Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl416
1 files changed, 416 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl
new file mode 100644
index 00000000000..5dd7decf663
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_subdiv_patch_evaluation_comp.glsl
@@ -0,0 +1,416 @@
+
+/* To be compile with common_subdiv_lib.glsl */
+
+/* Source buffer. */
+layout(std430, binding = 0) buffer src_buffer
+{
+ float srcVertexBuffer[];
+};
+
+/* #DRWPatchMap */
+layout(std430, binding = 1) readonly buffer inputPatchHandles
+{
+ PatchHandle input_patch_handles[];
+};
+
+layout(std430, binding = 2) readonly buffer inputQuadNodes
+{
+ QuadNode quad_nodes[];
+};
+
+layout(std430, binding = 3) readonly buffer inputPatchCoords
+{
+ BlenderPatchCoord patch_coords[];
+};
+
+layout(std430, binding = 4) readonly buffer inputVertOrigIndices
+{
+ int input_vert_origindex[];
+};
+
+/* Patch buffers. */
+layout(std430, binding = 5) buffer patchArray_buffer
+{
+ OsdPatchArray patchArrayBuffer[];
+};
+
+layout(std430, binding = 6) buffer patchIndex_buffer
+{
+ int patchIndexBuffer[];
+};
+
+layout(std430, binding = 7) buffer patchParam_buffer
+{
+ OsdPatchParam patchParamBuffer[];
+};
+
+ /* Output buffer(s). */
+
+#if defined(FVAR_EVALUATION)
+layout(std430, binding = 8) writeonly buffer outputFVarData
+{
+ vec2 output_fvar[];
+};
+#elif defined(FDOTS_EVALUATION)
+/* For face dots, we build the position, normals, and index buffers in one go. */
+
+/* vec3 is padded to vec4, but the format used for fdots does not have any padding. */
+struct FDotVert {
+ float x, y, z;
+};
+
+/* Same here, do not use vec3. */
+struct FDotNor {
+ float x, y, z;
+ float flag;
+};
+
+layout(std430, binding = 8) writeonly buffer outputVertices
+{
+ FDotVert output_verts[];
+};
+
+layout(std430, binding = 9) writeonly buffer outputNormals
+{
+ FDotNor output_nors[];
+};
+
+layout(std430, binding = 10) writeonly buffer outputFdotsIndices
+{
+ uint output_indices[];
+};
+
+layout(std430, binding = 11) readonly buffer extraCoarseFaceData
+{
+ uint extra_coarse_face_data[];
+};
+#else
+layout(std430, binding = 8) writeonly buffer outputVertexData
+{
+ PosNorLoop output_verts[];
+};
+#endif
+
+vec2 read_vec2(int index)
+{
+ vec2 result;
+ result.x = srcVertexBuffer[index * 2];
+ result.y = srcVertexBuffer[index * 2 + 1];
+ return result;
+}
+
+vec3 read_vec3(int index)
+{
+ vec3 result;
+ result.x = srcVertexBuffer[index * 3];
+ result.y = srcVertexBuffer[index * 3 + 1];
+ result.z = srcVertexBuffer[index * 3 + 2];
+ return result;
+}
+
+OsdPatchArray GetPatchArray(int arrayIndex)
+{
+ return patchArrayBuffer[arrayIndex];
+}
+
+OsdPatchParam GetPatchParam(int patchIndex)
+{
+ return patchParamBuffer[patchIndex];
+}
+
+/* ------------------------------------------------------------------------------
+ * Patch Coordinate lookup. Return an OsdPatchCoord for the given patch_index and uvs.
+ * This code is a port of the OpenSubdiv PatchMap lookup code.
+ */
+
+PatchHandle bogus_patch_handle()
+{
+ PatchHandle ret;
+ ret.array_index = -1;
+ ret.vertex_index = -1;
+ ret.patch_index = -1;
+ return ret;
+}
+
+int transformUVToQuadQuadrant(float median, inout float u, inout float v)
+{
+ int uHalf = (u >= median) ? 1 : 0;
+ if (uHalf != 0)
+ u -= median;
+
+ int vHalf = (v >= median) ? 1 : 0;
+ if (vHalf != 0)
+ v -= median;
+
+ return (vHalf << 1) | uHalf;
+}
+
+int transformUVToTriQuadrant(float median, inout float u, inout float v, inout bool rotated)
+{
+
+ if (!rotated) {
+ if (u >= median) {
+ u -= median;
+ return 1;
+ }
+ if (v >= median) {
+ v -= median;
+ return 2;
+ }
+ if ((u + v) >= median) {
+ rotated = true;
+ return 3;
+ }
+ return 0;
+ }
+ else {
+ if (u < median) {
+ v -= median;
+ return 1;
+ }
+ if (v < median) {
+ u -= median;
+ return 2;
+ }
+ u -= median;
+ v -= median;
+ if ((u + v) < median) {
+ rotated = false;
+ return 3;
+ }
+ return 0;
+ }
+}
+
+PatchHandle find_patch(int face_index, float u, float v)
+{
+ if (face_index < min_patch_face || face_index > max_patch_face) {
+ return bogus_patch_handle();
+ }
+
+ QuadNode node = quad_nodes[face_index - min_patch_face];
+
+ if (!is_set(node.child[0])) {
+ return bogus_patch_handle();
+ }
+
+ float median = 0.5;
+ bool tri_rotated = false;
+
+ for (int depth = 0; depth <= max_depth; ++depth, median *= 0.5) {
+ int quadrant = (patches_are_triangular != 0) ?
+ transformUVToTriQuadrant(median, u, v, tri_rotated) :
+ transformUVToQuadQuadrant(median, u, v);
+
+ if (is_leaf(node.child[quadrant])) {
+ return input_patch_handles[get_index(node.child[quadrant])];
+ }
+
+ node = quad_nodes[get_index(node.child[quadrant])];
+ }
+}
+
+OsdPatchCoord bogus_patch_coord(int face_index, float u, float v)
+{
+ OsdPatchCoord coord;
+ coord.arrayIndex = 0;
+ coord.patchIndex = face_index;
+ coord.vertIndex = 0;
+ coord.s = u;
+ coord.t = v;
+ return coord;
+}
+
+OsdPatchCoord GetPatchCoord(int face_index, float u, float v)
+{
+ PatchHandle patch_handle = find_patch(face_index, u, v);
+
+ if (patch_handle.array_index == -1) {
+ return bogus_patch_coord(face_index, u, v);
+ }
+
+ OsdPatchCoord coord;
+ coord.arrayIndex = patch_handle.array_index;
+ coord.patchIndex = patch_handle.patch_index;
+ coord.vertIndex = patch_handle.vertex_index;
+ coord.s = u;
+ coord.t = v;
+ return coord;
+}
+
+/* ------------------------------------------------------------------------------
+ * Patch evaluation. Note that the 1st and 2nd derivatives are always computed, although we
+ * only return and use the 1st derivatives if adaptive patches are used. This could
+ * perhaps be optimized.
+ */
+
+#if defined(FVAR_EVALUATION)
+void evaluate_patches_limits(int patch_index, float u, float v, inout vec2 dst)
+{
+ OsdPatchCoord coord = GetPatchCoord(patch_index, u, v);
+ OsdPatchArray array = GetPatchArray(coord.arrayIndex);
+ OsdPatchParam param = GetPatchParam(coord.patchIndex);
+
+ int patchType = OsdPatchParamIsRegular(param) ? array.regDesc : array.desc;
+
+ float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
+ int nPoints = OsdEvaluatePatchBasis(
+ patchType, param, coord.s, coord.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
+
+ int indexBase = array.indexBase + array.stride * (coord.patchIndex - array.primitiveIdBase);
+
+ for (int cv = 0; cv < nPoints; ++cv) {
+ int index = patchIndexBuffer[indexBase + cv];
+ vec2 src_fvar = read_vec2(src_offset + index);
+ dst += src_fvar * wP[cv];
+ }
+}
+#else
+void evaluate_patches_limits(
+ int patch_index, float u, float v, inout vec3 dst, inout vec3 du, inout vec3 dv)
+{
+ OsdPatchCoord coord = GetPatchCoord(patch_index, u, v);
+ OsdPatchArray array = GetPatchArray(coord.arrayIndex);
+ OsdPatchParam param = GetPatchParam(coord.patchIndex);
+
+ int patchType = OsdPatchParamIsRegular(param) ? array.regDesc : array.desc;
+
+ float wP[20], wDu[20], wDv[20], wDuu[20], wDuv[20], wDvv[20];
+ int nPoints = OsdEvaluatePatchBasis(
+ patchType, param, coord.s, coord.t, wP, wDu, wDv, wDuu, wDuv, wDvv);
+
+ int indexBase = array.indexBase + array.stride * (coord.patchIndex - array.primitiveIdBase);
+
+ for (int cv = 0; cv < nPoints; ++cv) {
+ int index = patchIndexBuffer[indexBase + cv];
+ vec3 src_vertex = read_vec3(index);
+
+ dst += src_vertex * wP[cv];
+ du += src_vertex * wDu[cv];
+ dv += src_vertex * wDv[cv];
+ }
+}
+#endif
+
+/* ------------------------------------------------------------------------------
+ * Entry point.
+ */
+
+#if defined(FVAR_EVALUATION)
+void main()
+{
+ /* We execute for each quad. */
+ uint quad_index = get_global_invocation_index();
+ if (quad_index >= total_dispatch_size) {
+ return;
+ }
+
+ uint start_loop_index = quad_index * 4;
+
+ for (uint loop_index = start_loop_index; loop_index < start_loop_index + 4; loop_index++) {
+ vec2 fvar = vec2(0.0);
+
+ BlenderPatchCoord patch_co = patch_coords[loop_index];
+ vec2 uv = decode_uv(patch_co.encoded_uv);
+
+ evaluate_patches_limits(patch_co.patch_index, uv.x, uv.y, fvar);
+ output_fvar[dst_offset + loop_index] = fvar;
+ }
+}
+#elif defined(FDOTS_EVALUATION)
+bool is_face_selected(uint coarse_quad_index)
+{
+ return (extra_coarse_face_data[coarse_quad_index] & coarse_face_select_mask) != 0;
+}
+
+bool is_face_active(uint coarse_quad_index)
+{
+ return (extra_coarse_face_data[coarse_quad_index] & coarse_face_active_mask) != 0;
+}
+
+float get_face_flag(uint coarse_quad_index)
+{
+ if (is_face_active(coarse_quad_index)) {
+ return -1.0;
+ }
+
+ if (is_face_selected(coarse_quad_index)) {
+ return 1.0;
+ }
+
+ return 0.0;
+}
+
+void main()
+{
+ /* We execute for each coarse quad. */
+ uint coarse_quad_index = get_global_invocation_index();
+ if (coarse_quad_index >= total_dispatch_size) {
+ return;
+ }
+
+ BlenderPatchCoord patch_co = patch_coords[coarse_quad_index];
+ vec2 uv = decode_uv(patch_co.encoded_uv);
+
+ vec3 pos = vec3(0.0);
+ vec3 du = vec3(0.0);
+ vec3 dv = vec3(0.0);
+ evaluate_patches_limits(patch_co.patch_index, uv.x, uv.y, pos, du, dv);
+ vec3 nor = normalize(cross(du, dv));
+
+ FDotVert vert;
+ vert.x = pos.x;
+ vert.y = pos.y;
+ vert.z = pos.z;
+
+ FDotNor fnor;
+ fnor.x = nor.x;
+ fnor.y = nor.y;
+ fnor.z = nor.z;
+ fnor.flag = get_face_flag(coarse_quad_index);
+
+ output_verts[coarse_quad_index] = vert;
+ output_nors[coarse_quad_index] = fnor;
+ output_indices[coarse_quad_index] = coarse_quad_index;
+}
+#else
+void main()
+{
+ /* We execute for each quad. */
+ uint quad_index = get_global_invocation_index();
+ if (quad_index >= total_dispatch_size) {
+ return;
+ }
+
+ uint start_loop_index = quad_index * 4;
+
+ for (uint loop_index = start_loop_index; loop_index < start_loop_index + 4; loop_index++) {
+ vec3 pos = vec3(0.0);
+ vec3 du = vec3(0.0);
+ vec3 dv = vec3(0.0);
+
+ BlenderPatchCoord patch_co = patch_coords[loop_index];
+ vec2 uv = decode_uv(patch_co.encoded_uv);
+
+ evaluate_patches_limits(patch_co.patch_index, uv.x, uv.y, pos, du, dv);
+
+# if defined(LIMIT_NORMALS)
+ vec3 nor = normalize(cross(du, dv));
+# else
+ /* This will be computed later. */
+ vec3 nor = vec3(0.0);
+# endif
+
+ int origindex = input_vert_origindex[loop_index];
+ uint flag = 0;
+ if (origindex == -1) {
+ flag = -1;
+ }
+
+ PosNorLoop vertex_data;
+ set_vertex_pos(vertex_data, pos);
+ set_vertex_nor(vertex_data, nor, flag);
+ output_verts[loop_index] = vertex_data;
+ }
+}
+#endif