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Diffstat (limited to 'source/blender/draw/intern/draw_hair.c')
-rw-r--r--source/blender/draw/intern/draw_hair.c106
1 files changed, 12 insertions, 94 deletions
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 585e171adc5..d101df737ff 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -43,26 +43,26 @@
#include "GPU_vertex_buffer.h"
#include "draw_hair_private.h"
+#include "draw_shader.h"
#ifndef __APPLE__
# define USE_TRANSFORM_FEEDBACK
# define USE_COMPUTE_SHADERS
#endif
-BLI_INLINE bool drw_hair_use_compute_shaders(void)
+BLI_INLINE eParticleRefineShaderType drw_hair_shader_type_get(void)
{
#ifdef USE_COMPUTE_SHADERS
- return GPU_compute_shader_support();
-#else
- return false;
+ if (GPU_compute_shader_support()) {
+ return PART_REFINE_SHADER_COMPUTE;
+ }
#endif
+#ifdef USE_TRANSFORM_FEEDBACK
+ return PART_REFINE_SHADER_TRANSFORM_FEEDBACK;
+#endif
+ return PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND;
}
-typedef enum ParticleRefineShader {
- PART_REFINE_CATMULL_ROM = 0,
- PART_REFINE_MAX_SHADER,
-} ParticleRefineShader;
-
#ifndef USE_TRANSFORM_FEEDBACK
typedef struct ParticleRefineCall {
struct ParticleRefineCall *next;
@@ -79,89 +79,11 @@ static int g_tf_target_height;
static GPUVertBuf *g_dummy_vbo = NULL;
static GPUTexture *g_dummy_texture = NULL;
-static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
-extern char datatoc_common_hair_lib_glsl[];
-extern char datatoc_common_hair_refine_vert_glsl[];
-extern char datatoc_common_hair_refine_comp_glsl[];
-extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
-
-/* TODO(jbakker): move shader creation to `draw_shaders` and add test cases. */
-/* TODO(jbakker): replace defines with `constexpr` to check compilation on all OS's.
- * Currently the `__APPLE__` code-path does not compile on other platforms and vice versa. */
-#ifdef USE_COMPUTE_SHADERS
-static GPUShader *hair_refine_shader_compute_create(ParticleRefineShader UNUSED(refinement))
-{
- GPUShader *sh = NULL;
- sh = GPU_shader_create_compute(datatoc_common_hair_refine_comp_glsl,
- datatoc_common_hair_lib_glsl,
- "#define HAIR_PHASE_SUBDIV\n",
- __func__);
- return sh;
-}
-#endif
-
-#ifdef USE_TRANSFORM_FEEDBACK
-static GPUShader *hair_refine_shader_transform_feedback_create(
- ParticleRefineShader UNUSED(refinement))
-{
- GPUShader *sh = NULL;
-
- char *shader_src = BLI_string_joinN(datatoc_common_hair_lib_glsl,
- datatoc_common_hair_refine_vert_glsl);
- const char *var_names[1] = {"finalColor"};
- sh = DRW_shader_create_with_transform_feedback(
- shader_src, NULL, "#define HAIR_PHASE_SUBDIV\n", GPU_SHADER_TFB_POINTS, var_names, 1);
- MEM_freeN(shader_src);
-
- return sh;
-}
-#endif
-
-static GPUShader *hair_refine_shader_transform_feedback_workaround_create(
- ParticleRefineShader UNUSED(refinement))
-{
- GPUShader *sh = NULL;
-
- char *shader_src = BLI_string_joinN(datatoc_common_hair_lib_glsl,
- datatoc_common_hair_refine_vert_glsl);
- sh = DRW_shader_create(shader_src,
- NULL,
- datatoc_gpu_shader_3D_smooth_color_frag_glsl,
- "#define blender_srgb_to_framebuffer_space(a) a\n"
- "#define HAIR_PHASE_SUBDIV\n"
- "#define TF_WORKAROUND\n");
- MEM_freeN(shader_src);
-
- return sh;
-}
-
static GPUShader *hair_refine_shader_get(ParticleRefineShader refinement)
{
- if (g_refine_shaders[refinement]) {
- return g_refine_shaders[refinement];
- }
-
-#ifdef USE_COMPUTE_SHADERS
- if (drw_hair_use_compute_shaders()) {
- g_refine_shaders[refinement] = hair_refine_shader_compute_create(refinement);
- if (g_refine_shaders[refinement]) {
- return g_refine_shaders[refinement];
- }
- }
-#endif
-
-#ifdef USE_TRANSFORM_FEEDBACK
- g_refine_shaders[refinement] = hair_refine_shader_transform_feedback_create(refinement);
- if (g_refine_shaders[refinement]) {
- return g_refine_shaders[refinement];
- }
-#endif
-
- g_refine_shaders[refinement] = hair_refine_shader_transform_feedback_workaround_create(
- refinement);
- return g_refine_shaders[refinement];
+ return DRW_shader_hair_refine_get(refinement, drw_hair_shader_type_get());
}
void DRW_hair_init(void)
@@ -265,7 +187,7 @@ static ParticleHairCache *drw_hair_particle_cache_get(
}
if (update) {
- if (drw_hair_use_compute_shaders()) {
+ if (drw_hair_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
drw_hair_particle_cache_update_compute(cache, subdiv);
}
else {
@@ -473,7 +395,7 @@ void DRW_hair_update(void)
#else
/* Just render the pass when using compute shaders or transform feedback. */
DRW_draw_pass(g_tf_pass);
- if (drw_hair_use_compute_shaders()) {
+ if (drw_hair_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
}
#endif
@@ -481,10 +403,6 @@ void DRW_hair_update(void)
void DRW_hair_free(void)
{
- for (int i = 0; i < PART_REFINE_MAX_SHADER; i++) {
- DRW_SHADER_FREE_SAFE(g_refine_shaders[i]);
- }
-
GPU_VERTBUF_DISCARD_SAFE(g_dummy_vbo);
DRW_TEXTURE_FREE_SAFE(g_dummy_texture);
}