW_shader_create_3D_depth_only(void)
return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
}
+GPUMaterial *DRW_shader_create_from_world(
+ struct Scene *scene, World *wo, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines)
+{
+ GPUMaterial *mat = GPU_material_from_nodetree(
+ scene, wo->nodetree, &wo->gpumaterial, engine_type, options,
+ vert, geom, frag_lib, defines, true);
+
+ drw_deferred_shader_add(mat, vert, geom, frag_lib, defines);
+
+ return mat;
+}
+
+GPUMaterial *DRW_shader_create_from_material(
+ struct Scene *scene, Material *ma, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines)
+{
+ GPUMaterial *mat = GPU_material_from_nodetree(
+ scene, ma->nodetree, &ma->gpumaterial, engine_type, options,
+ vert, geom, frag_lib, defines, true);
+
+ drw_deferred_shader_add(mat, vert, geom, frag_lib, defines);
+
+ return mat;
+}
+
void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
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;