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-rw-r--r--source/blender/draw/CMakeLists.txt5
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh41
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh64
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh (renamed from source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh)5
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh55
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh11
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh9
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh (renamed from source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh)93
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh98
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh10
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh114
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl11
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl48
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl31
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl39
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_vert.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl9
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_matcap_lib.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl11
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl20
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl15
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl22
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl17
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl45
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl32
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl14
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl15
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl32
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl14
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_cavity.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_outline.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c5
-rw-r--r--source/blender/draw/engines/workbench/workbench_opaque.c14
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h1
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c562
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.cc444
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader_shared.h1
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c14
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c8
-rw-r--r--source/blender/draw/intern/draw_manager_data.c11
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h15
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_smaa_lib.glsl6
-rw-r--r--source/blender/draw/intern/shaders/common_view_clipping_lib.glsl33
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl120
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh1
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh85
-rw-r--r--source/blender/draw/tests/shaders_test.cc2
-rw-r--r--source/blender/gpu/CMakeLists.txt12
-rw-r--r--source/blender/gpu/GPU_shader.h5
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc36
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh10
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh9
-rw-r--r--source/blender/gpu/opengl/gl_shader.cc6
66 files changed, 1252 insertions, 1126 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index f0e2e2bafd1..94a1a0dfeba 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -154,7 +154,7 @@ set(SRC
engines/workbench/workbench_materials.c
engines/workbench/workbench_opaque.c
engines/workbench/workbench_render.c
- engines/workbench/workbench_shader.c
+ engines/workbench/workbench_shader.cc
engines/workbench/workbench_shadow.c
engines/workbench/workbench_transparent.c
engines/workbench/workbench_volume.c
@@ -342,7 +342,6 @@ set(GLSL_SRC
engines/workbench/shaders/workbench_common_lib.glsl
engines/workbench/shaders/workbench_composite_frag.glsl
engines/workbench/shaders/workbench_curvature_lib.glsl
- engines/workbench/shaders/workbench_data_lib.glsl
engines/workbench/shaders/workbench_effect_cavity_frag.glsl
engines/workbench/shaders/workbench_effect_dof_frag.glsl
engines/workbench/shaders/workbench_effect_outline_frag.glsl
@@ -357,7 +356,6 @@ set(GLSL_SRC
engines/workbench/shaders/workbench_prepass_hair_vert.glsl
engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
engines/workbench/shaders/workbench_prepass_vert.glsl
- engines/workbench/shaders/workbench_shader_interface_lib.glsl
engines/workbench/shaders/workbench_shadow_caps_geom.glsl
engines/workbench/shaders/workbench_shadow_debug_frag.glsl
engines/workbench/shaders/workbench_shadow_geom.glsl
@@ -378,6 +376,7 @@ set(GLSL_SRC
intern/shaders/common_hair_refine_comp.glsl
intern/shaders/common_math_lib.glsl
intern/shaders/common_math_geom_lib.glsl
+ intern/shaders/common_view_clipping_lib.glsl
intern/shaders/common_view_lib.glsl
intern/shaders/common_fxaa_lib.glsl
intern/shaders/common_smaa_lib.glsl
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
new file mode 100644
index 00000000000..030be382a14
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
@@ -0,0 +1,41 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Base Composite
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_composite)
+ .sampler(0, ImageType::FLOAT_2D, "normalBuffer", Frequency::PASS)
+ .sampler(1, ImageType::FLOAT_2D, "materialBuffer", Frequency::PASS)
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .push_constant(0, Type::BOOL, "forceShadowing")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .typedef_source("workbench_shader_shared.h")
+ .fragment_source("workbench_composite_frag.glsl")
+ .additional_info("draw_fullscreen");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Lighting Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_composite_studio)
+ .define("V3D_LIGHTING_STUDIO")
+ .additional_info("workbench_composite")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_composite_matcap)
+ .define("V3D_LIGHTING_MATCAP")
+ .sampler(2, ImageType::FLOAT_2D, "matcap_diffuse_tx", Frequency::PASS)
+ .sampler(3, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS)
+ .additional_info("workbench_composite")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_composite_flat)
+ .define("V3D_LIGHTING_FLAT")
+ .additional_info("workbench_composite")
+ .do_static_compilation(true);
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
new file mode 100644
index 00000000000..00978b5c43b
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
@@ -0,0 +1,64 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name TAA
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_taa)
+ .sampler(0, ImageType::FLOAT_2D, "colorBuffer")
+ .push_constant(0, Type::FLOAT, "samplesWeights", 9)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_source("workbench_effect_taa_frag.glsl")
+ .additional_info("draw_fullscreen")
+ .do_static_compilation(true);
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name SMAA
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(workbench_smaa_iface, "")
+ .smooth(Type::VEC2, "uvs")
+ .smooth(Type::VEC2, "pixcoord")
+ .smooth(Type::VEC4, "offset[3]");
+
+GPU_SHADER_CREATE_INFO(workbench_smaa)
+ .define("SMAA_GLSL_3")
+ .define("SMAA_RT_METRICS", "viewportMetrics")
+ .define("SMAA_PRESET_HIGH")
+ .define("SMAA_LUMA_WEIGHT", "float4(1.0, 1.0, 1.0, 1.0)")
+ .define("SMAA_NO_DISCARD")
+ .vertex_out(workbench_smaa_iface)
+ .push_constant(1, Type::VEC4, "viewportMetrics")
+ .vertex_source("workbench_effect_smaa_vert.glsl")
+ .fragment_source("workbench_effect_smaa_frag.glsl");
+
+GPU_SHADER_CREATE_INFO(workbench_smaa_stage_0)
+ .define("SMAA_STAGE", "0")
+ .sampler(0, ImageType::FLOAT_2D, "colorTex")
+ .fragment_out(0, Type::VEC2, "out_edges")
+ .additional_info("workbench_smaa")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_smaa_stage_1)
+ .define("SMAA_STAGE", "1")
+ .sampler(0, ImageType::FLOAT_2D, "edgesTex")
+ .sampler(1, ImageType::FLOAT_2D, "areaTex")
+ .sampler(2, ImageType::FLOAT_2D, "searchTex")
+ .fragment_out(0, Type::VEC4, "out_weights")
+ .additional_info("workbench_smaa")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_smaa_stage_2)
+ .define("SMAA_STAGE", "2")
+ .sampler(0, ImageType::FLOAT_2D, "colorTex")
+ .sampler(1, ImageType::FLOAT_2D, "blendTex")
+ .push_constant(2, Type::FLOAT, "mixFactor")
+ .push_constant(3, Type::FLOAT, "taaAccumulatedWeight")
+ .fragment_out(0, Type::VEC4, "out_color")
+ .additional_info("workbench_smaa")
+ .do_static_compilation(true);
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
index 31e5f5e7641..60d79ed50d9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
@@ -3,10 +3,13 @@
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
.fragment_out(0, Type::VEC4, "fragColor")
- .sampler(0, ImageType::FLOAT_2D, "depthBuffer")
+ .sampler(0, ImageType::DEPTH_2D, "depthBuffer")
.sampler(1, ImageType::FLOAT_2D, "normalBuffer")
.sampler(2, ImageType::UINT_2D, "objectIdBuffer")
+ .sampler(3, ImageType::FLOAT_2D, "cavityJitter")
.uniform_buf(3, "vec4", "samples_coords[512]")
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_effect_cavity_frag.glsl")
.additional_info("draw_fullscreen")
.additional_info("draw_view");
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
new file mode 100644
index 00000000000..a885fca6f07
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
@@ -0,0 +1,55 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(workbench_effect_dof)
+ /* TODO(fclem): Split resources per stage. */
+ .sampler(0, ImageType::FLOAT_2D, "inputCocTex")
+ .sampler(1, ImageType::FLOAT_2D, "maxCocTilesTex")
+ .sampler(2, ImageType::FLOAT_2D, "sceneColorTex")
+ .sampler(3, ImageType::FLOAT_2D, "sceneDepthTex")
+ .sampler(4, ImageType::FLOAT_2D, "backgroundTex")
+ .sampler(5, ImageType::FLOAT_2D, "halfResColorTex")
+ .sampler(6, ImageType::FLOAT_2D, "blurTex")
+ .sampler(7, ImageType::FLOAT_2D, "noiseTex")
+ .push_constant(0, Type::VEC2, "invertedViewportSize")
+ .push_constant(1, Type::VEC2, "nearFar")
+ .push_constant(2, Type::VEC3, "dofParams")
+ .push_constant(3, Type::FLOAT, "noiseOffset")
+ .fragment_source("workbench_effect_dof_frag.glsl")
+ .additional_info("draw_fullscreen")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(workbench_effect_dof_prepare)
+ .define("PREPARE")
+ .fragment_out(0, Type::VEC4, "halfResColor")
+ .fragment_out(1, Type::VEC2, "normalizedCoc")
+ .additional_info("workbench_effect_dof")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_effect_dof_downsample)
+ .define("DOWNSAMPLE")
+ .fragment_out(0, Type::VEC4, "outColor")
+ .fragment_out(1, Type::VEC2, "outCocs")
+ .additional_info("workbench_effect_dof")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur1)
+ .define("BLUR1")
+ .define("NUM_SAMPLES", "49")
+ .uniform_buf(1, "vec4", "samples[49]")
+ .fragment_out(0, Type::VEC4, "blurColor")
+ .additional_info("workbench_effect_dof")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur2)
+ .define("BLUR2")
+ .fragment_out(0, Type::VEC4, "finalColor")
+ .additional_info("workbench_effect_dof")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(workbench_effect_dof_resolve)
+ .define("RESOLVE")
+ .fragment_out(0, Type::VEC4, "finalColorAdd", DualBlend::SRC_0)
+ .fragment_out(0, Type::VEC4, "finalColorMul", DualBlend::SRC_1)
+ .additional_info("workbench_effect_dof")
+ .do_static_compilation(true); \ No newline at end of file
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
new file mode 100644
index 00000000000..3849fe57a25
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
@@ -0,0 +1,11 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(workbench_effect_outline)
+ .typedef_source("workbench_shader_shared.h")
+ .fragment_source("workbench_effect_outline_frag.glsl")
+ .sampler(0, ImageType::UINT_2D, "objectIdBuffer")
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .additional_info("draw_fullscreen")
+ .do_static_compilation(true);
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh
new file mode 100644
index 00000000000..78403c292f0
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh
@@ -0,0 +1,9 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(workbench_merge_infront)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .sampler(0, ImageType::DEPTH_2D, "depthBuffer")
+ .fragment_source("workbench_merge_infront_frag.glsl")
+ .additional_info("draw_fullscreen")
+ .do_static_compilation(true);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
index 1dd706c9460..5e3b593ee6f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
@@ -11,17 +11,20 @@ GPU_SHADER_CREATE_INFO(workbench_mesh)
.vertex_in(2, Type::VEC4, "ac")
.vertex_in(3, Type::VEC2, "au")
.vertex_source("workbench_prepass_vert.glsl")
- .additional_info("draw_mesh");
+ .additional_info("draw_mesh")
+ .additional_info("draw_resource_handle");
GPU_SHADER_CREATE_INFO(workbench_hair)
.sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
.sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
.vertex_source("workbench_prepass_hair_vert.glsl")
- .additional_info("draw_hair");
+ .additional_info("draw_hair")
+ .additional_info("draw_resource_handle");
GPU_SHADER_CREATE_INFO(workbench_pointcloud)
.vertex_source("workbench_prepass_pointcloud_vert.glsl")
- .additional_info("draw_pointcloud");
+ .additional_info("draw_pointcloud")
+ .additional_info("draw_resource_handle");
/** \} */
@@ -42,17 +45,21 @@ GPU_SHADER_CREATE_INFO(workbench_texture_tile)
.sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
.push_constant(1, Type::BOOL, "imagePremult")
.push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .define("V3D_SHADING_TEXTURE_COLOR")
.define("TEXTURE_IMAGE_ARRAY");
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Lighting Type
+/** \name Lighting Type (only for transparent)
* \{ */
-GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
-GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
+GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
+GPU_SHADER_CREATE_INFO(workbench_lighting_matcap)
+ .define("V3D_LIGHTING_MATCAP")
+ .sampler(4, ImageType::FLOAT_2D, "matcap_diffuse_tx", Frequency::PASS)
+ .sampler(5, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS);
/** \} */
@@ -69,7 +76,12 @@ GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
.flat(Type::FLOAT, "roughness")
.flat(Type::FLOAT, "metallic");
-GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
+GPU_SHADER_CREATE_INFO(workbench_material)
+ .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .uniform_buf(5, "vec4", "materials_data[4096]", Frequency::PASS)
+ .push_constant(4, Type::INT, "materialIndex")
+ .push_constant(5, Type::BOOL, "useMatcap")
+ .vertex_out(workbench_material_iface);
/** \} */
@@ -83,19 +95,16 @@ GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
.fragment_out(0, Type::VEC4, "transparentAccum")
.fragment_out(1, Type::VEC4, "revealageAccum")
.fragment_out(2, Type::UINT, "objectId")
- .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
+ .push_constant(3, Type::BOOL, "forceShadowing")
.typedef_source("workbench_shader_shared.h")
- .fragment_source("workbench_transparent_accum_frag.glsl")
- .additional_info("workbench_material");
+ .fragment_source("workbench_transparent_accum_frag.glsl");
GPU_SHADER_CREATE_INFO(workbench_opaque)
.fragment_out(0, Type::VEC4, "materialData")
.fragment_out(1, Type::VEC2, "normalData")
.fragment_out(2, Type::UINT, "objectId")
- .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.typedef_source("workbench_shader_shared.h")
- .fragment_source("workbench_prepass_frag.glsl")
- .additional_info("workbench_material");
+ .fragment_source("workbench_prepass_frag.glsl");
/** \} */
@@ -103,34 +112,38 @@ GPU_SHADER_CREATE_INFO(workbench_opaque)
/** \name Variations Declaration
* \{ */
-#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
- GPU_SHADER_CREATE_INFO(prefix##_mesh) \
- .additional_info("workbench_mesh", __VA_ARGS__) \
- .do_static_compilation(true); \
- GPU_SHADER_CREATE_INFO(prefix##_hair) \
- .additional_info("workbench_hair", __VA_ARGS__) \
- .do_static_compilation(true); \
- GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
- .additional_info("workbench_pointcloud", __VA_ARGS__) \
- .do_static_compilation(true);
+#define WORKBENCH_FINAL_VARIATION(name, ...) \
+ GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);
+
+#define WORKBENCH_CLIPPING_VARIATIONS(prefix, ...) \
+ WORKBENCH_FINAL_VARIATION(prefix##_clip, "drw_clipped", __VA_ARGS__) \
+ WORKBENCH_FINAL_VARIATION(prefix##_no_clip, __VA_ARGS__)
+
+#define WORKBENCH_TEXTURE_VARIATIONS(prefix, ...) \
+ WORKBENCH_CLIPPING_VARIATIONS(prefix##_tex_none, "workbench_texture_none", __VA_ARGS__) \
+ WORKBENCH_CLIPPING_VARIATIONS(prefix##_tex_single, "workbench_texture_single", __VA_ARGS__) \
+ WORKBENCH_CLIPPING_VARIATIONS(prefix##_tex_tile, "workbench_texture_tile", __VA_ARGS__)
+
+#define WORKBENCH_DATATYPE_VARIATIONS(prefix, ...) \
+ WORKBENCH_TEXTURE_VARIATIONS(prefix##_mesh, "workbench_mesh", __VA_ARGS__) \
+ WORKBENCH_TEXTURE_VARIATIONS(prefix##_hair, "workbench_hair", __VA_ARGS__) \
+ WORKBENCH_TEXTURE_VARIATIONS(prefix##_ptcloud, "workbench_pointcloud", __VA_ARGS__)
#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
- "workbench_transparent_accum", \
- "workbench_lighting_studio", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
- "workbench_transparent_accum", \
- "workbench_lighting_matcap", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
- "workbench_transparent_accum", \
- "workbench_lighting_flat", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
-
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")
+ WORKBENCH_DATATYPE_VARIATIONS(prefix##_transp_studio, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_studio", \
+ __VA_ARGS__) \
+ WORKBENCH_DATATYPE_VARIATIONS(prefix##_transp_matcap, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_matcap", \
+ __VA_ARGS__) \
+ WORKBENCH_DATATYPE_VARIATIONS(prefix##_transp_flat, \
+ "workbench_transparent_accum", \
+ "workbench_lighting_flat", \
+ __VA_ARGS__) \
+ WORKBENCH_DATATYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
+
+WORKBENCH_PIPELINE_VARIATIONS(workbench, "workbench_material");
/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
new file mode 100644
index 00000000000..64f491aa201
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
@@ -0,0 +1,98 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Common
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(workbench_shadow_iface, "vData")
+ .smooth(Type::VEC3, "pos")
+ .smooth(Type::VEC4, "frontPosition")
+ .smooth(Type::VEC4, "backPosition");
+
+GPU_SHADER_CREATE_INFO(workbench_shadow_common)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_out(workbench_shadow_iface)
+ .push_constant(0, Type::FLOAT, "lightDistance")
+ .push_constant(1, Type::VEC3, "lightDirection")
+ .vertex_source("workbench_shadow_vert.glsl")
+ .additional_info("draw_mesh");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Manifold Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_shadow_manifold)
+ .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 1)
+ .geometry_source("workbench_shadow_geom.glsl");
+
+GPU_SHADER_CREATE_INFO(workbench_shadow_no_manifold)
+ .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::TRIANGLE_STRIP, 4, 2)
+ .geometry_source("workbench_shadow_geom.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Caps Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_shadow_caps)
+ .geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3, 2)
+ .geometry_source("workbench_shadow_caps_geom.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug Type
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_shadow_no_debug)
+ .fragment_source("gpu_shader_depth_only_frag.glsl");
+
+GPU_SHADER_CREATE_INFO(workbench_shadow_debug)
+ .fragment_out(0, Type::VEC4, "materialData")
+ .fragment_out(1, Type::VEC4, "normalData")
+ .fragment_out(2, Type::UINT, "objectId")
+ .fragment_source("workbench_shadow_debug_frag.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Variations Declaration
+ * \{ */
+
+#define WORKBENCH_SHADOW_VARIATIONS(suffix, ...) \
+ GPU_SHADER_CREATE_INFO(workbench_shadow_pass_manifold_no_caps##suffix) \
+ .define("SHADOW_PASS") \
+ .additional_info("workbench_shadow_common", "workbench_shadow_manifold", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(workbench_shadow_pass_no_manifold_no_caps##suffix) \
+ .define("SHADOW_PASS") \
+ .define("DOUBLE_MANIFOLD") \
+ .additional_info("workbench_shadow_common", "workbench_shadow_no_manifold", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(workbench_shadow_fail_manifold_caps##suffix) \
+ .define("SHADOW_FAIL") \
+ .additional_info("workbench_shadow_common", "workbench_shadow_caps", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(workbench_shadow_fail_manifold_no_caps##suffix) \
+ .define("SHADOW_FAIL") \
+ .additional_info("workbench_shadow_common", "workbench_shadow_manifold", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(workbench_shadow_fail_no_manifold_caps##suffix) \
+ .define("SHADOW_FAIL") \
+ .define("DOUBLE_MANIFOLD") \
+ .additional_info("workbench_shadow_common", "workbench_shadow_caps", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(workbench_shadow_fail_no_manifold_no_caps##suffix) \
+ .define("SHADOW_FAIL") \
+ .define("DOUBLE_MANIFOLD") \
+ .additional_info("workbench_shadow_common", "workbench_shadow_no_manifold", __VA_ARGS__) \
+ .do_static_compilation(true);
+
+WORKBENCH_SHADOW_VARIATIONS(, "workbench_shadow_no_debug")
+WORKBENCH_SHADOW_VARIATIONS(_debug, "workbench_shadow_debug")
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh
new file mode 100644
index 00000000000..e5b7bc8e2a7
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh
@@ -0,0 +1,10 @@
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(workbench_transparent_resolve)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .sampler(0, ImageType::FLOAT_2D, "transparentAccum")
+ .sampler(1, ImageType::FLOAT_2D, "transparentRevealage")
+ .fragment_source("workbench_transparent_resolve_frag.glsl")
+ .additional_info("draw_fullscreen")
+ .do_static_compilation(true);
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh
new file mode 100644
index 00000000000..f212ba9ec1d
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh
@@ -0,0 +1,114 @@
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Volume shader base
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_volume)
+ .vertex_in(0, Type::VEC3, "pos")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .sampler(0, ImageType::DEPTH_2D, "depthBuffer")
+ .sampler(1, ImageType::FLOAT_3D, "densityTexture")
+ .push_constant(28, Type::INT, "samplesLen")
+ .push_constant(29, Type::FLOAT, "noiseOfs")
+ .push_constant(30, Type::FLOAT, "stepLength")
+ .push_constant(31, Type::FLOAT, "densityScale")
+ .vertex_source("workbench_volume_vert.glsl")
+ .fragment_source("workbench_volume_frag.glsl")
+ .additional_info("draw_object_infos");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Smoke variation
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_volume_smoke)
+ .define("VOLUME_SMOKE")
+ .sampler(2, ImageType::FLOAT_3D, "flameTexture")
+ .sampler(3, ImageType::FLOAT_1D, "flameColorTexture")
+ .additional_info("draw_mesh", "draw_resource_id_varying");
+
+GPU_SHADER_CREATE_INFO(workbench_volume_object)
+ .define("VOLUME_OBJECT")
+ .push_constant(0, Type::MAT4, "volumeTextureToObject")
+ /* FIXME(fclem): This overflow the push_constant limit. */
+ .push_constant(16, Type::MAT4, "volumeObjectToTexture")
+ .additional_info("draw_volume", "draw_resource_id_varying");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Color Band variation
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_volume_coba)
+ .define("USE_COBA")
+ .sampler(4, ImageType::UINT_3D, "flagTexture")
+ .sampler(5, ImageType::FLOAT_1D, "transferTexture")
+ .push_constant(18, Type::BOOL, "showPhi")
+ .push_constant(19, Type::BOOL, "showFlags")
+ .push_constant(20, Type::BOOL, "showPressure")
+ .push_constant(21, Type::FLOAT, "gridScale");
+
+GPU_SHADER_CREATE_INFO(workbench_volume_no_coba)
+ .sampler(4, ImageType::FLOAT_3D, "shadowTexture")
+ .sampler(5, ImageType::UINT_2D, "transferTexture")
+ .push_constant(18, Type::VEC3, "activeColor");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Sampling variation
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(workbench_volume_linear).define("USE_TRILINEAR");
+GPU_SHADER_CREATE_INFO(workbench_volume_cubic).define("USE_TRICUBIC");
+GPU_SHADER_CREATE_INFO(workbench_volume_closest).define("USE_CLOSEST");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Slice variation
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(workbench_volume_iface, "").smooth(Type::VEC3, "localPos");
+
+GPU_SHADER_CREATE_INFO(workbench_volume_slice)
+ .define("VOLUME_SLICE")
+ .vertex_in(1, Type::VEC3, "uvs")
+ .vertex_out(workbench_volume_iface)
+ .push_constant(32, Type::INT, "sliceAxis") /* -1 is no slice. */
+ .push_constant(33, Type::FLOAT, "slicePosition");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Variations Declaration
+ * \{ */
+
+#define WORKBENCH_VOLUME_SLICE_VARIATIONS(prefix, ...) \
+ GPU_SHADER_CREATE_INFO(prefix##_slice) \
+ .additional_info("workbench_volume_slice", __VA_ARGS__) \
+ .do_static_compilation(true); \
+ GPU_SHADER_CREATE_INFO(prefix##_no_slice) \
+ .additional_info(__VA_ARGS__) \
+ .do_static_compilation(true);
+
+#define WORKBENCH_VOLUME_COBA_VARIATIONS(prefix, ...) \
+ WORKBENCH_VOLUME_SLICE_VARIATIONS(prefix##_coba, "workbench_volume_coba", __VA_ARGS__) \
+ WORKBENCH_VOLUME_SLICE_VARIATIONS(prefix##_no_coba, "workbench_volume_no_coba", __VA_ARGS__)
+
+#define WORKBENCH_VOLUME_INTERP_VARIATIONS(prefix, ...) \
+ WORKBENCH_VOLUME_COBA_VARIATIONS(prefix##_linear, "workbench_volume_linear", __VA_ARGS__) \
+ WORKBENCH_VOLUME_COBA_VARIATIONS(prefix##_cubic, "workbench_volume_cubic", __VA_ARGS__) \
+ WORKBENCH_VOLUME_COBA_VARIATIONS(prefix##_closest, "workbench_volume_closest", __VA_ARGS__)
+
+#define WORKBENCH_VOLUME_SMOKE_VARIATIONS(prefix, ...) \
+ WORKBENCH_VOLUME_INTERP_VARIATIONS(prefix##_smoke, "workbench_volume_smoke", __VA_ARGS__) \
+ WORKBENCH_VOLUME_INTERP_VARIATIONS(prefix##_object, "workbench_volume_object", __VA_ARGS__)
+
+WORKBENCH_VOLUME_SMOKE_VARIATIONS(workbench_volume, "workbench_volume")
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
index 9038aae533b..ad83d6f39e5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
@@ -1,15 +1,7 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
-layout(std140) uniform samples_block
-{
- vec4 samples_coords[512];
-};
-
-uniform sampler2D cavityJitter;
-
/* From The Alchemy screen-space ambient obscurance algorithm
* http://graphics.cs.williams.edu/papers/AlchemyHPG11/VV11AlchemyAO.pdf */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index c5b2ce0fd99..5e43fe27f38 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -4,13 +4,6 @@
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
-uniform sampler2D materialBuffer;
-uniform sampler2D normalBuffer;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
@@ -27,7 +20,7 @@ void main()
/* When using matcaps, mat_data.a is the back-face sign. */
N = (mat_data.a > 0.0) ? N : -N;
- fragColor.rgb = get_matcap_lighting(base_color, N, I);
+ fragColor.rgb = get_matcap_lighting(matcap_diffuse_tx, matcap_specular_tx, base_color, N, I);
#endif
#ifdef V3D_LIGHTING_STUDIO
@@ -38,7 +31,7 @@ void main()
fragColor.rgb = base_color;
#endif
- fragColor.rgb *= get_shadow(N);
+ fragColor.rgb *= get_shadow(N, forceShadowing);
fragColor.a = 1.0;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
index a4d81393dbc..18a093275c5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl
@@ -1,6 +1,4 @@
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
-
float curvature_soft_clamp(float curvature, float control)
{
if (curvature < 0.5 / control) {
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
deleted file mode 100644
index c784c8b2db9..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-
-#ifndef WORKBENCH_SHADER_SHARED_H
-struct LightData {
- vec4 direction;
- vec4 specular_color;
- vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */
-};
-
-struct WorldData {
- vec4 viewport_size;
- vec4 object_outline_color;
- vec4 shadow_direction_vs;
- float shadow_focus;
- float shadow_shift;
- float shadow_mul;
- float shadow_add;
- /* - 16 bytes alignment - */
- LightData lights[4];
- vec4 ambient_color;
-
- int cavity_sample_start;
- int cavity_sample_end;
- float cavity_sample_count_inv;
- float cavity_jitter_scale;
-
- float cavity_valley_factor;
- float cavity_ridge_factor;
- float cavity_attenuation;
- float cavity_distance;
-
- float curvature_ridge;
- float curvature_valley;
- float ui_scale;
- float _pad0;
-
- int matcap_orientation;
- bool use_specular;
- int _pad1;
- int _pad2;
-};
-
-# define viewport_size_inv viewport_size.zw
-
-layout(std140) uniform world_block
-{
- WorldData world_data;
-};
-#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
index 0b571040df5..59222b588a0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
@@ -4,18 +4,6 @@
#pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
-#ifndef DRW_SHADER_SHARED_H
-
-uniform sampler2D depthBuffer;
-uniform sampler2D normalBuffer;
-uniform usampler2D objectIdBuffer;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
-#endif
-
void main()
{
float cavity = 0.0, edges = 0.0, curvature = 0.0;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index c4580e6ffc3..e9525ce9de0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -7,19 +7,6 @@
* Converted and adapted from HLSL to GLSL by Clément Foucault
*/
-uniform vec2 invertedViewportSize;
-uniform vec2 nearFar;
-uniform vec3 dofParams;
-uniform float noiseOffset;
-uniform sampler2D inputCocTex;
-uniform sampler2D maxCocTilesTex;
-uniform sampler2D sceneColorTex;
-uniform sampler2D sceneDepthTex;
-uniform sampler2D backgroundTex;
-uniform sampler2D halfResColorTex;
-uniform sampler2D blurTex;
-uniform sampler2D noiseTex;
-
#define dof_aperturesize dofParams.x
#define dof_distance dofParams.y
#define dof_invsensorsize dofParams.z
@@ -53,9 +40,6 @@ float decode_signed_coc(vec2 cocs)
*/
#ifdef PREPARE
-layout(location = 0) out vec4 halfResColor;
-layout(location = 1) out vec2 normalizedCoc;
-
void main()
{
ivec4 texel = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1);
@@ -99,9 +83,6 @@ void main()
*/
#ifdef DOWNSAMPLE
-layout(location = 0) out vec4 outColor;
-layout(location = 1) out vec2 outCocs;
-
void main()
{
vec4 texel = vec4(gl_FragCoord.xyxy) * 2.0 + vec4(0.0, 0.0, 1.0, 1.0);
@@ -216,14 +197,6 @@ void main()
* Outputs vertical blur and combined blur in MRT
*/
#ifdef BLUR1
-layout(location = 0) out vec4 blurColor;
-
-# define NUM_SAMPLES 49
-
-layout(std140) uniform dofSamplesBlock
-{
- vec4 samples[NUM_SAMPLES];
-};
vec2 get_random_vector(float offset)
{
@@ -308,7 +281,6 @@ void main()
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifdef BLUR2
-out vec4 finalColor;
void main()
{
@@ -385,9 +357,6 @@ void main()
*/
#ifdef RESOLVE
-layout(location = 0, index = 0) out vec4 finalColorAdd;
-layout(location = 0, index = 1) out vec4 finalColorMul;
-
void main()
{
/* Fullscreen pass */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl
index fb6fdb93462..5d74933abf4 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl
@@ -1,12 +1,4 @@
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
-
-uniform usampler2D objectIdBuffer;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
void main()
{
vec3 offset = vec3(world_data.viewport_size_inv, 0.0) * world_data.ui_scale;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
index 9797a5e3301..8b9e3f968ea 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
@@ -1,50 +1,35 @@
-uniform sampler2D edgesTex;
-uniform sampler2D areaTex;
-uniform sampler2D searchTex;
-uniform sampler2D blendTex;
-uniform sampler2D colorTex;
-uniform float mixFactor;
-uniform float taaAccumulatedWeight;
-
-in vec2 uvs;
-in vec2 pixcoord;
-in vec4 offset[3];
-
-#if SMAA_STAGE == 0
-out vec2 fragColor;
-#else
-out vec4 fragColor;
-#endif
+#pragma BLENDER_REQUIRE(common_smaa_lib.glsl)
void main()
{
#if SMAA_STAGE == 0
/* Detect edges in color and revealage buffer. */
- fragColor = SMAALumaEdgeDetectionPS(uvs, offset, colorTex);
+ out_edges = SMAALumaEdgeDetectionPS(uvs, offset, colorTex);
/* Discard if there is no edge. */
- if (dot(fragColor, float2(1.0, 1.0)) == 0.0) {
+ if (dot(out_edges, float2(1.0, 1.0)) == 0.0) {
discard;
}
#elif SMAA_STAGE == 1
- fragColor = SMAABlendingWeightCalculationPS(
+ out_weights = SMAABlendingWeightCalculationPS(
uvs, pixcoord, offset, edgesTex, areaTex, searchTex, vec4(0));
#elif SMAA_STAGE == 2
- fragColor = vec4(0.0);
+ out_color = vec4(0.0);
if (mixFactor > 0.0) {
- fragColor += SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex) * mixFactor;
+ out_color += SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex) * mixFactor;
}
if (mixFactor < 1.0) {
- fragColor += texture(colorTex, uvs) * (1.0 - mixFactor);
+ out_color += texture(colorTex, uvs) * (1.0 - mixFactor);
}
- fragColor /= taaAccumulatedWeight;
- fragColor = exp2(fragColor) - 0.5;
+ out_color /= taaAccumulatedWeight;
+ /* Exit log2 space used for Antialiasing. */
+ out_color = exp2(out_color) - 0.5;
/* Avoid float precision issue. */
- if (fragColor.a > 0.999) {
- fragColor.a = 1.0;
+ if (out_color.a > 0.999) {
+ out_color.a = 1.0;
}
#endif
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_vert.glsl
index 07734d19972..b76433a23e5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_vert.glsl
@@ -1,7 +1,5 @@
-out vec2 uvs;
-out vec2 pixcoord;
-out vec4 offset[3];
+#pragma BLENDER_REQUIRE(common_smaa_lib.glsl)
void main()
{
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
index d021e4696f7..0c4dee11756 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl
@@ -1,9 +1,4 @@
-uniform sampler2D colorBuffer;
-uniform float samplesWeights[9];
-
-out vec4 fragColor;
-
void main()
{
vec2 texel_size = 1.0 / vec2(textureSize(colorBuffer, 0));
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 49e3f57ab2e..78782bdc777 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -25,15 +25,6 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
return true;
}
-#ifndef WORKBENCH_SHADER_SHARED_H
-uniform sampler2DArray imageTileArray;
-uniform sampler1DArray imageTileData;
-uniform sampler2D imageTexture;
-
-uniform float imageTransparencyCutoff = 0.1;
-uniform bool imagePremult;
-#endif
-
vec3 workbench_image_color(vec2 uvs)
{
#ifdef V3D_SHADING_TEXTURE_COLOR
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_matcap_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_matcap_lib.glsl
index 2d18cc1b014..a0cec54251d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_matcap_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_matcap_lib.glsl
@@ -1,6 +1,4 @@
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
-
vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
{
/* Quick creation of an orthonormal basis */
@@ -15,16 +13,14 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
return matcap_uv * 0.496 + 0.5;
}
-uniform sampler2D matcapDiffuseImage;
-uniform sampler2D matcapSpecularImage;
-
-vec3 get_matcap_lighting(vec3 base_color, vec3 N, vec3 I)
+vec3 get_matcap_lighting(
+ sampler2D diffuse_matcap, sampler2D specular_matcap, vec3 base_color, vec3 N, vec3 I)
{
bool flipped = world_data.matcap_orientation != 0;
vec2 uv = matcap_uv_compute(I, N, flipped);
- vec3 diffuse = textureLod(matcapDiffuseImage, uv, 0.0).rgb;
- vec3 specular = textureLod(matcapSpecularImage, uv, 0.0).rgb;
+ vec3 diffuse = textureLod(diffuse_matcap, uv, 0.0).rgb;
+ vec3 specular = textureLod(specular_matcap, uv, 0.0).rgb;
return diffuse * base_color + specular * float(world_data.use_specular);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
index 1d8950e34b3..b6dc26ecc65 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_material_lib.glsl
@@ -1,17 +1,9 @@
-layout(std140) uniform material_block
-{
- vec4 mat_data[4096];
-};
-
-/* If set to -1, the resource handle is used instead. */
-uniform int materialIndex;
-
void workbench_material_data_get(
int handle, out vec3 color, out float alpha, out float roughness, out float metallic)
{
handle = (materialIndex != -1) ? materialIndex : handle;
- vec4 data = mat_data[uint(handle) & 0xFFFu];
+ vec4 data = materials_data[uint(handle) & 0xFFFu];
color = data.rgb;
uint encoded_data = floatBitsToUint(data.w);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
index 856654549ca..ae564435258 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
@@ -1,10 +1,4 @@
-uniform sampler2D depthBuffer;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
void main()
{
float depth = texture(depthBuffer, uvcoordsvar.st).r;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 7a3ebc4035e..1b20171b3ff 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -1,22 +1,13 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
-layout(location = 0) out vec4 materialData;
-layout(location = 1) out vec2 normalData;
-layout(location = 2) out uint objectId;
-#endif
-
-uniform bool useMatcap = false;
-
void main()
{
normalData = workbench_normal_encode(gl_FrontFacing, normal_interp);
- materialData = vec4(color_interp, packed_rough_metal);
+ materialData = vec4(color_interp, workbench_float_pair_encode(roughness, metallic));
objectId = uint(object_id);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index c3faa3957ef..65b9f4de4b6 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -1,15 +1,10 @@
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
-uniform samplerBuffer ac; /* active color layer */
-uniform samplerBuffer au; /* active texture layer */
-#endif
-
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
{
@@ -65,19 +60,12 @@ void main()
float hair_rand = integer_noise(hair_get_strand_id());
vec3 nor = workbench_hair_random_normal(tan, binor, hair_rand);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
uv_interp = hair_get_customdata_vec2(au);
normal_interp = normalize(normal_world_to_view(nor));
-#ifndef WORKBENCH_SHADER_SHARED_H
-# ifdef OPAQUE_MATERIAL
- float metallic, roughness;
-# endif
-#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
if (materialIndex == 0) {
@@ -90,9 +78,5 @@ void main()
workbench_hair_random_material(hair_rand, color_interp, roughness, metallic);
-#ifdef OPAQUE_MATERIAL
- packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
-#endif
-
object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
index 8efe10b8236..911d6f5b036 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
@@ -1,7 +1,7 @@
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
@@ -15,26 +15,15 @@ void main()
gl_Position = point_world_to_ndc(world_pos);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
uv_interp = vec2(0.0);
-#ifndef WORKBENCH_SHADER_SHARED_H
-# ifdef OPAQUE_MATERIAL
- float metallic, roughness;
-# endif
-#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
if (materialIndex == 0) {
color_interp = vec3(1.0);
}
-#ifdef OPAQUE_MATERIAL
- packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
-#endif
-
object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 1f6a8a63944..3a63b141c5f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -1,44 +1,26 @@
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
-in vec3 pos;
-in vec3 nor;
-in vec4 ac; /* active color */
-in vec2 au; /* active texture layer */
-#endif
-
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
uv_interp = au;
normal_interp = normalize(normal_object_to_view(nor));
-#ifndef WORKBENCH_SHADER_SHARED_H
-# ifdef OPAQUE_MATERIAL
- float metallic, roughness;
-# endif
-#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
if (materialIndex == 0) {
color_interp = ac.rgb;
}
-#ifdef OPAQUE_MATERIAL
- packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
-#endif
-
object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
deleted file mode 100644
index 178e61c8a8d..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-
-#ifndef WORKBENCH_SHADER_SHARED_H
-IN_OUT ShaderStageInterface
-{
- vec3 normal_interp;
- vec3 color_interp;
- float alpha_interp;
- vec2 uv_interp;
-# ifdef TRANSPARENT_MATERIAL
- flat float roughness;
- flat float metallic;
-# else
- flat float packed_rough_metal;
-# endif
- flat int object_id;
-};
-#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl
index 272f0621185..4a7b1522426 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl
@@ -2,38 +2,6 @@
# define USE_INVOC_EXT
#endif
-#ifdef DOUBLE_MANIFOLD
-# ifdef USE_INVOC_EXT
-# define invoc_len 2
-# else
-# define vert_len 6
-# endif
-#else
-# ifdef USE_INVOC_EXT
-# define invoc_len 2
-# else
-# define vert_len 6
-# endif
-#endif
-
-#ifdef USE_INVOC_EXT
-layout(triangles, invocations = invoc_len) in;
-layout(triangle_strip, max_vertices = 3) out;
-#else
-layout(triangles) in;
-layout(triangle_strip, max_vertices = vert_len) out;
-#endif
-
-uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
-
-in VertexData
-{
- vec3 pos; /* local position */
- vec4 frontPosition; /* final ndc position */
- vec4 backPosition;
-}
-vData[];
-
vec4 get_pos(int v, bool backface)
{
return (backface) ? vData[v].backPosition : vData[v].frontPosition;
@@ -74,18 +42,19 @@ void main()
/* In case of non manifold geom, we only increase/decrease
* the stencil buffer by one but do every faces as they were facing the light. */
bool invert = backface;
+ const bool is_manifold = false;
#else
const bool invert = false;
- if (!backface) {
+ const bool is_manifold = true;
#endif
+
+ if (!is_manifold || !backface) {
#ifdef USE_INVOC_EXT
- bool do_front = (gl_InvocationID & 1) == 0;
- emit_cap(do_front, invert);
+ bool do_front = (gl_InvocationID & 1) == 0;
+ emit_cap(do_front, invert);
#else
emit_cap(true, invert);
emit_cap(false, invert);
#endif
-#ifndef DOUBLE_MANIFOLD
-}
-#endif
+ }
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl
index 6fa76510e6e..c9977a8d91a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl
@@ -1,10 +1,4 @@
-out vec4 fragColor;
-
-layout(location = 0) out vec4 materialData;
-layout(location = 1) out vec4 normalData;
-layout(location = 2) out uint objectId;
-
void main()
{
const float a = 0.25;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl
index b4b6cd45d7a..9902884fc12 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl
@@ -2,38 +2,6 @@
# define USE_INVOC_EXT
#endif
-#ifdef DOUBLE_MANIFOLD
-# ifdef USE_INVOC_EXT
-# define invoc_len 2
-# else
-# define vert_len 8
-# endif
-#else
-# ifdef USE_INVOC_EXT
-# define invoc_len 1
-# else
-# define vert_len 4
-# endif
-#endif
-
-#ifdef USE_INVOC_EXT
-layout(lines_adjacency, invocations = invoc_len) in;
-layout(triangle_strip, max_vertices = 4) out;
-#else
-layout(lines_adjacency) in;
-layout(triangle_strip, max_vertices = vert_len) out;
-#endif
-
-uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
-
-in VertexData
-{
- vec3 pos; /* local position */
- vec4 frontPosition; /* final ndc position */
- vec4 backPosition;
-}
-vData[];
-
#define DEGENERATE_TRIS_WORKAROUND
#define DEGENERATE_TRIS_AREA_THRESHOLD 4e-17
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
index e07f87525e2..a220434ec45 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
@@ -1,17 +1,5 @@
-#define INFINITE 1000.0
-uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
-uniform float lightDistance = 1e4;
-
-in vec3 pos;
-
-out VertexData
-{
- vec3 pos; /* local position */
- vec4 frontPosition; /* final ndc position */
- vec4 backPosition;
-}
-vData;
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 0062cbe17a2..9c0f93c67d9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -1,21 +1,10 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
-/* Revealage is actually stored in transparentAccum alpha channel.
- * This is a workaround to older hardware not having separate blend equation per render target. */
-layout(location = 0) out vec4 transparentAccum;
-layout(location = 1) out vec4 revealageAccum;
-
-/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
-layout(location = 2) out uint objectId;
-#endif
-
/* Special function only to be used with calculate_transparent_weight(). */
float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
{
@@ -69,7 +58,7 @@ void main()
#endif
#ifdef V3D_LIGHTING_MATCAP
- vec3 shaded_color = get_matcap_lighting(color, N, I);
+ vec3 shaded_color = get_matcap_lighting(matcap_diffuse_tx, matcap_specular_tx, color, N, I);
#endif
#ifdef V3D_LIGHTING_STUDIO
@@ -80,7 +69,7 @@ void main()
vec3 shaded_color = color;
#endif
- shaded_color *= get_shadow(N);
+ shaded_color *= get_shadow(N, forceShadowing);
/* Listing 4 */
float weight = calculate_transparent_weight() * alpha_interp;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
index d985737a35b..a2c45d2f8e3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
@@ -1,11 +1,4 @@
-uniform sampler2D transparentAccum;
-uniform sampler2D transparentRevealage;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
/* Based on :
* McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
* Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 48102b4dcca..076f6e80104 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,40 +1,8 @@
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
-uniform sampler2D depthBuffer;
-
-uniform sampler3D densityTexture;
-uniform sampler3D shadowTexture;
-uniform sampler3D flameTexture;
-uniform usampler3D flagTexture;
-uniform sampler1D flameColorTexture;
-uniform sampler1D transferTexture;
-uniform mat4 volumeObjectToTexture;
-
-uniform int samplesLen = 256;
-uniform float noiseOfs = 0.0;
-uniform float stepLength; /* Step length in local space. */
-uniform float densityScale; /* Simple Opacity multiplicator. */
-uniform float gridScale; /* Multiplicator for grid scaling. */
-uniform vec3 activeColor;
-
-uniform float slicePosition;
-uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-
-uniform bool showPhi = false;
-uniform bool showFlags = false;
-uniform bool showPressure = false;
-
-#ifdef VOLUME_SLICE
-in vec3 localPos;
-#endif
-
-out vec4 fragColor;
-
float phase_function_isotropic()
{
return 1.0 / (4.0 * M_PI);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
index 7327a92e04f..d2b12f41421 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
@@ -1,22 +1,8 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl)
-
-uniform float slicePosition;
-uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-
-uniform mat4 volumeTextureToObject;
-
-in vec3 pos;
RESOURCE_ID_VARYING
-#ifdef VOLUME_SLICE
-in vec3 uvs;
-
-out vec3 localPos;
-#endif
-
void main()
{
#ifdef VOLUME_SLICE
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 41ef516ee4d..531ed461057 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -1,6 +1,4 @@
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
-
/* [Drobot2014a] Low Level Optimizations for GCN */
vec4 fast_rcp(vec4 v)
{
@@ -120,12 +118,10 @@ vec3 get_world_lighting(vec3 base_color, float roughness, float metallic, vec3 N
return diffuse_light + specular_light;
}
-uniform bool forceShadowing = false;
-
-float get_shadow(vec3 N)
+float get_shadow(vec3 N, bool force_shadowing)
{
float light_factor = -dot(N, world_data.shadow_direction_vs.xyz);
float shadow_mix = smoothstep(world_data.shadow_shift, world_data.shadow_focus, light_factor);
- shadow_mix *= forceShadowing ? 0.0 : world_data.shadow_mul;
+ shadow_mix *= force_shadowing ? 0.0 : world_data.shadow_mul;
return shadow_mix + world_data.shadow_add;
}
diff --git a/source/blender/draw/engines/workbench/workbench_effect_cavity.c b/source/blender/draw/engines/workbench/workbench_effect_cavity.c
index b294b9a62ca..6ab74d179f6 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_cavity.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_cavity.c
@@ -165,7 +165,7 @@ void workbench_cavity_cache_init(WORKBENCH_Data *data)
grp = DRW_shgroup_create(sh, psl->cavity_ps);
DRW_shgroup_uniform_texture(grp, "normalBuffer", wpd->normal_buffer_tx);
DRW_shgroup_uniform_block(grp, "samples_block", wpd->vldata->cavity_sample_ubo);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
if (SSAO_ENABLED(wpd)) {
DRW_shgroup_uniform_texture(grp, "depthBuffer", dtxl->depth);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index 2261790226a..b5f43251a43 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -328,7 +328,7 @@ void workbench_dof_cache_init(WORKBENCH_Data *vedata)
float offset = wpd->taa_sample / (float)max_ii(1, wpd->taa_sample_len);
DRWShadingGroup *grp = DRW_shgroup_create(blur1_sh, psl->dof_blur1_ps);
- DRW_shgroup_uniform_block(grp, "dofSamplesBlock", wpd->vldata->dof_sample_ubo);
+ DRW_shgroup_uniform_block(grp, "samples", wpd->vldata->dof_sample_ubo);
DRW_shgroup_uniform_texture(grp, "noiseTex", wpd->vldata->cavity_jitter_tx);
DRW_shgroup_uniform_texture(grp, "inputCocTex", txl->coc_halfres_tx);
DRW_shgroup_uniform_texture(grp, "halfResColorTex", txl->dof_source_tx);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_outline.c b/source/blender/draw/engines/workbench/workbench_effect_outline.c
index d1bc6b6c435..4f716c5a7bc 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_outline.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_outline.c
@@ -46,7 +46,7 @@ void workbench_outline_cache_init(WORKBENCH_Data *data)
grp = DRW_shgroup_create(sh, psl->outline_ps);
DRW_shgroup_uniform_texture(grp, "objectIdBuffer", wpd->object_id_tx);
DRW_shgroup_uniform_texture(grp, "depthBuffer", dtxl->depth);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
else {
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index 5bc2c53e253..0a0c20b0d6a 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -51,8 +51,6 @@ void workbench_engine_init(void *ved)
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_TextureList *txl = vedata->txl;
- workbench_shader_library_ensure();
-
workbench_private_data_alloc(stl);
WORKBENCH_PrivateData *wpd = stl->wpd;
workbench_private_data_init(wpd);
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index c24cab009c7..1b12e29617c 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -210,7 +210,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp = prepass->common_shgrp;
*grp_mat = grp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", mat_id);
return grp;
}
@@ -234,7 +234,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
DRWShadingGroup **grp = &wpd->prepass[transp][infront][datatype].common_shgrp;
if (resource_changed) {
*grp = DRW_shgroup_create_sub(*grp);
- DRW_shgroup_uniform_block(*grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(*grp, "materials_data", wpd->material_ubo_curr);
}
if (r_transp && transp) {
*r_transp = true;
@@ -293,5 +293,6 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
DRW_shgroup_uniform_texture_ex(grp, "imageTexture", tex, sampler);
}
DRW_shgroup_uniform_bool_copy(grp, "imagePremult", (ima && ima->alpha_mode == IMA_ALPHA_PREMUL));
+ DRW_shgroup_uniform_float_copy(grp, "imageTransparencyCutoff", 0.1f);
return grp;
}
diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c
index 9fdefed019f..e4534d923ab 100644
--- a/source/blender/draw/engines/workbench/workbench_opaque.c
+++ b/source/blender/draw/engines/workbench/workbench_opaque.c
@@ -88,26 +88,26 @@ void workbench_opaque_cache_init(WORKBENCH_Data *vedata)
sh = workbench_shader_opaque_get(wpd, data);
wpd->prepass[opaque][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
wpd->prepass[opaque][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
sh = workbench_shader_opaque_image_get(wpd, data, false);
wpd->prepass[opaque][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
sh = workbench_shader_opaque_image_get(wpd, data, true);
wpd->prepass[opaque][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
}
@@ -121,7 +121,7 @@ void workbench_opaque_cache_init(WORKBENCH_Data *vedata)
sh = workbench_shader_composite_get(wpd);
grp = DRW_shgroup_create(sh, psl->composite_ps);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_uniform_texture(grp, "materialBuffer", wpd->material_buffer_tx);
DRW_shgroup_uniform_texture(grp, "normalBuffer", wpd->normal_buffer_tx);
DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
@@ -135,8 +135,8 @@ void workbench_opaque_cache_init(WORKBENCH_Data *vedata)
struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
- DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx);
- DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx);
+ DRW_shgroup_uniform_texture(grp, "matcap_diffuse_tx", diff_tx);
+ DRW_shgroup_uniform_texture(grp, "matcap_specular_tx", spec_tx);
}
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index fb4600316ec..2cf96a8e139 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -459,7 +459,6 @@ void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
GPUShader **blur2_sh,
GPUShader **resolve_sh);
-void workbench_shader_library_ensure(void);
void workbench_shader_free(void);
/* workbench_effect_antialiasing.c */
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
deleted file mode 100644
index ad610a6a885..00000000000
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ /dev/null
@@ -1,562 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2020, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw_engine
- */
-
-#include "DRW_render.h"
-
-#include "BLI_dynstr.h"
-#include "BLI_string_utils.h"
-
-#include "workbench_engine.h"
-#include "workbench_private.h"
-
-extern char datatoc_common_math_lib_glsl[];
-extern char datatoc_common_math_geom_lib_glsl[];
-extern char datatoc_common_hair_lib_glsl[];
-extern char datatoc_common_pointcloud_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_common_smaa_lib_glsl[];
-
-extern char datatoc_workbench_prepass_vert_glsl[];
-extern char datatoc_workbench_prepass_hair_vert_glsl[];
-extern char datatoc_workbench_prepass_pointcloud_vert_glsl[];
-extern char datatoc_workbench_prepass_frag_glsl[];
-
-extern char datatoc_workbench_effect_cavity_frag_glsl[];
-extern char datatoc_workbench_effect_outline_frag_glsl[];
-extern char datatoc_workbench_effect_dof_frag_glsl[];
-extern char datatoc_workbench_effect_taa_frag_glsl[];
-extern char datatoc_workbench_effect_smaa_frag_glsl[];
-extern char datatoc_workbench_effect_smaa_vert_glsl[];
-
-extern char datatoc_workbench_composite_frag_glsl[];
-
-extern char datatoc_workbench_transparent_accum_frag_glsl[];
-extern char datatoc_workbench_transparent_resolve_frag_glsl[];
-
-extern char datatoc_workbench_merge_infront_frag_glsl[];
-
-extern char datatoc_workbench_shadow_vert_glsl[];
-extern char datatoc_workbench_shadow_geom_glsl[];
-extern char datatoc_workbench_shadow_caps_geom_glsl[];
-extern char datatoc_workbench_shadow_debug_frag_glsl[];
-
-extern char datatoc_workbench_volume_vert_glsl[];
-extern char datatoc_workbench_volume_frag_glsl[];
-
-extern char datatoc_workbench_cavity_lib_glsl[];
-extern char datatoc_workbench_common_lib_glsl[];
-extern char datatoc_workbench_curvature_lib_glsl[];
-extern char datatoc_workbench_data_lib_glsl[];
-extern char datatoc_workbench_image_lib_glsl[];
-extern char datatoc_workbench_matcap_lib_glsl[];
-extern char datatoc_workbench_material_lib_glsl[];
-extern char datatoc_workbench_shader_interface_lib_glsl[];
-extern char datatoc_workbench_world_light_lib_glsl[];
-
-extern char datatoc_gpu_shader_depth_only_frag_glsl[];
-extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
-
-/* Maximum number of variations. */
-#define MAX_LIGHTING 3
-#define MAX_COLOR 3
-
-enum {
- VOLUME_SH_SLICE = 0,
- VOLUME_SH_COBA,
- VOLUME_SH_CUBIC,
-};
-
-#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
-
-static struct {
- struct GPUShader *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX][MAX_COLOR];
- struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX]
- [MAX_LIGHTING][MAX_COLOR];
-
- struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
- struct GPUShader *oit_resolve_sh;
- struct GPUShader *outline_sh;
- struct GPUShader *merge_infront_sh;
-
- struct GPUShader *shadow_depth_pass_sh[2];
- struct GPUShader *shadow_depth_fail_sh[2][2];
-
- struct GPUShader *cavity_sh[2][2];
-
- struct GPUShader *dof_prepare_sh;
- struct GPUShader *dof_downsample_sh;
- struct GPUShader *dof_blur1_sh;
- struct GPUShader *dof_blur2_sh;
- struct GPUShader *dof_resolve_sh;
-
- struct GPUShader *aa_accum_sh;
- struct GPUShader *smaa_sh[3];
-
- struct GPUShader *volume_sh[2][2][3][2];
-
- struct DRWShaderLibrary *lib;
-} e_data = {{{{NULL}}}};
-
-void workbench_shader_library_ensure(void)
-{
- if (e_data.lib == NULL) {
- e_data.lib = DRW_shader_library_create();
- /* NOTE: These need to be ordered by dependencies. */
- DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, common_pointcloud_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_shader_interface_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_common_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_image_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_material_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_data_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_matcap_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_cavity_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_curvature_lib);
- DRW_SHADER_LIB_ADD(e_data.lib, workbench_world_light_lib);
- }
-}
-
-static char *workbench_build_defines(
- WORKBENCH_PrivateData *wpd, bool textured, bool tiled, bool cavity, bool curvature)
-{
- char *str = NULL;
-
- DynStr *ds = BLI_dynstr_new();
-
- if (wpd && wpd->shading.light == V3D_LIGHTING_STUDIO) {
- BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
- }
- else if (wpd && wpd->shading.light == V3D_LIGHTING_MATCAP) {
- BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
- }
- else {
- BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
- }
-
- if (NORMAL_ENCODING_ENABLED()) {
- BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
- }
-
- if (textured) {
- BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
- }
- if (tiled) {
- BLI_dynstr_append(ds, "#define TEXTURE_IMAGE_ARRAY\n");
- }
- if (cavity) {
- BLI_dynstr_append(ds, "#define USE_CAVITY\n");
- }
- if (curvature) {
- BLI_dynstr_append(ds, "#define USE_CURVATURE\n");
- }
-
- str = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
- return str;
-}
-
-static int workbench_color_index(WORKBENCH_PrivateData *UNUSED(wpd), bool textured, bool tiled)
-{
- BLI_assert(2 < MAX_COLOR);
- return (textured) ? (tiled ? 2 : 1) : 0;
-}
-
-static GPUShader *workbench_shader_get_ex(WORKBENCH_PrivateData *wpd,
- bool transp,
- eWORKBENCH_DataType datatype,
- bool textured,
- bool tiled)
-{
- int color = workbench_color_index(wpd, textured, tiled);
- int light = wpd->shading.light;
- BLI_assert(light < MAX_LIGHTING);
- struct GPUShader **shader =
- (transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][datatype][light][color] :
- &e_data.opaque_prepass_sh_cache[wpd->sh_cfg][datatype][color];
-
- if (*shader == NULL) {
- char *defines = workbench_build_defines(wpd, textured, tiled, false, false);
-
- char *frag_file = transp ? datatoc_workbench_transparent_accum_frag_glsl :
- datatoc_workbench_prepass_frag_glsl;
- char *frag_src = DRW_shader_library_create_shader_string(e_data.lib, frag_file);
-
- char *vert_file = (datatype == WORKBENCH_DATATYPE_HAIR) ?
- datatoc_workbench_prepass_hair_vert_glsl :
- ((datatype == WORKBENCH_DATATYPE_POINTCLOUD) ?
- datatoc_workbench_prepass_pointcloud_vert_glsl :
- datatoc_workbench_prepass_vert_glsl);
- char *vert_src = DRW_shader_library_create_shader_string(e_data.lib, vert_file);
-
- const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[wpd->sh_cfg];
-
- *shader = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg_data->lib, vert_src, NULL},
- .frag = (const char *[]){frag_src, NULL},
- .defs = (const char *[]){sh_cfg_data->def,
- defines,
- transp ? "#define TRANSPARENT_MATERIAL\n" :
- "#define OPAQUE_MATERIAL\n",
- (datatype == WORKBENCH_DATATYPE_POINTCLOUD) ?
- "#define UNIFORM_RESOURCE_ID\n"
- "#define INSTANCED_ATTR\n" :
- NULL,
- NULL},
- });
-
- MEM_freeN(defines);
- MEM_freeN(frag_src);
- MEM_freeN(vert_src);
- }
- return *shader;
-}
-
-GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType datatype)
-{
- return workbench_shader_get_ex(wpd, false, datatype, false, false);
-}
-
-GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd,
- eWORKBENCH_DataType datatype,
- bool tiled)
-{
- return workbench_shader_get_ex(wpd, false, datatype, true, tiled);
-}
-
-GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd,
- eWORKBENCH_DataType datatype)
-{
- return workbench_shader_get_ex(wpd, true, datatype, false, false);
-}
-
-GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
- eWORKBENCH_DataType datatype,
- bool tiled)
-{
- return workbench_shader_get_ex(wpd, true, datatype, true, tiled);
-}
-
-GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
-{
- int light = wpd->shading.light;
- struct GPUShader **shader = &e_data.opaque_composite_sh[light];
- BLI_assert(light < MAX_LIGHTING);
-
- if (*shader == NULL) {
- char *defines = workbench_build_defines(wpd, false, false, false, false);
- char *frag = DRW_shader_library_create_shader_string(e_data.lib,
- datatoc_workbench_composite_frag_glsl);
-
- *shader = DRW_shader_create_fullscreen(frag, defines);
-
- MEM_freeN(defines);
- MEM_freeN(frag);
- }
- return *shader;
-}
-
-GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *UNUSED(wpd))
-{
- if (e_data.merge_infront_sh == NULL) {
- char *frag = DRW_shader_library_create_shader_string(
- e_data.lib, datatoc_workbench_merge_infront_frag_glsl);
-
- e_data.merge_infront_sh = DRW_shader_create_fullscreen(frag, NULL);
-
- MEM_freeN(frag);
- }
- return e_data.merge_infront_sh;
-}
-
-GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *wpd)
-{
- if (e_data.oit_resolve_sh == NULL) {
- char *defines = workbench_build_defines(wpd, false, false, false, false);
-
- e_data.oit_resolve_sh = DRW_shader_create_fullscreen(
- datatoc_workbench_transparent_resolve_frag_glsl, defines);
-
- MEM_freeN(defines);
- }
- return e_data.oit_resolve_sh;
-}
-
-static GPUShader *workbench_shader_shadow_pass_get_ex(bool depth_pass, bool manifold, bool cap)
-{
- struct GPUShader **shader = (depth_pass) ? &e_data.shadow_depth_pass_sh[manifold] :
- &e_data.shadow_depth_fail_sh[manifold][cap];
-
- if (*shader == NULL) {
-#if DEBUG_SHADOW_VOLUME
- const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
-#else
- const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl;
-#endif
-
- *shader = GPU_shader_create_from_arrays({
- .vert = (const char *[]){datatoc_common_view_lib_glsl,
- datatoc_workbench_shadow_vert_glsl,
- NULL},
- .geom = (const char *[]){(cap) ? datatoc_workbench_shadow_caps_geom_glsl :
- datatoc_workbench_shadow_geom_glsl,
- NULL},
- .frag = (const char *[]){shadow_frag, NULL},
- .defs = (const char *[]){(depth_pass) ? "#define SHADOW_PASS\n" : "#define SHADOW_FAIL\n",
- (manifold) ? "" : "#define DOUBLE_MANIFOLD\n",
- NULL},
- });
- }
- return *shader;
-}
-
-GPUShader *workbench_shader_shadow_pass_get(bool manifold)
-{
- return workbench_shader_shadow_pass_get_ex(true, manifold, false);
-}
-
-GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap)
-{
- return workbench_shader_shadow_pass_get_ex(false, manifold, cap);
-}
-
-GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature)
-{
- BLI_assert(cavity || curvature);
- struct GPUShader **shader = &e_data.cavity_sh[cavity][curvature];
-
- if (*shader == NULL) {
- char *defines = workbench_build_defines(NULL, false, false, cavity, curvature);
- char *frag = DRW_shader_library_create_shader_string(
- e_data.lib, datatoc_workbench_effect_cavity_frag_glsl);
-
- *shader = DRW_shader_create_fullscreen(frag, defines);
-
- MEM_freeN(defines);
- MEM_freeN(frag);
- }
- return *shader;
-}
-
-GPUShader *workbench_shader_outline_get(void)
-{
- if (e_data.outline_sh == NULL) {
- char *frag = DRW_shader_library_create_shader_string(
- e_data.lib, datatoc_workbench_effect_outline_frag_glsl);
-
- e_data.outline_sh = DRW_shader_create_fullscreen(frag, NULL);
-
- MEM_freeN(frag);
- }
- return e_data.outline_sh;
-}
-
-void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
- GPUShader **downsample_sh,
- GPUShader **blur1_sh,
- GPUShader **blur2_sh,
- GPUShader **resolve_sh)
-{
- if (e_data.dof_prepare_sh == NULL) {
- e_data.dof_prepare_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define PREPARE\n");
- e_data.dof_downsample_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define DOWNSAMPLE\n");
-#if 0 /* TODO(fclem): finish COC min_max optimization */
- e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define FLATTEN_VERTICAL\n");
- e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define FLATTEN_HORIZONTAL\n");
- e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define DILATE_VERTICAL\n");
- e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define DILATE_HORIZONTAL\n");
-#endif
- e_data.dof_blur1_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define BLUR1\n");
- e_data.dof_blur2_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define BLUR2\n");
- e_data.dof_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib(
- datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define RESOLVE\n");
- }
-
- *prepare_sh = e_data.dof_prepare_sh;
- *downsample_sh = e_data.dof_downsample_sh;
- *blur1_sh = e_data.dof_blur1_sh;
- *blur2_sh = e_data.dof_blur2_sh;
- *resolve_sh = e_data.dof_resolve_sh;
-}
-
-GPUShader *workbench_shader_antialiasing_accumulation_get(void)
-{
- if (e_data.aa_accum_sh == NULL) {
- char *frag = DRW_shader_library_create_shader_string(e_data.lib,
- datatoc_workbench_effect_taa_frag_glsl);
-
- e_data.aa_accum_sh = DRW_shader_create_fullscreen(frag, NULL);
-
- MEM_freeN(frag);
- }
- return e_data.aa_accum_sh;
-}
-
-GPUShader *workbench_shader_antialiasing_get(int stage)
-{
- BLI_assert(stage < 3);
- if (!e_data.smaa_sh[stage]) {
- char stage_define[32];
- BLI_snprintf(stage_define, sizeof(stage_define), "#define SMAA_STAGE %d\n", stage);
-
- e_data.smaa_sh[stage] = GPU_shader_create_from_arrays({
- .vert =
- (const char *[]){
- "#define SMAA_INCLUDE_VS 1\n",
- "#define SMAA_INCLUDE_PS 0\n",
- "uniform vec4 viewportMetrics;\n",
- datatoc_common_smaa_lib_glsl,
- datatoc_workbench_effect_smaa_vert_glsl,
- NULL,
- },
- .frag =
- (const char *[]){
- "#define SMAA_INCLUDE_VS 0\n",
- "#define SMAA_INCLUDE_PS 1\n",
- "uniform vec4 viewportMetrics;\n",
- datatoc_common_smaa_lib_glsl,
- datatoc_workbench_effect_smaa_frag_glsl,
- NULL,
- },
- .defs =
- (const char *[]){
- "#define SMAA_GLSL_3\n",
- "#define SMAA_RT_METRICS viewportMetrics\n",
- "#define SMAA_PRESET_HIGH\n",
- "#define SMAA_LUMA_WEIGHT float4(1.0, 1.0, 1.0, 1.0)\n",
- "#define SMAA_NO_DISCARD\n",
- stage_define,
- NULL,
- },
- });
- }
- return e_data.smaa_sh[stage];
-}
-
-GPUShader *workbench_shader_volume_get(bool slice,
- bool coba,
- eWORKBENCH_VolumeInterpType interp_type,
- bool smoke)
-{
- GPUShader **shader = &e_data.volume_sh[slice][coba][interp_type][smoke];
-
- if (*shader == NULL) {
- DynStr *ds = BLI_dynstr_new();
-
- if (slice) {
- BLI_dynstr_append(ds, "#define VOLUME_SLICE\n");
- }
- if (coba) {
- BLI_dynstr_append(ds, "#define USE_COBA\n");
- }
- switch (interp_type) {
- case WORKBENCH_VOLUME_INTERP_LINEAR:
- BLI_dynstr_append(ds, "#define USE_TRILINEAR\n");
- break;
- case WORKBENCH_VOLUME_INTERP_CUBIC:
- BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
- break;
- case WORKBENCH_VOLUME_INTERP_CLOSEST:
- BLI_dynstr_append(ds, "#define USE_CLOSEST\n");
- break;
- }
- if (smoke) {
- BLI_dynstr_append(ds, "#define VOLUME_SMOKE\n");
- }
-
- char *defines = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
-
- char *vert = DRW_shader_library_create_shader_string(e_data.lib,
- datatoc_workbench_volume_vert_glsl);
- char *frag = DRW_shader_library_create_shader_string(e_data.lib,
- datatoc_workbench_volume_frag_glsl);
-
- *shader = DRW_shader_create(vert, NULL, frag, defines);
-
- MEM_freeN(vert);
- MEM_freeN(frag);
- MEM_freeN(defines);
- }
- return *shader;
-}
-
-void workbench_shader_free(void)
-{
- for (int j = 0; j < sizeof(e_data.opaque_prepass_sh_cache) / sizeof(void *); j++) {
- struct GPUShader **sh_array = &e_data.opaque_prepass_sh_cache[0][0][0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < sizeof(e_data.transp_prepass_sh_cache) / sizeof(void *); j++) {
- struct GPUShader **sh_array = &e_data.transp_prepass_sh_cache[0][0][0][0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < ARRAY_SIZE(e_data.opaque_composite_sh); j++) {
- struct GPUShader **sh_array = &e_data.opaque_composite_sh[0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < ARRAY_SIZE(e_data.shadow_depth_pass_sh); j++) {
- struct GPUShader **sh_array = &e_data.shadow_depth_pass_sh[0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < sizeof(e_data.shadow_depth_fail_sh) / sizeof(void *); j++) {
- struct GPUShader **sh_array = &e_data.shadow_depth_fail_sh[0][0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < sizeof(e_data.cavity_sh) / sizeof(void *); j++) {
- struct GPUShader **sh_array = &e_data.cavity_sh[0][0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < ARRAY_SIZE(e_data.smaa_sh); j++) {
- struct GPUShader **sh_array = &e_data.smaa_sh[0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
- for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
- struct GPUShader **sh_array = &e_data.volume_sh[0][0][0][0];
- DRW_SHADER_FREE_SAFE(sh_array[j]);
- }
-
- DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
- DRW_SHADER_FREE_SAFE(e_data.outline_sh);
- DRW_SHADER_FREE_SAFE(e_data.merge_infront_sh);
-
- DRW_SHADER_FREE_SAFE(e_data.dof_prepare_sh);
- DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
- DRW_SHADER_FREE_SAFE(e_data.dof_blur1_sh);
- DRW_SHADER_FREE_SAFE(e_data.dof_blur2_sh);
- DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
-
- DRW_SHADER_FREE_SAFE(e_data.aa_accum_sh);
-
- DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
-}
diff --git a/source/blender/draw/engines/workbench/workbench_shader.cc b/source/blender/draw/engines/workbench/workbench_shader.cc
new file mode 100644
index 00000000000..b38286303f1
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_shader.cc
@@ -0,0 +1,444 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include <string>
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+
+extern char datatoc_common_math_lib_glsl[];
+extern char datatoc_common_math_geom_lib_glsl[];
+extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_common_pointcloud_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_smaa_lib_glsl[];
+
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_prepass_hair_vert_glsl[];
+extern char datatoc_workbench_prepass_pointcloud_vert_glsl[];
+extern char datatoc_workbench_prepass_frag_glsl[];
+
+extern char datatoc_workbench_effect_cavity_frag_glsl[];
+extern char datatoc_workbench_effect_outline_frag_glsl[];
+extern char datatoc_workbench_effect_dof_frag_glsl[];
+extern char datatoc_workbench_effect_taa_frag_glsl[];
+extern char datatoc_workbench_effect_smaa_frag_glsl[];
+extern char datatoc_workbench_effect_smaa_vert_glsl[];
+
+extern char datatoc_workbench_composite_frag_glsl[];
+
+extern char datatoc_workbench_transparent_accum_frag_glsl[];
+extern char datatoc_workbench_transparent_resolve_frag_glsl[];
+
+extern char datatoc_workbench_merge_infront_frag_glsl[];
+
+extern char datatoc_workbench_shadow_vert_glsl[];
+extern char datatoc_workbench_shadow_geom_glsl[];
+extern char datatoc_workbench_shadow_caps_geom_glsl[];
+extern char datatoc_workbench_shadow_debug_frag_glsl[];
+
+extern char datatoc_workbench_volume_vert_glsl[];
+extern char datatoc_workbench_volume_frag_glsl[];
+
+extern char datatoc_workbench_cavity_lib_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_curvature_lib_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_image_lib_glsl[];
+extern char datatoc_workbench_matcap_lib_glsl[];
+extern char datatoc_workbench_material_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+extern char datatoc_gpu_shader_depth_only_frag_glsl[];
+extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
+
+/* Maximum number of variations. */
+#define MAX_LIGHTING 3
+
+enum eWORKBENCH_TextureType {
+ TEXTURE_SH_NONE = 0,
+ TEXTURE_SH_SINGLE,
+ TEXTURE_SH_TILED,
+ TEXTURE_SH_MAX,
+};
+
+static struct {
+ struct GPUShader
+ *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX][TEXTURE_SH_MAX];
+ struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX]
+ [MAX_LIGHTING][TEXTURE_SH_MAX];
+
+ struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
+ struct GPUShader *oit_resolve_sh;
+ struct GPUShader *outline_sh;
+ struct GPUShader *merge_infront_sh;
+
+ struct GPUShader *shadow_depth_pass_sh[2];
+ struct GPUShader *shadow_depth_fail_sh[2][2];
+
+ struct GPUShader *cavity_sh[2][2];
+
+ struct GPUShader *dof_prepare_sh;
+ struct GPUShader *dof_downsample_sh;
+ struct GPUShader *dof_blur1_sh;
+ struct GPUShader *dof_blur2_sh;
+ struct GPUShader *dof_resolve_sh;
+
+ struct GPUShader *aa_accum_sh;
+ struct GPUShader *smaa_sh[3];
+
+ struct GPUShader *volume_sh[2][2][3][2];
+
+} e_data = {{{{NULL}}}};
+
+/* -------------------------------------------------------------------- */
+/** \name Conversions
+ * \{ */
+
+static const char *workbench_lighting_mode_to_str(int light)
+{
+ switch (light) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown lighting mode.");
+ ATTR_FALLTHROUGH;
+ case V3D_LIGHTING_STUDIO:
+ return "_studio";
+ case V3D_LIGHTING_MATCAP:
+ return "_matcap";
+ case V3D_LIGHTING_FLAT:
+ return "_flat";
+ return "";
+ }
+}
+
+static const char *workbench_datatype_mode_to_str(eWORKBENCH_DataType datatype)
+{
+ switch (datatype) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown data mode.");
+ ATTR_FALLTHROUGH;
+ case WORKBENCH_DATATYPE_MESH:
+ return "_mesh";
+ case WORKBENCH_DATATYPE_HAIR:
+ return "_hair";
+ case WORKBENCH_DATATYPE_POINTCLOUD:
+ return "_ptcloud";
+ }
+}
+
+static const char *workbench_volume_interp_to_str(eWORKBENCH_VolumeInterpType interp_type)
+{
+ switch (interp_type) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown lighting mode.");
+ ATTR_FALLTHROUGH;
+ case WORKBENCH_VOLUME_INTERP_LINEAR:
+ return "_linear";
+ case WORKBENCH_VOLUME_INTERP_CUBIC:
+ return "_cubic";
+ case WORKBENCH_VOLUME_INTERP_CLOSEST:
+ return "_closest";
+ }
+}
+
+static const char *workbench_texture_type_to_str(eWORKBENCH_TextureType tex_type)
+{
+ switch (tex_type) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown texture mode.");
+ ATTR_FALLTHROUGH;
+ case TEXTURE_SH_NONE:
+ return "_tex_none";
+ case TEXTURE_SH_TILED:
+ return "_tex_tile";
+ case TEXTURE_SH_SINGLE:
+ return "_tex_single";
+ }
+}
+
+static eWORKBENCH_TextureType workbench_texture_type_get(bool textured, bool tiled)
+{
+ return textured ? (tiled ? TEXTURE_SH_TILED : TEXTURE_SH_SINGLE) : TEXTURE_SH_NONE;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Shader request
+ * \{ */
+
+static GPUShader *workbench_shader_get_ex(WORKBENCH_PrivateData *wpd,
+ bool transp,
+ eWORKBENCH_DataType datatype,
+ bool textured,
+ bool tiled)
+{
+ eWORKBENCH_TextureType tex_type = workbench_texture_type_get(textured, tiled);
+ int light = wpd->shading.light;
+ BLI_assert(light < MAX_LIGHTING);
+ struct GPUShader **shader =
+ (transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][datatype][light][tex_type] :
+ &e_data.opaque_prepass_sh_cache[wpd->sh_cfg][datatype][tex_type];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench";
+ create_info_name += (transp) ? "_transp" : "_opaque";
+ if (transp) {
+ create_info_name += workbench_lighting_mode_to_str(light);
+ }
+ create_info_name += workbench_datatype_mode_to_str(datatype);
+ create_info_name += workbench_texture_type_to_str(tex_type);
+ create_info_name += (wpd->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "_clip" : "_no_clip";
+
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType datatype)
+{
+ return workbench_shader_get_ex(wpd, false, datatype, false, false);
+}
+
+GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype,
+ bool tiled)
+{
+ return workbench_shader_get_ex(wpd, false, datatype, true, tiled);
+}
+
+GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype)
+{
+ return workbench_shader_get_ex(wpd, true, datatype, false, false);
+}
+
+GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype,
+ bool tiled)
+{
+ return workbench_shader_get_ex(wpd, true, datatype, true, tiled);
+}
+
+GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
+{
+ int light = wpd->shading.light;
+ struct GPUShader **shader = &e_data.opaque_composite_sh[light];
+ BLI_assert(light < MAX_LIGHTING);
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_composite";
+ create_info_name += workbench_lighting_mode_to_str(light);
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *UNUSED(wpd))
+{
+ if (e_data.merge_infront_sh == nullptr) {
+ e_data.merge_infront_sh = GPU_shader_create_from_info_name("workbench_merge_infront");
+ }
+ return e_data.merge_infront_sh;
+}
+
+GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *UNUSED(wpd))
+{
+ if (e_data.oit_resolve_sh == nullptr) {
+ e_data.oit_resolve_sh = GPU_shader_create_from_info_name("workbench_transparent_resolve");
+ }
+ return e_data.oit_resolve_sh;
+}
+
+static GPUShader *workbench_shader_shadow_pass_get_ex(bool depth_pass, bool manifold, bool cap)
+{
+ struct GPUShader **shader = (depth_pass) ? &e_data.shadow_depth_pass_sh[manifold] :
+ &e_data.shadow_depth_fail_sh[manifold][cap];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_shadow";
+ create_info_name += (depth_pass) ? "_pass" : "_fail";
+ create_info_name += (manifold) ? "_manifold" : "_no_manifold";
+ create_info_name += (cap) ? "_caps" : "_no_caps";
+#if DEBUG_SHADOW_VOLUME
+ create_info_name += "_debug";
+#endif
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_shadow_pass_get(bool manifold)
+{
+ return workbench_shader_shadow_pass_get_ex(true, manifold, false);
+}
+
+GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap)
+{
+ return workbench_shader_shadow_pass_get_ex(false, manifold, cap);
+}
+
+GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature)
+{
+ BLI_assert(cavity || curvature);
+ struct GPUShader **shader = &e_data.cavity_sh[cavity][curvature];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_effect";
+ create_info_name += (cavity) ? "_cavity" : "";
+ create_info_name += (curvature) ? "_curvature" : "";
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_outline_get(void)
+{
+ if (e_data.outline_sh == nullptr) {
+ e_data.outline_sh = GPU_shader_create_from_info_name("workbench_effect_outline");
+ }
+ return e_data.outline_sh;
+}
+
+void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
+ GPUShader **downsample_sh,
+ GPUShader **blur1_sh,
+ GPUShader **blur2_sh,
+ GPUShader **resolve_sh)
+{
+ if (e_data.dof_prepare_sh == nullptr) {
+ e_data.dof_prepare_sh = GPU_shader_create_from_info_name("workbench_effect_dof_prepare");
+ e_data.dof_downsample_sh = GPU_shader_create_from_info_name("workbench_effect_dof_downsample");
+#if 0 /* TODO(fclem): finish COC min_max optimization */
+ e_data.dof_flatten_v_sh = GPU_shader_create_from_info_name("workbench_effect_dof_flatten_v");
+ e_data.dof_flatten_h_sh = GPU_shader_create_from_info_name("workbench_effect_dof_flatten_h");
+ e_data.dof_dilate_v_sh = GPU_shader_create_from_info_name("workbench_effect_dof_dilate_v");
+ e_data.dof_dilate_h_sh = GPU_shader_create_from_info_name("workbench_effect_dof_dilate_h");
+#endif
+ e_data.dof_blur1_sh = GPU_shader_create_from_info_name("workbench_effect_dof_blur1");
+ e_data.dof_blur2_sh = GPU_shader_create_from_info_name("workbench_effect_dof_blur2");
+ e_data.dof_resolve_sh = GPU_shader_create_from_info_name("workbench_effect_dof_resolve");
+ }
+
+ *prepare_sh = e_data.dof_prepare_sh;
+ *downsample_sh = e_data.dof_downsample_sh;
+ *blur1_sh = e_data.dof_blur1_sh;
+ *blur2_sh = e_data.dof_blur2_sh;
+ *resolve_sh = e_data.dof_resolve_sh;
+}
+
+GPUShader *workbench_shader_antialiasing_accumulation_get(void)
+{
+ if (e_data.aa_accum_sh == nullptr) {
+ e_data.aa_accum_sh = GPU_shader_create_from_info_name("workbench_taa");
+ }
+ return e_data.aa_accum_sh;
+}
+
+GPUShader *workbench_shader_antialiasing_get(int stage)
+{
+ BLI_assert(stage < 3);
+ GPUShader **shader = &e_data.smaa_sh[stage];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_smaa_stage_";
+ create_info_name += std::to_string(stage);
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return e_data.smaa_sh[stage];
+}
+
+GPUShader *workbench_shader_volume_get(bool slice,
+ bool coba,
+ eWORKBENCH_VolumeInterpType interp_type,
+ bool smoke)
+{
+ GPUShader **shader = &e_data.volume_sh[slice][coba][interp_type][smoke];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_volume";
+ create_info_name += (smoke) ? "_smoke" : "_object";
+ create_info_name += workbench_volume_interp_to_str(interp_type);
+ create_info_name += (coba) ? "_coba" : "_no_coba";
+ create_info_name += (slice) ? "_slice" : "_no_slice";
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Cleanup
+ * \{ */
+
+void workbench_shader_free(void)
+{
+ for (int j = 0; j < sizeof(e_data.opaque_prepass_sh_cache) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.opaque_prepass_sh_cache[0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.transp_prepass_sh_cache) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.transp_prepass_sh_cache[0][0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < ARRAY_SIZE(e_data.opaque_composite_sh); j++) {
+ struct GPUShader **sh_array = &e_data.opaque_composite_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < ARRAY_SIZE(e_data.shadow_depth_pass_sh); j++) {
+ struct GPUShader **sh_array = &e_data.shadow_depth_pass_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.shadow_depth_fail_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.shadow_depth_fail_sh[0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.cavity_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.cavity_sh[0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < ARRAY_SIZE(e_data.smaa_sh); j++) {
+ struct GPUShader **sh_array = &e_data.smaa_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.volume_sh[0][0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+
+ DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_sh);
+ DRW_SHADER_FREE_SAFE(e_data.merge_infront_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.dof_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_blur1_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_blur2_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.aa_accum_sh);
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/workbench/workbench_shader_shared.h b/source/blender/draw/engines/workbench/workbench_shader_shared.h
index 42d38e54d9a..0bfd5957834 100644
--- a/source/blender/draw/engines/workbench/workbench_shader_shared.h
+++ b/source/blender/draw/engines/workbench/workbench_shader_shared.h
@@ -45,4 +45,3 @@ struct WorldData {
};
#define viewport_size_inv viewport_size.zw
-#define packed_rough_metal roughness
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index 3be005b43d0..2f9b85acf31 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -65,7 +65,7 @@ void workbench_transparent_engine_init(WORKBENCH_Data *data)
static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp)
{
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
@@ -76,8 +76,8 @@ static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
- DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx);
- DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx);
+ DRW_shgroup_uniform_texture(grp, "matcap_diffuse_tx", diff_tx);
+ DRW_shgroup_uniform_texture(grp, "matcap_specular_tx", spec_tx);
}
}
@@ -111,25 +111,25 @@ void workbench_transparent_cache_init(WORKBENCH_Data *vedata)
sh = workbench_shader_transparent_get(wpd, data);
wpd->prepass[transp][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
workbench_transparent_lighting_uniforms(wpd, grp);
wpd->prepass[transp][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
sh = workbench_shader_transparent_image_get(wpd, data, false);
wpd->prepass[transp][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
sh = workbench_shader_transparent_image_get(wpd, data, true);
wpd->prepass[transp][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
}
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index daeadce3059..9632060d69c 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -129,7 +129,7 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", fds->slice_depth);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
@@ -148,7 +148,7 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
step_length = len_v3(dim);
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs);
@@ -272,7 +272,7 @@ static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata,
const float slice_position = volume->display.slice_depth;
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_uniform_float_copy(grp, "slicePosition", slice_position);
DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
@@ -299,7 +299,7 @@ static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata,
/* Set uniforms. */
grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice);
DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs);
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index f1c13bc039a..ab570667a77 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1248,6 +1248,17 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
int chunkid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_CHUNK);
int resourceid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_ID);
+ /* TODO(fclem) Will take the place of the above after the GPUShaderCreateInfo port. */
+ if (view_ubo_location == -1) {
+ view_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_DRW_VIEW);
+ }
+ if (model_ubo_location == -1) {
+ model_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_DRW_MODEL);
+ }
+ if (info_ubo_location == -1) {
+ info_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_DRW_INFOS);
+ }
+
if (chunkid_location != -1) {
drw_shgroup_uniform_create_ex(
shgroup, chunkid_location, DRW_UNIFORM_RESOURCE_CHUNK, NULL, 0, 0, 1);
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
index aa117f44e84..35350417ca8 100644
--- a/source/blender/draw/intern/draw_shader_shared.h
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -16,7 +16,7 @@ struct ViewInfos {
float4x4 winmat;
float4x4 wininv;
- float4 clipplanes[6];
+ float4 clip_planes[6];
float4 viewvecs[2];
/* Should not be here. Not view dependent (only main view). */
float4 viewcamtexcofac;
@@ -30,7 +30,7 @@ BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
#define ViewMatrixInverse drw_view.viewinv
#define ProjectionMatrix drw_view.winmat
#define ProjectionMatrixInverse drw_view.wininv
-#define clipPlanes drw_view.clipplanes
+#define clipPlanes drw_view.clip_planes
#define ViewVecs drw_view.viewvecs
#define CameraTexCoFactors drw_view.viewcamtexcofac
@@ -39,3 +39,14 @@ struct ObjectMatrices {
float4x4 drw_modelMatrixInverse;
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+
+struct ObjectInfos {
+ float4 drw_OrcoTexCoFactors[2];
+ float4 drw_ObjectColor;
+ float4 drw_Infos;
+};
+BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
+
+#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
+#define ObjectInfo (drw_infos[resource_id].drw_Infos)
+#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
index 049d7785bf7..ed8b8aeb849 100644
--- a/source/blender/draw/intern/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -5,7 +5,9 @@
* of data the CPU has to precompute and transfer for each update.
*/
+/* TODO(fclem): Keep documentation but remove the uniform declaration. */
#ifndef USE_GPU_SHADER_CREATE_INFO
+
/**
* hairStrandsRes: Number of points per hair strand.
* 2 - no subdivision
diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
index 36ffb4d8b32..73f65fb0799 100644
--- a/source/blender/draw/intern/shaders/common_smaa_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
@@ -736,9 +736,11 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord,
float2 edges = step(threshold, delta.xy);
# ifndef SMAA_NO_DISCARD
+# ifdef GPU_FRAGMENT_SHADER
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
+# endif
# endif
// Calculate right and bottom deltas:
@@ -804,9 +806,11 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
float2 edges = step(threshold, delta.xy);
# ifndef SMAA_NO_DISCARD
+# ifdef GPU_FRAGMENT_SHADER
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
+# endif
# endif
// Calculate right and bottom deltas:
@@ -851,8 +855,10 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord, float4 offset[3], SMAATexture2D
float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
+# ifdef GPU_FRAGMENT_SHADER
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
+# endif
return edges;
}
diff --git a/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl b/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
new file mode 100644
index 00000000000..d55808c42d2
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
@@ -0,0 +1,33 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+#if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
+
+void view_clipping_distances(vec3 wpos)
+{
+# ifdef USE_WORLD_CLIP_PLANES
+ vec4 pos = vec4(wpos, 1.0);
+ gl_ClipDistance[0] = dot(drw_view.clip_planes[0], pos);
+ gl_ClipDistance[1] = dot(drw_view.clip_planes[1], pos);
+ gl_ClipDistance[2] = dot(drw_view.clip_planes[2], pos);
+ gl_ClipDistance[3] = dot(drw_view.clip_planes[3], pos);
+ gl_ClipDistance[4] = dot(drw_view.clip_planes[4], pos);
+ gl_ClipDistance[5] = dot(drw_view.clip_planes[5], pos);
+# endif
+}
+
+/* Kept as define for compiler compatibility. */
+# ifdef USE_WORLD_CLIP_PLANES
+# define view_clipping_distances_set(c) \
+ gl_ClipDistance[0] = (c).gl_ClipDistance[0]; \
+ gl_ClipDistance[1] = (c).gl_ClipDistance[1]; \
+ gl_ClipDistance[2] = (c).gl_ClipDistance[2]; \
+ gl_ClipDistance[3] = (c).gl_ClipDistance[3]; \
+ gl_ClipDistance[4] = (c).gl_ClipDistance[4]; \
+ gl_ClipDistance[5] = (c).gl_ClipDistance[5];
+
+# else
+# define view_clipping_distances_set(c)
+# endif
+
+#endif
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index b0d405165f2..8627aa40bfd 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -84,66 +84,91 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
}
}
-uniform int resourceChunk;
+/* Temporary until we fully make the switch. */
+#ifndef DRW_SHADER_SHARED_H
+uniform int drw_resourceChunk;
+#endif /* DRW_SHADER_SHARED_H */
#ifdef GPU_VERTEX_SHADER
-# ifdef GPU_ARB_shader_draw_parameters
-# define baseInstance gl_BaseInstanceARB
-# else /* no ARB_shader_draw_parameters */
-uniform int baseInstance;
-# endif
-# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR)
-/* When drawing instances of an object at the same position. */
-# define instanceId 0
-# elif defined(GPU_DEPRECATED_AMD_DRIVER)
-/* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
- * the gl_InstanceID is incremented by the 2 bit component of the attribute.
- * Ignore gl_InstanceID then. */
-# define instanceId 0
-# else
-# define instanceId gl_InstanceID
-# endif
+/* Temporary until we fully make the switch. */
+# ifndef DRW_SHADER_SHARED_H
-# ifdef UNIFORM_RESOURCE_ID
-/* This is in the case we want to do a special instance drawcall but still want to have the
- * right resourceId and all the correct ubo datas. */
-uniform int resourceId;
-# define resource_id resourceId
-# else
-# define resource_id (baseInstance + instanceId)
-# endif
+/* clang-format off */
+# if defined(IN_PLACE_INSTANCES) || defined(INSTANCED_ATTR) || defined(DRW_LEGACY_MODEL_MATRIX) || defined(GPU_DEPRECATED_AMD_DRIVER)
+/* clang-format on */
+/* When drawing instances of an object at the same position. */
+# define instanceId 0
+# else
+# define instanceId gl_InstanceID
+# endif
+
+# if defined(UNIFORM_RESOURCE_ID)
+/* This is in the case we want to do a special instance drawcall for one object but still want to
+ * have the right resourceId and all the correct ubo datas. */
+uniform int drw_resourceId;
+# define resource_id drw_resourceId
+# else
+# define resource_id (gpu_BaseInstance + instanceId)
+# endif
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
-# ifdef USE_GEOMETRY_SHADER
-# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
-# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
-# else
-# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# ifdef USE_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
+# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
+# else
+# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# endif
+
+# endif /* DRW_SHADER_SHARED_H */
+
+#endif /* GPU_VERTEX_SHADER */
+
+/* Temporary until we fully make the switch. */
+#ifdef DRW_SHADER_SHARED_H
+/* TODO(fclem): Rename PASS_RESOURCE_ID to DRW_RESOURCE_ID_VARYING_SET */
+# if defined(UNIFORM_RESOURCE_ID)
+# define resource_id drw_ResourceID
+# define PASS_RESOURCE_ID
+
+# elif defined(GPU_VERTEX_SHADER)
+# define resource_id gpu_InstanceIndex
+# define PASS_RESOURCE_ID drw_ResourceID_iface.resource_index = resource_id;
+
+# elif defined(GPU_GEOMETRY_SHADER)
+# define resource_id drw_ResourceID_iface_in[0].index
+# define PASS_RESOURCE_ID drw_ResourceID_iface_out.resource_index = resource_id;
+
+# elif defined(GPU_FRAGMENT_SHADER)
+# define resource_id drw_ResourceID_iface.resource_index
# endif
-#endif
+/* TODO(fclem): Remove. */
+# define RESOURCE_ID_VARYING
+
+#else
/* If used in a fragment / geometry shader, we pass
* resource_id as varying. */
-#ifdef GPU_GEOMETRY_SHADER
-# define RESOURCE_ID_VARYING \
- flat out int resourceIDFrag; \
- flat in int resourceIDGeom[];
+# ifdef GPU_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING \
+ flat out int resourceIDFrag; \
+ flat in int resourceIDGeom[];
-# define resource_id resourceIDGeom
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
-#endif
+# define resource_id resourceIDGeom
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
+# endif
-#ifdef GPU_FRAGMENT_SHADER
+# ifdef GPU_FRAGMENT_SHADER
flat in int resourceIDFrag;
-# define resource_id resourceIDFrag
+# define resource_id resourceIDFrag
+# endif
#endif
/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
/* clang-format off */
-#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR)
+#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC) && !defined(INSTANCED_ATTR) && !defined(DRW_LEGACY_MODEL_MATRIX)
/* clang-format on */
/* Temporary until we fully make the switch. */
@@ -158,10 +183,10 @@ layout(std140) uniform modelBlock
{
ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
};
-# endif /* DRW_SHADER_SHARED_H */
-# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
-# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
+# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
+# endif /* DRW_SHADER_SHARED_H */
#else /* GPU_INTEL */
@@ -177,7 +202,10 @@ uniform mat4 ModelMatrixInverse;
#endif
-#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
+/* Temporary until we fully make the switch. */
+#ifndef DRW_SHADER_SHARED_H
+# define resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
+#endif
/** Transform shortcuts. */
/* Rule of thumb: Try to reuse world positions and normals because converting through viewspace
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
index 10b3754eebb..17a32c7d5ed 100644
--- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -2,4 +2,5 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(draw_object_infos)
+ .typedef_source("draw_shader_shared.h")
.uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index a92284efa5b..d40f51df543 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -2,6 +2,43 @@
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
+/** \name Resource ID
+ *
+ * This is used to fetch per object data in drw_matrices and other object indexed
+ * buffers. There is multiple possibilities depending on how we are drawing the object.
+ *
+ * \{ */
+
+/* Standard way. Use gpu_InstanceIndex to index the object data. */
+GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID");
+
+/**
+ * Used if the resource index needs to be passed to the fragment shader.
+ * IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
+ */
+GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface")
+ .flat(Type::INT, "resource_index");
+
+GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
+ .vertex_out(draw_resource_id_iface)
+ .geometry_out(draw_resource_id_iface); /* Used if needed. */
+
+/* Variation used when drawing multiple instances for one object. */
+GPU_SHADER_CREATE_INFO(draw_resource_id_uniform)
+ .define("UNIFORM_RESOURCE_ID")
+ .push_constant(64, Type::INT, "drw_ResourceID");
+
+/**
+ * Declare a resource handle that identify a unique object.
+ * Requires draw_resource_id[_constant].
+ */
+GPU_SHADER_CREATE_INFO(draw_resource_handle)
+ .define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
+ .push_constant(63, Type::INT, "drw_resourceChunk");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Draw View
* \{ */
@@ -9,7 +46,19 @@ GPU_SHADER_CREATE_INFO(draw_view)
.uniform_buf(0, "ViewInfos", "drw_view", Frequency::PASS)
.typedef_source("draw_shader_shared.h");
-GPU_SHADER_CREATE_INFO(draw_view_instanced_attr)
+GPU_SHADER_CREATE_INFO(draw_modelmat)
+ .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
+ .define("ModelMatrix", "(drw_matrices[resource_id].drw_modelMatrix)")
+ .define("ModelMatrixInverse", "(drw_matrices[resource_id].drw_modelMatrixInverse)")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
+ .define("DRW_LEGACY_MODEL_MATRIX")
+ .push_constant(38, Type::MAT4, "ModelMatrix")
+ .push_constant(54, Type::MAT4, "ModelMatrixInverse")
+ .additional_info("draw_view");
+
+GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
.push_constant(0, Type::MAT4, "ModelMatrix")
.push_constant(16, Type::MAT4, "ModelMatrixInverse")
.additional_info("draw_view");
@@ -17,24 +66,40 @@ GPU_SHADER_CREATE_INFO(draw_view_instanced_attr)
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Draw View
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(drw_clipped).define("USE_WORLD_CLIP_PLANES");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Geometry Type
* \{ */
-GPU_SHADER_CREATE_INFO(draw_mesh)
- .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
- .additional_info("draw_view");
+GPU_SHADER_CREATE_INFO(draw_mesh).additional_info("draw_modelmat", "draw_resource_id");
GPU_SHADER_CREATE_INFO(draw_hair)
- /* TODO(fclem) Finish */
- .uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
- .additional_info("draw_view");
+ .sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
+ .sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer")
+ .sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
+ /* TODO(fclem) Pack thoses into one UBO. */
+ .push_constant(9, Type::INT, "hairStrandsRes")
+ .push_constant(10, Type::INT, "hairThicknessRes")
+ .push_constant(11, Type::FLOAT, "hairRadRoot")
+ .push_constant(12, Type::FLOAT, "hairRadTip")
+ .push_constant(13, Type::FLOAT, "hairRadShape")
+ .push_constant(14, Type::BOOL, "hairCloseTip")
+ .push_constant(15, Type::INT, "hairStrandOffset")
+ .push_constant(16, Type::VEC4, "hairDupliMatrix", 4)
+ .additional_info("draw_modelmat", "draw_resource_id");
GPU_SHADER_CREATE_INFO(draw_pointcloud)
.vertex_in(0, Type::VEC4, "pos")
.vertex_in(1, Type::VEC3, "pos_inst")
.vertex_in(2, Type::VEC3, "nor")
- .define("UNIFORM_RESOURCE_ID")
- .define("INSTANCED_ATTR")
- .additional_info("draw_view_instanced_attr");
+ .additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
+
+GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
/** \} */
diff --git a/source/blender/draw/tests/shaders_test.cc b/source/blender/draw/tests/shaders_test.cc
index ef702821a59..6f4dc226c84 100644
--- a/source/blender/draw/tests/shaders_test.cc
+++ b/source/blender/draw/tests/shaders_test.cc
@@ -27,8 +27,6 @@ using namespace blender::draw::image_engine;
static void test_workbench_glsl_shaders()
{
- workbench_shader_library_ensure();
-
const int MAX_WPD = 6;
WORKBENCH_PrivateData wpds[MAX_WPD];
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 5be4352cffd..c898392dc7e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -402,8 +402,16 @@ list(APPEND SRC ${glsl_source_list_file})
list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
set(SHADER_CREATE_INFOS
-#../draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
-#../draw/engines/workbench/shaders/workbench_prepass_info.hh
+../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
+../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
+../draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
+../draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
+../draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
+../draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh
+../draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
+../draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
+../draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh
+../draw/engines/workbench/shaders/infos/workbench_volume_info.hh
../draw/intern/shaders/draw_fullscreen_info.hh
../draw/intern/shaders/draw_object_infos_info.hh
../draw/intern/shaders/draw_view_info.hh
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index d2716b46124..972758febd4 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -149,9 +149,14 @@ typedef enum {
} GPUUniformBuiltin;
typedef enum {
+ /** Deprecated */
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
+ /** New ones */
+ GPU_UNIFORM_BLOCK_DRW_VIEW,
+ GPU_UNIFORM_BLOCK_DRW_MODEL,
+ GPU_UNIFORM_BLOCK_DRW_INFOS,
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
} GPUUniformBlockBuiltin;
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
index 66536133795..f7622751726 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.cc
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -27,6 +27,8 @@
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
+#include "GPU_capabilities.h"
+#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -58,6 +60,11 @@ void ShaderCreateInfo::finalize()
/* Recursive. */
const_cast<ShaderCreateInfo &>(info).finalize();
+#if 0 /* Enabled for debugging merging. TODO(fclem) exception handling and error reporting in \
+ console. */
+ std::cout << "Merging : " << info_name << " > " << name_ << std::endl;
+#endif
+
interface_names_size_ += info.interface_names_size_;
vertex_inputs_.extend(info.vertex_inputs_);
@@ -70,7 +77,7 @@ void ShaderCreateInfo::finalize()
batch_resources_.extend(info.batch_resources_);
pass_resources_.extend(info.pass_resources_);
- typedef_sources_.extend(info.typedef_sources_);
+ typedef_sources_.extend_non_duplicates(info.typedef_sources_);
validate(info);
@@ -194,6 +201,13 @@ void gpu_shader_create_info_init()
# include "gpu_shader_baked.hh"
#endif
+ /* WORKAROUND: Replace draw_mesh info with the legacy one for systems that have problems with UBO
+ * indexing. */
+ if (GPU_type_matches(GPU_DEVICE_INTEL | GPU_DEVICE_INTEL_UHD, GPU_OS_ANY, GPU_DRIVER_ANY) ||
+ GPU_type_matches(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY) || GPU_crappy_amd_driver()) {
+ draw_modelmat = draw_modelmat_legacy;
+ }
+
/* TEST */
// gpu_shader_create_info_compile_all();
}
@@ -213,25 +227,37 @@ void gpu_shader_create_info_exit()
bool gpu_shader_create_info_compile_all()
{
+ int success = 0;
+ int total = 0;
for (ShaderCreateInfo *info : g_create_infos->values()) {
if (info->do_static_compilation_) {
- // printf("Compiling %s: ... \n", info->name_.c_str());
+ total++;
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<const GPUShaderCreateInfo *>(info));
if (shader == nullptr) {
printf("Compilation %s Failed\n", info->name_.c_str());
- return false;
+ }
+ else {
+ success++;
}
GPU_shader_free(shader);
- // printf("Success\n");
}
}
- return true;
+ printf("===============================\n");
+ printf("Shader Test compilation result: \n");
+ printf("%d Total\n", total);
+ printf("%d Passed\n", success);
+ printf("%d Failed\n", total - success);
+ printf("===============================\n");
+ return success == total;
}
/* Runtime create infos are not registered in the dictionary and cannot be searched. */
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
{
+ if (g_create_infos->contains(info_name) == false) {
+ printf("Error: Cannot find shader create info named \"%s\"\n", info_name);
+ }
ShaderCreateInfo *info = g_create_infos->lookup(info_name);
return reinterpret_cast<const GPUShaderCreateInfo *>(info);
}
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
index f8149bc7be0..6236e92a226 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.hh
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -559,7 +559,9 @@ struct ShaderCreateInfo {
StringRefNull info_name1 = "",
StringRefNull info_name2 = "",
StringRefNull info_name3 = "",
- StringRefNull info_name4 = "")
+ StringRefNull info_name4 = "",
+ StringRefNull info_name5 = "",
+ StringRefNull info_name6 = "")
{
additional_infos_.append(info_name0);
if (!info_name1.is_empty()) {
@@ -574,6 +576,12 @@ struct ShaderCreateInfo {
if (!info_name4.is_empty()) {
additional_infos_.append(info_name4);
}
+ if (!info_name5.is_empty()) {
+ additional_infos_.append(info_name5);
+ }
+ if (!info_name6.is_empty()) {
+ additional_infos_.append(info_name6);
+ }
return *(Self *)this;
}
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
index 735b8fea71d..44dadec7b84 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.hh
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -189,7 +189,7 @@ inline const char *ShaderInterface::builtin_uniform_name(GPUUniformBuiltin u)
case GPU_UNIFORM_COLOR:
return "color";
case GPU_UNIFORM_BASE_INSTANCE:
- return "baseInstance";
+ return "gpu_BaseInstance";
case GPU_UNIFORM_RESOURCE_CHUNK:
return "resourceChunk";
case GPU_UNIFORM_RESOURCE_ID:
@@ -211,6 +211,13 @@ inline const char *ShaderInterface::builtin_uniform_block_name(GPUUniformBlockBu
return "modelBlock";
case GPU_UNIFORM_BLOCK_INFO:
return "infoBlock";
+
+ case GPU_UNIFORM_BLOCK_DRW_VIEW:
+ return "drw_view";
+ case GPU_UNIFORM_BLOCK_DRW_MODEL:
+ return "drw_matrices";
+ case GPU_UNIFORM_BLOCK_DRW_INFOS:
+ return "drw_infos";
default:
return NULL;
}
diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc
index f7ef5c037c9..1e6e2475665 100644
--- a/source/blender/gpu/opengl/gl_shader.cc
+++ b/source/blender/gpu/opengl/gl_shader.cc
@@ -217,6 +217,8 @@ static void print_image_type(std::ostream &os,
case ImageType::UINT_2D_ARRAY:
case ImageType::SHADOW_2D:
case ImageType::SHADOW_2D_ARRAY:
+ case ImageType::DEPTH_2D:
+ case ImageType::DEPTH_2D_ARRAY:
os << "2D";
break;
case ImageType::FLOAT_3D:
@@ -232,6 +234,8 @@ static void print_image_type(std::ostream &os,
case ImageType::UINT_CUBE_ARRAY:
case ImageType::SHADOW_CUBE:
case ImageType::SHADOW_CUBE_ARRAY:
+ case ImageType::DEPTH_CUBE:
+ case ImageType::DEPTH_CUBE_ARRAY:
os << "Cube";
break;
default:
@@ -250,6 +254,8 @@ static void print_image_type(std::ostream &os,
case ImageType::UINT_CUBE_ARRAY:
case ImageType::SHADOW_2D_ARRAY:
case ImageType::SHADOW_CUBE_ARRAY:
+ case ImageType::DEPTH_2D_ARRAY:
+ case ImageType::DEPTH_CUBE_ARRAY:
os << "Array";
break;
default: