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Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c979
1 files changed, 638 insertions, 341 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index a9cef0b5ad3..436f43d9c1e 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -36,17 +36,24 @@
#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_hash_mm2a.h"
+#include "BLI_link_utils.h"
#include "BLI_utildefines.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
+#include "BLI_threads.h"
+
+#include "PIL_time.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#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 */
@@ -62,6 +69,65 @@ extern char datatoc_gpu_shader_geometry_glsl[];
static char *glsl_material_library = NULL;
+/* -------------------- GPUPass Cache ------------------ */
+/**
+ * Internal shader cache: This prevent the shader recompilation / stall when
+ * using undo/redo AND also allows for GPUPass reuse if the Shader code is the
+ * same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
+ **/
+
+/* Only use one linklist that contains the GPUPasses grouped by hash. */
+static GPUPass *pass_cache = NULL;
+static SpinLock pass_cache_spin;
+
+static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs)
+{
+ BLI_HashMurmur2A hm2a;
+ BLI_hash_mm2a_init(&hm2a, 0);
+ BLI_hash_mm2a_add(&hm2a, (unsigned char *)frag_gen, strlen(frag_gen));
+ if (defs)
+ BLI_hash_mm2a_add(&hm2a, (unsigned char *)defs, strlen(defs));
+
+ return BLI_hash_mm2a_end(&hm2a);
+}
+
+/* Search by hash only. Return first pass with the same hash.
+ * There is hash collision if (pass->next && pass->next->hash == hash) */
+static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ /* Could be optimized with a Lookup table. */
+ for (GPUPass *pass = pass_cache; pass; pass = pass->next) {
+ if (pass->hash == hash) {
+ BLI_spin_unlock(&pass_cache_spin);
+ return pass;
+ }
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+ return NULL;
+}
+
+/* Check all possible passes with the same hash. */
+static GPUPass *gpu_pass_cache_resolve_collision(
+ GPUPass *pass, const char *vert, const char *geom, const char *frag, const char *defs, uint32_t hash)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ /* Collision, need to strcmp the whole shader. */
+ for (; pass && (pass->hash == hash); pass = pass->next) {
+ if ((defs != NULL) && (strcmp(pass->defines, defs) != 0)) { /* Pass */ }
+ else if ((geom != NULL) && (strcmp(pass->geometrycode, geom) != 0)) { /* Pass */ }
+ else if ((strcmp(pass->fragmentcode, frag) == 0) &&
+ (strcmp(pass->vertexcode, vert) == 0))
+ {
+ BLI_spin_unlock(&pass_cache_spin);
+ return pass;
+ }
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+ return NULL;
+}
+
+/* -------------------- GPU Codegen ------------------ */
/* type definitions and constants */
@@ -88,7 +154,7 @@ 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 +238,7 @@ 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 +254,13 @@ 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 */
@@ -343,7 +416,7 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
}
- else {
+ else if (to == GPU_VEC4) {
if (from == GPU_VEC3)
BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
else if (from == GPU_VEC2)
@@ -351,6 +424,19 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t
else if (from == GPU_FLOAT)
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
}
+ else if (to == GPU_CLOSURE) {
+ if (from == GPU_VEC4)
+ BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
+ else if (from == GPU_VEC3)
+ BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
+ else if (from == GPU_VEC2)
+ BLI_dynstr_appendf(ds, "closure_emission(%s.rrr)", name);
+ else if (from == GPU_FLOAT)
+ BLI_dynstr_appendf(ds, "closure_emission(vec3(%s, %s, %s))", name, name, name);
+ }
+ else {
+ BLI_dynstr_append(ds, name);
+ }
}
static void codegen_print_datatype(DynStr *ds, const GPUType type, float *data)
@@ -412,6 +498,12 @@ 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 if (builtin == GPU_VOLUME_TEMPERATURE)
+ return "unftemperature";
else
return "";
}
@@ -500,12 +592,16 @@ 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 +621,14 @@ 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 +639,23 @@ 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 +681,22 @@ 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_uniform_buffer_create(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 +722,13 @@ 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 +755,26 @@ 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 +803,11 @@ 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)
{
DynStr *ds = BLI_dynstr_new();
char *code;
@@ -677,17 +824,29 @@ 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_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? varnormal: -varnormal;\n");
+ BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
+ if (builtins & GPU_VIEW_POSITION)
+ BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
/* Calculate tangent space. */
#ifdef WITH_OPENSUBDIV
@@ -722,6 +881,17 @@ 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);
@@ -733,103 +903,152 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
return code;
}
-static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
+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(ListBase *nodes, const char *vert_code, bool use_geom)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
- char *vertcode = NULL;
+
+ /* Hairs uv and col attribs are passed by bufferTextures. */
+ BLI_dynstr_append(ds,
+ "#ifdef HAIR_SHADER\n"
+ "#define DEFINE_ATTRIB(type, attr) uniform samplerBuffer attr\n"
+ "#else\n"
+ "#define DEFINE_ATTRIB(type, attr) in type attr\n"
+ "#endif\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) {
-#ifdef WITH_OPENSUBDIV
- bool skip_opensubdiv = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
- if (skip_opensubdiv) {
- BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
+ /* 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");
}
-#endif
- BLI_dynstr_appendf(ds, "%s %s att%d;\n",
- GLEW_VERSION_3_0 ? "in" : "attribute",
- GPU_DATATYPE_STR[input->type], input->attribid);
- BLI_dynstr_appendf(ds, "uniform int att%d_info;\n", input->attribid);
- BLI_dynstr_appendf(ds, "%s %s var%d;\n",
- GLEW_VERSION_3_0 ? "out" : "varying",
- GPU_DATATYPE_STR[input->type], input->attribid);
-#ifdef WITH_OPENSUBDIV
- if (skip_opensubdiv) {
- BLI_dynstr_appendf(ds, "#endif\n");
+ else if (input->attribname[0] == '\0') {
+ BLI_dynstr_appendf(ds, "DEFINE_ATTRIB(%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));
}
-#endif
+ else {
+ unsigned int hash = BLI_ghashutil_strhash_p(input->attribname);
+ BLI_dynstr_appendf(ds, "DEFINE_ATTRIB(%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);
+ /* Auto attrib can be vertex color byte buffer.
+ * We need to know and convert them to linear space in VS. */
+ if (!use_geom && input->attribtype == CD_AUTO_FROM_NAME) {
+ BLI_dynstr_appendf(ds, "uniform bool ba%u;\n", hash);
+ BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attribid, 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");
- switch (type) {
- case GPU_MATERIAL_TYPE_MESH:
- vertcode = datatoc_gpu_shader_vertex_glsl;
- break;
- case GPU_MATERIAL_TYPE_WORLD:
- vertcode = datatoc_gpu_shader_vertex_world_glsl;
- break;
- default:
- fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
- break;
+ BLI_dynstr_append(ds,
+ "#define ATTRIB\n"
+ "uniform mat3 NormalMatrix;\n"
+ "uniform mat4 ModelMatrixInverse;\n"
+ "vec3 srgb_to_linear_attrib(vec3 c) {\n"
+ "\tc = max(c, vec3(0.0));\n"
+ "\tvec3 c1 = c * (1.0 / 12.92);\n"
+ "\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n"
+ "\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
+ "}\n\n"
+ );
+
+ /* Prototype because defined later. */
+ BLI_dynstr_append(ds,
+ "vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
+ "vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
+ "vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
+ "vec3 hair_get_strand_pos(void);\n"
+ "\n"
+ );
+
+ BLI_dynstr_append(ds, "void pass_attrib(in vec3 position) {\n");
+
+ BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\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) {
+ /* Not supported by hairs */
+ BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n",
+ input->attribid, use_geom ? "g" : "");
+ }
+ else if (input->attribtype == CD_ORCO) {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
+ input->attribid, use_geom ? "g" : "");
+ }
+ else {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = hair_get_customdata_%s(att%d);\n",
+ input->attribid, use_geom ? "g" : "", GPU_DATATYPE_STR[input->type], input->attribid);
+ }
+ }
+ }
}
- BLI_dynstr_append(ds, vertcode);
+ BLI_dynstr_append(ds, "#else /* MESH_SHADER */\n");
- for (node = nodes->first; node; node = node->next)
- for (input = node->inputs.first; input; input = input->next)
+ 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 */
-#ifdef WITH_OPENSUBDIV
- BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
-#endif
BLI_dynstr_appendf(
- ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n",
- input->attribid, input->attribid);
+ ds, "\tvar%d%s.xyz = normalize(NormalMatrix * att%d.xyz);\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
BLI_dynstr_appendf(
- ds, "\tvar%d.w = att%d.w;\n",
- input->attribid, input->attribid);
-#ifdef WITH_OPENSUBDIV
- BLI_dynstr_appendf(ds, "#endif\n");
-#endif
+ ds, "\tvar%d%s.w = att%d.w;\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
}
- else {
-#ifdef WITH_OPENSUBDIV
- bool is_mtface = input->attribtype == CD_MTFACE;
- if (is_mtface) {
- BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
- }
-#endif
- BLI_dynstr_appendf(ds, "\tset_var_from_attr(att%d, att%d_info, var%d);\n",
- input->attribid, input->attribid, input->attribid);
-#ifdef WITH_OPENSUBDIV
- if (is_mtface) {
- BLI_dynstr_appendf(ds, "#endif\n");
- }
-#endif
+ else if (input->attribtype == CD_ORCO) {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
+ input->attribid, use_geom ? "g" : "");
}
- }
- /* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
- else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
- if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
- /* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
- * between shader stages and we want the full range of the normal */
- BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5) * varnormal + vec3(0.5);\n");
- BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
+ else if (input->attribtype == CD_MCOL) {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = srgb_to_linear_attrib(att%d);\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
+ }
+ else if (input->attribtype == CD_AUTO_FROM_NAME) {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attrib(att%d) : att%d;\n",
+ input->attribid, use_geom ? "g" : "",
+ input->attribid, input->attribid, input->attribid);
}
- else if (input->oglbuiltin == GPU_COLOR) {
- BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
+ else {
+ BLI_dynstr_appendf(ds, "\tvar%d%s = att%d;\n",
+ input->attribid, use_geom ? "g" : "", input->attribid);
}
}
+ }
+ }
+ BLI_dynstr_append(ds, "#endif /* HAIR_SHADER */\n");
BLI_dynstr_append(ds, "}\n");
+ BLI_dynstr_append(ds, vert_code);
+
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -841,65 +1060,49 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
return code;
}
-static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
+static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
{
-#ifdef WITH_OPENSUBDIV
- if (use_opensubdiv) {
- DynStr *ds = BLI_dynstr_new();
- GPUNode *node;
- GPUInput *input;
- char *code;
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *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) {
- if (input->attribtype == CD_MTFACE) {
- /* NOTE: For now we are using varying on purpose,
- * otherwise we are not able to write to the varying.
- */
- BLI_dynstr_appendf(ds, "%s %s var%d%s;\n",
- "varying",
- GPU_DATATYPE_STR[input->type],
- input->attribid,
- "");
- BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
- input->attribid);
- }
- }
- }
- }
+ /* 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, datatoc_gpu_shader_geometry_glsl);
+ BLI_dynstr_append(ds, geom_code);
- /* Generate varying assignments. */
- 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_MTFACE) {
- BLI_dynstr_appendf(
- ds,
- "\tINTERP_FACE_VARYING_ATT_2(var%d, "
- "int(texelFetch(FVarDataOffsetBuffer, fvar%d_offset).r), st);\n",
- input->attribid,
- input->attribid);
- }
- }
+ /* 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);
}
}
+ }
- BLI_dynstr_append(ds, "}\n");
- code = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
+ /* 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");
- //if (G.debug & G_DEBUG) printf("%s\n", code);
+ code = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
- return code;
- }
-#else
- UNUSED_VARS(nodes, use_opensubdiv);
-#endif
- return NULL;
+ return code;
}
void GPU_code_generate_glsl_lib(void)
@@ -923,20 +1126,18 @@ void GPU_code_generate_glsl_lib(void)
/* GPU pass binding/unbinding */
-GPUShader *GPU_pass_shader(GPUPass *pass)
+GPUShader *GPU_pass_shader_get(GPUPass *pass)
{
return pass->shader;
}
-static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
+void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListBase *nodes)
{
- GPUShader *shader = pass->shader;
GPUNode *node;
GPUInput *next, *input;
- ListBase *inputs = &pass->inputs;
int extract, z;
- memset(inputs, 0, sizeof(*inputs));
+ BLI_listbase_clear(inputs);
if (!shader)
return;
@@ -951,26 +1152,9 @@ static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
if (input->source == GPU_SOURCE_ATTRIB) {
-#ifdef WITH_OPENSUBDIV
- /* We do need mtface attributes for later, so we can
- * update face-varuing variables offset in the texture
- * buffer for proper sampling from the shader.
- *
- * We don't do anything about attribute itself, we
- * only use it to learn which uniform name is to be
- * updated.
- *
- * TODO(sergey): We can add ad extra uniform input
- * for the offset, which will be purely internal and
- * which would avoid having such an exceptions.
- */
- if (input->attribtype != CD_MTFACE) {
- continue;
- }
-#else
continue;
-#endif
}
+
if (input->source == GPU_SOURCE_BUILTIN ||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
{
@@ -989,20 +1173,16 @@ static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
if (input->bindtex)
extract = 1;
}
- else if (input->dynamicvec)
+ else if (input->dynamictype == GPU_DYNAMIC_UBO) {
+ /* Don't extract UBOs */
+ }
+ else if (input->dynamicvec) {
extract = 1;
+ }
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
-#ifdef WITH_OPENSUBDIV
- if (input->source == GPU_SOURCE_ATTRIB &&
- input->attribtype == CD_MTFACE)
- {
- extract = 1;
- }
-#endif
-
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
@@ -1014,80 +1194,6 @@ static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
GPU_shader_unbind();
}
-void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
-{
- GPUInput *input;
- GPUShader *shader = pass->shader;
- ListBase *inputs = &pass->inputs;
-
- if (!shader)
- return;
-
- GPU_shader_bind(shader);
-
- /* create the textures */
- for (input = inputs->first; input; input = input->next) {
- if (input->ima)
- input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, mipmap);
- else if (input->prv)
- input->tex = GPU_texture_from_preview(input->prv, mipmap);
- }
-
- /* bind the textures, in second loop so texture binding during
- * create doesn't overwrite already bound textures */
- for (input = inputs->first; input; input = input->next) {
- if (input->tex && input->bindtex) {
- GPU_texture_bind(input->tex, input->texid);
- GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
- }
- }
-}
-
-void GPU_pass_update_uniforms(GPUPass *pass)
-{
- GPUInput *input;
- GPUShader *shader = pass->shader;
- ListBase *inputs = &pass->inputs;
-
- if (!shader)
- return;
-
- /* pass dynamic inputs to opengl, others were removed */
- for (input = inputs->first; input; input = input->next) {
- if (!(input->ima || input->tex || input->prv)) {
- if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
- // The hardness is actually a short pointer, so we convert it here
- float val = (float)(*(short *)input->dynamicvec);
- GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
- }
- else {
- GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
- input->dynamicvec);
- }
- }
- }
-}
-
-void GPU_pass_unbind(GPUPass *pass)
-{
- GPUInput *input;
- GPUShader *shader = pass->shader;
- ListBase *inputs = &pass->inputs;
-
- if (!shader)
- return;
-
- for (input = inputs->first; input; input = input->next) {
- if (input->tex && input->bindtex)
- GPU_texture_unbind(input->tex);
-
- if (input->ima || input->prv)
- input->tex = NULL;
- }
-
- GPU_shader_unbind();
-}
-
/* Node Link Functions */
static GPUNodeLink *GPU_node_link_create(void)
@@ -1135,7 +1241,7 @@ 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 +1300,7 @@ 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, GPU_RGBA8, link->ptr1, NULL);
input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
@@ -1235,6 +1341,12 @@ 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 +1358,100 @@ 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);
}
@@ -1286,7 +1477,7 @@ static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **lin
BLI_addtail(&node->outputs, output);
}
-static void gpu_inputs_free(ListBase *inputs)
+void GPU_inputs_free(ListBase *inputs)
{
GPUInput *input;
@@ -1304,7 +1495,7 @@ static void gpu_node_free(GPUNode *node)
{
GPUOutput *output;
- gpu_inputs_free(&node->inputs);
+ GPU_inputs_free(&node->inputs);
for (output = node->outputs.first; output; output = output->next)
if (output->link) {
@@ -1327,7 +1518,7 @@ static void gpu_nodes_free(ListBase *nodes)
/* vertex attributes */
-static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
+void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
{
GPUNode *node;
GPUInput *input;
@@ -1368,26 +1559,20 @@ static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *a
}
}
-static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
-{
- GPUNode *node;
- GPUInput *input;
-
- *builtin = 0;
-
- for (node = nodes->first; node; node = node->next)
- for (input = node->inputs.first; input; input = input->next)
- if (input->source == GPU_SOURCE_BUILTIN)
- *builtin |= input->builtin;
-}
-
/* varargs linking */
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 +1601,21 @@ 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 +1726,7 @@ 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;
@@ -1545,16 +1745,20 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
totout = 0;
if (in) {
- for (i = 0; in[i].type != GPU_NONE; i++) {
- gpu_node_input_socket(node, &in[i]);
- totin++;
+ for (i = 0; !in[i].end; i++) {
+ if (in[i].type != GPU_NONE) {
+ 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);
- totout++;
+ for (i = 0; !out[i].end; i++) {
+ if (out[i].type != GPU_NONE) {
+ gpu_node_output(node, out[i].type, &out[i].link);
+ totout++;
+ }
}
}
@@ -1572,7 +1776,7 @@ 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]);
}
@@ -1582,7 +1786,7 @@ 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 +1812,11 @@ 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)
@@ -1628,7 +1837,7 @@ static void gpu_nodes_tag(GPUNodeLink *link)
gpu_nodes_tag(input->link);
}
-static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
+void GPU_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
{
GPUNode *node, *next;
@@ -1647,91 +1856,135 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
}
}
-GPUPass *GPU_generate_pass(
- ListBase *nodes, GPUNodeLink *outlink,
- GPUVertexAttribs *attribs, int *builtins,
- const GPUMatType type, const char *UNUSED(name),
- const bool use_opensubdiv,
- const bool use_new_shading)
+static bool gpu_pass_is_valid(GPUPass *pass)
+{
+ /* Shader is not null if compilation is successful,
+ * refcount is positive if compilation as not yet been done. */
+ return (pass->shader != NULL || pass->refcount > 0);
+}
+
+GPUPass *GPU_generate_pass_new(
+ GPUMaterial *material,
+ GPUNodeLink *frag_outlink,
+ struct GPUVertexAttribs *attribs,
+ ListBase *nodes,
+ const char *vert_code,
+ const char *geom_code,
+ const char *frag_lib,
+ const char *defines)
{
- GPUShader *shader;
- GPUPass *pass;
char *vertexcode, *geometrycode, *fragmentcode;
+ GPUPass *pass = NULL, *pass_hash = NULL;
-#if 0
- if (!FUNCTION_LIB) {
- GPU_nodes_free(nodes);
- return NULL;
+ /* prune unused nodes */
+ GPU_nodes_prune(nodes, frag_outlink);
+
+ GPU_nodes_get_vertex_attributes(nodes, attribs);
+
+ /* generate code */
+ char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output);
+
+ /* Cache lookup: Reuse shaders already compiled */
+ uint32_t hash = gpu_pass_hash(fragmentgen, defines);
+ pass_hash = gpu_pass_cache_lookup(hash);
+
+ if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) {
+ /* No collision, just return the pass. */
+ MEM_freeN(fragmentgen);
+ if (!gpu_pass_is_valid(pass_hash)) {
+ /* Shader has already been created but failed to compile. */
+ return NULL;
+ }
+ pass_hash->refcount += 1;
+ return pass_hash;
}
-#endif
- /* prune unused nodes */
- gpu_nodes_prune(nodes, outlink);
-
- gpu_nodes_get_vertex_attributes(nodes, attribs);
- gpu_nodes_get_builtin_flag(nodes, builtins);
-
- /* generate code and compile with opengl */
- fragmentcode = code_generate_fragment(nodes, outlink->output);
- vertexcode = code_generate_vertex(nodes, type);
- geometrycode = code_generate_geometry(nodes, use_opensubdiv);
-
- int flags = GPU_SHADER_FLAGS_NONE;
- if (use_opensubdiv) {
- flags |= GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV;
- }
- if (use_new_shading) {
- flags |= GPU_SHADER_FLAGS_NEW_SHADING;
- }
- shader = GPU_shader_create_ex(vertexcode,
- fragmentcode,
- geometrycode,
- glsl_material_library,
- NULL,
- 0,
- 0,
- 0,
- flags);
-
- /* failed? */
- if (!shader) {
- if (fragmentcode)
- MEM_freeN(fragmentcode);
- if (vertexcode)
- MEM_freeN(vertexcode);
- memset(attribs, 0, sizeof(*attribs));
- memset(builtins, 0, sizeof(*builtins));
- gpu_nodes_free(nodes);
- return NULL;
+ /* Either the shader is not compiled or there is a hash collision...
+ * continue generating the shader strings. */
+ char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+
+ vertexcode = code_generate_vertex(nodes, vert_code, (geom_code != NULL));
+ geometrycode = (geom_code) ? code_generate_geometry(nodes, geom_code) : NULL;
+ fragmentcode = BLI_strdupcat(tmp, fragmentgen);
+
+ MEM_freeN(fragmentgen);
+ MEM_freeN(tmp);
+
+ if (pass_hash) {
+ /* Cache lookup: Reuse shaders already compiled */
+ pass = gpu_pass_cache_resolve_collision(pass_hash, vertexcode, geometrycode, fragmentcode, defines, hash);
}
- /* create pass */
- pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
+ if (pass) {
+ /* Cache hit. Reuse the same GPUPass and GPUShader. */
+ if (!gpu_pass_is_valid(pass)) {
+ /* Shader has already been created but failed to compile. */
+ return NULL;
+ }
- pass->output = outlink->output;
- pass->shader = shader;
- pass->fragmentcode = fragmentcode;
- pass->geometrycode = geometrycode;
- pass->vertexcode = vertexcode;
- pass->libcode = glsl_material_library;
+ MEM_SAFE_FREE(vertexcode);
+ MEM_SAFE_FREE(fragmentcode);
+ MEM_SAFE_FREE(geometrycode);
- /* extract dynamic inputs and throw away nodes */
- gpu_nodes_extract_dynamic_inputs(pass, nodes);
- gpu_nodes_free(nodes);
+ pass->refcount += 1;
+ }
+ else {
+ /* We still create a pass even if shader compilation
+ * fails to avoid trying to compile again and again. */
+ pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
+ pass->shader = NULL;
+ pass->refcount = 1;
+ pass->hash = hash;
+ pass->vertexcode = vertexcode;
+ pass->fragmentcode = fragmentcode;
+ pass->geometrycode = geometrycode;
+ pass->defines = (defines) ? BLI_strdup(defines) : NULL;
+ pass->compiled = false;
+
+ BLI_spin_lock(&pass_cache_spin);
+ if (pass_hash != NULL) {
+ /* Add after the first pass having the same hash. */
+ pass->next = pass_hash->next;
+ pass_hash->next = pass;
+ }
+ else {
+ /* No other pass have same hash, just prepend to the list. */
+ BLI_LINKS_PREPEND(pass_cache, pass);
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+ }
return pass;
}
-void GPU_pass_free(GPUPass *pass)
+void GPU_pass_compile(GPUPass *pass)
+{
+ if (!pass->compiled) {
+ pass->shader = GPU_shader_create(pass->vertexcode,
+ pass->fragmentcode,
+ pass->geometrycode,
+ NULL,
+ pass->defines);
+ pass->compiled = true;
+ }
+}
+
+void GPU_pass_release(GPUPass *pass)
+{
+ BLI_assert(pass->refcount > 0);
+ pass->refcount--;
+}
+
+static 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->geometrycode)
- MEM_freeN(pass->geometrycode);
- if (pass->vertexcode)
- MEM_freeN(pass->vertexcode);
+ BLI_assert(pass->refcount == 0);
+ if (pass->shader) {
+ GPU_shader_free(pass->shader);
+ }
+ MEM_SAFE_FREE(pass->fragmentcode);
+ MEM_SAFE_FREE(pass->geometrycode);
+ MEM_SAFE_FREE(pass->vertexcode);
+ MEM_SAFE_FREE(pass->defines);
MEM_freeN(pass);
}
@@ -1740,3 +1993,47 @@ void GPU_pass_free_nodes(ListBase *nodes)
gpu_nodes_free(nodes);
}
+void GPU_pass_cache_garbage_collect(void)
+{
+ static int lasttime = 0;
+ const int shadercollectrate = 60; /* hardcoded for now. */
+ int ctime = (int)PIL_check_seconds_timer();
+
+ if (ctime < shadercollectrate + lasttime)
+ return;
+
+ lasttime = ctime;
+
+ BLI_spin_lock(&pass_cache_spin);
+ GPUPass *next, **prev_pass = &pass_cache;
+ for (GPUPass *pass = pass_cache; pass; pass = next) {
+ next = pass->next;
+ if (pass->refcount == 0) {
+ /* Remove from list */
+ *prev_pass = next;
+ gpu_pass_free(pass);
+ }
+ else {
+ prev_pass = &pass->next;
+ }
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+}
+
+void GPU_pass_cache_init(void)
+{
+ BLI_spin_init(&pass_cache_spin);
+}
+
+void GPU_pass_cache_free(void)
+{
+ BLI_spin_lock(&pass_cache_spin);
+ while (pass_cache) {
+ GPUPass *next = pass_cache->next;
+ gpu_pass_free(pass_cache);
+ pass_cache = next;
+ }
+ BLI_spin_unlock(&pass_cache_spin);
+
+ BLI_spin_end(&pass_cache_spin);
+}