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Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c139
1 files changed, 25 insertions, 114 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 360f3dbf63f..f02aee8d8af 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -64,101 +64,9 @@ extern char datatoc_gpu_shader_vertex_glsl[];
/* structs and defines */
-typedef enum GPUDataSource {
- GPU_SOURCE_VEC_UNIFORM,
- GPU_SOURCE_BUILTIN,
- GPU_SOURCE_TEX_PIXEL,
- GPU_SOURCE_TEX,
- GPU_SOURCE_ATTRIB
-} GPUDataSource;
-
static const char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
-struct GPUNode {
- struct GPUNode *next, *prev;
-
- const char *name;
- int tag;
-
- ListBase inputs;
- ListBase outputs;
-};
-
-struct GPUNodeLink {
- GPUNodeStack *socket;
-
- int attribtype;
- const char *attribname;
-
- int image;
-
- int texture;
- int texturesize;
-
- void *ptr1, *ptr2;
-
- int dynamic;
-
- int type;
- int users;
-
- GPUTexture *dynamictex;
-
- GPUBuiltin builtin;
-
- struct GPUOutput *output;
-};
-
-typedef struct GPUOutput {
- struct GPUOutput *next, *prev;
-
- GPUNode *node;
- int type; /* data type = length of vector/matrix */
- GPUNodeLink *link; /* output link */
- int id; /* unique id as created by code generator */
-} GPUOutput;
-
-typedef struct GPUInput {
- struct GPUInput *next, *prev;
-
- GPUNode *node;
-
- int type; /* datatype */
- int source; /* data source */
-
- int id; /* unique id as created by code generator */
- int texid; /* number for multitexture */
- int attribid; /* id for vertex attributes */
- int bindtex; /* input is responsible for binding the texture? */
- int definetex; /* input is responsible for defining the pixel? */
- int textarget; /* GL_TEXTURE_* */
- int textype; /* datatype */
-
- struct Image *ima; /* image */
- struct ImageUser *iuser;/* image user */
- float *dynamicvec; /* vector data in case it is dynamic */
- GPUTexture *tex; /* input texture, only set at runtime */
- int shaderloc; /* id from opengl */
- char shadername[32]; /* name in shader */
-
- float vec[16]; /* vector data */
- GPUNodeLink *link;
- int dynamictex; /* dynamic? */
- int attribtype; /* attribute type */
- char attribname[32]; /* attribute name */
- int attribfirst; /* this is the first one that is bound */
- GPUBuiltin builtin; /* builtin uniform */
-} GPUInput;
-
-struct GPUPass {
- struct GPUPass *next, *prev;
-
- ListBase inputs;
- struct GPUOutput *output;
- struct GPUShader *shader;
-};
-
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
@@ -245,8 +153,6 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
if(!type && gpu_str_prefix(code, "sampler2DShadow"))
type= GPU_SHADOW2D;
- if(!type && gpu_str_prefix(code, "sampler1D"))
- type= GPU_TEX1D;
if(!type && gpu_str_prefix(code, "sampler2D"))
type= GPU_TEX2D;
@@ -298,9 +204,7 @@ static char *gpu_generate_function_prototyps(GHash *hash)
else if(function->paramqual[a] == FUNCTION_QUAL_INOUT)
BLI_dynstr_append(ds, "inout ");
- if(function->paramtype[a] == GPU_TEX1D)
- BLI_dynstr_append(ds, "sampler1D");
- else if(function->paramtype[a] == GPU_TEX2D)
+ if(function->paramtype[a] == GPU_TEX2D)
BLI_dynstr_append(ds, "sampler2D");
else if(function->paramtype[a] == GPU_SHADOW2D)
BLI_dynstr_append(ds, "sampler2DShadow");
@@ -542,7 +446,6 @@ static void codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
/* create exactly one sampler for each texture */
if (codegen_input_has_texture(input) && input->bindtex)
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
- (input->textype == GPU_TEX1D)? "sampler1D":
(input->textype == GPU_TEX2D)? "sampler2D": "sampler2DShadow",
input->texid);
}
@@ -947,6 +850,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->textarget = GL_TEXTURE_2D;
input->textype = type;
input->dynamictex = 1;
+ input->dynamicdata = link->ptr2;
MEM_freeN(link);
}
else if(link->texture) {
@@ -955,14 +859,9 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->source = GPU_SOURCE_TEX;
input->textype = type;
- if (type == GPU_TEX1D) {
- input->tex = GPU_texture_create_1D(link->texturesize, link->ptr1, NULL);
- input->textarget = GL_TEXTURE_1D;
- }
- else {
- input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
- input->textarget = GL_TEXTURE_2D;
- }
+ //input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
+ input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
MEM_freeN(link);
@@ -993,8 +892,11 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->source = GPU_SOURCE_VEC_UNIFORM;
memcpy(input->vec, link->ptr1, type*sizeof(float));
- if(link->dynamic)
+ if(link->dynamic) {
input->dynamicvec= link->ptr1;
+ input->dynamictype= link->dynamictype;
+ input->dynamicdata= link->ptr2;
+ }
MEM_freeN(link);
}
@@ -1102,12 +1004,12 @@ static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *a
input->attribfirst = 1;
attribs->layer[a].type = input->attribtype;
- attribs->layer[a].glindex = input->attribid;
+ attribs->layer[a].attribid = input->attribid;
BLI_strncpy(attribs->layer[a].name, input->attribname,
sizeof(attribs->layer[a].name));
}
else
- input->attribid = attribs->layer[a].glindex;
+ input->attribid = attribs->layer[a].attribid;
}
}
}
@@ -1148,13 +1050,15 @@ GPUNodeLink *GPU_uniform(float *num)
return link;
}
-GPUNodeLink *GPU_dynamic_uniform(float *num)
+GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->ptr1= num;
- link->ptr2= NULL;
+ link->ptr2= data;
link->dynamic= 1;
+ link->dynamictype = dynamictype;
+
return link;
}
@@ -1181,12 +1085,14 @@ GPUNodeLink *GPU_texture(int size, float *pixels)
return link;
}
-GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex)
+GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, int dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->dynamic = 1;
link->dynamictex = tex;
+ link->dynamictype = dynamictype;
+ link->ptr2 = data;
return link;
}
@@ -1389,8 +1295,6 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttri
fragmentcode = code_generate_fragment(nodes, outlink->output, name);
vertexcode = code_generate_vertex(nodes);
shader = GPU_shader_create(vertexcode, fragmentcode, datatoc_gpu_shader_material_glsl); /*FUNCTION_LIB);*/
- MEM_freeN(fragmentcode);
- MEM_freeN(vertexcode);
/* failed? */
if (!shader) {
@@ -1405,6 +1309,9 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttri
pass->output = outlink->output;
pass->shader = shader;
+ pass->fragmentcode = fragmentcode;
+ pass->vertexcode = vertexcode;
+ pass->libcode = datatoc_gpu_shader_material_glsl;
/* extract dynamic inputs and throw away nodes */
GPU_nodes_extract_dynamic_inputs(pass, nodes);
@@ -1417,6 +1324,10 @@ void GPU_pass_free(GPUPass *pass)
{
GPU_shader_free(pass->shader);
GPU_inputs_free(&pass->inputs);
+ if (pass->fragmentcode)
+ MEM_freeN(pass->fragmentcode);
+ if (pass->vertexcode)
+ MEM_freeN(pass->vertexcode);
MEM_freeN(pass);
}