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Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c123
1 files changed, 122 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index de2b94482f4..89c58eb8495 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -928,6 +928,67 @@ 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;
@@ -1647,6 +1708,67 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
}
}
+GPUPass *GPU_generate_pass_new(ListBase *nodes, struct GPUNodeLink *frag_outlink,
+ const char *vert_code, const char *geom_code,
+ const char *frag_lib, const char *defines)
+{
+ GPUShader *shader;
+ GPUPass *pass;
+ char *vertexgen, *geometrygen, *fragmentgen, *tmp;
+ char *vertexcode, *geometrycode, *fragmentcode;
+
+ /* prune unused nodes */
+ gpu_nodes_prune(nodes, frag_outlink);
+
+ /* generate code and compile with opengl */
+ fragmentgen = code_generate_fragment(nodes, frag_outlink->output);
+ // vertexgen = code_generate_vertex(nodes, GPU_MATERIAL_TYPE_MESH);
+ // geometrygen = code_generate_geometry(nodes, false);
+ UNUSED_VARS(vertexgen, geometrygen);
+
+ tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+ fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+ vertexcode = BLI_strdup(vert_code);
+ geometrycode = BLI_strdup(geom_code);
+
+ 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);
+ 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);
+
+ return pass;
+}
+
GPUPass *GPU_generate_pass(
ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
@@ -1705,7 +1827,6 @@ 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;