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Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c554
1 files changed, 520 insertions, 34 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index b5512aa108d..9e4daa2a036 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -36,6 +36,7 @@
#include "DNA_customdata_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
+#include "DNA_node_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -47,6 +48,7 @@
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
+#include "GPU_uniformbuffer.h"
#include "BLI_sys_types.h" /* for intptr_t support */
@@ -88,7 +90,7 @@ typedef struct GPUFunction {
/* Indices match the GPUType enum */
static const char *GPU_DATATYPE_STR[17] = {
"", "float", "vec2", "vec3", "vec4",
- NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4",
+ NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"
};
/* GLSL code parsing for finding function definitions.
@@ -172,7 +174,7 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
/* test for type */
type = GPU_NONE;
- for (i = 1; i <= 16; i++) {
+ for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
type = i;
break;
@@ -188,6 +190,13 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
if (!type && gpu_str_prefix(code, "sampler2D")) {
type = GPU_TEX2D;
}
+ if (!type && gpu_str_prefix(code, "sampler3D")) {
+ type = GPU_TEX3D;
+ }
+
+ if (!type && gpu_str_prefix(code, "Closure")) {
+ type = GPU_CLOSURE;
+ }
if (type) {
/* add parameter */
@@ -350,6 +359,8 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
+ else /* can happen with closure */
+ BLI_dynstr_append(ds, name);
}
}
@@ -412,6 +423,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfparticleangvel";
else if (builtin == GPU_OBJECT_INFO)
return "unfobjectinfo";
+ else if (builtin == GPU_VOLUME_DENSITY)
+ return "sampdensity";
+ else if (builtin == GPU_VOLUME_FLAME)
+ return "sampflame";
else
return "";
}
@@ -500,12 +515,16 @@ static void codegen_set_unique_ids(ListBase *nodes)
BLI_ghash_free(definehash, NULL, NULL);
}
-static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
+/**
+ * It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
+ */
+static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, ListBase *nodes)
{
GPUNode *node;
GPUInput *input;
const char *name;
int builtins = 0;
+ ListBase ubo_inputs = {NULL, NULL};
/* print uniforms */
for (node = nodes->first; node; node = node->next) {
@@ -525,7 +544,14 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
builtins |= input->builtin;
name = GPU_builtin_name(input->builtin);
- if (gpu_str_prefix(name, "unf")) {
+ if (gpu_str_prefix(name, "samp")) {
+ if ((input->builtin == GPU_VOLUME_DENSITY) ||
+ (input->builtin == GPU_VOLUME_FLAME))
+ {
+ BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name);
+ }
+ }
+ else if (gpu_str_prefix(name, "unf")) {
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
@@ -536,14 +562,23 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
}
}
}
+ else if (input->source == GPU_SOURCE_STRUCT) {
+ /* Add other struct here if needed. */
+ BLI_dynstr_appendf(ds, "Closure strct%d = CLOSURE_DEFAULT;\n", input->id);
+ }
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
- if (input->dynamicvec) {
+ if (input->dynamictype == GPU_DYNAMIC_UBO) {
+ if (!input->link) {
+ /* We handle the UBOuniforms separately. */
+ BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
+ }
+ }
+ else if (input->dynamicvec) {
/* only create uniforms for dynamic vectors */
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
GPU_DATATYPE_STR[input->type], input->id);
}
else {
- /* for others use const so the compiler can do folding */
BLI_dynstr_appendf(ds, "const %s cons%d = ",
GPU_DATATYPE_STR[input->type], input->id);
codegen_print_datatype(ds, input->type, input->vec);
@@ -569,6 +604,22 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
}
}
+ /* Handle the UBO block separately. */
+ if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
+ GPU_material_create_uniform_buffer(material, &ubo_inputs);
+
+ /* Inputs are sorted */
+ BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
+
+ for (LinkData *link = ubo_inputs.first; link; link = link->next) {
+ input = link->data;
+ BLI_dynstr_appendf(ds, "\t%s unf%d;\n",
+ GPU_DATATYPE_STR[input->type], input->id);
+ }
+ BLI_dynstr_append(ds, "};\n");
+ BLI_freelistN(&ubo_inputs);
+ }
+
BLI_dynstr_append(ds, "\n");
return builtins;
@@ -594,8 +645,13 @@ static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
/* declare temporary variables for node output storage */
for (output = node->outputs.first; output; output = output->next) {
- BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
- GPU_DATATYPE_STR[output->type], output->id);
+ if (output->type == GPU_CLOSURE) {
+ BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
+ }
+ else {
+ BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
+ GPU_DATATYPE_STR[output->type], output->id);
+ }
}
}
@@ -622,11 +678,26 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
"tmp", input->link->output->id);
}
else if (input->source == GPU_SOURCE_BUILTIN) {
- if (input->builtin == GPU_VIEW_NORMAL)
+ if (input->builtin == GPU_INVERSE_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "viewinv");
+ else if (input->builtin == GPU_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "viewmat");
+ else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "camtexfac");
+ else if (input->builtin == GPU_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "objmat");
+ else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "objinv");
+ else if (input->builtin == GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "viewposition");
+ else if (input->builtin == GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "facingnormal");
else
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
}
+ else if (input->source == GPU_SOURCE_STRUCT) {
+ BLI_dynstr_appendf(ds, "strct%d", input->id);
+ }
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
if (input->dynamicvec)
BLI_dynstr_appendf(ds, "unf%d", input->id);
@@ -655,12 +726,11 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, ");\n");
}
- BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
- codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
+ BLI_dynstr_appendf(ds, "\n\treturn tmp%d", finaloutput->id);
BLI_dynstr_append(ds, ";\n");
}
-static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
+static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output, bool use_new_shading)
{
DynStr *ds = BLI_dynstr_new();
char *code;
@@ -677,17 +747,47 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
#endif
codegen_set_unique_ids(nodes);
- builtins = codegen_print_uniforms_functions(ds, nodes);
+ builtins = codegen_process_uniforms_functions(material, ds, nodes);
#if 0
if (G.debug & G_DEBUG)
BLI_dynstr_appendf(ds, "/* %s */\n", name);
#endif
- BLI_dynstr_append(ds, "void main()\n{\n");
+ BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
- if (builtins & GPU_VIEW_NORMAL)
- BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
+ if (use_new_shading) {
+ if (builtins & GPU_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
+ if (builtins & GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
+ if (builtins & GPU_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
+ if (builtins & GPU_INVERSE_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
+ if (builtins & GPU_INVERSE_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
+ if (builtins & GPU_VIEW_NORMAL)
+ BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
+ if (builtins & GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
+ }
+ else {
+ if (builtins & GPU_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewmat = unfviewmat;\n");
+ if (builtins & GPU_CAMERA_TEXCO_FACTORS)
+ BLI_dynstr_append(ds, "\tvec4 camtexfac = unfcameratexfactors;\n");
+ if (builtins & GPU_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objmat = unfobmat;\n");
+ if (builtins & GPU_INVERSE_OBJECT_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 objinv = unfinvobmat;\n");
+ if (builtins & GPU_INVERSE_VIEW_MATRIX)
+ BLI_dynstr_append(ds, "\tmat4 viewinv = unfinvviewmat;\n");
+ if (builtins & GPU_VIEW_NORMAL)
+ BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
+ if (builtins & GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "\tvec3 viewposition = varposition;\n");
+ }
/* Calculate tangent space. */
#ifdef WITH_OPENSUBDIV
@@ -722,6 +822,17 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
BLI_dynstr_append(ds, "}\n");
+ /* XXX This cannot go into gpu_shader_material.glsl because main() would be parsed and generate error */
+ /* Old glsl mode compat. */
+ BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n");
+ BLI_dynstr_append(ds, "out vec4 fragColor;\n");
+ BLI_dynstr_append(ds, "void main()\n");
+ BLI_dynstr_append(ds, "{\n");
+ BLI_dynstr_append(ds, "\tClosure cl = nodetree_exec();\n");
+ BLI_dynstr_append(ds, "\tfragColor = vec4(cl.radiance, cl.opacity);\n");
+ BLI_dynstr_append(ds, "}\n");
+ BLI_dynstr_append(ds, "#endif\n\n");
+
/* create shader */
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -733,6 +844,95 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
return code;
}
+static const char *attrib_prefix_get(CustomDataType type)
+{
+ switch (type) {
+ case CD_ORCO: return "orco";
+ case CD_MTFACE: return "u";
+ case CD_TANGENT: return "t";
+ case CD_MCOL: return "c";
+ case CD_AUTO_FROM_NAME: return "a";
+ default: BLI_assert(false && "Gwn_VertAttr Prefix type not found : This should not happen!"); return "";
+ }
+}
+
+static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code, bool use_geom)
+{
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *code;
+
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ /* XXX FIXME : see notes in mesh_render_data_create() */
+ /* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
+ if (input->attribtype == CD_ORCO) {
+ /* orco is computed from local positions, see bellow */
+ BLI_dynstr_appendf(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
+ }
+ else if (input->attribname[0] == '\0') {
+ BLI_dynstr_appendf(ds, "in %s %s;\n", GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype));
+ BLI_dynstr_appendf(ds, "#define att%d %s\n", input->attribid, attrib_prefix_get(input->attribtype));
+ }
+ else {
+ unsigned int hash = BLI_ghashutil_strhash_p(input->attribname);
+ BLI_dynstr_appendf(ds, "in %s %s%u;\n",
+ GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash);
+ BLI_dynstr_appendf(ds, "#define att%d %s%u\n",
+ input->attribid, attrib_prefix_get(input->attribtype), hash);
+ }
+ BLI_dynstr_appendf(ds, "out %s var%d%s;\n",
+ GPU_DATATYPE_STR[input->type], input->attribid, use_geom ? "g" : "");
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "\n");
+
+ BLI_dynstr_append(ds, "#define ATTRIB\n");
+ BLI_dynstr_append(ds, "uniform mat3 NormalMatrix;\n");
+ BLI_dynstr_append(ds, "void pass_attrib(in vec3 position) {\n");
+
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ if (input->attribtype == CD_TANGENT) { /* silly exception */
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s.xyz = normalize(NormalMatrix * att%d.xyz);\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
+ BLI_dynstr_appendf(
+ ds, "\tvar%d%s.w = att%d.w;\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
+ }
+ else if (input->attribtype == CD_ORCO) {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
+ input->attribid, use_geom ? "g" : "");
+ }
+ else {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
+ }
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "}\n");
+
+ BLI_dynstr_append(ds, vert_code);
+
+ code = BLI_dynstr_get_cstring(ds);
+
+ BLI_dynstr_free(ds);
+
+#if 0
+ if (G.debug & G_DEBUG) printf("%s\n", code);
+#endif
+
+ return code;
+}
+
static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
{
DynStr *ds = BLI_dynstr_new();
@@ -790,7 +990,7 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
#endif
BLI_dynstr_appendf(
- ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n",
+ ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n",
input->attribid, input->attribid);
BLI_dynstr_appendf(
ds, "\tvar%d.w = att%d.w;\n",
@@ -841,6 +1041,51 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
return code;
}
+static char *code_generate_geometry_new(ListBase *nodes, const char *geom_code)
+{
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *code;
+
+ /* Create prototype because attributes cannot be declared before layout. */
+ BLI_dynstr_appendf(ds, "void pass_attrib(in int vert);\n");
+ BLI_dynstr_append(ds, "#define ATTRIB\n");
+
+ BLI_dynstr_append(ds, geom_code);
+
+ /* Generate varying declarations. */
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ BLI_dynstr_appendf(ds, "in %s var%dg[];\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ BLI_dynstr_appendf(ds, "out %s var%d;\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ }
+ }
+ }
+
+ /* Generate varying assignments. */
+ BLI_dynstr_appendf(ds, "void pass_attrib(in int vert) {\n");
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ /* TODO let shader choose what to do depending on what the attrib is. */
+ BLI_dynstr_appendf(ds, "\tvar%d = var%dg[vert];\n", input->attribid, input->attribid);
+ }
+ }
+ }
+ BLI_dynstr_append(ds, "}\n");
+
+ code = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return code;
+}
+
static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
{
#ifdef WITH_OPENSUBDIV
@@ -928,6 +1173,67 @@ GPUShader *GPU_pass_shader(GPUPass *pass)
return pass->shader;
}
+static void gpu_nodes_extract_dynamic_inputs_new(GPUPass *pass, ListBase *nodes)
+{
+ GPUShader *shader = pass->shader;
+ GPUNode *node;
+ GPUInput *next, *input;
+ ListBase *inputs = &pass->inputs;
+ int extract, z;
+
+ memset(inputs, 0, sizeof(*inputs));
+
+ if (!shader)
+ return;
+
+ GPU_shader_bind(shader);
+
+ for (node = nodes->first; node; node = node->next) {
+ z = 0;
+ for (input = node->inputs.first; input; input = next, z++) {
+ next = input->next;
+
+ /* attributes don't need to be bound, they already have
+ * an id that the drawing functions will use */
+ if (input->source == GPU_SOURCE_ATTRIB) {
+ continue;
+ }
+
+ if (input->source == GPU_SOURCE_BUILTIN ||
+ input->source == GPU_SOURCE_OPENGL_BUILTIN)
+ {
+ continue;
+ }
+
+ if (input->ima || input->tex || input->prv)
+ BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
+ else
+ BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
+
+ /* pass non-dynamic uniforms to opengl */
+ extract = 0;
+
+ if (input->ima || input->tex || input->prv) {
+ if (input->bindtex)
+ extract = 1;
+ }
+ else if (input->dynamicvec)
+ extract = 1;
+
+ if (extract)
+ input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+
+ /* extract nodes */
+ if (extract) {
+ BLI_remlink(&node->inputs, input);
+ BLI_addtail(inputs, input);
+ }
+ }
+ }
+
+ GPU_shader_unbind();
+}
+
static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
{
GPUShader *shader = pass->shader;
@@ -1135,7 +1441,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
name = outnode->name;
input = outnode->inputs.first;
- if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
+ if ((STREQ(name, "set_value") || STREQ(name, "set_rgb") || STREQ(name, "set_rgba")) &&
(input->type == type))
{
input = MEM_dupallocN(outnode->inputs.first);
@@ -1194,7 +1500,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
#if 0
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
#endif
- input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
@@ -1235,6 +1541,12 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
MEM_freeN(link);
}
+ else if (type == GPU_CLOSURE) {
+ input->type = type;
+ input->source = GPU_SOURCE_STRUCT;
+
+ MEM_freeN(link);
+ }
else {
/* uniform vector */
input->type = type;
@@ -1246,21 +1558,100 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
input->dynamictype = link->dynamictype;
input->dynamicdata = link->ptr2;
}
+
MEM_freeN(link);
}
BLI_addtail(&node->inputs, input);
}
-static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
+
+static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
+{
+ switch (type) {
+ case SOCK_FLOAT:
+ return "set_value";
+ case SOCK_VECTOR:
+ return "set_rgb";
+ case SOCK_RGBA:
+ return "set_rgba";
+ default:
+ BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
+ return NULL;
+ }
+}
+
+/**
+ * Link stack uniform buffer.
+ * This is called for the input/output sockets that are note connected.
+ */
+static GPUNodeLink *gpu_uniformbuffer_link(
+ GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index, const eNodeSocketInOut in_out)
{
- GPUNodeLink *link;
+ bNodeSocket *socket;
+
+ /* Some nodes can have been create on the fly and does
+ * not have an original to point to. (i.e. the bump from
+ * ntree_shader_relink_displacement). In this case just
+ * revert to static constant folding. */
+ if (node->original == NULL) {
+ return NULL;
+ }
+
+ if (in_out == SOCK_IN) {
+ socket = BLI_findlink(&node->original->inputs, index);
+ }
+ else {
+ socket = BLI_findlink(&node->original->outputs, index);
+ }
+
+ BLI_assert(socket != NULL);
+ BLI_assert(socket->in_out == in_out);
+
+ if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
+ GPUNodeLink *link;
+ switch (socket->type) {
+ case SOCK_FLOAT:
+ {
+ bNodeSocketValueFloat *socket_data = socket->default_value;
+ link = GPU_uniform_buffer(&socket_data->value, GPU_FLOAT);
+ break;
+ }
+ case SOCK_VECTOR:
+ {
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ link = GPU_uniform_buffer(socket_data->value, GPU_VEC3);
+ break;
+ }
+ case SOCK_RGBA:
+ {
+ bNodeSocketValueRGBA *socket_data = socket->default_value;
+ link = GPU_uniform_buffer(socket_data->value, GPU_VEC4);
+ break;
+ }
+ default:
+ return NULL;
+ break;
+ }
+
+ if (in_out == SOCK_IN) {
+ GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
+ }
+ return link;
+ }
+ return NULL;
+}
+static void gpu_node_input_socket(GPUMaterial *material, bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
+{
if (sock->link) {
gpu_node_input_link(node, sock->link, sock->type);
}
+ else if ((material != NULL) && (gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != NULL)) {
+ gpu_node_input_link(node, sock->link, sock->type);
+ }
else {
- link = GPU_node_link_create();
+ GPUNodeLink *link = GPU_node_link_create();
link->ptr1 = sock->vec;
gpu_node_input_link(node, link, sock->type);
}
@@ -1387,7 +1778,14 @@ GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
{
GPUNodeLink *link = GPU_node_link_create();
- link->attribtype = type;
+ /* Fall back to the UV layer, which matches old behavior. */
+ if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
+ link->attribtype = CD_MTFACE;
+ }
+ else {
+ link->attribtype = type;
+ }
+
link->attribname = name;
return link;
@@ -1416,6 +1814,21 @@ GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *d
return link;
}
+/**
+ * Add uniform to UBO struct of GPUMaterial.
+ */
+GPUNodeLink *GPU_uniform_buffer(float *num, GPUType gputype)
+{
+ GPUNodeLink *link = GPU_node_link_create();
+ link->ptr1 = num;
+ link->ptr2 = NULL;
+ link->dynamic = true;
+ link->dynamictype = GPU_DYNAMIC_UBO;
+ link->type = gputype;
+
+ return link;
+}
+
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
{
GPUNodeLink *link = GPU_node_link_create();
@@ -1526,7 +1939,7 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
return true;
}
-bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
+bool GPU_stack_link(GPUMaterial *material, bNode *bnode, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
{
GPUNode *node;
GPUFunction *function;
@@ -1546,11 +1959,11 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
if (in) {
for (i = 0; in[i].type != GPU_NONE; i++) {
- gpu_node_input_socket(node, &in[i]);
+ gpu_node_input_socket(material, bnode, node, &in[i], i);
totin++;
}
}
-
+
if (out) {
for (i = 0; out[i].type != GPU_NONE; i++) {
gpu_node_output(node, out[i].type, &out[i].link);
@@ -1572,7 +1985,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
if (totin == 0) {
link = va_arg(params, GPUNodeLink *);
if (link->socket)
- gpu_node_input_socket(node, link->socket);
+ gpu_node_input_socket(NULL, NULL, node, link->socket, -1);
else
gpu_node_input_link(node, link, function->paramtype[i]);
}
@@ -1582,8 +1995,8 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
}
va_end(params);
- gpu_material_add_node(mat, node);
-
+ gpu_material_add_node(material, node);
+
return true;
}
@@ -1608,6 +2021,11 @@ int GPU_link_changed(GPUNodeLink *link)
return 0;
}
+GPUNodeLink *GPU_uniformbuffer_link_out(GPUMaterial *mat, bNode *node, GPUNodeStack *stack, const int index)
+{
+ return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
+}
+
/* Pass create/free */
static void gpu_nodes_tag(GPUNodeLink *link)
@@ -1647,6 +2065,78 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
}
}
+GPUPass *GPU_generate_pass_new(
+ struct GPUMaterial *material,
+ ListBase *nodes, struct GPUNodeLink *frag_outlink,
+ GPUVertexAttribs *attribs,
+ const char *vert_code, const char *geom_code,
+ const char *frag_lib, const char *defines)
+{
+ GPUShader *shader;
+ GPUPass *pass;
+ char *vertexgen, *fragmentgen, *tmp;
+ char *vertexcode, *geometrycode, *fragmentcode;
+
+ /* prune unused nodes */
+ gpu_nodes_prune(nodes, frag_outlink);
+
+ gpu_nodes_get_vertex_attributes(nodes, attribs);
+
+ /* generate code and compile with opengl */
+ fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, true);
+ vertexgen = code_generate_vertex_new(nodes, vert_code, (geom_code != NULL));
+
+ tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+ fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+ vertexcode = BLI_strdup(vertexgen);
+
+ if (geom_code) {
+ geometrycode = code_generate_geometry_new(nodes, geom_code);
+ }
+ else {
+ geometrycode = NULL;
+ }
+
+ shader = GPU_shader_create(vertexcode,
+ fragmentcode,
+ geometrycode,
+ NULL,
+ defines);
+
+ MEM_freeN(tmp);
+
+ /* failed? */
+ if (!shader) {
+ if (fragmentcode)
+ MEM_freeN(fragmentcode);
+ if (vertexcode)
+ MEM_freeN(vertexcode);
+ if (geometrycode)
+ MEM_freeN(geometrycode);
+ MEM_freeN(fragmentgen);
+ MEM_freeN(vertexgen);
+ gpu_nodes_free(nodes);
+ return NULL;
+ }
+
+ /* create pass */
+ pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
+ pass->shader = shader;
+ pass->fragmentcode = fragmentcode;
+ pass->geometrycode = geometrycode;
+ pass->vertexcode = vertexcode;
+ pass->libcode = glsl_material_library;
+
+ /* extract dynamic inputs and throw away nodes */
+ gpu_nodes_extract_dynamic_inputs_new(pass, nodes);
+ gpu_nodes_free(nodes);
+
+ MEM_freeN(fragmentgen);
+ MEM_freeN(vertexgen);
+
+ return pass;
+}
+
GPUPass *GPU_generate_pass(
ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
@@ -1672,7 +2162,7 @@ GPUPass *GPU_generate_pass(
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
- fragmentcode = code_generate_fragment(nodes, outlink->output);
+ fragmentcode = code_generate_fragment(NULL, nodes, outlink->output, false);
vertexcode = code_generate_vertex(nodes, type);
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
@@ -1688,9 +2178,6 @@ GPUPass *GPU_generate_pass(
geometrycode,
glsl_material_library,
NULL,
- 0,
- 0,
- 0,
flags);
/* failed? */
@@ -1708,7 +2195,6 @@ GPUPass *GPU_generate_pass(
/* create pass */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
- pass->output = outlink->output;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
pass->geometrycode = geometrycode;