diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 123 |
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; |